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"There's going to be a wall. It won't be real."
Sol digs in his belt pouch and comes up with a twisted bit of lint, or wool. It's gray and dingy. He throws it into the room while speaking a few words of minor power. His familiar old wall appears again, running down the center of the room.
Silent image of a wall from AM10 to AM13.

Kira Valerious |

Kira waits to see what effect Mulluq's channel has, and then moves into attack one of the stronger remaining zombies.
Atk: 1d20 + 5 ⇒ (19) + 5 = 24 DMG: 1d8 + 2 ⇒ (4) + 2 = 6
Crit?: 1d20 + 5 ⇒ (10) + 5 = 15 DMG: 1d8 + 2 ⇒ (7) + 2 = 9

Aubrey the Demented/Malformed |

Zombie will saves
Z1 1d20 + 3 ⇒ (3) + 3 = 6
Z2 1d20 + 3 ⇒ (8) + 3 = 11
Z3 1d20 + 3 ⇒ (6) + 3 = 9
Z4 1d20 + 3 ⇒ (17) + 3 = 20
Z5 1d20 + 3 ⇒ (11) + 3 = 14
Z6 1d20 + 3 ⇒ (4) + 3 = 7
The zombies quail as Mulluq bathes them in the purifying light of Iomedae. Jod and Wendaug both pepper them arrows and Booam strikes one down with his axe. (Z5 down.)
Sol conjures a wall, cutting Booam off from sight. Kira moves up and another zombie falls. (I'll assume it was Z2. Z2 down.)
Kaygan, Hannik, Ghroth, Rhok.

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Moving with an eager energy, Ghroth passes behind Mulluq and leaps forward to slap at the zombie against the wall.
Move to AK 12.
Slam v Z1: 1d20 + 6 ⇒ (7) + 6 = 13 ... damage: 1d8 + 3 ⇒ (7) + 3 = 10
Hannik follows her interplanar companion into the roomand flattens out against the wall to the right before loosing a crossbow bolt at Ghroth's opponent.
Move to AJ10, or AK10 if she can't fire from AJ10.
Lt Crossbow v Z1, shooting in melee: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18 ... damage: 1d8 + 0 ⇒ (3) + 0 = 3
Kaygan moves until he gets a view through the door, past Mulluq to the nearest zombie. He whips up his magic missile wand and sends three magic bolts past the holy teifling's head.
Move to AK8. Magic missile CL 5 v Z3 damage: 3d4 + 3 ⇒ (4, 1, 1) + 3 = 9
Rhok wades into the fray, swinging his heavy mace.
If Z3 doesn't drop, move to AK11 and attack it. If it is already dead, move to AJ12 and attack Z1. If both are already dead, delay.
Heavy mace: 1d20 + 1 + 5 ⇒ (11) + 1 + 5 = 17 ... damage: 1d8 + 3 ⇒ (6) + 3 = 9
I thought the wall would let us split them, but I didn't think about trapping Booam, and him outnumbered. The wall seems a lot less smart now. I should have held it to use only if the zombies survived.

Aubrey the Demented/Malformed |

Kaygan blasts down one zombie with his wand. Between them Ghroth, Rhok and Hannik bring down the last zombie on their side of the illusory wall. However, the two on the side with Booam shuffle up to attack.
Z1 and Z3 down. Z4 and Z6 attack Booam.
Z4 Slam 1d20 + 4 ⇒ (7) + 4 = 11 to hit, damage 1d6 + 4 ⇒ (6) + 4 = 10
Z6 Slam 1d20 + 4 ⇒ (10) + 4 = 14 to hit, damage 1d6 + 4 ⇒ (6) + 4 = 10
Back to the top - free-form again, take your turn when you will.

Jod Eastwind |

Booam is not terribly concerned about the fact that he's outnumbered two-to-one, but the sudden appearance of a wall cutting him off from his squad unsettles him a bit. First, deal with the zombies. He attacks Z6.
Booam's attack on Z6: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d12 + 6 ⇒ (9) + 6 = 15
Jod drops his bow next to Wendaug and hustles into the room, sliding the falchion from its sheath as he moves. Remembering Sol's remark about a fake wall, he notices the water in the fountain seems to be running through the wall instead of lapping against it. He says, "Booam, stay back from the new wall!" As he approaches, he swats high at the wall with his blade - well over Booam's head if he's on the other side - and when it offers no resistance, he closes his eyes for a moment and steps through. Seeing Booam's axe chop one of the zombies in two, Jod attempts to follow suit with the other, but the disorientation of stepping through the illusion throws off his attack and he misses badly.
A lot of narrative to move to AM11 and attack with flank.
Jod's attack on Z5: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 Bah!
Damage: 2d4 + 6 ⇒ (1, 3) + 6 = 10

