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Wow! I am getting confused. Just sorting this out for my own information.
** spoiler omitted **
Looks like you have it right for the most part. Based on readied actions from Round 1, the Round 2 Initiative order looks like: Addie (delayed), Valeron (channeled), Wart (need an action), Cadwyn (need an action), Morghrim (need an action), Zombies, and Kev (delayed from previous round - could act at any time).

Cadwyn Tallis |

Cadwyn strikes twice in rapid succession, doing his best to drop the foul undead creature as quickly as possible.
Attack roll with rapier - 1d20 + 3 ⇒ (12) + 3 = 15
Damage roll - 1d6 + 3 ⇒ (1) + 3 = 4
Attack roll with shortsword - 1d20 + 2 ⇒ (17) + 2 = 19
Damage roll - 1d6 + 1 ⇒ (4) + 1 = 5

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In the interest of moving along I will take Morghrim's action for him.
M's Attack:1d20 + 5 ⇒ (2) + 5 = 7
M's Damage:1d10 + 4 ⇒ (10) + 4 = 14
Valeron calls upon the light of Iomedae's justice to punish the foul undead creatures, causing a sizzling sound as the light seers the rotting flesh of the zombies, but not enough to stop them.
Cadwyn's quick strikes with his blades find home, but seem to do very little if anything against the beasts.
Having already dispatched one of the undead, Morghrim steps forward to J9 and slashes at a zombie with his glaive narrowly missing the creature.
The zombie in front of Cadwyn rears back and swings wildly at Cadwyn with an attack easily dodged by the young warrior.
The second zombie shuffles back into the cesspit 5ft step to K8 a takes an easily dodged swing at Morghrim.
Wart, give me that readied action. Kev your up...then the begining of Round 3

Black Addie |

Just to have on the new page:
Initiative Order:
Addie 21
Cadwyn 19
Morghrim 18
Valeron 16
Wart 15
Creatures 7
Kev 3
Plus the Map

Cadwyn Tallis |

"Blast it and damn it, it had to be these soggy, soft bastards," growls Cadwyn. "At least I'll keep it occupied with me while you all bring it down."
Attack roll with rapier 1d20 + 3 ⇒ (1) + 3 = 4
Damage roll 1d6 + 3 ⇒ (2) + 3 = 5
Attack roll with shortsword 1d20 + 2 ⇒ (10) + 2 = 12
Damage roll 1d6 + 1 ⇒ (4) + 1 = 5

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Just to have on the new page:
Initiative Order:
Addie 21
Cadwyn 19
Morghrim 18
Valeron 16
Wart 15
Creatures 7
Kev 3Plus the Map
Actually the Initiative order changed due to all of the delayed and readied actions to:
Addie 21Valeron 16
Cadwyn 8+
Morghrim 8
Zombies 7
Wart 6
Kev 3(delayed from previous round - could act at any time).

Black Addie |

Round Three:
Feeling totally ineffective due to the tight confines of the passageway, Addie curses softly in several different languages.
Continuing to stay behind Wart (so as not to block his line of fire) and holding action until an enemy is visible so that she can give 'em the ol' whammy with the Evil Eye hex.
RE: Revised Initiative Order: Duly noted, Chief!

Valeron Legis |

Round 3
Valeron watches as the dwarf cleaves through the zombies like a baker slicing bread. Seeing that Iomedae's energy wasn't enough to destroy the creatures, he glances at the longsword in his hand. Let's give you a chance to get some practice in here next he thinks.
Will defer to Morg in initiative, hoping for a chance to go toe-to-toe after a 5ft step if he moves, and make The Inheritor proud.

Wart |

Round 2 Readied Actions Though this happens in Round 3 right?
Wart looks up suddenly, seeing aggressive enemy movement in the corridor ahead, and instinctively grabs a familiar looking vial and lobs it into the room, moving forward 5 ft from the momentum.{J11}
Bomb Attack: 1d20 + 4 ⇒ (15) + 4 = 19 vs. AC 5
Splash Damage: 4 fire Reflex DC 13 for (1/2) damage to {I8} and {K8}
Used 2 bombs of 4 today.
Assuming north is towards the "1 box = 5 ft" indicator on the map, Wart aims at the NW intersection of {I8}. Also, including the other guy at {K8} through the feat: Splash Weapon Mastery
If you ready an action, don't you then go before the character/creature that triggered your preset condition for the rest of the fight? This is what I got out of that entry in the Core on page 203. Am I reading it wrong?
EDIT: 5 ft step and tactics

Valeron Legis |

My round 3 action at the moment is just to defer to Morg, which means Kev and Morg get their full round actions before I need to worry about what Valeron might do next - its very possible both zombies will be dead to 12+ damage hits with these guys around.

