
| Hecktor | 
 
	
 
                
                
              
            
            How it pays off to be honost.. :P
Hecktor feels a scrape from the skulls on his leg. Irritated he readies a swing from his scythe. But aims for the zombie.
Assuming inspire is still in effect, otherwise substract the +1
Attack skulls: 1d20 + 2 + 4 + 1 - 2 ⇒ (19) + 2 + 4 + 1 - 2 = 24
Dmg: 2d4 + 6 ⇒ (4, 2) + 6 = 12
And a woosh as his scythe takes momentum.
"Hyaaah!!"
Well....guess it took a scrape to the leg to make good rolls.

| Michael Stamford | 
 
	
 
                
                
              
            
            It's apparently a tiny swarm rather than individual creatures.
Round 3
Michael powers through his fear and swings at the swarm of skulls that just appeared behind him.
"By the gods! What in the hells are those things!?"
Warhammer power attack: 1d20 + 5 - 2 - 1 ⇒ (15) + 5 - 2 - 1 = 17
Damage: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11

| Gared the Ranger | 
 
	
 
                
                
              
            
            I take it the ogre zombies are classed as dangerous terrain and prevent a charge? If not, the spellcaster is my target. Otherwise, I'm attacking the first ogre zombie, assuming that the swarm is dead following the past two attacks.
Gared switches his attention to (insert target here) and charges them, swinging his axe as hard as he can...
Attack (greataxe, charge): 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Damage (greataxe): 1d12 + 3 ⇒ (6) + 3 = 9
Might be a hit against the prone zombie but unlikely to be a hit against the spellcaster.

| GM Niles | 
 
	
 
                
                
              
            
            Round 3 
Gared bravely charges the swarm and swings a massive blow dealing 6 damage to the swarm and destroying several of the component skulls. 
Silas paralyzed 
Michael *shaken* swings his hammer in a massive blow that destroys several more of the tiny skulls. 
Lucanor  post round 3 actions asap 
Hecktor *shaken* swings his scythe in a gilltering arc that destroys the final skulls of the swarm. 
Percival *shaken* and Cultist Leader begins casting a spell 
Zombies attack Michael Zattack: 1d20 + 2 ⇒ (7) + 2 = 9 but it misses the ogre zombies begin crawling prone towards the party!
Cirthana and Payday Cirthana casts remove fear on Payday, and he crushes the skull of a zombie with his bare fist!
Lucanor can post round 3 actions, everyone else post round 4!

| Gared the Ranger | 
 
	
 
                
                
              
            
            Gared moves forward and attacks the zombie in front of him.
Attack (greataxe): 1d20 + 5 ⇒ (4) + 5 = 9
Damage (greataxe): 1d12 + 3 ⇒ (1) + 3 = 4
He curses as the lurching of the corpse causes him to miss, however.
"Stop her casting," Gared roars after swinging his greataxe at the shambling corpse.

| Silas Hawkwinter | 
 
	
 
                
                
              
            
            Seems you get a new saving throw each round on the start of your turn as a full round action. http://www.d20pfsrd.com/magic/all-spells/h/hold-person
Must resist... Hnnnnng!
Saving throw: 1d20 + 2 ⇒ (5) + 2 = 7
Silas strains at the magical bonds, but they hold firm!

| Lucanor | 
 
	
 
                
                
              
            
            Spellcraft: 1d20 + 5 ⇒ (2) + 5 = 7
Religion Knowledge on the skulls: 1d20 + 5 ⇒ (14) + 5 = 19+3 to identify any weakness 
Edit: Sorry, been trying to get edit for post through for over 10 minutes now.
Lucanor draws his crossbow and tries to take a shot at the enemy spellcaster if he can get a clear one.
bardic influence included.
to hit with crossbow: 1d20 + 4 ⇒ (5) + 4 = 9
dmg: 1d8 + 1 ⇒ (4) + 1 = 5

| Silas Hawkwinter | 
 
	
 
                
                
              
            
            Unfortunately all bardic performance stops when stunned / paralysed etc...