Mulluq'Tar Sheptat |

As I understand it, Jod is in AM11, and Kira in AM10? If so, and Z4 is still up...
Mulluq watches the other two step through the sudden wall, and just leans his face in before rushing into it. Seeing that one of the things remain, he pushes past Kira and Jod, leaving himself open to the zombie itself, just to get into sword's reach. Once there, he strikes out at the last of the things. He swings with just enough force and precision to make a serious dent in the thing.
Move, to AN10, provoking AoO
Standard, attack Z4 w/Radiance 1d20 + 8 ⇒ (8) + 8 = 16, damage 1d8 + 4 ⇒ (2) + 4 = 6

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Sol stretches out his hands and pushes them into the illusionary wall before pushing through himself.
"Booam! Are you all right? I didn't mean to cut you off." The cavern dweller seems well enough, at least he's still standing. Sol's gaze slips over to Mulluq.
Healing all around for the injured. Who needs it?
Oooo. Can zombies take AoOs?

Mulluq'Tar Sheptat |

Yes, they can.
Mulluq accepts the hit as a worthwhile cost to bring the thing down. He has looked worse for wear, but he is also visibly injured. He, of course, says nothing about his own injuries as he too looks over the others for who may need healing.
He's at just shy of 2/3 of his HP.

Jod Eastwind |

Jod’s not complaining, but he’s got some wounds from the previous scrum. Also about 2/3 of full.
”Were they looking at something in the fountain? I mean, they were dead, but what were they doing in here?”

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"The demons seem to love this sort of thing. The bodies in the map room. They don't need a reason. Maybe they think it's art."
Sol's got a potion of CLW and I believe the CMW wand has 4 charges left. I think Kira had also taken damage. I'd like to hold Sol's CSW potion in reserve for a real crisis.
Anyone else? Ghroth? Booam?

Mulluq'Tar Sheptat |

Mulluq sneers at the notion, the disgust evident in his expression, "Their reasons or lack of them are moot. They desecrate sites committed to honoring those that fought valiantly in the name of righteousness and holiness." The grip on his sword tightens in unvented anger at the affront.

Jod Eastwind |

Jod rolls his eyes at Mulluq's speech - when the paladin's not looking.
He moves over to the fountain and studies it, trying to determine if there was a reason to post six guards around it.
Perception: 1d20 + 9 ⇒ (6) + 9 = 15

Aubrey the Demented/Malformed |

It's a font rather than a fountain (i.e. a fixed receptacle for holding water, but no moving water). At the moment, gazing into it thoughtfully, you can still see rotting intestines since you haven't removed them.
OK - to remind you. There are stairs up from this room as well as the door you entered.

Jod Eastwind |

Ok, eww. Missed that in the description when there were foes to fight.
Thinking better of searching through the guts in the font, Jod peers up the stairs. Is there a door? Is there any noise on the other side if there is?
Perception: 1d20 + 9 ⇒ (17) + 9 = 26

Mulluq'Tar Sheptat |

Mulluq looks out into the hallway, as Jod peers up the stairs, checking to see if there were still any doors or rooms they have left to clear. "We should secure this level, make certain there are neither enemies nor prisoners, before we go further up."
Which doors/rooms are unopened? AG9, AG12, and AP10? Right?

Jod Eastwind |

Jod tests the area where the wounds had been. "Thanks, Sol, that feels much better."
He nods at the wisdom of the tiefling's suggestion, but offers, "It would be nice to know that whatever's up there stays up there while we look elsewhere, but we don't want to leave someone on watch to be overwhelmed, either."

Aubrey the Demented/Malformed |

Thinking better of searching through the guts in the font, Jod peers up the stairs. Is there a door? Is there any noise on the other side if there is?
[dice=Perception]1d20 + 9
Jod sticks his head round the corner of the stairs. He can see there is no door at the end, though he can make out little of the room beyond. He can also hear some heavy breathing.

Jod Eastwind |

Jod steps back from the stairs and shares with the others that he could hear breathing. "Can't assume it's another demon, but I think a prisoner would have called out for help by now. Do we have a way of securing the stairs while we check the other rooms?"

Mulluq'Tar Sheptat |

Mulluq seems confused by the concern over what lies atop the stairs. "I would imagine that whatever kept it up there while we fought the zombies, or while the door was closed when we fought most of this floor's inhabitants in the hallway, will continue to do so while we secure what is left down here. We step out, close the door, secure the floor, then return to the stairs. We will not be far from them to see if something should decide to open the door on its own." With that, he nods his thanks to Sol for the healing, and makes for the single door to the east, waiting for everyone to ready themselves before he opens it.
Moving to AP9, for the door at AP10

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"I haven't been much use. I can stand in the doorway and keep watch."
Move to AL 9.
Two charges left on that wand, and maybe Kira has a CLW wand? Anyone need more healing before we start the next fight.

