
Ardamir |

Not sure how this will work with the terrain and initiate order, but I'll post and action now and retcon in the morning if it's not doable.
After canquishing his most recent foe, Ardamir moves onto the next zombies he see's in battle with Locke and Bug. He moves to flank the zombie in front of Locke and the unleash his great sword once again.
Power Attack
Attack: 1d20 + 5 + 2 - 1 ⇒ (5) + 5 + 2 - 1 = 11
Damage: 2d6 + 6 + 3 ⇒ (3, 2) + 6 + 3 = 14

GM Wolf |

The Elk gores one of the zombies, parts are hanging from its massive antlers. Taking attacks of opportunity it flees from the mob of zombies.
Locke swings and cuts the zombie next to him down in size.
The Zombies mostly continue to run after the Elk, though some break off and come after your group...Both zombies get one claw attack on Vuvu and with the magical protections those blows are thwarted.
Lecloront & Bug, Please post for round 4, though I am going to roll off the South group of zombies, which is now just one, who misses due to Locke's ride check.

GM Wolf |

1d20 ⇒ 10 To see how badly you screwed up your attack Vuvu...Oh, no you begin to fall, Acrobatics DC 15 to stay standing, otherwise you are prone.
The Elk does a full withdraw from the zombies.
The two zombies near Vuvu, attempt to attack him, the first one misses, hits his friend and provokes an AoO from Vuvu. The other one flails against your magical barrier though does not get past them.
Locke coaxes his horse forward, then mumbling some words he touches the elk, healing it with a cure light. Each of you can see the spell leave Locke's hand and spread across the Elk's body, mending some of its wounds, 8.
The other zombies following the elk also see new meat and some veer off to go after Ardamir.
Waiting for Lecloront's, Bug's, and Ardamir's Round 5 actions

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[ooc]I did post for round 4.[/b]
Round 5
Lecloront will move closer to Ardamir's group, taking the path with the least bushes. He won't be able to get in melee range yet, from that spot he will attempt a ranged attack at the zombie adjacent to Vuvu.
Ranged attack: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7 (-4 for shooting into melee)
The arrow was not even close to its mark. "Here we go again.."

Ardamir |

Round 5
Seeing the horde of zombies closing in on him, Ardamir swings around with his greatsword for the one directly in front of him.
Power Attack
Attack: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18
Damage: 2d6 + 6 + 3 ⇒ (6, 3) + 6 + 3 = 18
Really wishing I had cleave right about now... ;)

GM Wolf |

Round 6
Vuvu 22
Elk 20 *
North Group 19 *
Locke 18
West & East Group 15 *
Lecloront 10
Bug 9
Ardamir 2
I am just going ahead and doing their turns... feel free to post.
The Elk gores another zombie, impaling it and killing it on the spot.
The zombie next to the Elk tears into its flesh, grappling the elk and biting it. -18
The zombie next to Ardamir gets one of its claws in under the armor inflicting 1d6 + 1 ⇒ (2) + 1 = 3 damage.
The three zombies attacking Vuvu do not seem to be able to get through his defenses, except for one lucky hit... 1d6 + 1 ⇒ (6) + 1 = 7 damage.
Locke spends his time healing the elk, cure light 1d8 + 5 ⇒ (7) + 5 = 12 healing.

Ardamir |

Round 6
Ardamir turns towards the Zombie that inflicted damage, hoping to return the favor.
Power Attack
Attack: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6
Damage: 2d6 + 6 + 2 ⇒ (4, 3) + 6 + 2 = 15
Boo...

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Round 6
Lecloront is almost within melee range. He's been eager to melee these zombies since he doesn't have much luck with his bow.
He will again attempt a ranged attack at the zombie near Vuvu.
Ranged Attack: 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8
This is no use, I need to get closer and slash these walking corpses.

Freddy Goldsmith |

initiative: 1d20 + 2 ⇒ (8) + 2 = 10
From around the back of the shrine emerges a tall well built man in his early twenties. He is clad in armor, shield, and scimitar all emblazended with the symbol of Sarenrae.
Looking down at the halfling and the dwarf,
Good! Keep at it, we will all need the blessing on a day like today.
The man pulls his scimitar and works his way down the hill to get into the fray.
The map I don’t see the shrine so not sure how far I am away from the groups below also will finish my deleveling of Freddy when I get home.

GM Wolf |

Sorry Vuvu, unless you can source where you saw Full Defense as a standard action, it has always been a full round action.
Bug decimates another zombie after moving around to get within striking distance. Ardamir and Lecloront both miss.
Freddy you are the blue box. Check out the map.