| Hecktor | 
 
	
 
                
                
              
            
            Hecktor looks back as he just cut down the last of the skulls.
He shakes his shoulders, prepping for the next swing.
Following applies to closest zombie, since i don't know if the zombie in front is going to snuff it or not. If it does, this is for the next closest zombie.:
Move to closest zombie.
Attack: swing scythe: 1d20 + 2 + 4 + 1 ⇒ (18) + 2 + 4 + 1 = 25
Dmg: 2d4 + 6 ⇒ (2, 2) + 6 = 10

| GM Niles | 
 
	
 
                
                
              
            
            Round 3 recap
Gared bravely charges the swarm and swings a massive blow dealing 6 damage to the swarm and destroying several of the component skulls. 
Silas paralyzed and fails will save 
Michael *shaken* swings his hammer in a massive blow that destroys several more of the tiny skulls. 
Lucanor fires his crossbow at the cultist, missing widely. 
Hecktor *shaken* swings his scythe in a gilltering arc that destroys the final skulls of the swarm. 
Percival *shaken* and Cultist Leader begins casting a spell and Percival throws a bomb at her striking her for 8 and she manages to continue casting her spell. 
Zombies attack Michael but it misses; the ogre zombies begin crawling prone towards the party!
Cirthana and Payday Cirthana casts remove fear on Payday, and he crushes the skull of a zombie with his bare fist!
Round 4!
Gared swings, misses
Silas paralyzed Will: 1d20 + 2 ⇒ (2) + 2 = 4
Michael *shaken* 
Lucanor 
Hecktor *shaken* swings at zombie hits for 10. 
Percival *shaken* and Cultist Leader 
Zombies 
Cirthana and Payday 
Skull Swarm
CR 1
XP 400
NE Tiny undead (swarm)
Init +2; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 9 (2d8)
Fort +0, Ref +2, Will +3
Defensive Abilities swarm traits; Immune undead traits, weapon damage
OFFENSE
Speed fly 40 ft. (perfect)
Melee swarm (1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11)
STATISTICS
Str 5, Dex 15, Con --, Int --, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 8 (can't be tripped)
Skills Fly +6
Screaming (+0 CR)
Once every 1d4 rounds, a screaming beheaded can open its jaw and emit a bone-chilling scream. All creatures within 30 feet must make a Will save (DC 11) or be shaken for 1d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same beheaded's scream for 24 hours.

| Lucanor | 
 
	
 
                
                
              
            
            "Holy water might work best on that swarm of skulls..." Lucanor, tired of missing every damn shot, gives a soft prayer.
Casting True Strike for a +20 insight bonus to the next shot.
When he can fire...
Then aims at the cultist leader
To hit: 1d20 + 23 ⇒ (20) + 23 = 43
dmg: 1d8 ⇒ 7
EDit: Ha! of all the times for a natural 20. oKay, to confirm crit: 1d20 + 23 ⇒ (10) + 23 = 33
Crit bonus damage 1d8 ⇒ 8

| Michael Stamford | 
 
	
 
                
                
              
            
            Round 4
Michael sees the giant thing crawling towards him and swings at it, hoping to stop it in its tracks.
Warhammer Power Attack: 1d20 + 5 - 2 - 1 ⇒ (4) + 5 - 2 - 1 = 6
Damage: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Here's hoping that the thing has a crap AC...

| GM Niles | 
 
	
 
                
                
              
            
            Round 4! 
Gared swings, misses 
Silas paralyzed and fails will save
Michael *shaken* swings but his hammer doesn't seem to faze the large blubbery beast
Lucanor casts true strike
Hecktor *shaken* swings at zombie hits for 10. 
Percival *shaken* and Cultist Leader finishes her spell and 1d4 ⇒ 2 more Skull Swarms appear! she then casts a spell on herself. 
Zombies one ogre attacks Michael 1d20 + 6 ⇒ (2) + 6 = 8 but misses, the other ogre zombie crawls forward a bit. A zombie attacks Hecktor 1d20 + 2 ⇒ (5) + 2 = 7 but misses.
Cirthana and Payday Cirthana draws her longsword and moves to flank the zombie and payday attacks but misses.
Percival post your round 4 and 5 actions; Everyone else can post round 5, remember your hero points.

