
Zea of Kintargo |

Zea nods. "Yes, we should keep moving. Could anyone help with my wounds a bit, though? I don't need much but I don't feel great..."
After any such help, Zea readies to head into the next room. She whispers "Who's first?"

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yikes what a roll
"An Asmodean dead since the Night of Ashes? Now that is very interesting indeed. Maybe it was the spiders that did it, but it could also mean that someone here was fighting back. What do you think, Rex... I mean, you? Maybe your parents are still hiding in here somewhere. Unless this guy here had friends, who were more successful."
He directs the question at Rexus. Almost said his name so I decided I better keep that in the post for realism. ha!

Zea of Kintargo |

Zea shrugs "I don't think I can use any of that." She then tries to take a quick peek into the next room.
Stealth: 1d20 + 13 ⇒ (9) + 13 = 22

Foxy Quickpaw |

The passage to next room has a circular alcove off this hallway that cradles a lovingly maintained statue of a regal man, his arms outstretched and his chest adorned with a carving of a winged eye. Empty picture frames line the walls (E6).
The next room (E7) is filled with Wax replicas of various politicians, folk heroes, deities, and creatures, some laughably fake and others eerily lifelike. One in particular stands out—a depiction of a man dressed in bloodstained professor’s robes. This figure wields a bloody surgeon’s knife in one hand, but its face has been melted away into an unrecognizable waxen mess save for a single glaring eye.
Nothing jumps out of hiding or starts surprisingly moving. This part of the Fantasmagorium seems to be void of threats.

Zea of Kintargo |

Zea shudders in fear and disgust at the creepy wax figures. "This is gross. Is there anything around here we can use?"
Perception: 1d20 + 2 ⇒ (17) + 2 = 19
She then breathes deeply a few times to calm herself and moves toward the bloody surgeon and examines that statue more carefully, despite REALLY not wanting to.
Perception surgeon: 1d20 + 2 ⇒ (17) + 2 = 19
Someone with better perception want to take a look around too?

Zea of Kintargo |

Zea points to the eye "That looks valuable. Should we take it? I'm afraid to touch it, it's so gross."
Someone might want to detect magic in here too just to make sure it's not cursed or something.

Fhingle Nib |

K. Religion: 1d20 + 5 ⇒ (18) + 5 = 23
"That is Aroden" Fhingle points to the regal looking man
Figgy looks around the room, "I never got why you long legged folks kept places like this around." Figgy scans the room for anything that could be helpful and looking for magic detect magic
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
"Is the blood on that knife real Zea?" Fhingle asks

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Jarithe will take the scrolls and breastplate and using the straps will put the breastplate on with some assistance and take the weapons as well for sale if nothing else and then follow along.

Zea of Kintargo |

Zea raises an eyebrow in confusion. Tentatively, she offers her opinion. "I really think we should bring this along. I'm not confident we can count on a calm exit from this building and these things are a bit too valuable to just leave behind..." She looks with a mixture of disgust and irresistible attraction at wealth greater than she's ever had...

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"This place is disgusting. But I am not about to leave money behind. We need to finance our work..."
Saul uses his spear to tip over the bloody butcher statue, and then uses his feet and spear to separate the gem from the rest of the statue. He leaves it there on floor, to look at it properly.

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"I just.... really hate wax figures, and this was my one chance. Otherwise they are always behind glass panes... Let me look more closely at this statue..." Saul makes up a lame excuse about why he is trampling and disfiguring the wax figure.
Saul then insects the gem, since Fhingle says it is connected to a mechanism.
maybe disable device?: 1d20 + 7 ⇒ (18) + 7 = 25

Foxy Quickpaw |

The name plate identifies the now utterly destroyed wax figure as "Professor Mangvhune—Temple Hill Slasher."
Taking a closer look at the eye of Aroden reveals some runes on the eyeball and it can be rotated like the combination lock of a safe. But Sauls skill is not good enough to even start unlocking the secret of the statue.

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25 disable device is pretty respectable at level 3, right? It's not rogue level, but... Maybe there is another way to do it.
With his face right by the eyeball, Saul does his best to identify the runes.
Linguistics? Spellcraft? A knowledge roll?