Morghrim Maestros |

Sorry all, I tend to run RL games Tuesdays and Wednesdays. As ive said before, if I don't post within an hour take my action for me generally.
Round Three Action
Seeing that the zombie has inadvertently made it hard for his long blade to strike it, the veteran Dwarf quick-steps to his right onto the bridge to square K9 and swings his blade towards the head of the zombie threatening Cadwyn, shouting at Valeron simultaneously-
Come Manling, this one in the sewage is all yours and the Inheritor's. muhaha!
If the Zombie threatening Cadwyn is down by the time I take my turn Morghrim 5 foot steps to I8 to attack instead.
1d20 + 5 ⇒ (3) + 5 = 8
1d10 + 4 ⇒ (7) + 4 = 11
2 followed by a bloody 3 lol

Kevorin |

Kev is continuing to delay and keep watch. With all the jovial shouting from up ahead, things there can't be going too badly, and he'd prefer to not have a pile of Hellknights, attracted by the sound of combat, come up on them unawares.

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Round 2 Readied Actions Though this happens in Round 3 right?
Wart looks up suddenly, seeing aggressive enemy movement in the corridor ahead, and instinctively grabs a familiar looking vial and lobs it into the room, moving forward 5 ft from the momentum.{J11}
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
EDIT: 5 ft step and tactics
True your readied action would go just before the zombies (and in round 2). Since you did not specify what the readied action was, rather than take it for you I changed it to a delayed action so that you could specify an action. We can do a simple retcon to turn it back into a readied action as it will not change the current state of the combat.

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Wart - not a problem, sling is in hand
Wart steps up and hurls a vial in between the zombies. The vial cracks on the stone edge of the cesspit, exploding and blowing small bits of fetid flesh off of the undead.
Morghrim step on to the bridge to get a better swing at the creature attacking Cadwyn, but did not account for how slippery the bridge would be as his swing goes wide missing the zombie as he tries to regain his footing. No roll needed, just narrative
Valeron steps into the fray sword in hand.
Cadwyn and Valeron are up, then the Zombies still in Round 3

Cadwyn Tallis |

"Well, I've run out of witty banter," Cadwyn sighs, "so just please go ahead and die again."
Attack roll with rapier - 1d20 + 3 ⇒ (18) + 3 = 21
Confirmation roll - 1d20 + 3 ⇒ (2) + 3 = 5
Damage roll - 1d6 + 3 ⇒ (3) + 3 = 6
Attack roll with shortsword - 1d20 + 2 ⇒ (9) + 2 = 11
Damage roll - 1d6 + 1 ⇒ (5) + 1 = 6

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Both of Cadwyn's strikes land home as more chucks of rotting flesh fall off of the zombie, but yet the creature still stands.
The undead creature in front of Cadwyn tries to return the favor, and the zombie in the cess pit lashes out at Morghrim, but both creature's attacks bounce harmlessly off of their target's armor.
Wart you're up. Kev you too if you want to do something different, otherwise back to the top of order for Round 4 with Addie

Nazard |

Both of Cadwyn's strikes land home as more chucks of rotting flesh fall off of the zombie, but yet the creature still stands.
The undead creature in front of Cadwyn tries to return the favor, and the zombie in the cess pit lashes out at Morghrim, but both creature's attacks bounce harmlessly off of their target's armor.
Wart you're up. Kev you too if you want to do something different, otherwise back to the top of order for Round 4 with Addie
Kev still keeps an eye out on the back, rather than force his way in where people are handling things fine.

Wart |

Perception check: 1d20 + 6 ⇒ (17) + 6 = 23
Hearing the clanking of the armor just moments after Black Addie calls out a warning, Wart looks up to the combat ahead, and then glances back in indecision. He loads his sling with a little metal bullet, and steps forward scanning the ceiling.
He speaks in a hushed tone, less than a full voice, but more than whispering.
"We need to get out of here! If we can find the exit, let's just charge right on by...leave these nasties for our friends in armor!"
5 ft step forward to J10
Move Action: Perception check to find the symbol of Aroden: Perception check: 1d20 + 6 ⇒ (11) + 6 = 17.
Move Action: Load sling with a sling bullet.