| Michael Stamford | 
 
	
 
                
                
              
            
            Round 5
"More of these things?! Someone shut that mage down!"
Michael disregards the big thing crawling towards him and swings at the skulls instead.
Warhammer Power Attack: 1d20 + 5 - 2 - 1 ⇒ (20) + 5 - 2 - 1 = 22
Damage: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Huzzah! To confirm!
Confirmation roll: 1d20 + 5 - 2 - 1 ⇒ (13) + 5 - 2 - 1 = 15
Additional Damage: 2d8 + 6 + 4 ⇒ (1, 8) + 6 + 4 = 19
And bye-bye skulls!

| Percival Lawson | 
 
	
 
                
                
              
            
            Round 4:
Percival moves up behind Hecktor and taps him on the back; proffering a small vial, he pours it down the fighter's throat.
CLW Extract
1d8 + 2 ⇒ (5) + 2 = 7
Round 5:
The thin alchemist mixes and lobs another bomb at the ogre zombie at the back.
Ranged touch attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

| Hecktor | 
 
	
 
                
                
              
            
            "Damn, can't that mage come up with something original instead of skulls?"
Hecktor receives the clW from Percival.
"Thank you Lawson."
Resuming with attacking the zombie.
Swing scythe: 1d20 + 2 + 4 + 1 ⇒ (13) + 2 + 4 + 1 = 20
Dmg: 2d4 + 6 ⇒ (3, 1) + 6 = 10

| GM Niles | 
 
	
 
                
                
              
            
            Round 4 recap
Gared swings, misses 
Silas paralyzed and fails will save 
Michael *shaken* swings but his hammer doesn't seem to faze the large blubbery beast 
Lucanor casts true strike 
Hecktor *shaken* swings at zombie hits for 10. 
Percival*shaken*  heals Hecktor and Cultist Leader finishes her spell and  2 more Skull Swarms appear! she then casts a spell on herself.
the Skull swarms deal 5 damage to Michael and Hecktor! 
Zombies one ogre attacks Michael but misses, the other ogre zombie crawls forward a bit. A zombie attacks Hecktor but misses. 
Cirthana and Payday Cirthana draws her longsword and moves to flank the zombie and payday attacks but misses.
Round 5 
Gared 
Silas paralyzed  Last Round  
Michael swings his hammer around in whipping arcs and destroys the skull swarm!
Lucanor fires his crossbow true and strikes the cultist leader, she is staggered!
Hecktor  decapitates the zombie!
Percival throws a bomb and damages the Ogre Zombie 2, the fire seems to hurt the other Ogre Zombie as it splashes onto it!  and Cultist Leader drinks a potion 
Zombies one ogre attacks Michael 1d20 + 6 ⇒ (5) + 6 = 11 but misses, the other ogre zombie stands itself upright.
Cirthana and Payday destroy the final zombie, the party hears IOMEDAE PROTECT US! as the shadows themselves seem to throw themselves at the duo.
Gared has round 5 actions, everyone else round 6! Also, the shaken effect has worn off of everyone! Battle Map!!

| Michael Stamford | 
 
	
 
                
                
              
            
            My hp on the map is wrong. I'm at 9 after the 5 damage from the swarm in round 4.
Round 6
Michael celebrates the destruction of one swarm by attacking the other.
Warhammer power attack: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13
Damage: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10

| Gared the Ranger | 
 
	
 
                
                
              
            
            Round Five
Gared pulls his breataxe back and swings at the swarm of skulls in front of him.
Attack (greataxe): 1d20 + 5 ⇒ (5) + 5 = 10
Damage (greataxe): 1d12 + 3 ⇒ (6) + 3 = 9

| GM Niles | 
 
	
 
                
                
              
            
            Gared that was for round 5, you can post round 6 actions also, sorry for the miscommunication!

| Silas Hawkwinter | 
 
	
 
