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Deanaris screams in incoherent rage and strikes out at Tim, piercing his armor with a painful strike.
7 damage to Tim.
Everyone except for BABS and Fatham (because he already posted) are up.
damage: 1d6 + 2 ⇒ (5) + 2 = 7
-Posted with Wayfinder

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Feeling a bit cramped, Thergrom strikes out at the furthest foe.
attack vs purple: 1d20 + 1 ⇒ (18) + 1 = 19 for damage: 1d8 - 1 ⇒ (6) - 1 = 5

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Tim grunts in pain, but brings his axe around on Deanaris again, trying to make an even exchange of the bite of steel.
Attack 1: 1d20 + 5 ⇒ (10) + 5 = 15
Damage 1: 1d8 + 4 ⇒ (4) + 4 = 8
Attack 2: 1d20 + 5 ⇒ (5) + 5 = 10
Damage 2: 1d8 + 4 ⇒ (2) + 4 = 6

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Kastarr's arrow barely misses Deanaris (due to shooting into melee). Thergrom's axe chops the zombie's arm clean off, but it doesn't seem to care. Tim can't quite get through Deanaris's guard to strike a telling blow.
The zombies lurch ahead to strike back, but only the one fighting against the dinosaur manages to hit hard enough to hurt. 7 damage to Splittooth.
BABS
Deanaris
Fatham
Thergrom
Tim
Kastaar
Zombies
yellow vs. Fatham: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
orange vs. Splittooth: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20
damage: 1d6 + 1 ⇒ (6) + 1 = 7
purple vs. Thergrom: 1d20 + 2 ⇒ (6) + 2 = 8

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Betsy continues her goring attempts on the yellow zombie, while Bertha continues to slice at the greenish one. "Why do we always seem to be fighting the undead?"
Falchion Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 2d4 + 6 ⇒ (1, 3) + 6 = 10
Gore Attack: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

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Bertha finally cuts a zombie down, chopping it in half with her heavy, curved blade. Betsy jabs her tusks into the zombie's abdomen, but only succeeds in puncturing its stomach and releasing a putrid odor.
"The risen dead will be your doom, orc!" Deanaris screams at either Bertha or Tim, it's not clear which, as she continues to try to take him down, driving her pick into his gut in a telling strike. 8 damage to Tim. If I'm not mistaken, that brings him to 0 HP, making him disabled.
damage: 1d6 + 2 ⇒ (6) + 2 = 8
5

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You are correct. I'm exactly at 0/22.
Tim grits his teeth in pain, but determined to try to take down Deanaris before he goes down himself, he swings his axe once before falling to his knees, dropping his axe, and then going face down with a thud.
Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
And now I'm at -1/22.

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Fatham moves to support Two Tall Tim, swinging at the evil cleric with his scimitar.
"You have picked the wrong fight!" the druid snarls at the woman.
If she happens to go down, I'l redirect my attack at one of the undead. Splittooth misses.
MW Scimitar (cold iron): 1d20 + 5 ⇒ (13) + 5 = 181d6 + 4 ⇒ (3) + 4 = 7
splittooth bite atk: 1d20 + 3 ⇒ (1) + 3 = 41d8 + 4 ⇒ (2) + 4 = 6

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You actually don't fall down just yet, Tim, because of Orc Ferocity. You're at -1, but still standing. Can't say the same about Deanaris, though.
Tim's desperate blow combined with Fatham's deft slash strike Deanaris down. A stream of frothy blood comes from her mouth as she chokes, falling first to her knees, then keeling over in a crash of metal. A confused look passes over her face as she looses consciousness, as if she's thinking, "That wasn't supposed to happen..."
Babs is up, and only the zombies remain.

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BABS turns her attention to the yellow zombie, and spins her blade around to try and take its head from its shoulders.
Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 2d4 + 6 ⇒ (2, 2) + 6 = 10
Betsy continues to gore the zombie.
Attack: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10

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Bertha slices the zombie's head clean off, but it still continues to swing at her, controlled not by its rotting brain but by the foul energies of unlife. 3 damage to Bertha.
The others attack splittooth and Thergrom, but to no avail.
"Ahhh! Zombie!" the aristocrat cries out as another dead body starts to animate in the hall behind him. He runs through the doors, hiding in the corner.
damage: 1d6 + 1 ⇒ (2) + 1 = 3
confirmation: 1d20 + 2 ⇒ (4) + 2 = 6
orange vs. Splittooth: 1d20 + 2 ⇒ (7) + 2 = 9
purple vs. Thergrom: 1d20 + 2 ⇒ (13) + 2 = 15

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All PCs are up.

