
DM Carbide |

Valt parts the curtains to reveal a door in the western wall. However, when he goes to open it an arrow flies from a well-concealed opening in the doorway and hits him for 8 HP.
Arrow trap attack: 1d20 + 15 ⇒ (9) + 15 = 24
Arrow damage: 1d8 + 1 ⇒ (7) + 1 = 8
Unfortunately, the only one who didn't sound off is the one who eats the arrow.

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I take it that was a trap and not an enemy firing through an arrow slot?
Raavan moves to Valt's side and heals him with his wand.
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
"Someone put a shield over the hole and we'll try again."

DM Carbide |

It was a trap, yes.
Staying out of the line of sight of the hole in the door, the party is able to open the door. The trap does not trigger again, though.
Once healed, Valt goes through the door into a narrow alcove in a larger room. The dust on the floor has been disturbed quite a lot, there's a rack with a few arrows next to the door, and a skeleton and zombie in the room. (Valt, they have a smell that reminds you of the pile of body parts with the crawling hands.) They move to attack.
Round 1:
Initiative order
Chochok
Skeleton/Arnthoth&Volfie/Zombie
Valt
Kyra
Keno
Raavan
Chochok Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Keno Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Kyra Initiative: 1d20 ⇒ 7
Ravaan Initiative: 1d20 - 1 ⇒ (1) - 1 = 0
Valt Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Skeleton initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Zombie initiative: 1d20 ⇒ 12

DM Carbide |

Valt--at least it didn't hit you in the knee. That would have ended your adventuring career right there.
Round 1 (ongoing):
Initiative order
Chochok-acted
Skeleton-acted/Arnthoth&Volfie/Zombie-acted
Valt
Kyra
Keno
Raavan
The skeleton advances on Valt and nicks him with its broken weapon for 1 HP. The zombie aims a slam at Chochok, but its blow goes wide.
If Arnthoth has Combat Reflexes, he can take an AoO on the skeleton with his lucerne hammer, although the skelly has cover from the door frame.
Everyone else is up!
Scimitar damage: 1d6 ⇒ 1
Zombie slam to Chochok: 1d20 + 4 ⇒ (6) + 4 = 10

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"Withdraw and ready weapons!"
Raavan draws out his morningstar and takes up position next to the door.
If we open up a space for them to come out we could get 6 of us in position to attack.
Morninstar: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Flag is up - +1 to hit and damage.

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Arnthoth drops his hammer and draws his axe, swinging at the skeleton.
Attack: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Damage: 1d12 + 6 + 1 ⇒ (2) + 6 + 1 = 9
No Combat Reflexes here. If the skeleton goes down, Arnt will step into it's spot, otherwise five foot backward.

DM Carbide |

Because of having to work around the door frame, Arnthoth's blow thuds off of the skeleton's shield. It's got cover from Arnthoth, and its base AC is 18.

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Which is good, since cover (or concealment) prevent AoOs. Core -> Combat -> Cover and Attacks of Opportunity.
Valt will full withdraw in, as per discussed tactics.
-Posted with Wayfinder

DM Carbide |

Updated map. Keno and Kyra up, then on to the new round.

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Keno channels in an effort to harm the undead! Though I think I can only affect one through the doorway. I don't want to step into the door and block it off.
Hurt them! Hurt them!: 1d6 ⇒ 4

DM Carbide |

The skeleton takes the brunt of Keno's wave of positive energy and falls to dust.
Good thing, as it would have turned around and gone after Chochok ;-).
Will save vs. channel: 1d20 + 4 ⇒ (8) + 4 = 12

DM Carbide |

Since Raavan is last to act, he can at least advance into the room.

DM Carbide |

Kyra is up, then back to Chochok.

DM Carbide |

Kyra's positive energy burns into the zombie, leaving it singed around the edges but still active.
Round 2:
Initiative order
Chochok-acted
Arnthoth&Volfie/Zombie-acted
Valt
Kyra
Keno
Raavan
This may be academic; if the zombie is still up after Arnthoth and Volfie act, it will swing at Chochok and miss.
Slam on Chochok: 1d20 + 4 ⇒ (4) + 4 = 8

DM Carbide |

And the zombie goes down.
Combat over! What now?
Chochok Perception: 1d20 ⇒ 12
Keno Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Kyra Perception: 1d20 + 3 ⇒ (6) + 3 = 9
Ravaan Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Valt Perception: 1d20 ⇒ 15
ETA: There's nothing of interest inside the room, though there is a door on the north wall.

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Raavan opens the northern door and looks through.
If it is locked, break it down, and assuming there is a hallway that heads north beyond it, let's take it as far as it goes.