                
                
              
            
            If I'm out of the stun, I guess I'd better put inspire back up again...
"Never mind the skills! Get that spellcaster! Grapple it! Smash it! Stab it! Whatever works..."
Grapple is just mean vs low - moderate level spell casters, the concentration check will be super hard...
Standard Action: Inspire Courage - 6/11 rounds used
Move Action: 2 Squares up and 3 right, assuming that's not an out building or something behind Michael.

| Gared the Ranger | 
 
	
 
                
                
              
            
            Gared reverses the momentum of his greataxe in an attempt to smash the skulls out of the way.
Attack (greataxe, inspire courage): 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Damage (greataxe, inspire courage): 1d12 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Gared roars in victory as he deals the swarm a vicious blow.
We need the swarm out of the way if we want to be able to get a clean shot at the spellcaster. She's taken a couple of good blows so a couple more should put her out of action.

| Lucanor | 
 
	
 
                
                
              
            
            "Well, let's see if we can finish the gal off..." Lucanor moves closer to the cult leader just a bit and fires again "In the name of the Inheritor, I condemn you to death."
Sacred Justice Judgement, +1 to hit for this combat. 
Crossbow to hit, bonuses included: 1d20 + 5 ⇒ (10) + 5 = 15
Dmg if that hits: 1d8 + 1 ⇒ (4) + 1 = 5

| Hecktor | 
 
	
 
                
                
              
            
            Hecktor ignores the skulls and makes a step forward, getting next to Michael. He proceeds to attack the ogre zombie in front of them.
Swing scythe: 1d20 + 2 + 4 + 1 ⇒ (5) + 2 + 4 + 1 = 12
Dmg: 2d4 + 6 ⇒ (3, 1) + 6 = 10
Bummer....

| Silas Hawkwinter | 
 
	
 
                
                
              
            
            Inspire courage should be back up, so those after Silas in the initiative order should have +1 to hit/dmg rolls for round #6 (i.e. Michael, Lucanor, Hecktor, Percival)
Is there a better way of telegraphing when it's up / down?

| GM Niles | 
 
	
 
                
                
              
            
            Round 5 recap
Gared swings misses
Silas paralyzed Last Round 
Michael swings his hammer around in whipping arcs and destroys the skull swarm! 
Lucanor fires his crossbow true and strikes the cultist leader, she is staggered! 
Hecktor decapitates the zombie! 
Percival throws a bomb and damages the Ogre Zombie 2, the fire seems to hurt the other Ogre Zombie as it splashes onto it! and Cultist Leader drinks a potion and then draws a cruel looking sickle. The Skull swarms deals 3 damage to Hecktor and Gared! 
Zombies one ogre attacks Michael  but misses, the other ogre zombie stands itself upright. 
Cirthana and Payday destroy the final zombie, the party hears IOMEDAE PROTECT US! as the shadows themselves seem to throw themselves at the duo.
Round 6!
Gared attacks the swarm fiercely and destroys several component skulls
Silas  That is a building, let me know your move action  Inspires courage, everyone below him in initiative +1att/damage
Michael swings his hammer around in whipping arcs and destroys the skull swarm! Again! 
Lucanor fires his crossbow but the cultist leader has cover! 
Hecktor 5' steps forward and attacks but misses! 
Percival and Cultist Leader The Cultist leader moves forward and channels negative energy! Channel: 2d6 ⇒ (4, 5) = 9
Hecktor takes 4 damage, Percival, Gared, Michael each take 9 damage! Michael is staggered!
Zombies Ogre Zombie on ground attacks Michael Slam: 1d20 + 6 ⇒ (4) + 6 = 10 and misses. Ogre Zombie standing moves around the building!
Cirthana and Payday Cirthana casts Magic Weapon on her longsword, Payday goes full defensive! The shadows reach for Payday and he seems to weaken!
Percy has round 6 and 7 actions, everyone else can go round 7, Silas has a move action in round 6

| Silas Hawkwinter | 
 
	
 
                
                
              
            