GM Wolf |

Round 7
Vuvu 22
Elk 20 *
North Group 19 * (unless Vuvu does something but full defense)
Locke 18 *
West & East Group 15 *
Goldsmith 10
Lecloront 10
Bug 9
Zombies South 3 *
Ardamir 2
The three zombies flail on you unless you attempt to take any other actions... We will see.
The Elk rears up and brings down its massive alters to smash the zombie to bits. Locke heals the beasts again 1d8 + 5 ⇒ (7) + 5 = 12.
Six new zombies, a herd begins to move on the commotion from the South.

GM Wolf |

I am used to 3.5 where total defense is a full round action, just read in pathfinder that it is a standard action pg. 186. Please read my posts and correct me when I am wrong. Vuvu is safe away from the zombies behind Lecloront.
Everyone see spoiler for how you
{spoiler=Vital Stats/Skills] HP: 12/12, - AC: 16/T: 13/FF: 13 – Perception +7 (+9 vs. humans) - Initiative: +5 - F: +3 / R: +5/ W: +1 - CMB: +3 - CMD: 16, Speed: 30[/spoiler}
Under Classes/Levels:
{spoiler=Other Skills] Acrobatics +6, Bluff -1 (+1 vs. humans), Climb +5, Escape Artist +2, Fly +2, Handle Animal +3, Ride +6, Sense Motive +2 (+4 vs. humans), Stealth +6, Survival +6 (+8 vs. humans, +7 to track), Swim +1 [/spoiler}

Ardamir |

Round 7
I believe I maneuvered a path around the difficult terrain to get where I'm at. If you don't think it's right let me know.
Ardamir sees the new horde coming and knows that they can't be caught between two sets of zombies! He hurries down to the smaller of the two and tries to make quick work of them. "Someone come and help me with these! We cannot get caught in the middle!!"
He swings his now very bloodied greatsword into the first zombie he comes in contact with.
Power Attack
Attack: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6
Damage: 2d6 + 6 + 3 ⇒ (5, 5) + 6 + 3 = 19
Not good.

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Round 8
"Incoming! I'll try to cut their numbers," as he points his next arrow at the incoming horde.
Lecloront will move towards incoming group, closing the gap around 30 ft enabling point blank shot.
Ranged Attack: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
If it hits: 1d8 + 1 ⇒ (2) + 1 = 3
I really need a composite longbow lol

GM Wolf |

Yup, Ardamir that is 30 feet you are clear to swing! Too bad it is a miss.
Yes you do need a bow of damage, also I allow stacking of magical properties of arrows and bows, something to think about.
Round 8
Vuvu 22
Elk 20 (stays and gets healed, ready action to gore)
North Group 19 *
Locke 18 *
West & East Group 15 *
Goldsmith 10
Lecloront 10 * (already moved)
Bug 9
Zombies South 3
Ardamir 2
Locke heals the elk once more, 8 healing, asking, "Anyone else need some healing or restorative spells?"
The three zombies attack Ardamir, each flailing their arms at him trying to tear through armor to tear flesh. The first fails by merely beating against his armor, the next gets two attacks in good 1d6 + 1 ⇒ (4) + 1 = 5 and 1d6 + 1 ⇒ (5) + 1 = 6, the creature gets a free grapple and it is... a fail, no bite, even with you losing your Dex. The third zombie fails even more than the first not even touching you to start a grapple with your broken bleeding prone unconscious body.

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Locke Vernariah |

"Well, it looks like the paladin is dead this time, recover the body quick and we shall flee, if the Elk stays that is of its accord we helped with the initial zombies." Locke shouts hoping to follow the muscle to the body.
Round 9
On Locke's next turn, "Vuvu retreat to the shrine, I will heal you there!"

Freddy Goldsmith |

Round 8
Freedy makes his way down the hill a little farther. He holds out the medallion that hangs around his neck.
May the power of Sarenrae burn you back to the hell where you came
As he finishes the medallion glow white hot and energy and light burst fkrth from him ou in all directions.
move action = move down hill 20ft
standard action channel enrgy 30ft burst in all directions harming ubdead DC 16 will save for half
Damage: 1d6 ⇒ 6

Hemmings Halfshanks |

Seeing his friends flee from the battle site, Hemmings looks quickly around for an escape route.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
"I think I see a way out o' here, but someone grab Ardamir 'fore you run back. Hurry!"

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What check do I need to carry Ardamir? Can somebody help me carry him as I can't do all of that in one round.
Round 9
Lecloront rushed his way to Ardamir's side, aimed at the zombie nearest to them.
Ranged Attack: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21 If Ardamir is fallen, it shouldn't count as a 'shooting into melee' right?
If it hits: 1d8 + 1 ⇒ (6) + 1 = 7
I'll be out to attend a wedding so please play for me, my plan is to go pick up Ardamir then retreat all the way to the shrine.

Ardamir |

Yes, once again Ardamir is down. He hits big and he falls hard...