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perception: 1d20 + 3 ⇒ (7) + 3 = 10
will save: 1d20 + 6 ⇒ (12) + 6 = 18
Oret travels cautiously as traps as noticed at the very start looking out for any future traps, but in the dark, his vision is greatly hampered.
Reacting the Hikari's sudden trance, he asks him out of concern for his wellbeing. "Hey Hikari, everything alright with you?"

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"Look out!" Hikari shouts in warning, as he sees the idols flying at his party mates. He sighs a sigh of relief though when he sees none of them seriously injured. He then descends and joins them, assisting in the healing where necessary.
When the party enters the room, Hikari suddenly points at the large bas-relief carving of a wide-eyed had on the eastern wall and exclaims in alarm. "Did you see that? It came alive and spoke!" However, he sees everyone staring at him in confusion. Confused himself, he asks, "Wait? What happened?"
He turns back to the wall carving briefly, scanning it to determine any source of evil, chaos or magic.
Detect alignment (class ability) and detect magic (spell) on the bas-relief as well as the rest of the room.
perception: 1d20 + 9 ⇒ (13) + 9 = 22
will: 1d20 + 6 ⇒ (10) + 6 = 16

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Will Save for Later: 1d20 + 6 ⇒ (20) + 6 = 26
Immune to sleep and fear and +2 v. enchantments
Also Aura of courage gives +4 morale bonus to saves vs. fear if within 10'
Wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Healing himself up from the previous failing hazard. We should have been more cautious coming down that hole. These place is fraught with peril, get your guards up!
--------
Upon advancing into the next room; Noting Hikari's strange reaction. Carrick casts detect evil on the wall relief as well; and then on Hikari, in case some evil had overtaken him.

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Carrick casts detect evil on the wall relief as well; and then on Hikari, in case some evil had overtaken him.
He turns back to the wall carving briefly, scanning it to determine any source of evil, chaos or magic.
Detect alignment (class ability) and detect magic (spell) on the bas-relief as well as the rest of the room.
With nothing else to do except walk into the belly of the beast, you advance, caughtously, on guard, and taking every possible precaution. As the group enters, suddenly a wave of negative energy washes over the group, and then,. . . as far as you can tell, um, um, absolutely nothing happens. At all. Not a thing.
Detect _____ magics turn up notta.
With the trap's power now expended, the room is otherwise safe. The bas-relief, upon further inspection, appear to be just that, a mundane piece of art, <IF you allow yourself to believe that. . .>, and you find nothing else of interest in this room.
Moving onwards, you come to a large, partially flooded room. This long, high-ceilinged hall is partially flooded with murky, stagnant water, and the sound of slowly dripping water echoes ominously throughout. A massive banyan tree has breached a large section of the south wall, and the tree’s enormous invasive roots now extend several feet into the hall. Long sheets of thick moss and other detritus cling to the twisted tree roots, forming a curtain-like barrier.
The western half of the room is flooded with about 3 feet of dirty standing water, and where the room narrows, the floor gradually slopes up from west to east, leaving the eastern half dry. Over the centuries, several trees have gradually sent roots through the masonry, and a banyan tree has broken through part of the south wall to access the water here. Its roots cover roughly a 40-footby-15-foot patch of wall, and stretch up to 15 feet across the room. The roots are slick but sturdy enough to climb, though not easy. (Climb DC 15)
======================

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perc dc 24: 1d20 + 9 ⇒ (11) + 9 = 20
perc dc 20: 1d20 + 9 ⇒ (16) + 9 = 25
Night Hunter blinks and stares at the roots of the tree and points out a scummy leather bag stuffed in among the roots of the banyan. "I might be able to get to it. I do climb rather well."

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Omar will advance behind the front rank, wary of any tricks, traps or terrors.
perception: 1d20 + 6 ⇒ (1) + 6 = 7
Oops...I am assuming we need to make the above roll before rolling kn:nature :(
bardic kn:nature: 1d20 + 1 + 1 ⇒ (14) + 1 + 1 = 16
perception: 1d20 + 6 ⇒ (14) + 6 = 20
I see it as well. Omar nods to the grippli.
You are the best climber I have ever seen in a party, Night Hunter. Just remember the people living here seem to love traps.