DM Carbide |

There's a narrow hall on the other side, which heads generally north (with a few zigs). You pass by a door that apparently opens into one of the alcoves where the archer skeletons were stationed; the other side must be pretty well hidden for you to have missed it (though it would have helped if someone other than just Keno had searched the area).
Continuing up the hall, you reach an alcove to your right with a spiral staircase going up. The hall opens ahead of you into a larger room; the acrid chemical smell is strong here, the larger room is reasonably well-lit, and some of you can hear movement from inside it.
Staircase first, or straight ahead? Also, what's your single file marching order?

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Maybe switch Keno/Kyra? Either way, if we get into a fight we need to either push forward fast or be able to switch positions, so I think we should leave a 5' gap between Arnthoth and Volfie.

DM Carbide |

This room is very likely the source of the chemical stench you noticed in the hall. The walls are marred by strange stains and scorch marks, and the tables scattered around the room are covered in a bewildering array of glassware--alembics, retorts, tubes, and smoking beakers filled with colorful liquids. Fuming crucibles sit over fires in ceramic trays. Scattered pages covered with handwritten notes lie strewn about the chamber. Three large glass vats stand against the eastern wall, filled with transparent (and slightly effervescent) green fluid (looking a lot like Green River soda, only with more bubbles). Floating within the vats are three grotesque objects--bloated, putrescent corpses, tubes and wires embedded in their rotting flesh, their skin discolored with decay and chemical stains. A large alcove in the northwest corner contains a bookshelf overflowing with a vast assortment of heavy, dusty tomes and scrolls. Standing at the bookshelf with a scroll in his hand is a hunchbacked, haggard-looking man in studded leather armor, likewise discolored and stained by years of chemical spills. Standing next to him is another zombie.
The man glares up at you as you enter, then turns back to the scroll. In a distracted voice he says, "I wasn't expecting guests...Mr. Marrow, please show them out." In response the zombie begins to shamble towards the party.
Frontloading for when we go to combat:
Round 1:
Initiative order
Mr. Marrow
Chochok/Kyra
Svillenius/Raavan
Arnthoth&Volfie
Keno/Valt
Arnthoth Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Chochok Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Keno Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Kyra Initiative: 1d20 ⇒ 12
Ravaan Initiative: 1d20 - 1 ⇒ (11) - 1 = 10
Valt Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Svillenius Initiative: 1d20 + 7 ⇒ (3) + 7 = 10
Mr. Marrow Initiative: 1d20 ⇒ 14
Zombie Initiative: 1d20 ⇒ 12

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Trying to see from his position in the hallway, Raavan can't see much of the room, but he can see the man speaking and responds to with what he hears.
"No one else should be down here. If you are defiling the undead, my Pharasma have mercy on your soul!"

Kyra Roessler |

Green River? I haven't had one of those in almost 20 years, when I spent time in Indiana. Is it still made? I also remember enjoying Ale-8-1. I have a fascination with/love of regional sodas.
"Did someone say something? What's going on up there?" Kyra shuffles her way forward, stepping to the side into a chamber with a spiral staircase.

DM Carbide |

Raavan--surely you mean "defiling the dead," right?
The man starts at Raavan's invocation of the Lady of Graves, turning back towards the party with a snarl. "Do not speak that name! She turned from me. Number One! Get them!"
The creature in the closest of the three vats stretches and bursts the vat, spilling vile green liquid over the floor (though there is a floor drain, so it won't inconvenience the combatants). With a low moan it, too, begins to move towards the party.
Round 1:
Initiative order (revised)
Mr. Marrow-acted
Chochok/Kyra/Number One
Svillenius/Raavan
Arnthoth&Volfie
Keno/Valt
The first zombie executes a shambling charge at Arnthoth, but misses him cleanly.
Chochok and Kyra are up before the next zombie acts!

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Might not be able to post much today. On his turn Raavan will cast murderous command on the man. If it gets to another round without me Raavan will heal any injured with his wand.

DM Carbide |

GM... umm.. yeah. That was a very poorly edited post on my behalf. Unintentionally funny though.
As you may find out, he's been doing a bit of that, too.
Might not be able to post much today. On his turn Raavan will cast murderous command on the man. If it gets to another round without me Raavan will heal any injured with his wand.
Duly noted, thanks.

DM Carbide |

Green River? I haven't had one of those in almost 20 years, when I spent time in Indiana. Is it still made? I also remember enjoying Ale-8-1. I have a fascination with/love of regional sodas.
Yes; I still see it in Chicagoland-area stores around St. Patrick's Day. Speaking of regional sodas, I was pleased to find out that Black Bear Bottling (Oak Creek, WI) was still in business; only place I've ever found pina colada soda, and a lot of other odd and interesting flavors.