Zea of Kintargo |

Zea doesn't have a lot of experience with this kind of thing but will try to help as much as she can.
Disable device aid: 1d20 + 4 ⇒ (5) + 4 = 9
Linguistics aid: 1d20 + 3 ⇒ (1) + 3 = 4
"Um... I guess I could hold the statue still for you? That probably won't help. These look like they're in a language I don't know. I'm pretty sure of that..."
She shakes her head, not used to this kind of work at all.
Saul's got a +7 so if we have two or more (probably hard to fit more than two people around the eye) we can try it. Do we know if there's any penalty for failure? Because as long as we have a +10 or more bonus we can keep trying until we get 5 consecutive thirties. Just make like a thousand rolls or something... But I do think investigating to understand the code is more likely to help.

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Saul shakes his head too.
"I hate letting a puzzle go unsolved. But this will take some work. Maybe instead of spending our time now to get it done... we should take a look at how easy it will be to carry this this out of here. Bring it back to HQ, take our time."
k engineering-- how to move it?: 1d20 + 7 + 1d6 ⇒ (4) + 7 + (2) = 13
linguistics-maybe get a lucky roll: 1d20 + 7 + 1d6 ⇒ (7) + 7 + (1) = 15

Zea of Kintargo |

I moved us all into E7 on the map. Is that ok?
"Let's keep this in mind and perhaps come back to it later?" Zea moves forward to check out the next room.
Moving south to the little square room and will go all the way to E18 to check it out if nothing happens.
Stealth: 1d20 + 13 ⇒ (4) + 13 = 17
Perception: 1d20 + 2 ⇒ (6) + 2 = 8

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Saul scouts ahead of the group just a bit, so that no one walks into a trap.
percep w inspiration: 1d20 + 7 + 1d6 ⇒ (15) + 7 + (6) = 28

Foxy Quickpaw |

Saul and Zea come through a series of open galleries that may have once held numerous paintings and other objects of curiosity in several glass cases, but today the displays are all empty.
Not empty is the large room behind where horribly horribly charred undead stand guard. The remains leave no doubt as to the cause of their death: they were burned alive. The zombies attack immediately as they notice the intruders.
Zombie: 1d20 + 0 ⇒ (3) + 0 = 3
Zombie: 1d20 + 0 ⇒ (5) + 0 = 5
Zombie: 1d20 + 0 ⇒ (13) + 0 = 13
Zombie: 1d20 + 0 ⇒ (2) + 0 = 2
Initiative Bram: 1d20 + 6 ⇒ (7) + 6 = 13
Initiative Saul: 1d20 + 5 ⇒ (8) + 5 = 13
Initiative Zea: 1d20 + 4 ⇒ (2) + 4 = 6
Initiative Jarithe: 1d20 + 4 ⇒ (10) + 4 = 14
Initiative Fhingle: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative Cassius: 1d20 + 2 ⇒ (8) + 2 = 10
Fhingle, Jarithe, Bram, Saul <--
Zombie, Zombie
Zea, Cassius
Zombie, Zombie, Zombie
You can all write your actions, I'll sort it out.

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percep: 1d20 + 6 + 1d6 ⇒ (9) + 6 + (1) = 16
k religion: 1d20 + 7 + 1d6 ⇒ (20) + 7 + (3) = 30 Free monster check to learn anything of interest about these zombies.
Saul strides to within 10 feet of the closest zombie and stabs with his spear. He keeps stabbing at anything that tries to close the distance!
longspear to hit: 1d20 + 6 ⇒ (8) + 6 = 141d8 + 4 ⇒ (6) + 4 = 10
----------------
longspear AoO 1: 1d20 + 6 ⇒ (9) + 6 = 151d8 + 4 ⇒ (1) + 4 = 5
longspear AoO 2: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 4 ⇒ (5) + 4 = 9
longspear AoO 3: 1d20 + 6 ⇒ (16) + 6 = 221d8 + 4 ⇒ (3) + 4 = 7

Zea of Kintargo |

Goodness... Zea literally can't react to dangerous situations to save her life! My initiatives are atrocious! Can I get a description or map of how the zombies are arranged? I'm considering casting grease but location will matter.