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Hikari's hair inevitably stands on end from the mysterious presence. He turns to the rest but clearly sees that none have heard it. "There was a ... presence. It's gone now. It said it had been waiting for a long time. That we will meet it soon." He pauses here, not certain how to continue. Then, rather lamely, he adds, "We all be best on our guard." He grips his bow tighter and continues moving along.
Hikari leaves his team to discuss about the tree, while scanning the area for magic, chaos and evil.
perception, heightened awareness: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
When Night Hunter makes ready to climb the roots, Hikari calls for Shizuru to guide him. cast guidance on Night Hunter

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Night Hunter, oblivious to any danger except possible traps and the relatively easy climb itself, starts out.
perception for traps because Omar warned him: 1d20 + 9 ⇒ (6) + 9 = 15
wow, these rolls just suck

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perception 1 and 2: 2d20 ⇒ (5, 9) = 14
Oret oblivious to the object makes no comment, however after much pointing out he notices the item."Well by all means, feel free to grab the satchel. I guess we head up from here?" He stands and just observes the grippli as he is about to climb.

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Do we need to reveal some things on the map?
When Hikari mentions the disturbing presence, Carrick comments as well.
I sensed something as well, with detect evil, but whatever it is did not want to be seen. Kept moving around and then vanished.
Reluctantly and cautiously moving forward.
--------
Perception 1: 1d20 + 6 ⇒ (20) + 6 = 26 Woot!
Perception 2: 1d20 + 6 ⇒ (1) + 6 = 7
Carrick doesn't spot the satchel the others notice; instead his eyes focus on something else!
Night Hunter wait! Carrick calls out before the grippli moves forward.
Look there, a giant leech I think! Right there He points it out to his fellow pathfinders.
I suggest we not get to close to that thing, it looks hungry.

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Take 10 on Kn. Nature for 16
Indeed... a giant Leech. and look there... some more! As far as I know Leeches aren't the fastest...
Brunhilde grumbles as she draws forth a pair of throwing axes.
I say we try to pepper them from range and force em to come to us

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"I'm glad you spotted that... I didn't see a thing. That thing looks bigger than me!"

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"Well, are they hostile?" Oret takes a look in the direction of the leech, drawing his bow as he rest have. "It would be a shame to kill a creature that does not mean us any harm."

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You are free to go and have a look and spoil our tactical advantage. If anything in this god forsaken place does not mean us any harm I'll wear a pink dress on our next joint mission...
Brunhilde scoffs at the stone man as she shakes her head in disbelief...

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Having spotted the giant leech, it offers very little resistance as you put it down. It simply moves too slowly for it to be much of a threat, and this allows you to claim the other prize with little trouble.
Within the leather satchel is a watertight scroll tube made of horn containing a scrap of parchment with a hastily scrawled note: “We lost Gavreth, Kehm, and Nars in the Hall of the Flesh Eaters. Before he died, the wizard claimed the horror is a work of necromancy. I know it at least responded to holy water, so that means we should be able to—“ The rest of the note is smeared and illegible.
Additionally, the satchel also contains a pair of sandals made of what seems to be wyvern leather, and also a small pouch of coins and rare gems.
Continuing on to the next room, following the only door you see, you come to a cathedral-like hall has a vaulted ceiling supported by eight square pillars. Dominating the middle of the hall is a huge mound of undulating gray-green flesh covered with weeping scarlet boils. The entire mass stinks of a weeks-old corpse. The ceiling is 20 feet high near the walls and rises to 30 feet at the apex.
The patch of rotting gray-green flesh can only be described as an enormous necromancy-infused tumor planted here and cultivated, likely over centuries. The mass is roughly 20 feet in diameter and 10 feet tall, and it bears hundreds of jagged, poorly-healed scars,. . . from what looks like bite marks. Humanoid bite marks.
A Passageway to the side has completely collapsed, and is now choked with rubble and small boulders. It could be reopened, but would require extensive work to excavate.
The western wall also bears a series of scratched symbols, that are hard to make out without closer inspection.
Unfortunately, you do not have time for that in depth inspection at the moment, as you clearly hear something "pop" on the far side of the massive tumor. Inching forward to take a look, you spot six rotting corpses feasting on the mound of necrotic flesh. They seem so enamored with their meal, they don't even seem to hear <whoever you send up to scout>, but they spot another doorway just beyond the Undead.
Two separate rolls for two different forms of undead.
Currently, you have both a Surprise Round and also a full Round 1 before they can react. There is no Init per se at this moment.
-
Also, I apologize, I had forgotten to change the map. Now fixed.

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perception: 1d20 + 2 ⇒ (12) + 2 = 14
kn. religion Red: 1d20 + 4 ⇒ (7) + 4 = 11
kn. religion Purple : 1d20 + 4 ⇒ (4) + 4 = 8
"That's a sight" Oret sighs as he realises his channel energy abilities are not of much use against the dead. "Does anyone know what does things are? It seems my studies are incomplete."

