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knowledge Engineering: 1d20 + 10 ⇒ (6) + 10 = 16
Heal: 1d20 + 0 ⇒ (12) + 0 = 12
Watch out Azmerai! That beam is about to break. Lilith says pointing to the support.

GM Fiendish |

Azmerai steps up to the thrashing groaner, and proves the axe's edge is more than a match for the zombie's scant defences, hacking deep in to its chest and smashing several ribs, caving it in and leaving it destroyed.
Unfortunately Lilith's warning, whilst timely, does nothing to prevent the roof beam creaking and then collapsing under the weight of the half-orc's blow, sending shards of razor sharp tile raining down on the room.
Azmerai, please roll a reflex save DC 14 or take slashing damage: 2d6 ⇒ (5, 2) = 7 (Lilith's warning shaved 2 off the DC so be thankful ;p
Seeing the fragments of slate crashing mere inches from his toes, Polonius thanks the stars he stepped back when he did.
Once the dust clears you can see most of the room's contents has survived, albeit now covered in bits of roof.
The sword detects as magic, and when drawn from its sheath it sheds light out to 30 ft, equivalent to a light spell.
The sheaf of papers appears to be a diary, however it is written in Celestial. Shuffled in amongst the pages is an older looking document, written in fragmented necril. Both of these will take some time to go through to assess their importance, relevance and meaning.
Lilith, I can't see languages listed on your character sheet!
Lastly there is the wooden box, whose lid has now smashed. Inside you can see a folded paper animal, a tiger, though it is now looking crumpled and squashed. Uncannily it seems to be trembling and trying to stand. It resorts to pulling itself along on its front two legs when the others dont work. It is trying to make its way towards the door of the room.

Azmerai |

Reflex: 1d20 + 2 ⇒ (11) + 2 = 13
Azmerai rolls back, but to little to late, a beam crashes on his tigh, bruising him very badly. Cursing his luck, he comes back to his feet, rubbing his leg. After coming to his senses, he grabs his backpack and takes the healing extract to cure his auabubu. 1d8 + 2 ⇒ (7) + 2 = 9
As they open the wodden box suddenly he looks at his vestpocket. Something is stirring there.

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Languages are there under Languages in the header info. She does not speak Celestial. What is necril by the way?
Lilith takes a quick look over the papers, realizing they are likely important but written in a language she does not understand. She casts Detect magic and is looking over sword when Polonius draws her attention to the paper creatures.
Linguistics: 1d20 + 8 ⇒ (6) + 8 = 14
Sepllcraft on sword: 1d20 + 11 ⇒ (19) + 11 = 30
Sepllcraft on paper animals: 1d20 + 11 ⇒ (20) + 11 = 31

Lenneth Barlow |
Heal: 1d20 + 6 ⇒ (14) + 6 = 20
Coughing due to dust from the rubble, Lenneth chokes out, "Poor sod, he took a bite and knew he was done for - I don't blame him for checking himself out instead of waiting for the end."
As her eyes land on the struggling paper animal, they suddenly go wide. "I've seen something like this before, in a vision...or was it a dream? Paper animals marching with a holy symbol, towards a church..." She looks at everyone, uncertain if they'll believe her or not. "It was the holy symbol of Desna."

Polonius Fynch |

Desna? Polonius says, somewhat surprised. I'm not a deeply religious man but I tip my hat to the Lady of Dreams and she's seen me right so far. How long have you been having hallucinations Lenneth?
The doctor in Polo is immediately running through symptoms in his head; malnutrition? dehydration? Concussion? Infection?

GM Fiendish |

The folded paper animals are like nothing you have seen before, but your training tells you they could be accomplished in several ways. To have them remain animate for a long time, or activated only in a certain way or at a cetain time, might be the answer. You're looking at a divine spell of some sort, low level. But something in your group set them off, either their proximity to one another or to someone in your group or something someone is carrying.
Necril is an ancient language, long fallen out of everyday use, that was originally used by the intelligent undead. You suspect if you spent longer with the documents and had some time to actually sit down and study them properly that you would be able to decipher some of the text.
Staring in to his pocket, Azmerai is slightly surprised to see the folded paper bird wriggle its way out and flop on to the floor. It shakes itself several times, then struts over to its paper-sister the tiger, and helps to nudge it along. They both appear to be making their way, inch by slow inch, towards the other bedroom where the window looking towards the cathedral was. In the fading magic from Lilith's detect magic spell, the little paper things glow a very soft off-white.
Looking out the window you update your mental map of the area.
So you can likely tell I don't work as a graphic artist ;p you are in the red outlined house, orangey colour is the fire, big grey building to the north is the cathedral
The tiny paper constructs continue their progress unless stopped, and manage to climb the wall under the window and fling themselves out unless anyone goes to stop one.
Easy enough to take 10 if someone has a rope to climb down here, and the house would shield you from the view of the zombies on the bridge