DM Carbide |

Botting Chochok, per request, and botting Kyra, to move things along.
Round 1 (ongoing):
Initiative order (revised)
Mr. Marrow-acted
Chochok-acted/Kyra-acted/Number One-acted
Svillenius-acted/Raavan
Arnthoth&Volfie
Keno/Valt
Chochok moves up and, seeing a non-undead target, launches a brain drain at the man, who appears unmoved by the mental assault. Kyra steps up next to Arnthoth and slashes at the zombie facing him, but misses. This, unfortunately, makes her a target for the other zombie, who advances and lands a massive blow on the cleric. Kyra takes 10 HP.
Svillenius, seeing that things aren't going too badly yet, snatches a bottle from his belt and drinks it down. There is no apparent effect.
Everyone else is up!
Scimitar on Mr. Marrow, incl. banner bonus: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Slam to Kyra: 1d20 + 4 ⇒ (10) + 4 = 14
Slam damage: 1d6 + 4 ⇒ (6) + 4 = 10

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Valt will be moving forward 30 feet with intent to fight defensively, attempting to snap at the man!
bite (defensively): 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1 +2 ac for the round and a horrible to-hit.
Provoking from both zombies, so folks can move farther up without fear.
-Posted with Wayfinder

DM Carbide |

Valt, your action comes after everyone else's, so someone else might eat the AoOs.

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Yup yup; just wanted to get a post out. Today's Thursday, and thus, my "actually PFS for once/Oh gods, no more S&S finally" game day, so I may not be hitting the internet much for the rest of the day after the next hour.
-Posted with Wayfinder

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Attack: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Damage: 1d12 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Bite Attack: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Damage: 1d4 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Flying into a rage, Arnthoth drops his hammer, draws his axe and swings at the zombie in front of him!
If the zombie goes down, Arn will five foot NE, possibly biting the other zombie, to make room.
Also, if the zombie goes down, Arn will order Volfie forward to attack the man, otherwise Volfie will move up next to Kyra and attack the other zombie.
Volfie Bite: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Trip: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Edited to put in Flagbearer

DM Carbide |

The axe cleaves through the zombie, ending its unnatural life. However, the second zombie's flesh--for all its sodden and puffy appearance--is rather tougher than the first's, and Arnthoth's teeth fail to find any purchase on it. Volfie launches himself at the man, but slips on some of the papers on the floor and can't manage to hit him.
ETA: Raavan casts a spell that imposes a compulsion on the man.
Round 1 (ongoing):
Initiative order (revised)
Mr. Marrow-acted
Chochok-acted/Kyra-acted/Number One-acted
Svillenius-acted/Raavan-acted
Arnthoth&Volfie-acted
Keno/Valt-acted
Only Keno left before next round!

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Keno will channel to harm the remaining undead! I will move into Valt's spot since I can only move 15'.
Ouchie to Mr. Marrow: 1d6 ⇒ 3 DC 13
If I still can't see the zombie from where I am I will instead use that roll to heal my allies.

DM Carbide |

The zombie shrugs off the worst of Keno's positive energy.
Round 2:
Initiative order
Chochok-/Kyra-/Number One-
Svillenius-/Raavan-
Arnthoth&Volfie-
Keno/Valt-
Chochok and Kyra are up!

DM Carbide |

Botting folks, to keep things moving.
Round 2 (ongoing):
Initiative order
Chochok-acted/Kyra-acted/Number One-acted
Svillenius-acted/Raavan-
Arnthoth&Volfie-
Keno/Valt-
Kyra retreats, at 0 HP and staggered. Chochok advances to take her place, slashing at the zombie but missing. The zombie moans and tries to smash Arnthoth; it also fails to affect the Kellid.
The man, his mind gripped by Raavan's compulsion, launches himself at the remaining zombie and stabs it (of course I max out on damage), opening a bloodless wound in the creature. Volfie and Valt both get AoOs on him as he moves. Everyone else is up!
Slam to Arnthoth: 1d20 + 4 ⇒ (9) + 4 = 13
Stab to zombie: 1d20 + 6 ⇒ (18) + 6 = 24
Spear damage: 1d8 + 2 ⇒ (8) + 2 = 10
Acrobatics check to avoid AoOs: 1d20 + 2 ⇒ (3) + 2 = 5

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Raavan casts a spell to grant him Pharasma's favor and limps into the melee.
"If Pharasma turned on you, then you surely deserved it. The Dead belong to her!"
Divine Favor