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perception: 1d20 + 9 ⇒ (19) + 9 = 28
"Look there's a se.. what was that noise..." Goes to look... "Oh my... strange creatures, eating the mound of flesh. Disgusting.. and I was raised in a swamp, I know from disgusting."

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perception: 1d20 + 6 ⇒ (10) + 6 = 16
kn. religion Red: 1d20 + 4 ⇒ (17) + 4 = 21
kn. religion Purple: 1d20 + 4 ⇒ (19) + 4 = 23
For Festrogs - special attacks; For Ghouls - weaknesses
In a hushed tone, Festrogs and Ghouls, nasty creatures
If we back out of this room slowly we may be able to take them one at a time, if we can get them to pursue us.

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"We should take them down quickly or else they may eat all of the strange meal and gain power."
Perception : 1d20 + 6 ⇒ (20) + 6 = 26
Omar draws his pole arm and prepares for battle.

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And I'm guessing that the entire mass is emanating waves of evil? :)
Hikari looks askance at Omar but does not comment.
knowledge(religion): 1d20 + 7 ⇒ (9) + 7 = 16
knowledge(religion): 1d20 + 7 ⇒ (18) + 7 = 25
For ghouls, to complement Carrick, will ask about special defences.
Hikari adds on. "Beware of the festrogs. They can rush you very quickly. And the ghouls can paralyze you on touch, then eat you alive. Nasty creatures."
He ponders for a while, then suggests, "I agree with Carrick. Those of us with range attacks could engage them first to get their attention. Then we withdraw to the previous room. That would create a choke point."
What do you think? A bit of coordination, but we could effectively engage five to one/two.
Whatever the plan, Hikari will call on Shizuru's favor, then when the party is ready to engage, studies the nearest ghoul and gets ready to fire his arrow at it.
Surprise round: cast divine favor. Full Round: move action study red 1, standard get ready to attack.

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"Drawing them into a chokepoint is a sound strategy... let's do it."

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"The plan sounds solid, however I'm short of range weapon." Oret agrees fully on the strategic analysis. "But I may be assistance in providing you all forth with spiritual strength." Oret starts to mutter a few words in silence and bestows Adabar's Blessings on to the party.
surprise round: Guidance on Hikari. 1st round: Blessing, +1 morale bonus.

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Carrick arranges the Pathfinders in a kill box in the other room. Counting on Hikari and Glexit to draw the hungry dead with ranged attacks and then quickly retreat into the far room.
Will jab my dagger under the door if it needs help staying open.

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** spoiler omitted **
"The Festrogs are quick, and like to attack like a wolf, sweeping you off your feet. And watch out for those nasty boils. Try not to cut or pierce them! For the others, nothing special. Just pound them into the dirt quick."after which Hikari takes over, shouting
"And watch out for their fangs and claws. Each carries a powerful dark curse. Well, unless your an elf."
And I'm guessing that the entire mass is emanating waves of evil? :)
The undead, very much so, although from your starting position, they are all hidden from view. The massive tumor, a very strong indication of Evil, but also,. . . something else.
Brunhilde Olafsdottir: 1d20 + 2 ⇒ (4) + 2 = 6
Carrick Castermill: 1d20 + 4 ⇒ (11) + 4 = 15
Glexit Nenroy: 1d20 + 5 ⇒ (18) + 5 = 23
Hikari Hayashi: 1d20 + 4 ⇒ (20) + 4 = 24
Night Hunter : 1d20 + 3 ⇒ (13) + 3 = 16
Omar Posada: 1d20 + 4 ⇒ (3) + 4 = 7
Oret Terra: 1d20 ⇒ 19
------------------------------
Ghouls (1 & 2)): 1d20 + 2 ⇒ (19) + 2 = 21
Ghouls (3 & 4): 1d20 + 2 ⇒ (14) + 2 = 16
Festrogs (1 & 2): 1d20 + 1 ⇒ (13) + 1 = 14
Hikari makes ready before moving in closer, ready to engage, while Oret offers a bit of extra divine assistance. <I'm not clear what anyone else is doing with their Surprise Round and their next Full Round before the undead can react?>
ROUND 2
Hikari ()
Glexit ()
Ghoul 1 ()
Ghoul 2 ()
Oret ()
Night Hunter ()
Ghoul 3 ()
Ghoul 4 ()
Carrick ()
Festrog 1 ()
Festrog 2 ()
Omar ()
Brunhilde ()
Hikari ()
Glexit ()

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@DM - I think we are setting up in that round and a half.
So, surprise round: move back to door.
Round 1: <contigent>Is door open and will stay open on own?
If yes, proceed to current location with longsword drawn.
If no, jab dagger under door to prop open, then move to current position.
That what you are looking for?