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Fatham snarls as the enemy cleric falls, wheels on his heel, and moves to flank one of the zombies.
A vicious blow from his scimitar finds purchase, nearly cleaving one of the zombies in two.
MW Scimitar (cold iron)(flank): 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 271d6 + 4 ⇒ (5) + 4 = 9
CRIT?: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 181d6 + 4 ⇒ (5) + 4 = 9

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Damaged beyond the point of destruction, two walking corpses messily fall to the floor.
-Posted with Wayfinder

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Thergrom slips on the fallen mounds of flesh and strikes wildly at the last remaining foe.
attack: 1d20 + 1 ⇒ (1) + 1 = 2 for damage: 1d8 - 1 ⇒ (4) - 1 = 3

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Bertha draws her wand of cure light wounds, and steps a little closer to Tim. Then she turns and slices down at the yellow zombie.
Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 2d4 + 6 ⇒ (1, 2) + 6 = 9

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Bertha destroys the final zombie.
From the door in the hallway to the north, a group of merchants and young, able aristocrats come forth, wielding a mix of the weapons allowed them by their stations, and improvised armaments like chair legs and fireplace pokers. They attack the rising zombies in the hallway, destroying them quickly.
It seems that an effective resistance to the zombie attack is forming. Now could be a good time to try to get out of the opera house, or to try to find what you came here to look for.
Combat over! What do you want to do?

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Bertha first uses her wand to heal Tim.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
She also applies the magic to Thergrom.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
"Anyone else injured?"
Once the healing is done, she says "Let's get these people organized into a defensible room, and show them how to destroy these bodies so that they will not reanimate. Then let's go check the other areas to see if we can find them a way out - or find the source of these troubles and deal with it!"

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Thergrom rolls his scroll tightly back up and puts it back in his pouch.
"Aye, from the looks of things, there is a conspiracy afoot. I don't trust the living who would consort so freely with the undead."
Shield expires

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Fatham nods. "This is an affront to nature. Even in her least destructive state, she would turn these bones to dust," he adds, kicking at a zombie to ensure it really was dead.
"We should clear this place of this abomination."
Room 3?

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I've revealed the next room. I'll post a description of it when I get home tonight.
The next hallway reveals no living dead, though there are a couple of corpses in the corner that look like someone took a meat cleaver to them, as if to prevent them from rising again.
-Posted with Wayfinder

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The hallway is carpeted in rich purple, which in Taldor is a color reserved for royalty. This must be the entrance for the king and anyone associated with the royal court.
No threats are apparent. The door to the north is open, showing the main hall of the opera house, while the closed one to the south seems damaged, like someone tried to break it down.
To the west is a section of wall that is apparently a concealed door, because it is just slightly ajar.

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"That's something we are both in complete agreement about, Fatham. The dead should stay dead."
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Kastarr notices the section of wall that is out of place and moves to investigate it, axe in hand.
I'm not sure where to place my piece on the map, GM Paladin, I took a guess, but if you need to move it to match my character's actions, that's cool with me.

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The wall opens easily, revealing that it looks like a normal door from the other side. On the other side is a dimly-lit dressing room and storage area, with walls covered in dozens of painted handbills and posters for previous operas performed here. Costume racks are overturned and strewn about, with ripped cloth everywhere, and the painted backdrops have been smashed. It looks like the zombies started here before heading out into the rest of the Opera house. There are no dead bodies or zombies in here, as far as you can see however. Notably, two spiral staircases lead downward, while other exits lead to the stage, and to other parts of the outer ring of the Opera house.

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"Agreed. Let's check it out."
Bertha will head down the stairs, with Betsy healing her.

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"I'll stay here and... make sure your exit remains clear," says Hustavan. "It is your duty to expunge this affrontery!" he adds imperiously.
Down in the basement, dimly-flickering everburning torches light crates and boxes everywhere, but there is a clear path in the dust that leads to a massive hole in the rock wall, where, it seems, an excavation has been made. This must be the late Agent Wuthers' dig site.
Map is updated. How are you going in? Being stealthy, or full speed ahead? Marching order?

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Everyone should be able to move their icons on the map now.

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I'm not really the stealthy type. Anyone want to check things out? Or should we just plow forward?
Fatham enters the basement and sniffs at the air.
perception: 1d20 + 7 ⇒ (10) + 7 = 17

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Fatham smells something like rotten flesh, and it isn't himself.

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"Great... more undead..."
Bertha and Betsy plod along, ready to destroy more undead when they find them.

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Thergrom will use his wand to cast shield once again and keep up with the group.
"The sooner we quell this uprising the better."
casts shield

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Are you guys able to move yourselves on the map? It's a new map, so if you have the old one bookmarked or something, make sure to click on the link.

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Moved up on map
Perception: 1d20 + 6 ⇒ (9) + 6 = 15

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None of you see anything of note in this musty storage basement, just old costumes, props, and set pieces, but your movements and speech have not gone unnoticed. You hear some muffled words that sound like prayers or spells coming from the hole in the wall. Perhaps someone is preparing for your arrival?
As you get closer to the excavation, it appears a tunnel has been chiseled from the bedrock under the opera house. Everburning torches have been placed in makeshift sconces on the rough walls, and the rock floors are shiny, as if wet.
Initiative order:
Tim
???
Fatham
Thergrom
Kastarr
BABS
???
Fatham Init: 1d20 + 4 ⇒ (4) + 4 = 8
Kastarr Init: 1d20 + 2 ⇒ (5) + 2 = 7
Thergrom Init: 1d20 + 3 ⇒ (5) + 3 = 8
Tim Init: 1d20 + 4 ⇒ (17) + 4 = 21
Bustrani Init: 1d20 - 1 ⇒ (17) - 1 = 16
Zombie init: 1d20 - 1 ⇒ (14) - 1 = 13
cultist init: 1d20 ⇒ 3