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Still in wonder over the paper constructs, Lilith answers I, don't know. I would see where these tiny creatures would lead us. The are powered by trace amounts of positive energy and obviously strive for the cathedral.[/b[ Then, almost as an afterthought Lilith commands the sword to change to a short sword and then a dagger, showing its powers to her group. [b]This is a Protean blade. The weapon is enchanted to shed light, to hit and damage more effectively, and to bypass the damage reduction some creatures have that requires magic to hurt them. While I am trained to use this weapon in any of its forms I am not really strong enough to employ it well. Who shall carry it? She carefully places the papers in her pack as the group decides.
Lilith has no rope.

Turrey Butterhill |

Turrey is briefly thunderstruck by Lillith's recounting of her dream. The Song of the Spheres! Is she speaking through Lillith somehow?
The weary halfling feels a great hope welling within him. "Desna truly watches over us still then! I knew it! Lillith, you've been truly blessed and found worthy by the Tender of Dreams. Please, if you have other such dreams I'd very much like to hear them." At the words "found worthy", Turrey's face briefly betrays self-criticism. Of course Desna didn't find me worthy even to continue as her acolyte...why would she? I've only ever really been a thief.
Snapping back to the task at hand, Turrey reminds himself. I do not need to be a worthy vessel to serve; only to strive to do the work of the Song of the Spheres.
"That's Desna's hand, calling the animals. The medicine...every minute matters...but perhaps...let's follow them at least as far as we know they aren't diverting us away from the apothecary. If a time comes when they seem ready to diverge...I'm inclined to follow them whereever they lead, but we made a promise to Lady Meiko. If they start to lead away from the apothecary we should beg the Song of the Spheres' forgiveness and delay their progress for a little while, while we get the medicine." She's forgiven me so many things, and I know She wants us to keep our word to save someone in need.
Is the cathedral on the way to the apothecary?
.
Turrey has a rope and is happy to keep leading the way, ideally beside Shomari

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Lilith looks questioningly at Turry and points to Lenneth. Dream girl is over there. She says with a smile. I was raised in the church of a slightly more strict deity.

Turrey Butterhill |

Hehehehe, I was wondering when I'd first mix up your names. Maybe it's time to start referring to y'all as Ms Barlow and Ms Sylvari.
.
At any rate -- while Turrey might have misstated her name -- he was clearly looking at the Dreaming Witch.

Polonius Fynch |

Listen, these things are fascinating - a gift from the gods even, if they are still out there of course.
He gives a small shrug.
I haven't seen any evidence of it over the last few months and in that time I've learnt to really hold on to things I know to be true and concrete and things I can affect.
I know that woman has a terrible illness and only we can help her. I also know it's true that she knows this town better than any of us and can be a great help. We are the only ones that can have an affect on her life - either to save it or end it through inaction.
I say we go after the medicine - deal with things we understand for a change.

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I feel a sense of hope at the thought of the cathedral, but it must wait. We need medicines. Lilith punctuates the sentence with a throaty cough.

GM Fiendish |

With no imminent threats, you all safely take 10 down the rope to the ground, the house shields you from the view of the zombies on the bridge
The cathedral it just to your north, and the road Meiko described running westwards from the bridge runs right past its open gates
As everyone seems to be agreed to focus on the herb shop, despite the ambulatory paper feline and avian, you progress westwards following the road deeper in to town. As you pass the gates of the cathedral, you can see past the low stone wall that the main doors are open a crack. Turrey remembers the familiar signs, recollections from his past, that there are no pennants flying nor torches lit to indicate a priest is in residence. He does however note that despite the late season, butterflies dance like fireflies all across the graveyard surrounding the building, and there is a slight sense of peace, a lifting of spirits as you watch the flying insects meander through the air.
As you continue past, the air gets more acrid and hot as smoke from the fire drifts across the street, getting thicker as you continue, eyes peeled for the apothecary's sign on a shop front.
Please make stealth and perception rolls (no taking 10 or 20 ;) for your journey in to the heart of town...due to the heavy smoke, add +4 to your stealth check and take -4 from your perception...

