
Felos |

Felos moves to (someplace where he can hit the crab), drawing his flail as he goes, and he brings it down on top of the crab.
Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage; 1d10 + 3 ⇒ (2) + 3 = 5

Xanthippe |

Tippi bends down to inspect the blood trickling down her leg from the crab's pincer attack. (Just flavor text, not a veiled plea for healing. She's only down 3 hp.) "Shefton!" she summons the half-elf, nodding to the floating corpse. "You recognize Bob out there?"
Worth fishing him in? He might have valuables. Tippi can use Prehensile Whip to nab him and pull him to shore.

Navior |

Shefton steps forward nervously and approaches the water. He looks at the body and shakes his head. "Doesn't look familiar," he says, "although it's hard to tell with him floating in the water."
Tippi is able to retrieve the body with her prehensile whip without difficulty. The body is in bad shape, partially eaten and heavily water-logged. Shefton takes a closer look and shakes his head again. "Doesn't look like anyone I know. It might be that Penkus guy, but I don't know."
A search of the body reveals nothing of value on it.

Xanthippe |

The wound on her leg mostly scabbed over after Jacinth's healing burst, Tippi unwraps her whip from the corpse's leg and leaves it in the shallows to rot. "Too many doors," she sighs as she looks around the room, "and still the other set on the far side of the hall we haven't checked into. They say when you're exploring catacombs you should keep turning the same way; that way you can always retrace your steps without getting lost. We turned left out there; shall we continue taking the leftmost option until we find out way out of here? That would be the door in the west wall."

Xanthippe |

"I wintered there attending the antiquities auctions on behalf of my employer, looking for certain items that might interest him. Chatting up the folks who did the acquiring gave me an idea what would be available in the upcoming auctions. Picked a up a few tools of the trade over drinks and such." She flashes him a grin.
Jacinth channeled for 2. Don't forget to add your hp back in, Felos; you should be at 8 now, I believe.

Jacinth the Bright |

"If it's not Shefton, then he must be some other poor fellow that was accidentally trapped in here. Let's bow in prayer." Jacinth gives a short prayer. Pharasma, we did not know this man, but we hope you judge him well. We hope he is found worthy of a restful eternity. Pharasma, we ask that as his spirit rises that his body does not. If it does, Sarenrae provide us the strength to do what must be done. Finally, Desna, help his family and friends be at peace with his passing. By the light of Sarenrae, the judgment of Pharasma, and the song of Desna, we pray. Amen."

Felos |

Felos gasps, his eyes widening in pleasant surprise. "Really? That's amazing! I knew you were blessed, Jacinth, but to actually hear the voices of the gods, to have them speak directly to you. Incredible!"

Navior |

Xanthippe suggested the west door, so unless anyone objects, I'll assume that's what you do.
The door is swollen with moisture like the other doors in this place, making it just a little stuck. A bit of effort gets it open fairly quickly, though. Beyond, the sound of churning water is louder. The water laps and splashes against the walls of a twisting, natural cavern. A sandy slope descends from the door down to the edge of the water. Dozens of purple and red sea urchins glisten in shallow divets along the ground and lower walls here, their spines glittering with water.

Navior |

The only sound beyond the door is the sound of the water lapping about. Festa descends the sandy slope to the water's edge to get a look around the corner. I'll assume Tippi sends the dancing lights forward as well. As the dancing lights move up and provide illumination, Festa can see that the passage twists again after just a short distance, and the floor is completely flooded with the water. The water is fairly clear though, and doesn't look very deep--no more than a foot or two in the area that Festa can see, although it may get deeper farther in.

Felos |

Once it's safe, Felos advances up with Festa. He takes one look down the flooded passage with a foot of water and announces, "Okay. This passage is blocked," and turns around to head for the door.

Felos |

"Wouldn't wisdom suggest that they have a dry route note infested with zombies?" Felos adds, then realizes he's nullified Festa's argument for not going through the water and shuts up.

Navior |

Felos Perception: 1d20 - 1 ⇒ (1) - 1 = 0
Festa Fire Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Jacinth Perception: 1d20 + 1 ⇒ (1) + 1 = 2
Xanthippe Perception: 1d20 + 7 ⇒ (14) + 7 = 21
The door on left side of the north wall is cracked and broken, and hangs loosely on a single remaining hinge. Peering past it, there seems to be only a bare 10-by-10 room. Trying to open the door to go into the room causes the door to crash down to the floor. A quick look around the room reveals that it is indeed empty.
For brevity's sake, I'll assume you move on to the next door.
Felos Perception: 1d20 - 1 ⇒ (14) - 1 = 13
Festa Fire Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Jacinth Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Xanthippe Perception: 1d20 + 7 ⇒ (5) + 7 = 12
The next door is in better shape, only a little swollen from the dampness. Opening it reveals pretty much the same as the last room. This room is a little larger than the last, but just as bare and empty.
Felos Perception: 1d20 - 1 ⇒ (7) - 1 = 6
Festa Fire Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Jacinth Perception: 1d20 + 1 ⇒ (5) + 1 = 6
Xanthippe Perception: 1d20 + 7 ⇒ (11) + 7 = 18
The remaining door on the north side of the east wall opens to a small 5-by-5 space containing another door.

Navior |

Festa opens the door to reveal a chamber with a single pillar supporting a sagging roof. Two corpses lie on the floor across from the door, one of them in front of another door. Both appear to be human and both suddenly twitch.
Felos Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Festa Fire Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Jacinth Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Xanthippe Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Shefton Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Zombies Initiative: 1d20 ⇒ 16
Order: Festa, Shefton, Zombies, Felos, Jacinth, Xanthippe.
The zombies begin this battle prone.
ROUND 1
CURRENT EFFECTS:
Mage armour (Festa)
Dancing lights
Light (Jacinth)
Up First: Festa

Festa Fire |

I knew it was a smart idea to be cautious. Milani smiles. Festa quickly moves in, positioning himself at Z48 next to one of the zombies via a safe route. Then he kicks it.
Focused blow 1d20 + 5 + 4 ⇒ (20) + 5 + 4 = 29 damage 2d6 + 1 ⇒ (4, 2) + 1 = 7
Confirmation 1d20 + 5 + 4 ⇒ (6) + 5 + 4 = 15 damage 1d6 + 1 ⇒ (5) + 1 = 6
I assume Festa doesn't run into more (currently unseen) zombies. Otherwise he'll just try to move where he isn't in the way, doesn't provoke, and gets next to a zombie to stomp on.

Navior |

Festa circles around the pillar and kicks #5. He can hear ribs shatter from the strength of the blow, but the zombie continues moving as it prepares to stand.
"Oh gods, not more," Shefton whimpers. Delay.
The two zombies pull themselves slowly to their feet, providing Festa another opportunity to attack it.
As the zombies' go before Felos, there was no opportunity for him to get in there before they could respond. :) If Festa's attack of opportunity takes out #5, I'll apply Felos's attack to #4.
Next Up: AoO for Festa, Felos, Jacinth, Tippi, Festa, Shefton (subject to delayed action), Zombies.