            Does the cult leader look human or is he very obviously undead? Silas will move right behind Hecktor instead, but I can do that in round #7. I guess we're waiting on Percival for actions on round #6

| GM Niles | 
 
	
 
                
                
              
            
            Human, and we don't have to wait on Percival, this combat has been flowing pretty good. I moved you behind Hecktor, the Ogre Zombie is prone so doesn't get an AoO

| GM Niles | 
 
	
 
                
                
              
            
            Umm, its prone but you cannot move through it unless you beat CMD 28 on acrobatics.The other one is standing, finally.

| Gared the Ranger | 
 
	
 
                
                
              
            
            Gared continues to use the momentum of his greataxe and attempts to smash the skulls to pieces.
Attack (greataxe): 1d20 + 5 ⇒ (8) + 5 = 13
Damage (greataxe): 1d12 + 3 ⇒ (4) + 3 = 7

| GM Niles | 
 
	
 
                
                
              
            
            Both of them? If so we should just charge the caster. Everybody charge past the ogres and gangsmash him/her. :)
Edit after Niles:
What do you mean, finally? :)
Quickly Silas, grease i again.
Silas' level 1 spell took both Ogre's out of the combat for like 4 rounds. Thats some good controlling.
Gared I altered your target a bit, the skulls are dead, you 5' stepped up and smacked the prone Ogre Zombie. I also added 1 to attack and damage for inspired.

| Lucanor | 
 
	
 
                
                
              
            
            I'm having trouble telling which one is the cultist leader on the battle map so please move me as makes sense
Seeing she's got cover, Lucanor switches weapons drawing his sword and closes the distance.

| Silas Hawkwinter | 
 
	
 
                
                
              
            
            Cultist leader is 4 squares to the right of Hecktor.

| Silas Hawkwinter | 
 
	
 
                
                
              
            
            I'm going to use a hero point here, if I may, to get an extra standard action. It's time to shut that cleric down! I suspect I'll need a debuff to help my spells stick...
Silas rapidly scans the scene, both of the huge, smelly and rather scary ogre zombies are on their feet! I could, in fact I should make them fall again! But that cleric is the real danger, if he channels again he'll probably kill Michael and Gared is looking pretty beat up too... Time to try something I heard of in the tales!
He takes a deep breath and in a voice steeped in disdain he mocks the Cultist, "Was this, REALLY the best you could do, boy? I thought Urgathoa was supposed to be this all powerful and scary badass? It just goes to show she's a second rate deity with no friends, beyond these mindless playthings. When we kill you, do you think SHE is going to welcome you boy? Do you think she'll tend for your soul?", Silas takes a breath and his tone changes here, humor bleeding into his fury, "Like hell! You're coming STRAIGHT back, no doubt as a drooling wreck like the handsome brothers here. Don't worry! There's a silver lining!! Your breath will be better and you'll have friends! All the world's necromancers! You'll never have to worry about anything again my friend, not even the rejection of every girl in town... You're sorted! Mindless undead simply don't have the braincells to care. You do like the taste of brains don't you?"
Intimidate to demoralize: 1d20 + 11 ⇒ (12) + 11 = 23
Standard Action #1: Intimidate to Demoralize.  The cult leader should be Shaken.
Standard Action #2: Hideous Laughter, DC 16 Will Save with (hopefully -2 modifier)

| Michael Stamford | 
 
	
 
                
                
              
            
            I'm disabled, not staggered.
Round 7
Michael reels as he's hit by the energy. Knowing when he's been bested, he moves back off of the front line before he becomes a liability.
"Medic!"
Moving straight back 10ft.

| GM Niles | 
 
	
 
                
                
              
            