Valeron Legis |

While not one to back down from a fight, the halfling's suggestion to leave the zombies for the Hellknights sounds like a pretty good one, although Valeron considers the zombies would likely strike out at the others as they pushed past... and pushed past to go which of three ways?
The cleric glances around the room, desperately searching for the symbol of Aroden for guidance.
Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Knowing at worst case, they had suggested always turning left, Valeron swings at the zombie engaged with Cadwyn before moving past it, using his shield to cover his advance as he moves.
Attack: 1d20 - 2 ⇒ (2) - 2 = 0 1d8 + 2 ⇒ (6) + 2 = 8
Fighting defensively, AC now 19, moving 20ft to H7.

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As Valeron moves into the cesspit to bypass the zombies, both zombies take swings an him with ragged arms with one missing completely and the other's swing bouncing off of Valeron's shield.
Valeron, since you had to go into the cesspit to complete your move, give me a fortitude save. Cadwyn and Morghrim are up yet before the zombies.

Kevorin |

"Our position here is much better than up above, however," Kevorin suggests. "We might be able to ambush them ourselves."
Kev sneaks back slightly towards whichever passage the sound emanates and tries to peer around the corner for a look on how many Hellknights are coming.
Stealth: 1d20 + 4 ⇒ (10) + 4 = 14
He's been delaying, so he'll go on whatever initiative count the sound arrived on. He passed his perception check to, but the postmaster seems to have eaten my edit after passing the roll.

Cadwyn Tallis |

"Not that I'm against a good fight, but do we really want to face a legion of Hellknights?" Cadwyn says breathlessly, desperately trying to destroy the creature in front of him. "No shame in fleeing if it's a fight you can't win."
Though Cadwyn says this, he continues attacking the zombie, doing his best to drop it while glancing around for the Eye of Aroden.
Perception check - 1d20 ⇒ 4
Attack roll with - 1d20 + 3 ⇒ (16) + 3 = 19
Damage roll - 1d6 + 3 ⇒ (3) + 3 = 6
Attack roll with - 1d20 + 2 ⇒ (17) + 2 = 19
Damage roll - 1d6 + 1 ⇒ (4) + 1 = 5

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For Kevorin:
You peer around the corner and by your best guess 75 ft down the spillway you see what appears to be four soldiers
Again for Kevorin, give me a Knowledge(Local) if you have it, DC12

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"Not that I'm against a good fight, but do we really want to face a legion of Hellknights?" Cadwyn says breathlessly, desperately trying to destroy the creature in front of him. "No shame in fleeing if it's a fight you can't win."
Though Cadwyn says this, he continues attacking the zombie, doing his best to drop it while glancing around for the Eye of Aroden.
Perception check - 1d20
Attack roll with - 1d20+3
Damage roll - 1d6+3Attack roll with - 1d20+2
Damage roll - 1d6+1
Cadwyn's shortsword seems to do little if anything to the zombie, but his strike with his rapier is true, driving the blade through the creature's mouth as its arms go slack and its body falls back into the cesspit.

Valeron Legis |

Valeron, since you had to go into the cesspit to complete your move, give me a fortitude save. Cadwyn and Morghrim are up yet before the zombies.
Since Cadwyn's killing blow was ahead of me in Initiative order, I could have avoided the cesspit completely by moving through him to the spot... (and an AOO as I hoped). Still need the Fort save?

Kevorin |

Knowledge (Local): 1d20 + 5 ⇒ (6) + 5 = 11
"There are four of them," Kev rasps back at the rest. He will settle down in the darkness, peering just around the corner, ready to sneak attack with his crossbow as soon as the lead Hellknight is within 30'. Light crossbow: 1d20 + 1 ⇒ (3) + 1 = 4

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Quote:Valeron, since you had to go into the cesspit to complete your move, give me a fortitude save. Cadwyn and Morghrim are up yet before the zombies.Since Cadwyn's killing blow was ahead of me in Initiative order, I could have avoided the cesspit completely by moving through him to the spot... (and an AOO as I hoped). Still need the Fort save?
Nah, let it go.
In order to keep things moving I'll take Morghrim's attack.
5 ft. Step to be able to use the glaive, directly in front of Cadwyn, after Valeron moves through.
Attack:1d20 + 5 ⇒ (11) + 5 = 16
Damage:1d20 + 4 ⇒ (2) + 4 = 6
Morghrim rears back with his glaive and with a downward chop splits the remaining zombie in two.
That's 100XP each.

