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"Never fully trusted anyone who considers themselves a 'holy' person," Sen notes with air quotes. "Everyone's got faults, but some seem to try to hide it behind a mask of religion."
Sen shrugs, though. "Either one is fine. Each sounds as suspicious as the last."
-Posted with Wayfinder

EndlessForms |

When you return to the temple, Jakti and his two bodyguards are waiting for you. The servants have since cleaned up the worst of the mess from the earlier combat, and Jakti is now wearing a scimitar at his side. He regards you with a smile and waves for his guards to stand outside the door to ensure a measure of privacy.
“I was uncertain if you were trustworthy enough to share this information with, but now I see that you are most competent individuals and I believe you can help.
“Some days ago I received information from… a trusted source… that a someone has hired several assassins in Katheer for a job this very night. This manor has one of the greatest gatherings of powerful people in the entire city, so I can only conclude that these assassins are meant to strike here. With that knowledge, I hired a few bodyguards for myself, but it would allay my fears if I to have your protection as well. Of course, you may seek to protect everyone in the manor, and I would applaud you for such commitment to righteousness! I will be satisfied if no harm comes to my person before this night is over, whatever the circumstances. Do this for me, and I would greatly consider dealing with such competent individuals in the near future.”
Just as he finishes speaking, a series of loud crashes echoes through the house, followed by screaming. Jakti’s eyes widen in alarm as he rushes to the temple’s doors only to discover that the entry hall teeming with the walking dead!
Aaqir al’Hakam emerges from one of the upstairs hallways and calls to you to “protect the guests,” though he stresses the last word as if to imply one of the other critical guests. The breaking of glass elsewhere in the manor suggests there are far more zombies than just those in the entry hall.
Unfortunately, Temel’s and Metella’s animosity toward each other led them to take rooms at opposite ends of the manor’s ground floor.
Unlike a typical chase, the PCs are not chasing a target so much as they are tracking how long it takes for them to reach the NPC in danger. What’s more, the PCs overcome obstacles as a group and not individually. Each PC rolls one of the two checks to overcome the obstacle, taking the highest result. Any other PCs’ checks that result in a 10 or higher are treated as having used the aid another action for the higher result. The exception is the assassin’s trap obstacle, which only one PC may attempt. In place of attempting an aid another action, a PC may cast a spell or use a class ability that deals damage to multiple targets to destroy some of the zombies. Every 2 points of damage dealt by the spell or ability reduces that obstacle’s check DCs by 1 (to a minimum of 10).
If the PCs fail the check to overcome an obstacle, they take additional time to overcome the challenge but do not need to attempt the check again; move on to the next obstacle but track how many checks the PCs fail.
Aaaaand. . . . go! (You have to choose who you want to go for: Temel or Metella.)

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Sense Motive: 1d20 + 7 ⇒ (3) + 7 = 10
Jonterra stands, looking back and forth in indecision. "Split up or stay together?"
Jonterra would have healed himself and Mage Armor(ed) in the aftermath. CLW: 3d8 + 3 ⇒ (4, 8, 6) + 3 = 21

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"I will go to Metella. If I don't, my earlier words will be void of meaning. With my life, I shall protect her."
Without thinking any further, she rushes in the direction of Metella's room, knocking zombies aside.
CMD DC 25: 1d20 + 7 ⇒ (10) + 7 = 17 Sounds like I'm helping someone there.

EndlessForms |

Aaqir al’Hakam encourages you to stay together, as the zombie horde looks too dangerous for a split party.

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Jaysin quickly becomes irritated, which obviously is easily accomplished by just about anything that can occur. Fine! To Metalla then! Move!

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"To Metalla!"
We can jump it! (acrobatics): 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16 (-2 for speed)
Just to check if I got this right...we all try the same obstacle each round..the highest roll one of us get's is the primary and everyone else that rolls above a 10 is assisting? Even if we fail we go to the next challenge and it just takes us longer to get there and there's no way to speed things up?..it's not like we make the check after only 2 rolls and then move on to the next one and the rest of us can try challenge 2 in the same round? Because then we can just roll all the checks at once and tally the results all at once and see what happens right? (other then the assassin check which only one of us can try)
Also what kind of weird door needs a swim check to batter down? :)

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Just to clarify: do we aid only if it's the same check? For instance here, do I not give the bonus even though it was the CMB check? If so, we'd better make sure we all attempt the same.