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Stealth: 1d20 + 2 + 4 ⇒ (1) + 2 + 4 = 7
Perception: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10
The dice roller seems to hate this character…

Lenneth Barlow |
-Prior to continuing-
Lenneth looks uncomfortable at the sudden surge of interest, particularly at the notion of having divinely-inspired visions. "No...my dreams and visions don't come from the divine. The force that grants me my powers is responsible for them, but to what end I don't know. But if they relate to Desna, then perhaps my shadowy patron has a vested interest in her for some reason. We can talk more about it once we've found what we came out here for."
-Present-
Stealth: 1d20 + 4 + 2 + 3 ⇒ (14) + 4 + 2 + 3 = 23
Perception: 1d20 + 1 + 2 - 4 ⇒ (17) + 1 + 2 - 4 = 16
The cathedral...there's something important there, but what? How does Desna relate to all of this?

GM Fiendish |

ShomariBot
stealth: 1d20 + 12 + 4 ⇒ (19) + 12 + 4 = 35
perception: 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8
TurreyBot
stealth: 1d20 + 13 + 4 ⇒ (2) + 13 + 4 = 19
perception: 1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 16
You trudge along the road, frowning in concentration and scouring your surroundings for the apothecary's sign. As you walk along for a few minutes, past derelict houses and looted shops, the smoke gets thicker and you cover your mouths to avoid breathing too much of the foul smelling air.
At last, as the swirling smoke ebbs and flows in the eddies of the wind, you glance across the way and see a wooden board hanging by one blackened chain, with an alchemist's flask and bundle of herbs emblazoned on the wood. This must be it!
However, your relief is short lived...the smoke gusts around you with renewed vigor, and for a moment the street is slightly clearer than it has been, revealing to you the two undead monstrosities that are lurking there. These lumbering giant's backs are bent, the knuckles of their deformed arms nearly reaching the floor. They drag weapons behind them, and retain their piecemeal armor where chunks of their bodies have not rotted away. Foul eyes devoid of any life focus on you, and dark ichor spills from between broken teeth, drooling down their faces as they open their mouths to roar in challenge and attack!
Can be targeted by the ZombOgres (stealth check 13 or under):Azmerai & Lilith
The undead humanoids swing their weapons thoughtlessly with no finesse, but terrible power, Azmerai and Lilith face their onslaught.
Mr Club: 1d20 + 8 ⇒ (3) + 8 = 11 swing at Azmerai
bludgeoning: 1d8 + 6 ⇒ (4) + 6 = 10
Azmerai gives profuse thanks to the strange leather armor they found in the shop, as the wooden cudgel smacks in to it and glances off the shoulder, leaving him no worse for wear.
Mr Sickle: 1d20 + 8 ⇒ (13) + 8 = 21 swing at Lilith
slashing: 1d8 + 6 ⇒ (2) + 6 = 8
The curved blade bypasses both Lilith's attempt to dodge and her arcane protections, slicing its way across her midriff in a nasty looking gash that immediately begins to bleed. 8 damage only, the bleed is fluff
Can act in the surprise round (perception check 15 or over): Azmerai, Lenneth, Polonius & Turrey. You 4 are up. Sorry Lilith and Shomari :(
OK, these guys have a reach of 10 ft so please bear that in mind regarding actions that provoke AoO. Due to the limits of PbP, I'll list their AoO details in spoilers here so if anyone does provoke they know what they are facing and can incorporate what happens in to their post!
Mr Club: 1d20 + 8 ⇒ (2) + 8 = 10
bludgeoning: 1d8 + 6 ⇒ (5) + 6 = 11
Mr Sickle: 1d20 + 8 ⇒ (16) + 8 = 24
slashing: 1d8 + 6 ⇒ (8) + 6 = 14

Azmerai |

Azmerai thanks the leather armor found on an soldier quite some time ago and just gives himself to rage.
This thing is in my way, it tried to hit me, like father, like his be.... using the new swordAttack(Rage): 1d20 + 7 ⇒ (17) + 7 = 241d8 + 11 ⇒ (3) + 11 = 14

Turrey Butterhill |

Seeing Lilith take a savage cut, Turrey reaches deep to find his courage and determines to tumble around the sickle-wielder, hoping to get into better position to stab it from.
Acro vs CMD: 1d20 + 9 ⇒ (5) + 9 = 14
Yikes! Hopefully his CMD isn't > 14. If it's higher than that he'll take 14 and be down to 5.
I *think* I only get a single Move or Stnd this round, yes? If so, I move to J5. If we get a Full round action I'll move to around the other side to M6.

