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Talon tosses one of the daggers in his hands at one of the flat-footed combatants who still did not seem prepared for their entry into the room, then jumps back from any nearby enemies.
thrown dagger: 1d20 + 4 ⇒ (18) + 4 = 221d4 + 1 ⇒ (1) + 1 = 21d8 ⇒ 2 I'll throw a dagger at someone who hasn't acted in the initiative round yet to get sneak attack, so 4 dmg total. I'll then move back behind the others if there are adjacent enemies.

DM DoctorEvil |

Zombies and Sick Warriors - Round 1 - continued
Trawets sends a Force Bolt arcing through the doorway aiming at one of the sick looking bandits. The missile slams into the man who staggers but remains upright.
The leader of the bandits begins casting a spell aiming his magical attack at Meditrina.
Meditrina must make DC 13 Will save or be Frightened for 1d4 rounds. Successful save still makes her Shaken for 1 round.
Purple Zombie staggers out the door, ready for an melee attack next round.
Frightened Duration: 1d4 ⇒ 3
Need Meditrina's save here to see if her bless spell goes off, or if she runs away in fear. Talon do you still want to throw and provoke from the adjacent Zombie?

DM DoctorEvil |

Zombies and Sick Warriors - Round 1 - continued
Meditrina avoids the worst of the Fear spell, and feels a little nervous, but otherwise okay. She sends out her Bless spell providing a morale bonus to all of her allies.
Need to know if Talon thinks twice about the knife-throw given the pending AoO from the close by zombie. If so, it's his action.

DM DoctorEvil |

Sorry...crazy last few days. Can I 5' step back and throw the dagger at someone who is either flat-footed or wounded?
Looking at the map, the only 5' step you can take that allows you to throw without AoO prevents you from throwing at any of the other targets besides the zombie next to you.

DM DoctorEvil |

Zombies and Sick Warriors - Round 1 continued
Talon takes a big step backward and throws his knife at the nearest zombie, hitting the mound of undead flesh, but not really wounding it significantly.
The sickened Red Raider fires his bow at Agatha but the feathered shaft misses her by a wide margin.
Red shortbow: 1d20 - 1 ⇒ (9) - 1 = 8
Agatha up now for the good guys.

DM DoctorEvil |

Zombies and Sick Warriors - Round 1 - concluded
Agatha leaps into the fray, flanking with Meditrina. Her greataxe flashes, as she chops the lead zombie clean in half, ending its miserable unlife.
The other zombie, acting at the direction of the bandit leader, steps up 5' takes a defensive stance, blocking the door from ranged and melee attacks.
The sickened green raider struggles to nock an arrow, readying an action to fire at the door if it clears.
End of Round 1

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Thael moves to get a better shot, but knowing his daggers will do little to the zombie after the previous encounter with them, the rogue throws a dagger at the leader, but misses with the zombie in the way.
Thrown Dagger Attack: 1d20 + 4 ⇒ (4) + 4 = 8 for damage: 1d4 + 1 ⇒ (4) + 1 = 5

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Attacking the white... undead Agatha tries to open a path into the lodge to the leaderattack: 1d20 + 6 ⇒ (14) + 6 = 201d8 + 6 ⇒ (6) + 6 = 12

DM DoctorEvil |

Zombies and Sick Warriors - Round 2 - concluded
Talon throws a knife and Meditrina tosses a flame bolt, but neither hit their intended targets.
Agatha smashes her way into the doorway, then strikes out at the remaining zombie, cutting the undead monster down with a single stroke.
As the last undead minion falls, the enemy caster comes out of delay. He casts a spell at Agatha then steps back to put more distance between himself and the intruders, drawing his shortsword as he moves.
Spell requires a DC 13 Will save from Agatha. Success means she is not affected, failure means she attacks the nearest ally in the next round.
The Green Raider fires his shortbow at the barbarian woman in the doorway. The arrow strikes Agatha in the shoulder scratching a new flesh wound in her shoulder.
End of Round 2
Green shortbow: 1d20 - 1 ⇒ (18) - 1 = 17
dmg, agatha: 1d6 ⇒ 1

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Feeling something invade her mind Agatha falls back to stubborness. Just unknown to her... it is not stubborness but her luck.
As I know that I can kill everyone in sight from my team with rage..... I will use my luckbonus
Will: 1d20 + 8 ⇒ (8) + 8 = 16

DM DoctorEvil |

Zombies and Sick Warriors - Round 3
Nice work using the luck against the Will save. I thought I had some scalps for sure...
18 Trawets
13 Meditrina
12 Talon
8 Agatha
17 Rokhar (delayed last round)
5 Green Raider
As Agatha steadfastly refuses to give in to the mind-control spell, she eventually shakes off the sensation to kill her allies.
All the party is up now. Go when you can!

