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As I said at the beginning of this encounter, it resulted in a TPK in my family game as well. They had a Monk, a Paladin, and an Alchemist.
When the encounter is over, I'd like your feedback. This is the first campaign I ever tried to create, and as such, its the first BBEG encounter that I've designed. I'll post the stat blocks and share some of the environmental effects that are aiding the bad guys.
Shiny For this encounter, do you want to continue to play Corvin as a zombie, or do you want me to control him now? Also, I'll send you a PM about your options for Corvin going forward.

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Zinnastina is at least CR 4 to be able to cast animate dead. In my limited experience, at low levels anything beyond party level +2 is excessive. That would mean it would be her and maybe a CR 2 zombie. The extra zombie and her other ally are putting the combat beyond reach. Mason and Savendir may be able to take out the zombies, but we won't be able to put down Zinnastina herself, I suspect.
Flavia isn't necessarily down for good, but I think having Savendir spend a round reviving her is a strategic error, especially with her lying prone on the ground with low HP. The enemies will be able to immediately take her out again, and Savendir will have lost an opportunity to take out some bad guys.
I'd be glad to look over the encounter design after the fact, though.

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As I said at the beginning of this encounter, it resulted in a TPK in my family game as well. They had a Monk, a Paladin, and an Alchemist.
When the encounter is over, I'd like your feedback. This is the first campaign I ever tried to create, and as such, its the first BBEG encounter that I've designed. I'll post the stat blocks and share some of the environmental effects that are aiding the bad guys.
Shiny For this encounter, do you want to continue to play Corvin as a zombie, or do you want me to control him now? Also, I'll send you a PM about your options for Corvin going forward.
I'd say you can control him until combat is over. I've never been good at combat playing as anything other than a PC.
As far as the encounter goes, my only real thought is that the terrain (i.e. the bottleneck at the doorway) definitely seems to skew the odds in favor of Zinnastina and her undead. Also, I have to ask, are these just regular zombies, or do they have some other template?

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As far as the encounter goes, my only real thought is that the terrain (i.e. the bottleneck at the doorway) definitely seems to skew the odds in favor of Zinnastina and her undead. Also, I have to ask, are these just regular zombies, or do they have some other template?
As a GM and as a player, I despise doorways. They're really nasty architectural bits when it comes to combat. I've had to come up with some interesting ways around them in the past.

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Here's what I've ballparked as far as the encounter goes. This is mostly guesswork, so feel free to correct me:
5 level 3 player characters (party level between 3 and 4)
2 CR 1 monsters (orc juju zombies)
1 CR 3 NPC (level ~4 evil cleric)
Using those numbers, this is around a CR 5 encounter. Adding in a bottleneck and unfriendly terrain would likely bump that up to around CR 6. Counting the assassin guy, who I'm guessing would be something like a CR 2 (level ~3) NPC, the CR of the encounter would be between 6 and 7.

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Ok- first let's talk about where we go from here and then I'll post the encounter details for more feedback. The feedback you have given me so far has been very helpful.
Savendir is alive and safely back in the temple.
Flavia's condition is unknown for now.
Mason - dead
Matsumoto - dead
Corvin - now a zombie under Lady Zinnastina's control
Urzur - alive standing guard at the door, but Trinam had to leave the game.
Enard - alive - whereabouts unknown - the same can be said for Mothman for that matter.
Savendir surviving is very convenient because it will help with the continuity of the story.
I'm open to any ideas you have for continuing. I'll throw this one out for starters.
Taig and Flash have shown interest in continuing. Treppa, Shiny, CH are you still in?
Incidentally, when you make new characters, make them level 4. CH, you can level Savendir up now.