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We can jump it!: 1d20 + 5 ⇒ (15) + 5 = 20 Yay!
Assuming we make it to the next card, Cut them down!: 1d20 + 10 ⇒ (16) + 10 = 26 If I must use a weapon I still make it with a 16+6=22 on the roll.

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Acrobat: 1d20 + 10 ⇒ (2) + 10 = 12 "Yeah, jumping over that looks stupid. Pits, you know where they stand. You can't read these things, though."
cut!: 1d20 + 4 ⇒ (20) + 4 = 24 (For the next round, but I wanted to get it posted in case this wraps into tomorrow somehow, while I'm wrapped up in Eyes.)
-Posted with Wayfinder

EndlessForms |

Sorry for the unannounced and unexpected absence! Getting internet set up in the new house turned out to be much more of a pain than I was hoping for but all is well now and we're finally just about settled. . . as much as you really can be that is, we've still got a list of about 100 projects we'd like to do to the new house. But I'm back to gaming like normal now!
---
The way I understand it, each person can roll for either check and we just use the best roll. Anyone else who got above a 10 (no matter what check they rolled) aids that best roll and hopefully it's enough to beat the DC.
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Jaysin leads the way leaping past the zombies and Jonterra and Kazzok easily leap over the railing to avoid the zombies on the stairs, pulling the rest of the party along with them! The hallway to Metella's room is blocked with zombies but again Jaysin takes charge cutting a lane through the massed undead!
Ok, keep going! Again, this is not a normal chase where you're trying to catch up to someone or get away, it's just a "don't take too long or she dies" sort of thing.

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DD: 1d20 + 13 ⇒ (6) + 13 = 19
Reroll!: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19 *Shakes Fist* WHY HAVEN'T I REPORTED SKULL AND SHACKLES AND GOTTEN MY THIRD STAR YET!?!
Sen fails a first attempt, which (unless anyone else wants to try a reflex, which I think is a better shot statistically), he'll try again!
DD: 1d20 + 13 ⇒ (4) + 13 = 17 And frustration sets in! Ha, I'm just going to pause there.
-Posted with Wayfinder

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Keep up! Do I have to do everything?!?
Reflex to Evade The Trap!: 1d20 + 5 ⇒ (14) + 5 = 19
Umm, swim to batter down a door? Is that right?
Swim?: 1d20 + 6 ⇒ (2) + 6 = 8 Dammit. Almost got them all!

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I'm currently away from home with no way to look at the map. Are we are the trap yet? If so, I'll just roll Reflex and swim, please use what you think is necessary.
Reflex: 1d20 + 10 ⇒ (16) + 10 = 26
Swim : 1d20 + 2 ⇒ (19) + 2 = 21
-Posted with Wayfinder

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Ash will try to avoid the trap Reflex save: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10
And then will swim! down that door (most likely not..) Swim check: 1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9
At least I got an assist out of one of them..curse you low movement speed

EndlessForms |

Lol, yeah, I'm not sure I understand why Swim is used to batter the door down. Butterfly stroke until it collapses from laughter?
Sen bends down to disable the trap but Ennoia quickly shows the rest of the party an easier way to leap over it, leaving Kazzok to burst through the barricaded door of the dwarf merchant's room.
As you enter the room you find the windows smashed open, glass scattered across the floor, and several pieces of furniture overturned. The chair barricading the door has been shattered and the remnants lie about the room.
Several zombies have crashed into the room through the windows. An assassin stands over Metella ready to strike while Metella-as yet unharmed-tries to escape from the danger!
assassin: 1d20 + 6 ⇒ (2) + 6 = 8
zombies: 1d20 + 0 ⇒ (7) + 0 = 7
Ennoia: 1d20 + 8 ⇒ (4) + 8 = 12
Jaysin: 1d20 + 6 ⇒ (17) + 6 = 23
Jonterra: 1d20 + 2 ⇒ (11) + 2 = 13
Ash: 1d20 + 4 ⇒ (19) + 4 = 23
Kazzok: 1d20 + 4 ⇒ (16) + 4 = 20
Sen: 1d20 + 10 ⇒ (7) + 10 = 17
Initiative:
Jaysin, Ash, Kazzok, Sen, Jonterra, and Ennoia
2. Assassin and Zombies
You guys are up!