            Round 7 
Gared smacks the Ogre Zombie on the ground for 8 damage. 
Silas uses a hero point to intimidate successfully and cast Hideous Laughter Will: 1d20 + 3 ⇒ (12) + 3 = 15 the leader will fall prone on her turn!
Michael moves backwards and takes an AoO OZ: 1d20 + 10 ⇒ (20) + 10 = 30 Crit Confirm: 1d20 + 10 ⇒ (17) + 10 = 27 Damage: 2d8 + 16 ⇒ (2, 4) + 16 = 22  Michael is dead unless he spends 2 hero points to cheat death, see below. if Michael spends his 2 hero points, he will fall to -13 but be stabilzed. He will be in the square he designated.   
Lucanor  Might want to rethink your round 7 actions 
Hecktor 
Percival and Cultist Leader 
Zombies 
Cirthana and Payday 

| Michael Stamford | 
 
	
 
                
                
              
            
            Gah! I forgot all about reach! CRAP!
Guess I'm cheating death then, because I sure as crap don't want Michael to die. I got PLANS for this motha-f#*@&!

| Gared the Ranger | 
 
	
 
                
                
              
            
            I'll post my action now to keep things flowing.
"Lucanor, pull Michael out of there!" Gared roars, as he spins his greataxe in an attempt to finish off the ogre zombie.
Attack (greataxe, inspire courage): 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Damage (greataxe, inspire courage): 1d12 + 3 ⇒ (9) + 3 = 12

| Gared the Ranger | 
 
	
 
                
                
              
            
            Gared shall spend an action point to throw his holy water at the downed ogre zombie.
Attack (vial of holy water, inspire courage): 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21
Damage (vial of holy water, inspire courage): 2d4 ⇒ (1, 2) = 3
Gared draws out his vial of holy water and tosses it at the ogre zombie in attempt to finish it off.

| GM Niles | 
 
	
 
                
                
              
            
            Round 7 
Gared smacks the Ogre Zombie on the ground for 8 damage. 
Silas uses a hero point to intimidate successfully and cast Hideous Laughter the leader will fall prone on her turn! 
Michael moves backwards and takes a massive blow! 
Lucanor draws his longsword and moves to engage.  You have one standard action left in round 7 
Hecktor swings and hits the prone ogre zombiefor 13  prone is -4ac 
Percival  has round 7 actions  and Cultist Leader cultist leader falls prone with laughter, she thinks Silas is hillarious!
Zombies prone zombie attacks Hecktor 1d20 + 6 ⇒ (8) + 6 = 14 upright ogre zombie attacks Lucanor 1d20 + 10 ⇒ (11) + 10 = 21 1d6 + 6 ⇒ (6) + 6 = 12
Cirthana and Payday, Lady Cirthana in a mighty swing cleaves a shadow in two, but not before it weakens Payday again! Payday goes full defensive once again, trying to dodge the shadow's cold touch. 
Ok, Percival and Lucanor can post their Round 7 and 8 actions, everyone else can start posting round 8

| Gared the Ranger | 
 
	
 
                
                
              
            
            Did my holy water action go through?
Gared continues to hack at the ogre zombie in order to clear the way to charge the spellcaster.
Attack (greataxe, inspire courage): 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Damage (greataxe, inspire courage): 1d12 + 3 ⇒ (2) + 3 = 5
... how many hero points do we have?

| Hecktor | 
 
	
 
                
                
              
            
            Hecktor takes another firm grip, making a mighty swing.
"Huaah! Let me cut you down to size!"
On both rolls the inspire courage
Swing scythe: 1d20 + 2 + 4 + 1 + 1 ⇒ (16) + 2 + 4 + 1 + 1 = 24
Damage: 2d4 + 6 + 1 ⇒ (1, 3) + 6 + 1 = 11
Ouch on Lucanor.

| Silas Hawkwinter | 
 
	
 
                
                
              
            
            You may want to burn a hero point here Hector and swing again or use a holy water vial.
I'll use my last spell next round to grease the ogre zombie. The cult leader is laughing for 2 rounds fortunately. Maybe we can do this.

| GM Niles | 
 
	
 
                
                
              
            
            Gared your axe/holy water attack will be round 8, you're a round ahead of everyone! Hero points are being logged, along with Reputation on the campaign info tab. I'm gonna hold off on updating for a little bit, I just noticed that Percival hasn't had an action since round 5.... also Lucanor might want to chime in
 
	
 
     
    