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Falling in rage again Agatha moves to the leader and strikes.
You dare to invade my head......let me open yours
attack: 1d20 + 8 ⇒ (20) + 8 = 281d8 + 9 ⇒ (6) + 9 = 15
Confirmation: 1d20 + 8 ⇒ (16) + 8 = 241d8 + 9 ⇒ (6) + 9 = 15 if a 24 confirms 30 damage

DM DoctorEvil |

Zombies and Sick Warriors - Round 3 - concluded
Agatha steps forward and with a ferocity bred of many generations in the brutal north, she strikes the evil cleric such a mighty blow that his head is separated from his body and he falls in a heap in front of her.
The remaining bandit, seeing the devastation wrought by Agatha, falls to his knees weakly, his hands held out behind his head. "Yield," he croaks in a trembling voice. "I yield. Do not slay me. I fear I am dead already..."
End of Combat
That round of fighting, against the two zombies, two sickly bandits, and the cleric leader gives the group 300xp per player. This moves your cumulative total to 1822/2000 or about 91% to level 2. Get your leveling plans ready! Everyone is at full hp, except Agatha the Mighty, who is just at 5/15.

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The tiny woman falls out of rage and looks at the remaining bandit with foam around her mouth. I am ... not a beast
Falling out of her rage and gripping the table for support she nods grimly. "WHERE IS THE WOMAN!"
Hoping trawets can discern any magical auras she helps Talon make a human spindle out of the surving bandit and then starts searching the lodge.

DM DoctorEvil |

As you approach the surrendering bandit, he cries out "Don't come near me. On fear of your life. I got the Shakes. Don't touch me unless you want it too."
Looking closely at the man, you can see by his fevered eyes, flush skin and the man sores open around his mouth and nose that he isn't bluffing. You can see the two dead zombies in the room had the same marks on their faces, but they also had significant stab wounds.
"I yield..." the bandit continues. "I can't fight anyway, but don't get close. Get me to a healer. Promise me, and I'll tell you where she is."
Trawets search for magical auras reveals the bandit leader's cloak appears to be magical. The cloak is made of shaggy white fur, and has a hood that resembles a fearsome monstrous visage when pulled up. His armor is MW studded leather, his shortsword is also MW and he carries a set of MW thieves tools as well as two vials of a viscous green fluid. He also has a normal dagger, crossbow, and 10 bolts.
Hidden beneath all his clothes is a wooden symbol of a stylized black mask and a ring of keys with at least 3 separate keys on it.

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Talon puts his hands up and backs away from the man.
heal check: 1d20 + 0 ⇒ (17) + 0 = 17
"Whoa...easy fella. Don't move anywhere. I've seen this once before...but it was way up north of here. You've got the Chillbane Shakes...you're gonna die without some help, and we're not getting any unless you fully cooperate..."
I'd take the MW armor and obviously the MW thieves' tools...not sure if anyone else is interested in the armor.

DM DoctorEvil |

Looks like you can safely have the tools and armor, Talon. So what is your plan now? What do you do with the infectious prisoner, what about the rest of the lodge house? Still have that pesky noblewoman to rescue as well. And still need to find out what's behind all this strange wintry weather in midsummer. What next?

Meditrina Vanhishikha |

Meditrina will promise to attempt disease saving magic to the sick prisoner if he answers our questions. Obviously, this is something she cannot do now having used up her spells, but she can do it tomorrow. In the meantime, we can simply quarantine the prisoner in a isolated room. Once the prisoner answers our questions, we can search the house, although our search is better served by asking him stuff like where the noblewoman is etc before going looking.

DM DoctorEvil |

"You'll...you'll spare me? And help me recover? I will tell you what little I know then." breathes the man audibly relieved you would treat him as a brigand should be treated and string him up.
You'll have to ask the specific questions you want answered. The man will freely tell you what he knows with the promise of some aid coming. If you'd rather clear the house first, just LMK.