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Knowledge (Local): 1d20+5
"There are four of them," Kev rasps back at the rest. He will settle down in the darkness, peering just around the corner, ready to sneak attack with his crossbow as soon as the lead Hellknight is within 30'. Light crossbow: 1d20+1
The bolt flies by the Hellknight's head, but misses. Having been attacked, the Hellknight shouts, "There they are...bring me the filthy dogs, dead or alive, it doesn't matter to me!"
All members of the party hear the Hellknight's orders. Let me know what you're wanting to do next.

Morghrim Maestros |

Can we get an updated map?
Morghrim will cast Shield of Faith once more and strap his buckler to his arm while moving towards the Hellknights. AC21

Valeron Legis |

Valeron
"While squaring off with four hellknights sounds like a helluva party, you'll need to get a couple beers in me first before we try that", Valeron jibes.
Another standard action searching, this time an Aid action to Addie: Perception 1d20 + 2 ⇒ (7) + 2 = 9
"Ugh" the cleric grunts, "I'm not seeing any symbol in this room"
He then has a thought. "Hey if we can get out of here quick enough, I can see what Iomedae thinks about making it *really* foggy in this room - might give us enough of a lead to lose these fellas"

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Here's my take on an updated Map
That looks right to me. Thanks for taking care of the maps again, by the way.

Kevorin |

At the moment, with his trait, there's no penalty for Kev to use his Combat Expertise, so he has it going pretty much non-stop. Once he gets to a +4 BAB, then I'll have to decide each round if he's using it or not.

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At the moment, with his trait, there's no penalty for Kev to use his Combat Expertise, so he has it going pretty much non-stop. Once he gets to a +4 BAB, then I'll have to decide each round if he's using it or not.
understood...I'm a big fan of that combo too.
Just in case...Initiative
Cadwyn = 1d20 + 4 ⇒ (4) + 4 = 8
Morghrim = 1d20 + 2 ⇒ (3) + 2 = 5
Addie = 1d20 + 2 ⇒ (12) + 2 = 14
Valeron = 1d20 + 0 ⇒ (3) + 0 = 3
Wart = 1d20 + 3 ⇒ (10) + 3 = 13
Kev = 1d20 + 2 ⇒ (16) + 2 = 18
Hellknight Armigers = 19
Hellknight Sgt. = 7
So the order is:
Hellknight Armigers 19
Kev 18
Addie 14
Wart 13
Cadwyn 8
Hellknight Sgt. 7
Morghrim 5
Valeron 3
The Hellknight Sgt. is the back Hellknight on the map.[ooc]
Following their commander's orders the Armigers move to engage their target. [ooc]Move the front 3 hellknights to F-H22, and they will be waiting to engage.

Wart |

Wart nods vigorously, "Iomedae is sure to like it REALLY REALLY foggy in this room!"
Free action to yammer.
Pre-posting so as not to hang up things whilst I sleep.
Move Action: Aiding Black Addie in search for Eye of Aroden: Perception check: 1d20 + 6 ⇒ (12) + 6 = 18 Woot! +2 for B.A.!
Move Action:Readying an action to move behind the front line melee allies if the Hellknights get within 20 ft of Wart.

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Wart nods vigorously, "Iomedae is sure to like it REALLY REALLY foggy in this room!"
Free action to yammer.
Pre-posting so as not to hang up things whilst I sleep.
Move Action: Aiding Black Addie in search for Eye of Aroden: Perception check: 1d20+6 Woot! +2 for B.A.!
Move Action:Readying an action to move behind the front line melee allies if the Hellknights get within 20 ft of Wart.
With Wart's aid, Addie finds the Eye of Aroden in the room.
Second hallway on the right.

Morghrim Maestros |

Heh... These Hellknights aren't going to move any faster than I do in their armour. Half-Orc, get back here!
Minor edit on Morghrim's actions; he still casts Shield of Faith but puts away his glaive and draws his Warhammer instead, while moving to J13 to block off the corridor.
The veteran Dwarf is still enjoying his battle lust, and decides to buy the group some time to retreat, moving to block the corridor once Kevorin is clear.
These filthy Hellknight's won't easily get past me! Get down the next corridor, i'll buy you some time and catch up. I'll retreat into this mist of Iomedae's and vanish like a ghost if ye catch it Valeron. But, eh, which way should I retreat when I do?
AC 20 this round, rising to 22 when he draws his heavy shield next round.

Cadwyn Tallis |

Seeing as how the other heavies are covering the door where the Armigers are approaching, Cadwyn elects to stay by Addie in case more dangers present themselves down the next passage. Moving slowly to avoid slipping, he stays by the black-veiled woman's side and stepping into the tunnel before her should she allow him.