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Kazzok steps to the side and hurls an explosive bomb at the nearest zombie (Z1)!
Ranged Touch Attack: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Fire!: 3d6 + 4 ⇒ (5, 6, 1) + 4 = 16
The zombie is on fire!
More Fire!: 1d6 ⇒ 1
Z2 takes 7 points of fire damage as well (Reflex DC 16 for half)

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Ash will move forward and cast a Heatstroke at the assassin and using Glorious Heat will grant Ennoia a +1 morale bonus on to hit for this turn (and healing her for 3 hps)
to hit flatfooted? (hasn't acted yet, so no dex bonus I think) touch AC assassin: 1d20 + 7 ⇒ (4) + 7 = 11 if hit non lethal damage: 1d4 ⇒ 3 and DC 16 fort save is failed (-4 penalty if wearing heavy clothing or armor of any sort) -> exhausted ( moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity) if the save is made only fatiqued (neither run nor charge and takes a –2 penalty to Strength and Dexterity)

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Ennoia sends a barrage of cold iron arrows at the assassin, hoping to end his life before Metella's is forfeit.
Longbow: 1d20 + 9 ⇒ (8) + 9 = 17 Damage : 1d8 + 8 ⇒ (5) + 8 = 13
Longbow : 1d20 + 9 ⇒ (9) + 9 = 18 Damage : 1d8 + 8 ⇒ (1) + 8 = 9
+1 to hit and damage if target is within 30 feet (can't see map). Feats used: Deadly Aim, Rapid Shot, Precise Shot. Damage is cold iron and magic.
-Posted with Wayfinder

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Seeing if the assassin can Uncannily Dodge things or if the zombs are already exploded decides my target, but the Living Cover to the assassin now simplifies my action.
-Posted with Wayfinder

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Seeing that the assassin is being well taken care of Jaysin slides forward a few feet and tries to stop one of the zombies (Z2)!
Rapid 1: 1d20 + 7 ⇒ (5) + 7 = 12 for Piercing: 1d8 + 6 ⇒ (8) + 6 = 14
Rapid 2: 1d20 + 7 ⇒ (9) + 7 = 16 for Piercing: 1d8 + 6 ⇒ (5) + 6 = 11

EndlessForms |

Will: 1d20 + 2 ⇒ (13) + 2 = 15
Fort: 1d20 + 4 ⇒ (20) + 4 = 24
Kazzok explodes one of the zombies, neutralizing it as a threat! The assassin does not seem willing to follow Jonterra's orders and Ash's spell and Ennoia's arrows miss their marks. Yep, uncanny dodge. While the rest of the party focuses on the assassin, Jaysin takes out the second zombie.
Initiative:
1. Jaysin, Ash, Kazzok, Sen, Jonterra, and Ennoia
2. Assassin and Zombies
A: 22 dmg, 3 nonlethal
Sen is up!

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Sen will move southeast-east 1 square and continue east until he reaches the assassin! He draws both his katana and wakizashi, but only slashed with the larger for the moment!
katana: 1d20 + 4 ⇒ (17) + 4 = 211d8 + 2 ⇒ (1) + 2 = 3
-Posted with Wayfinder

EndlessForms |

Sen's blade draws blood as the assassin turns invisible for just a moment; long enough for Metella and everyone else to lose track of him as he steps to the side and stabs at the dwarf, only to miss entirely! Metella puts her back against he wall and takes a defensive stance against the assassin!
+1 scimitar: 1d20 + 9 ⇒ (1) + 9 = 10
damage: 1d6 + 4 + 3d6 ⇒ (5) + 4 + (5, 1, 6) = 21
Metella Fort: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative:
1. Jaysin, Ash, Kazzok, Sen, Jonterra, and Ennoia
2. Assassin and Zombies
A: 25 dmg, 3 nonlethal
You guys are up!