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Talon removes the armor he has been wearing and warms up for a moment in front of the fire. He then dons the new armor he has found, which seems to be of fine quality. He also checks out the picks and tools.
"These are very nice..." he observes.
He then begins a careful search of the rest of the lodge, moving carefully and thoroughly while Meditrina questions the brigand.
"Ask him if there's anything in these outbuildings!" Talon calls out as he remembers they haven't searched everything. "Or if there are any more bandits here or any more coming back!"
take 20 perception main floor: 20 + 4 = 24

DM DoctorEvil |

The sick bandit tries to answer as best he can as he realizes his life may be in your hands.
"T'lady? Last I ken she were under t'bear. She might'n still be there, but since I caught sick I ain't seen her. Mayhap Izoze took her a'ready."
"This cold? I don't like it none. The fey brung it, but I don't ken how. I ain't no magician like Rokhar there." He indicates the now decapitated leader. "I don't ken why neither, but they sure like it. Me, I ken I've caught me death from it."
"T'house is jest an ol' lodge used by some old rangers or what not. Ain't nothing else in it, t'speak of. Rokhar's room s'upstairs, an' there's some bedroom t'other side. A kitchen right near t'front door."
When Talon asks about the rest:
"T'outbuildin's a stable. We put them horses what survived t'carriage ambush up there. Hope they's warm enough, reckon they ain't!"
"No more'n of us here, 'cept fer Ten-Penny an' she ain't really one of us, now is she? Rokhar sent Trill, an' Roy, an' ol' Lucas out t'spy for ya'll a'comin' but I reckon you mighta run into them a'ready."

DM DoctorEvil |

As Talon moves around the main room of the cabin he sees that the room they entered holds a large table with two benches that run the length of the hall. A twenty foot high vaulted ceiling rises to the rafters overhead. To the west a roaring fireplace provides welcome heat and light while to the south a flight of stairs ascends to a wooden balcony which overlooks the room. A the ornately carved double doors that you entered from the east have a large beam leaned against the side which can be used to bar them closed.
That great hall opens onto a trophy room on the other side of the double open fireplace. Here a bearskin rug dominates the floor of the room, while the antlered heads of many deer adorn the walls. A total of three interior doors lead to the north and south, while the main entrance to lodge, another set of wooden double doors, stands to the southeast.
There is also the small bedroom that Meditrina opened the door for in the northwest part of the lodge, which you have seen has a bed and chest across from one another. The windows there look out on the north side of the lodge while a door in the west wall leads to an as yet unexplored area.
This is what you can see without opening doors etc. If you are ready to start opening the doors etc, just tell me who is with you and which you are opening first.

DM DoctorEvil |

"Izoze?", Meditrina queries
"Aye, ma'am." answers the bandit coughing, but nodding his head emphatically. "Izoze. You betcha. Scary thing she is, too. A monster! Ya'll don't want t'mess wit' her I can tell ye. She were Rokhar's contact wit' t'fey, you ken? Ones runnin' this Wood now. She's all dark-skin, leathery wings like a bat, eh? Fearsome teeth, an' t' COLD! By t'gods, I swear t'cold just blew from her. Gives me t'shakes jes' thinkin' on it."

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"Looks like this Izoze is the source of the cold. Track her down and kill her...maybe end this mess," Talon nods.
As Agatha prepares to finish exploring the rooms, Talon says "We can likely leave that poor wretch in his bed while we finish securing the lodge. He's not going anywhere, and shouldn't be a threat. Let's make sure we've checked everything out and see if we can find the missing princess...I'm still waiting for that reward," he says as he joins Agatha.
There are four more rooms. I've put myself in front of the first door...let's check the four doors counter-clockwise and take 20 searching each room. I'll also make sure I search the chest in the other room we found. Finally, once we've checked everything else, it sounds like the lady is "under the bear," which I'm guessing is a hiding spot under the bear-skin rug, and I'll check that.

DM DoctorEvil |

There are also rooms upstairs which don't show on this map, FYI. I will assume, since you are starting counter-clockwise, that you look in the open bedroom first. Then around the circle, then under the rug, if any. Then upstairs? Sound fair?
Going back to the open bedroom, Talon takes a few moments for a better look around. It looks like someone has been using this as a bedchamber recently, and by the strands of long coarse black hair on the bed pillow, Talon would guess its a female person.
Turning his attention to the chest, Talon sees that it is locked. The chest itself looks a bit beaten and road-worn but the lock is oiled and well maintained.