Zea of Kintargo |

Thanks for the map, Foxy! Since zombies go before me, I'm going to assume that some of them are up in my and Saul's face.
Seeing these serious foes, Zea concentrates for a moment. Power leaps from her mind into her weapon! Then she slashes at the abomination staring her down, steps back, and casts a spell under them!
Attack roll: 1d20 + 6 - 2 + 1 ⇒ (8) + 6 - 2 + 1 = 13
Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Swift action spend a point from my arcane pool to grant my weapon a +1 enhancement bonus for 1 minute. Spell combat to make an attack and cast a spell with a -2 penalty on the attack roll. Attack first then 5 ft step back to avoid provoking for casting grease. DC 14 reflex save against grease or fall prone. I put a 10x10 square on the map. If there end up being more zombies a little to the right, I'll put it 5 ft to the right. +1 more to attack and damage if Jarithe is singing by the time I go.
She pants in fear but a steely look, much stronger than her rusty scimitar, comes across her eyes. "No... I've taken enough abuse... we're ending these things!!"

Fhingle Nib |

Fhingle would have followed Saul, since Fhingle only knows him well
"STep back my magic can harm them"
Fhingle holds his hand up in the air waiting on Saul to move back
Hold till more are closer
1st (5/day)— abadar's truthtelling (DC 14), bless, cure light wounds , detect undead, shield of faith
0 (at will)— detect fiendish presence , detect magic , light, read magic , stabilize
scroll of cure moderate wounds ,
scroll of daylight ,
scroll of remove blindness/deafness ,
scroll of remove disease ,
wand of cure light wounds 50/50
healer's kit 10/10
Energy Body (1d6+3) 0/3 rounds

Foxy Quickpaw |

Saul Stabs the closest Zombie and stabs it again as it shambles closer to attack him. But his spear is not really effective against the undead. Saul is hit painfully as the Zombie swings its rotten arm at him.
Slam: 1d20 + 4 ⇒ (17) + 4 = 211d6 + 4 ⇒ (5) + 4 = 9
Another Zombie shambles into Sauls spear, but simply moves on, with the spear sliding through its chest.
Zea cuts one of the zombies down and getting out of reach she magically turns the floor in front of Saul into a slippery mess, that makes the other zombie do some slapstick performance falling down.
Reflex: 1d20 + 0 ⇒ (7) + 0 = 7
The other zombies mindlessly follow their brethren and fall too. Only the one who finds no place on the patch of grease still stands.
Reflex: 1d20 + 0 ⇒ (10) + 0 = 10
Reflex: 1d20 + 0 ⇒ (3) + 0 = 3

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Bram, Cassius, go! Should we wait for them or keeping attacking?

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"Thanks Peregrine" says Saul as Fhingle heals him to full HP.
He then takes a quick glance at Fhingle who is gesturing him backwards.
Saul stabs first at the zombie right in front of him lying in the grease, and then he steps backwards.
longspear: 1d20 + 6 ⇒ (3) + 6 = 91d8 + 4 ⇒ (2) + 4 = 6

Zea of Kintargo |

Zea strikes out at the prone zombie in front of her twice before stepping back.
Spell combat and spellstrike with arcane strike. Provoking AoO from the prone zombie.
Attack 1: 1d20 + 6 - 2 + 1 + 1 + 4 ⇒ (3) + 6 - 2 + 1 + 1 + 4 = 13
Attack 2: 1d20 + 6 - 2 + 1 + 1 + 4 ⇒ (1) + 6 - 2 + 1 + 1 + 4 = 11
Dam 1: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Dam 2: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Then she steps back next to Fhingle.

Zea of Kintargo |

Second swing missed on a nat 1. :P I'd roll a concentration check against damage to keep the arcane mark but the attack it gave me missed anyway.

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Jarithe will attack with the longspear when it gets close and attacks Zea since there is no defense against such a critical blow! He will also continue performing a second round.
long spear: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d8 + 3 ⇒ (6) + 3 = 9

Foxy Quickpaw |

The zombies keep coming stumbling over their destroyed kin. Two come at Saul and one at Zea. They are not that hard to avoid, but having two of them at once is too much for Saul, who takes a hit.
Out of the neighbouring room a guy in Asmodean vestments sticks his head in checking what is going on. He calls out for reenforcements and steps out.
Slam Saul: 1d20 + 4 ⇒ (1) + 4 = 5
Slam Saul: 1d20 + 4 ⇒ (14) + 4 = 181d6 + 4 ⇒ (1) + 4 = 5
Slam Zea: 1d20 + 4 ⇒ (3) + 4 = 7
Party <--