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After binding the unconscious men/creatures, Korvan returns to his companions and asks, "Where to next?"

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Andrezi only slows to stare at the corpses that are still in the room.
Perception: 1d20 ⇒ 3
With absolutely nothing catching his eye Andrezi wanders over to the other door.

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"After we enter, and if we find anther foe, try not to step in my line of fire..." Korvan says to the others, mostly for the benefit of the transformed members after having observed their drop in intelligence...he then motions for the group to continue...

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Thran responds to Osborn "..if there's 4 missing it might be the ones we fought in the begining..or there could indeed be more waiting for us ahead of us.."

Fjuri |

The door to this chamber once had a pane of expensive frosted glass, which now lies in broken shards on the floor. Within, several desks lie overturned, papers in disarray, and chairs smashed to kindling. A sturdy steel cabinet sits against the back wall, its doors much battered and dented. The mist here roils near the floor and ceiling, creating a strange patch of visibility stretching from knee-height to a few feet overhead.
The smoky tendrils flow up and down the walls unnaturally and savage visages swirl to life, fanged mouths agape, before dissolving into mist once more.
short on time, you can make perception rolls

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Perception: 1d20 + 11 ⇒ (18) + 11 = 29
Korvan takes all the sights in trying to key on something useful...

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"Tis not the time for jests...we should be ready for anything since at any moment we may find ourselves in trouble..."

Fjuri |

From before: The door to this chamber once had a pane of expensive frosted glass, which now lies in broken shards on the floor. Within, several desks lie overturned, papers in disarray, and chairs smashed to kindling. A sturdy steel cabinet sits against the back wall, its doors much battered and dented. The mist here roils near the floor and ceiling, creating a strange patch of visibility stretching from knee-height to a few feet overhead.
The smoky tendrils flow up and down the walls unnaturally and savage visages swirl to life, fanged mouths agape, before dissolving into mist once more.
As you check out the room, Korvan and Osborn notice two shapes in hiding. A first is behind a closet close to the far wall, the other is hiding behind a desk. It are again humanoids, transformed into monkey-like creatures by the mist.
Init Ape-Men: 1d20 + 6 ⇒ (2) + 6 = 8
Init Andrazi: 1d20 + 1 + 1 ⇒ (17) + 1 + 1 = 19
Init Azar: 1d20 + 0 ⇒ (16) + 0 = 16
Init Korvan: 1d20 + 5 ⇒ (8) + 5 = 13
Init Larksong: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Init Osborn: 1d20 + 4 ⇒ (4) + 4 = 8
Init Thran: 1d20 + 2 ⇒ (15) + 2 = 17
The attack, laughing hysterically, when they see the group getting closer.
Combat - Surprise Round
-----------------------------
Korvan
Ape-men
Osborn
Regular Rounds:
Andrazi, Azar, Korvan, Larksong, Thran
Ape-men
Osborn

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Korvan targets the blue foe sending an arrow at it...
CLB+PBS: 1d20 + 5 ⇒ (20) + 5 = 25...DMG: 1d8 + 3 ⇒ (4) + 3 = 7
Possible Crit: 1d20 + 5 ⇒ (14) + 5 = 19...DMG: 2d8 + 3 ⇒ (6, 8) + 3 = 17

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Thran slowly catches up with what's happening around him as he sees an ape-like man jump out from behind a desk
Not my turn to act, just acknowledging I'm here

Fjuri |

Korvan hits the apemen with the green belt squarily in the chest. It drops down to the ground, possibly dying.
The apeman with the blue scarf slams loudly on the desk, Osborn doesn't seem impressed.
Slam: 1d20 + 2 ⇒ (5) + 2 = 7
Damge: 1d4 + 1 ⇒ (3) + 1 = 4
Combat - Round 1
-----------------
Andrazi, Azar, Korvan, Larksong, Osborn, Thran
Ape-men

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Andrezi rushes around the corner with a snarl and swings his club at the other ape-man.
Club: 1d20 ⇒ 15
For once his club might actually connect with something!
Damage: 1d6 ⇒ 1 And do nothing... :p

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Thran moves forward and swipes his falchion at the ape like man sideways, hoping to knock him out
To hit AC for non-lethal: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3
non lethal damage if hit: 2d4 + 6 ⇒ (2, 3) + 6 = 11

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Korvan checks the area for more foes while the blue foe is surrounded.

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Just so you know; In pathfinder you don't do the damage times your crit, you get to roll your dice twice (or 3 times ..or if you have a scythe 4 times, etc )and add your modifier again)....if that makes sense. So your damage on a crit would be 2d4+2 instead of 1d4+1*2

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Andrezi, encouraged by his successful strike, pitiful though it was, swings his club again.
Club: 1d20 ⇒ 19
The smell of the enemies blood, both pooling on the ground and standing before him, seems to drive Andrezi to a frenzy, allowing him to hit once more.
Damage: 1d6 ⇒ 5
Andrezi is kinda out of his mind here, so he can't do anything, but should we let that other guy bleed out? He was only tainted by the mist as far as I can tell.

Fjuri |

The club knocks out the teeth of the second ape-man. It also knocks him unconscious, bleeding a lot from the mouth, maybe even dying as well. This man also regains its human form, it appears to be a thin, middle aged man.
The room is silent for a few seconds, apart from the sound that you make and the grasping for air of both once-ape-men-now-clerks, as you hear someone screaming from one of the closets.
"Who is there? Get help! Help! Help!"
If you walk closer to the closet, you see a lot of paperwork out in front of it, and the closet seems to be bulging, as if its overstuffed.
Stabilize Green: 1d20 + 2 - 4 ⇒ (1) + 2 - 4 = -1
Stabilize Green R2: 1d20 + 2 - 5 ⇒ (1) + 2 - 5 = -2
He still needs help
Stabilize Blue: 1d20 + 2 - 1 ⇒ (20) + 2 - 1 = 21
He is stable

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Heal: 1d20 + 2 ⇒ (6) + 2 = 8
Korvan rushes over to the man but fails to see how he can help him...

Fjuri |

Azar's healing heals both of the injured men. They look around, confused about what happened.
It takes some more time to convince the person in the closet the situation is clear, but after a minute or so, he opens the closet from the inside.
A man pops out, he's bruised front and back and you wonder how he fitted in the closet in the first place.
"Thank you, thank you, who're you?"