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Yorn jumps into flanking position with Mark.
power attack with flank: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 1d12 + 9 + 1d6 ⇒ (6) + 9 + (6) = 21
Thanks to my new rogue talent, I now get a +1AC bonus against anyone hit by my sneak attack.
Forgot Kierra's +1 again. So that's +1 more to hit

Mark Talbot |

Maggie attacks the last remaining skeleton with her fangs and claws with a ferocious snarl! Kierra's bless infuses the calcium of her slicing implements with a divine glow that causes her to look quite impressive and cinematic as she leaps on the back of the remaining skeleton to rip it to shreds. You hear a terrifying roar from her lips as she full-attacks. I'm assuming Shalee will provide flanking for it, since they surrounded her.
Attack roll (bite), with flanking and bless: 1d20 + 5 + 2 + 1 ⇒ (10) + 5 + 2 + 1 = 18
Damage, bite: 1d6 + 1 ⇒ (3) + 1 = 4
Attack roll (claw 1): 1d20 + 5 + 2 + 1 ⇒ (19) + 5 + 2 + 1 = 27
Damage, claw 1: 1d4 + 1 ⇒ (2) + 1 = 3
Attack roll (claw 2): 1d20 + 5 + 2 + 1 ⇒ (8) + 5 + 2 + 1 = 16
Damage, claw 2: 1d4 + 1 ⇒ (4) + 1 = 5
FYI for DR purposes, bites do bludgeoning/piercing damage, and claws do slashing damage.

Mark Talbot |

After patting Maggie and wiping some of the flecks of blood from her fur, congratulating her for a job well done, Mark will stand at the top of the stairs and say "Yorn, I'd send Maggie in first to scout ahead, but she won't spot any traps that may be triggered on the steps. Care to lead the way?"

GM: Dave the Dwarf |

At the bottom of the stairs is a circular chamber with three passageways leading from it. In the center is a small stone pedestal. The sound of dripping water can be heard coming from the eastern passageway, while the stench of rot emanates from the west.
The floor bears an inscription spiraling out from the pillar and written in Common. It reads: “To the south you might take your ease, to rest and reflect on Kassen’s deeds. To the east lies the wheel, to open the gate. To the west is the resting place of Kassen, hero of the Fangwood.”
Anyone investigating the eastern passage finds that it begins to slope down a bit after leaving this chamber and that water has collected in the corridor, growing deeper as the passage continues. This is the source of the dripping noise, as the ceiling appears to be leaking in many places. A DC 15 Perception check

Mark Talbot |

Mark reads the inscription, mouthing the words silently as he reads, as people who have difficulty reading often do. The written word never came easily to the barbarian. "Looks like we can rest up to the south, but I'm really interested in Kessen's resting place. Dad said..." he cuts himself off, looking angry at himself. Maggie bumps against his leg, nearly knocking him off balance, and growls quietly. He takes a quick breath, and continues as if he hadn't made a slip-up. "I've heard that it's quite the sight to see, and it's probably where the Torch is anyway."

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"West is good by me...other than that awful smell. Let me creep ahead a little and see if I can hear or see anything."
Yorn slinks into the shadows and down the western hall, creeping only a few feet at a time.
Yorn will stop if he hears/sees anything or if he gets more than about 30 feet from his friends.
stealth: 1d20 + 6 ⇒ (14) + 6 = 20
perception: 1d20 + 5 ⇒ (6) + 5 = 11

GM: Dave the Dwarf |

The corridor opens up into a winding catacomb. The walls are skillfully carved with deep recesses where bodies might have once lain. All that remains now are cobwebs, dust, and the tattered remains of ancient clothing. The stench of rotting flesh is overpowering here, but the source is not evident.

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Yorn creeps back to his friends and steps out of the shadows.
"Ugh...bad news. Walking corpses ahead. Zombies, I think they're called. Nalun, Kierra, they have weird boils of puss all over their bodies. What the heck does that mean? How do we fight these things?"