Jod Eastwind |

I'm topped off, just hadn't updated my sheet, thanks. I propose that Ghroth and Hannick take that intermediate position to watch the stairs and watch our backs. Two fewer sets of stats to try to puzzle out if we get in another dustup.
Jod shrugs and follows. As he moves, he sheathes the falchion and readies the bow once more.

Aubrey the Demented/Malformed |

The adventurers perform a sweep the floor, but they find no enemies.
Room descriptions are as follows (per the map):
Room 4
Bookshelves line the walls of this small library. Many of the tomes have been torn to shreds, and smoldering piles of ashes fill the room with an acrid stench. One small stack of books on a circular table seem to have escaped destruction.
Room 5
Several stacked horizontal shelves hold a number of small, straw-lined bird cages. A stack of parchment, three quills, a pot of ink, and a pile of tiny cylindrical objects cover a nearby table, while a small wooden door is in one corner of the room. (Note this door is really small - about 1' by 1'.)
Room 6
Six cots sit in two orderly rows in this room. The bedding has been tossed on the ground, and an iron lockbox lies on its side, empty. A lidless box holds scraps of moldering food, while a pair of large barrels nearby look to be filled with water.

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In the room 4 library:
"At least there's no more fighting to be done here. Let's have a quick look at those books. Kaygan, come on in here."
Sol quickly skims the titles of the preserved books.
Sol takes a quick scan of the preserved books

Jod Eastwind |

Jod shows little interest in the books, but the next room catches his eye. He considers the bird cages before moving over to the items on the nearby table. He turns to Wendaug and Booam, who watch him quizzically, "Our shaman would sometimes cast a spell on an animal and send it to retrieve one of our hunters. I don't know how it worked, but I wonder if the cages held birds for similar purpose." With that thought in mind, he examines the tiny cylindrical objects to see if perhaps they might be fastened to the leg of a bird.

Aubrey the Demented/Malformed |

Jod's hunch about using birds to carry messages would appear to be apt from the things he has found, although any actual pigeons probably departed here long ago.
Sol examines the books. They seem to be mostly history texts, although one seems to be a volume addressing fighting techniques.
Spellcraft, DC 25:

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Spellcraft: 1d20 + 6 ⇒ (2) + 6 = 8 Nice!
Kaygan comes in a also goes through the books. Spellcraft: 1d20 + 9 ⇒ (18) + 9 = 27
After a few moments, he lifts a reddish leather bound tome.
"This is a Manual of War. Fighting tricks and techniques are inscribed, but the book magically enables the fighter to embody those techniques."
Price 7,500 gp; Aura moderate enchantment; CL 10th; Weight 2 lbs.
Bound in bloodstained leather, this heavy tome is scarred like the flesh of a seasoned warrior and contains many generations of martial knowledge. Once per day, after studying the manual for 1 hour, a fighter may exchange one of her fighter bonus feats for another combat feat. She must meet the prerequisites for this new feat and she cannot alter a feat she is using as a prerequisite for another feat, prestige class, or other ability. This change persists for 24 hours, after which time the fighter's feats return to normal. The fighter may spend 10 minutes studying the manual to end its effects early.

Jod Eastwind |

Interesting effect - and fighter-specific, to boot. Not many items like that, are there?
”What do you guys make of this tiny door?”
Are we talking a door like you would walk through, at floor level, just very small, or like a wall-mount safe, positioned at a height to reach into?

Jod Eastwind |

Sol's comment doesn't make any sense to Jod, but he figures everyone else knows what he's talking about, so the ranger just nods to look like he understands. He hopes.
Moving to the door of the last room #6, he asks whoever might be looking it over, "So... anything interesting in this room? Looks like a small barracks, maybe for the six zombies when they were still men?"

Jod Eastwind |

"True." He joins in what he expects will be a perfunctory search of the room, but finds himself taking more time than the room probably deserves out of habit more than anything.
Perception: 1d20 + 9 ⇒ (16) + 9 = 25

Mulluq'Tar Sheptat |

Mulluq moves along with the others to check out each of the remaining rooms, pushing out his senses to find the presence of evil in any of them. Once they have cleared all the previous, he renews his push, extending the ability to find evil in front of him as he makes his way up the stairs, ideally as the first potential target for whatever the thing above may be.
He will lead if allowed, and have Detect Evil up and active.