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Kazzok throws a bomb precisely at the assassin excluding Metella.
Touch attack: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Damage: 3d6 + 4 ⇒ (5, 2, 1) + 4 = 12

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Ennoia shoots at the assassin twice, eager to save Metella at all costs.
Composite Longbow (cold iron, RS, DA, PBS): 1d20 + 10 ⇒ (9) + 10 = 191d8 + 9 ⇒ (6) + 9 = 15
Composite Longbow (cold iron, RS, DA, PBS): 1d20 + 10 ⇒ (9) + 10 = 191d8 + 9 ⇒ (5) + 9 = 14

EndlessForms |

Ennoia and Jonterra miss their target but Kazzok's bomb knocks the assassin unconscious!
Out of combat!

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Ennoia makes sure no undeads or assassin are left, then goes straight to Metella, alongside Jonterra.
"Are you alright, Metella? Do you know who sent this assassin?"

EndlessForms |

Metella is shaken but otherwise seems unharmed. "Thank Torag you made it in time. That bastard would have done me in. I don't know where he came from."
The rest of the guards and some of the personalities attending the wake have taken up arms and routed most of the undead by this point.
On the assassin you find a potion of cure moderate wounds, potion of cat’s
grace, potion of barkskin, oil of magic weapon, smokestick, tanglefoot bag, +1 studded leather, masterwork scimitar, masterwork darts (2), cloak of resistance +1, antitoxin, burnt othur oil, caltrops, dried sunflower, giant wasp poison (2), grappling hook, silk rope (50 ft.), and 115 gp worth of coins minted in Druma.
Upon seeing the foreign coins, Metella lets out a loud, "M$$$!% f&@+&~!" and storms out of the room to confront Temel Passad. The two loudly begin to accuse one another of being responsible for the recent attack. It looks as if the two merchants may come to blows.
After the Perception:

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pcp: 1d20 + 5 ⇒ (2) + 5 = 7
"Ha, nice!" Sen lets out upon the cursing. He looks to Jaysin as she exits, "I've got 5 pieces she headbutts that Temal guy."
-Posted with Wayfinder

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Perception: 1d20 ⇒ 8
"Coins from Druma, eh? This looks like evidence to me."

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Do you think I waste coin on wagers? Have some respect for the money you have. Jaysin then looks on as the two combatants spar with words. However, I'll take your wager just to prove you wrong.

EndlessForms |

Indeed, Metella and Temel do not come to blows as Aaqir al’Hakam enters the room and is able to calm the two. After ensuring that the two merchants are not going to kill each other, Aaqir pulls you aside for a private chat. "I must express my bewilderment at the recent events but I will reaffirm my desire to put an end to this disruption, whatever its source."
"Now the zombies appear to have come from the east—in the direction of the graveyard—and I'm concerned for Umut’s safety, as she has yet to return despite the graveyard only being ten minutes’ walk from the manor. I'll tend to the guests and protect against further attacks; you go investigate and ensure that our priestess is safe."

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"Very well, let's head to the graveyard-onwwards, companions! Let's strike at the heart of all this evil."

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Jaysin recovers his durable arrows. We are now to be zombie hunters? This just keeps getting better. Jaysin just shakes his head. After a sigh he turns to Sen and says, At least you owe me money.

EndlessForms |

The graveyard used by the Bahjari family is one they share with several other wealthy families in Katheer. Small crypts and mausoleums containing the matriarchs and patriarchs dot the fenced-in burial ground, and freestanding gravestones mark where less influential family members are interred.
Many graves have been disturbed, and the doors of several mausoleums hang open. To the south lies the Bahjari family mausoleum. A woman clad in black robes lies prone near its door.

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Ennoia moves closer to the woman, bow in hand, ever wary of her surroundings.
Perception: 1d20 ⇒ 12

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Ennoia, check the woman. I'll cover you as you do so.
Jaysin readies his bow as he scans the area nearby. Perception: 1d20 + 3 ⇒ (8) + 3 = 11