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I'm going to delay until after Glorin and Kalaron have acted. Perhaps the zombie will be dead, and it will be much easier to get up! 1 hp! Yay!

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ya, ouch. One round from way down here. This guy's got a good too hit bonus and my rage is about to expire!
also, Elliot is missing the heal he got earlier... he should be at 12/13 hp's
Sickly, reels back from the alchemist's blow, his breath coming in wheezing gasps. Still, he has enough left for one more wild swing.
He takes a step back, and does just that.
Melee, PA, rage: 1d20 + 5 - 1 + 2 ⇒ (15) + 5 - 1 + 2 = 21, for 2d6 + 7 + 3 ⇒ (3, 3) + 7 + 3 = 16 damage.

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No..with the sacred touch he wouldn't be bleeding...but I thought you switched your action to getting the potion out, if you didn't you don't have enough actions for Clandelve to have healed already. Also ..he bled out the round before that I think
With one last push of his inner strength Sickly is able to put his weapon into the human chest dropping him to the floor...bleeding. His spear drops on the ground next to him.
init
Glorin, Kalaron
Zombie
Damage experiment: 5

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Glorin, recognizing how this foe reacts to his blows, flips his urgrosh around to be axe-first, and attempts a savage blow with all his force behind the axe blade.
Attack: 1d20 + 7 ⇒ (6) + 7 = 13 Damage: 1d8 + 6 ⇒ (5) + 6 = 11

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That's what I'm planning to do after Kalaron goes. Better than risking an AoO. I guess I'll just roll it now.
Clandelve grabbed his waraxe from the ground next to him and chopped viciously at the zombie's legs.
MW Dwarven Waraxe attack: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20 for MW Dwarven Waraxe damage: 1d10 + 3 ⇒ (6) + 3 = 9

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bah...looks like my waraxe is my only slashing weapon...I'll just stick with the hammer, since a hit could literally kill me. Hopefully you guys can put some hurt on it.

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Kalaron fumbles as his eyes give him some trouble but he manages to Swing his axe over towards the zombie.
ong axe attack and not counting any flank bonus.1d20 + 4 ⇒ (20) + 4 = 241d12 + 4 ⇒ (11) + 4 = 15
1d20 + 4 ⇒ (9) + 4 = 132d12 + 4 ⇒ (1, 11) + 4 = 16
Clandelve is up and not bleeding out right? If he is It's CLW for him from Kalaron.

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Kalaron just manages to avoid hitting Glorin with a powerful blow and manages to slice through both the zombie's legs with one fell swoop...and having gravity do it's thing..bringing it down.
You can look at the other side of the opening above the pit..it seems to lead into another room.
3d20 ⇒ (12, 3, 18) = 33 I overlooked it until now..but we'll just chuck it up to you missing it due the heat of combat and now have some time to take a better look..
You notice a secret door in the west wall of this room with your keen dwarven senses attuned to anything stone related. After taking a look at it you don't think it's 2d20 ⇒ (11, 15) = 26trapped or locked
The man is carrying a spear (it's magic when Kalaron detects for it), he also has 4 magic potions, a wand and 2 flasks of alchemist fire, a tanglefoot bag, a formula book, 2 thunderstone, 2 smokesticks, masterwork studded leather armor, alchemist’s kit, masterwork embalming tool and thieves tools..the room itself contains a complete alchemist lab.
In addition, the alcove holds the books and notes of the Chymists of Life in Death.
Both zombies have no equipment.
What do you want to do?

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Hurray, go team!
Hopefully Kalaron will be able to identify some of the potions/wand/spear magical things... fingers crossed for healing potions!
Sickly collapses against the wall, wheezing, his breathing not sounding good at all.
"Ow." he mutters, between gasps.
Will be fatigued for 6 rounds

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Clandelve remained on the floor, one with the stone.
"That was a close'n..."
After several minutes he examined his wounds. Nothing he wouldn't overcome in a few days, but he wasn't sure if he was up for another combat at the moment.
"Well, I'd imagine we've solved th' mystery, right? Someone on th' inside raisin' th' dead fer 'is own enjoyment. What's next?"