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When I first designed the encounter, there were 6 of you so I calcuated the APL to be 4 (3 + 1 for six characters). I wanted the the encounter to be hard since this was BBEG so I was aiming for a CR 6 encounter.
My XP budget was 2400. I thought I was spending it this way:
Evil Cleric 5 CR 4 - XP 1200
Evil Rogue 2/Warrior 1 - CR 1 - XP 400
(2) Orc Barbarian 1 JuJu Zombies - CR 1 - XP 400 x 2 = 800
Total XP 2400 = my XP budget.
Based on your comments, it appears that I failed to take into account the effect of the doorway and the spell on the encounter level.
Also, my son believes that the CR estimate for the Orc Barbarian Zombies is too low.
In my opinion, the encounter turned out to be very, very difficult but it was not impossible. Aside from the untimely demise of Matsumoto, I think you were ahead while you were at range. It wasn't until Corvin reentered the room to go toe to toe with the zombie that the tide turned in Zinnastina's favor.
I stopped the desecrate effect at the door. That was why the zombies did not pursue you at first.
Orc Zombie #2 CR 1
XP 400
Male Orc Barbarian 1
CE Medium Undead
Init +5; Senses darkvision; Perception +2
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Defense
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AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 16 (1d12+3)
Fort +2, Ref +1, Will -2; +4 bonus vs. channeled energy
Defensive Abilities channel resistance +4, ferocity; DR 5/magic or slashing; Immune cold, electricity, magic missile, undead traits; Resist fire 10
Weakness light sensitivity
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Offense
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Speed 40 ft.
Melee Earth breaker +6 (2d6+7/x3) and
. . Slam (Zombie, Juju) +1 (1d6+2/x2)
Special Attacks rage (4 rounds/day)
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Statistics
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Str 21, Dex 13, Con —, Int 7, Wis 6, Cha 10
Base Atk +1; CMB +6; CMD 17
Feats Combat Reflexes (2 AoO/round), Improved Initiative, Toughness +3
Skills Acrobatics +1 (+5 jump), Climb +13, Intimidate +4, Perception +2
Languages Common, Orc
SQ fast movement +10
Other Gear Earth breaker, You have no money!
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Special Abilities
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Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/magic or slashing) You have Damage Reduction against all except Magic or Slashing attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Magic Missile You are immune to magic missile.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Rage (4 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
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Dreth CR 1
XP 400
Male Human Rogue 2 Warrior 1
NE Medium Humanoid (human)
Init +2; Senses Perception +8
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 20 (1d10+2d8-3)
Fort +2, Ref +6, Will +1
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Offense
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Speed 20 ft.
Melee Dagger +4 (1d4+1/19-20/x2) and
. . Masterwork Rapier +5 (1d6+1/18-20/x2)
Ranged Blowgun +4 (1d2/x2)
Special Attacks rogue talents (swift poison), sneak attack +1d6
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Statistics
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Str 12, Dex 15, Con 9, Int 8, Wis 10, Cha 11
Base Atk +2; CMB +3; CMD 15
Feats Alertness, Deceitful, Weapon Finesse
Skills Acrobatics +5 (+1 jump), Bluff +2, Climb +3, Disguise +8, Escape Artist +3, Fly -1, Perception +8 (+9 to locate traps), Ride -1, Sense Motive +2, Sleight of Hand +5, Stealth +5, Swim -2
Languages Common
SQ trapfinding +1
Combat Gear Blue whinnis (13); Other Gear Hide armor, Blowgun, Blowgun darts (20), Dagger, Masterwork Rapier, Cloak of resistance +1, Belt pouch (empty), You have no money!
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Special Abilities
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Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Swift Poison (Ex) Poisoning a weapon becomes a move action.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Lady Zinnastina CR 4
XP 1200
Female Human Cleric 5
LE Medium Humanoid (human)
Init -1; Senses Perception +3
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Defense
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AC 14, touch 9, flat-footed 14 (+5 armor, -1 Dex)
hp 31 (5d8+10)
Fort +6, Ref +1, Will +10
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Offense
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Speed 20 ft.
Melee Battle aspergillum +2 (1d6-1/x2) and
. . Dagger +2 (1d4-1/19-20/x2) and
. . Masterwork Shortsword +3 (1d6-1/19-20/x2)
Special Attacks bleeding touch 2 rounds (6/day)
Spell-Like Abilities Bleeding Touch 2 rounds (6/day)
Cleric Spells Prepared (CL 5):
3 (2/day) Magic Vestment, Animate Dead, Desecrate, Extend
2 (3/day) Silence (DC 15), Mirror Image, Undetectable Alignment (DC 15), Undetectable Alignment (DC 15)
1 (4/day) Murderous Command (DC 14), Bane (DC 14), Cause Fear (DC 14), Disguise Self, Deathwatch
0 (at will) Resistance, Bleed (DC 13), Detect Magic, Spark (DC 13)
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Statistics
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Str 8, Dex 9, Con 12, Int 11, Wis 16, Cha 10
Base Atk +3; CMB +2; CMD 11
Feats Command Undead (DC 12), Extend Spell, Iron Will, Toughness +5
Skills Acrobatics -4 (-8 jump), Bluff +8, Climb -4, Diplomacy +4, Disguise +8, Escape Artist -4, Fly -4, Linguistics +4, Ride -4, Sense Motive +7, Spellcraft +4, Stealth +0, Swim -4
Languages Common, Infernal
SQ aura, cleric channel negative energy 3d6 (3/day) (dc 12), domains (death, deception), spontaneous casting, sudden shift (6/day)
Combat Gear Potion of Cure Light Wounds, Potion of Cure Light Wounds; Other Gear +1 Hide armor, Battle aspergillum, Dagger, Masterwork Shortsword, Cloak of resistance +1, Pharasma, Norgorber, You have no money!
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bleeding Touch 2 rounds (6/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Negative Energy 3d6 (3/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Deception) Associated Domain: Trickery
Bluff, Disguise, and Stealth are class skills.
Command Undead (DC 12) Channel energy can take control of undead.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sudden Shift (6/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
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Lady Zinnastina cast extended desecrate in the room. The alter was for Norgorber which boosted the power of the spell. It granted the following effects:
This spell imbues an area with negative energy. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Every undead creature entering a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area).