GM: Dave the Dwarf |

Is there a better skill to use for monster knowlege you think?
[Spoiler=Heal DC 10] A plague zombie’s slam attack carries the zombie rot disease. Zombie rot: slam; save Fort DC 11; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected with the rotting plague rises as a plague zombie in 2d6 hours.

Nalun Elzrahar |

knowledgewhatever: 1d20 + 8 ⇒ (20) + 8 = 28
Those are plague zombies. When a plague zombie dies, it explodes in a burst of rotting, infected flesh. Reminds me of this book I read, it was called Twilight. Very disturbing, graphic stuff. Best to be avoided at close range. Fire works well also.

Nalun Elzrahar |

I will summon a beast to engage the creatures as they enter. Stay away from them.
Nalun will cast Summon Monster 1 when the creatures are 1 round from entering. This way the zombies will engage his summoned celestial hound instead of his friends.
N Small animal
Init +1; Senses low-light vision, scent; Perception +8
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
OFFENSE
Speed 40 ft.
Melee bite +2 (1d4+1)
STATISTICS
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Celestial so it has energy resist 5 cold and fire and it can smite

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Once folks are ready in the chosen ambush room, Yorn will sneak back to the zombies and then make some noise to get their attention and make a mad dash back to the ambush room and get the heck out of the way.
stealth: 1d20 + 6 ⇒ (15) + 6 = 21

Nalun Elzrahar |

When the Zombies present themselves Nalun gesticulates wildly and a blob of acid flies from his fingertips.
Ranged Touch: 1d20 + 3 ⇒ (19) + 3 = 22
Acid: 1d6 + 1 ⇒ (6) + 1 = 7
The Celestial Hound will attack one with his bite, he will also smite for a +1 to hit.
BiteSmite: 1d20 + 3 ⇒ (4) + 3 = 7
Bitesmitedmg: 1d4 + 1 ⇒ (1) + 1 = 2
3rd left of Houndness

GM: Dave the Dwarf |

Nalun +2 Nalun's Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Yorn +2 Yorn's Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Mark +1Mark's Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Maggie +3Maggie's Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Shalee +2Shalee's Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Kierra +6Kierra's Initiative: 1d20 + 6 ⇒ (18) + 6 = 24

Mark Talbot |

On his turn, Mark will order Maggie to stay by his side, against her protective instincts.
Handle Animal: 1d20 + 5 ⇒ (10) + 5 = 15
He will then fire his light crossbow at the same zombie that Yorn and Shalee attacked. ONE of us will hit this thing! he thinks to himself in determination.
Attack: 1d20 + 1 ⇒ (9) + 1 = 10
Damage: 1d8 ⇒ 7

Kierra |

Kierra inhales deeply as the zombies approach. The diminutive girl exhales and a shrieking sound violates the silence of the crypt. A burst of crackling electirical energy shoots from her mouth and flys towards the zombies!
attack: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 2d4 ⇒ (4, 3) = 7

Nalun Elzrahar |

** spoiler omitted **
Kierra inhales deeply as the zombies approach. The diminutive girl exhales and a shrieking sound violates the silence of the crypt. A burst of crackling electirical energy shoots from her mouth and flys towards the zombies!
[dice=attack]1d20+3
[dice=damage]2d4** spoiler omitted **
If it allows a save, it probably doesn't resolve as an attack at all. It's an Area of Effect. Everything is "hit" but can save for 1/2 dmg.

Nalun Elzrahar |

Nalun flings acid again.
His pet Fido bites again.
ranged touch: 1d20 + 3 ⇒ (17) + 3 = 20
acid: 1d6 + 1 ⇒ (5) + 1 = 6
bite: 1d20 + 3 ⇒ (20) + 3 = 23
dmg: 1d4 + 1 ⇒ (2) + 1 = 3
critconfirm: 1d20 + 3 ⇒ (3) + 3 = 6
2 rds of pet left