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Night Hunter moves up behind the two leads and prepares to provide backup should one of them fall..

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So to clarify, from our starting position, Hikari can't see any of the undeads? Then instead of the move action to study target, he would have to use the move action to move. Have tentatively moved him where I think he can see the purple 1, albeit with cover.
As soon as the rest of the party gets into position, Hikari moves until he has sight of at least one of them, and lets an arrow fly. He hopes he has sufficient time to get away when the undeads inevitably come after him.
Divine Favor, Fate's Favored, Guidance,
1d20 + 6 + 1 + 1 + 1 ⇒ (4) + 6 + 1 + 1 + 1 = 13 dmg: 1d8 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5 Sigh...

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Night Hunter pulls out his sling and loads a bullet just in case he needs to use it.

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Oret stands ready at the door, gripping his Morningstar tightly. Ready to beat whatever monster that walks through to a pulp.

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Oret stands ready at the door, gripping his Morningstar tightly. Ready to beat whatever monster that walks through to a pulp.

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With your superior tactics and preparation, it doesn't take you long to destroy the abominations, forcing them to run the gauntlet to come to you. As the last one falls, you are left with an eerie silence, save for your own breath, and seeing the large tumor begin to slowly "heal" as it pulsates, almost as if mimicking a heartbeat.
From here, you have three options. At the far side of the room is a single close door. There is also the hidden spot you can investigate, now with time to take a better look easily spotting a hidden doorway. And finally, you could take some time to try to uncover the passageway that seems to have collapse. It might take a few hours, but you never know just what you might find beyond, or why it may have been collapsed.

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Oret makes a short prayer post the victory as a sign of respect to his deity. He stays quiet most of the time, and follows whoever takes the lead. Why is it always the hidden door that we take? Surely the right path is the one in sight. His thoughts stem from the notion that hidden things are that of those outside the law. Knowing the dangers, he sticks tightly to his mace and shield. "Adabar, give me strength..." He mutters slightly under his breath, moving to wherever the party heads to.

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Carrick follows Brunhilde over to the hidden door. Inspecting it to see how it opens and looking for traps.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
But he's distracted by the rubble to his left.
Remember Thrennt’s log claimed he hid the Orb in a side chamber connected to what he called the ‘hall of the flesh eaters’ and then collapsed the entrance to keep it safe. I think what we seek may be behind this rubble!

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"Thank you for the reminder, Master Carrick. However, perhaps it is best that we investigate the remaining doors before we attempt to dig through the rubble. To leave nothing that might surprise us from behind while we conduct our excavation."

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Something I did want to point out is that I didn't want anyone to feel robbed of the combat, but due to the circumstances, I felt that rolling a lot of attacks as they came toward you would have been a lot less interesting than it might sound due to the slower PbP medium, and I figure this would probably be the best option all in all.
Both options have pros and cons, so it's really up to you which of the two options you want to go with.
** spoiler omitted **
I have absolutely no idea what you are talking about. You might want to ask the other characters why they are looking at you that way.
:P
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Night Hunter puts away his sling and scowls slightly (not AT anyone, but more because thinking isn't his forte) as he considers the options. "I agree the rubble sounds intriguing, and the way we might be destined to go, but let's investigate the other possibilities first since they are probably easier to get to."

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What kinda Pathfinders are you guys. It's a secret door we are PATH...FINDERS...not trodders of the beaten path...
Brunhilde emphasizes her interest for looking into the secret door first.
No issues with dodging combat here...

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Oret, a person of peace, just stands by the hidden door, waiting for someone to make the decision.
I'm okay with dodging combat too!

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By all means, let's check out the hidden door, and the other door first. In the end, I think we'll have to remove that rubble to find what we seek. Now who can take a good look at this hidden door and make sure there are no nasty traps on it.
Carrick looks to the others for assistance.

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Omar likewise stows his bow and sets to helping with clearing the area around the secret door checking and opening it.
It's decided then - let's check out this door and see what wonders lie beyond.
perception: 1d20 + 6 ⇒ (19) + 6 = 25 on then door then opening it.
And...Voila!