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Well it seems Kalaron doesn't have spellcraft trained...so he can't identify anything, you can all try to see what the potions do though (other then just drink them and hope for the best)
So 4 perception checks to try to identify all the potions

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Sickly after dipping his little pinky into one of the bottles finds he has dipped his finger not far enough in there to get any results (no clue)
For the second bottle he stick it in a bit further and after licking his finger he feels just a teeny tiny bit better (potion of cure light wounds)
The third bottle doesn't taste like anything..he might just be a bit distracted by the fact that he's just found a potion that he liked (no clue) to be able to concentrate enough.
For the last bottle he noticed that the tip of his nose is starting to grow a little bit..but before it can freak him out completely it reversed back to normal again (potion of enlarge person).

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Dang that 2 skill points per level. I'm so hitting evangelist PrC the first chance I get.

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Glorin laughs.
"Hah, an enlargement potion? My parents always joked that I fell into an enlargement potion cauldron when I was a baby."
But then he shrugs. "Well, is there anything more we're looking for dow here? We've found the culprit and put an end to his graverobbing. I suppose we could wander around and see if we find any more creepy twisting rooms and snake-monsters. Or we can just return to the upper catacombs."

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"Le's go report our findings to our employer,"[b] Clandelve said. [b]"I'm sure they'll be glad to know the problem is resolved, though per'aps not tha' it's an insider. Le's look fer a passage out up 'ere."
I do think we ought to just call it a day. I'll agree to go on if that's what most want, though.

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Sickly will down his potion that the Pharasmites gave him.
Potion CLW: 1d8 + 1 ⇒ (3) + 1 = 4 healing
"Maybe check down there?" He says, timidly, pointing north across the bridge. "Worked here. Had to sleep somewhere else, yes?"
He ponders the secret door for a moment, then adds. "Or there?"

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"We don't need to go be finding trouble..." Kalaron reminds them.
"The job's done."

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Clandelve nodded. "Since it appears we're in accord 'bout leavin', per'aps we ought to jus' leave th' way we came in to assure a speedy exit?"
Are we able to find our way out okay, or do we need to keep searching for a way out? If we are going to keep going, I'll drink that potion Sickly gave me.
healing potion: 1d8 + 1 ⇒ (2) + 1 = 3

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You can go out the way you came in (you'd just need to use the chime to open the door) or go out the secret staircase you found...getting out isn't a problem
You use the secret staircase to return to the church and the priest are surprised when you tell them about the secret doorway that leads into their crypt. When you show them the body of man you hold responsible for taking the bodies they regognize him as a former priest of Pharasma named Svilennius Tripe. Who was trying to create undead through alchemical rather than magical means, which he believed provided a loophole around Pharasma’s prohibition against undead creatures.
Svilennius was brought before an ecclesiastical tribunal, where he presented his newfound heretical views—the church could use the undead to support its works, increasing its manpower and solving the problems of space within the ossuary at the same time. Needless to say, Svilennius’s ideas fell on deaf ears. The shocked church elders stripped Svilennius of his ecclesiastical rank and excommunicated him, branding him a heretic. He dissapeared after that and they thought he had left town...turns out they were wrong about that.
The church thanks you for stopping his stealing of corpses and animating them.
If you show them some of the tomes you've found they want to destroy them, but are willing to pay you 250 gp to compensate you.
They also help you to identify the necklace you found behind the secret door with the iron cobra.
This medallion hangs on a leather cord, a silver disc inscribed with a seven-pointed star. Although few know the actual significance of the star today, it was once a very important symbol in ancient Thassilon, for this star symbolized the seven rewards of rule and the seven schools
of Thassilonian magic. These medallions were given to favored agents of the runelords; the medallions granted some minor benefits to the wearers, but also allowed the runelords to use those who wore them as proxies. By concentrating on a scrying device, a runelord could sense
the world through the Sihedron medallion wearer’s senses, and could speak through his voice.
While worn, a Sihedron medallion grants its wearer a +1 resistance bonus on all saving throws. Once per day, it may be commanded to bestow the effects of false life on the wearer—these effects end if the medallion is removed.
Placed on the neck of a dead body, the Sihedron medallion preserves the body indefinitely with gentle repose.

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Outside of PFS but; Or perhaps they are interested in the preserved body found hidden in the secret vault (area 21). If the PCs left
the Sihedron medallion around the man’s neck, the body is still preserved, and if raised or resurrected, could provide a unique view of the region’s history thousands of years ago. The identity of the dead man is left for
the GM to develop—he could be a servant of one of the runelords, an ancient priest of Pharasma, or even an explorer from centuries ago who somehow got trapped in the crypts...I think you took of the guys neck though