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I think the CR 1 for the orcs are correct.
I think Dreth's CR is questionable. A rogue 2 would be CR 1, but he has an extra level. I know it's an NPC level, but those extra HD and BAB are not accounted for in his CR as a result. He's kind of a 1.5 to 2.
I think the biggest issue, though, is that, in my experience, a CR 6 encounter is too much for a 3rd level party, even if it's on the larger side. At lower levels, I find that you have to keep the CR a bit closer, whereas high level parties might be able to handle something 2 or 3 over APL.
I'm still in, by the way!
HP: 1d8 ⇒ 3

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Great everyone is staying.
Treppa, Hope you feel better soon. Unfortunately, the same cannot be said for Flavis, she is deceased now.
CH - as far as Savendir goes, what did he do after he returned to Pharasma Temple? Lady Zinnastina and her minions did not pursue. Are you going to lay low for a few days? Go to the constable?
For all, Do you have any ideas how you want to reenter beyond my suggestion above?
I can take the story a few ways depending on how you want to reenter. The next chapter of the story is in Kaer Maga.
Hmmmn just thought of another potential hook.

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I'll keep with Savendir. I think it will be good to come at it from the angle as the lone survivor and the one who knows what we're all up against.
I think that Savendir would approach the constable after what happened. There is going to be a lot of chatter about what happened to Cerpera, and I think he would use that angle to tell the constable what he knows.

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Character guidelines can be found on the campaign info tab. The table for average wealth by level can be found there as well. Starting gold for the new characters is 6,000 gp.
Try to roughly follow these guidelines when buying gear:
Table: Character Wealth by Level can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items.
CH - Can you let me know what your current wealth is? I'll find a way to bring Savendir to the same wealth level as the new characters. Also, I think your plan with the constable is a good one. We can role play that in the gameplay thread.
Finally, don't forget my GM questions. I use that to throw in special hooks for your characters in the story.

Treppa |

I am considering a vishkanya deadly courtesan to get the best of the rogue and bard worlds. Before I build this, is the concept OK with you, Tordek? Vishkanya is 0HD from Bestiary 3 and Deadly Courtesan is from ARG, so I think they are legal.

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I am considering a vishkanya deadly courtesan to get the best of the rogue and bard worlds. Before I build this, is the concept OK with you, Tordek? Vishkanya is 0HD from Bestiary 3 and Deadly Courtesan is from ARG, so I think they are legal.
Yss the I'll allow both, I looking forward to seeing her backstory.
CH: yes you started at 3rd level. I will get you some treasure some way to bring you up to par.

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I finally figured out what was niggling at me about money. I assume we are being hired by the same guy or somebody else? Is their commission included in our starting gold or separate.
Not trying to be greedy here, simply dotting the t's and crossing the i's.
Good question. The down payment will be included in your starting gold to make it easier for me to bring Savendir up to par with the rest of the party.

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Going to attempt to play a paranoid mercenary mage who goes to great pains to hide the fact that he's a mage at all. Inspired by Spoony's Thieves' World episode of 'Counter Monkey.'

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Back-story and GM information are fixed.
Background story wise - Owen looks great. I glanced at the stats briefly, they look fine. Later, I will look at the numbers a little closer just to double check, but I'm sure they are ok.
Welcome. Once everyone else is done, we can talk about how to get you into the story.