Polonius Fynch |

I don't think I can take a 5ft step and a standard action in a surprise round so..
Polonius sees the massive zombies as dark shadows through the smoke but not in enough time to warn Azmerai and Lenneth.
Instinctively he backs off until he is pressed against the wall of the opposite building.
Move straight back as far as possible

GM Fiendish |

In a surprise round, if you are aware of your opponents then you can take either a standard or move action. I'm fairly sure you can take a 5 ft step too, but of course you can't do that AND use a move action to actually move. Polo if you want to change your action as a result of this confirmation then you can. Thanks Lilith for also chipping in to confirm surprise round rules :)
Turrey, sorry his CMD is 19 :(
As Turrey attempts to cartwheel around him, the rotting abomination swings its notched and rusty blade around in a wide arc, catching the unfortunate halfling and leaving a deep wound in his side.
Mental note, when trying to be all clever and prepared by pre-rolling AoOs and the like, also include other information useful to the poor players such as AC and CMD! So on that note: both of these gentlemen you are facing in combat have AC 20 (touch 8) and CMD 19...

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They acted first in the surprise round. Does that mean that they are ahead of all of us in initiative?

Turrey Butterhill |

Turrey lets out a high pitched yelp as the blade cuts deep into his side. He manages to stay standing...but only barely. He looks down at the gaping wound in his abdomen, then up at the enormous rotting ogre in front of him -- so close he has to fight off gagging -- and does his best not to let his lip quiver.
Please, if this is the end, may my soul make it to Desna, and may she find me worthy despite my failings and misdeeds...and please may my companions have the time to behead me before I raise as one of these abominations!
HP: 5
Location: J5

GM Fiendish |

OK we'll keep the action going as per our normal OP, Lenneth can fit her action in from the surprise round when she next posts :)
Lilith, now the zombie's ambush has resolved we'll roll init:
Azmerai: 1d20 + 2 ⇒ (19) + 2 = 21
Lenneth: 1d20 + 2 ⇒ (4) + 2 = 6
Lilith: 1d20 + 2 ⇒ (9) + 2 = 11
Polonius: 1d20 + 2 ⇒ (14) + 2 = 16
Shomari: 1d20 + 5 ⇒ (17) + 5 = 22
Turrey: 1d20 + 4 ⇒ (7) + 4 = 11
ZombOgres: 1d20 - 1 ⇒ (16) - 1 = 15
Initiative order
Group A: Azmerai, Polonius, Shomari
ZombOgres
Group B: Lenneth, Lilith, Turrey
Lilith, I'm going to go pray to the forum dice gods on your behalf, I can't believe how they are treating you!
Azmerai's blow hacks a large hole in the shoulder of Mr Club. Mr Club snarls and roars at the half-orc, decaying spittle flying everywhere.
Smoke gusts across the street...
fickle breeze: 1d3 ⇒ 3 (1: No smoke, 2: some smoke, 3: lots of smoke)
This round ALL combatants have total concealment, unless you have some method of seeing through smoke (none of your natural vision modes help either I'm afraid) so don't forget to roll your 50% miss chances if you are making attack rolls. Mr Club and Mr Sickle will make sure they do too when it's their turn ;)
Go team A!
AC 20 (Touch AC 8)
CMD 19
Condition (Mr Club): Looks damaged but still unhindered by injury
Condition (Mr Sickle): Looks disgusting, but unharmed thus far

Polonius Fynch |

Polonius turns toward the huge creature with the club.
Oh god I hope I remembered that pinch of sulphur, please say I remembered..
He mixes chemicals in one of his vials with lightning speed and then cries out in triumph as it starts to fizz in his hands. He hurls it toward where he last saw the massive zombie through the smoke.
Fire bomb, touch: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 2d6 + 3 ⇒ (3, 6) + 3 = 12
Lol good time to roll a 1
Exclude Azmerais square for splash damage

Lenneth Barlow |
-Surprise Round-
Lenneth's eyes widen as the two large groaners suddenly loom out of the darkness and smoke. She reacts instinctively, willing the ground beneath the nearest one to soften into a thick, sticky quagmire.
Use hex Swamp's Grasp on Mr. Sickle; standard action that doesn't provoke any AoOs.
-Lenneth: Round 1-
As the smoke thickens and obscures the battlefield, Lenneth tries hard to fight the urge to panic and run; instead she calls out a warning to Lilith and Turrey.
"I've slowed him down a little, but be careful!"
She then backs up and feels herself bump into the side of the nearby apothecary shop.
5-foot step to M1

GM Fiendish |

The smoke proves tricky to maneuver in, both Azmerai and Shomari's solid seeming blows are led astray.
Mr Club turns to 1 Azmerai 2 Shomari: 1d2 ⇒ 2, lifting the small tree-trunk sized club high in the air and bringing it down...
Mr Club swings: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d8 + 6 ⇒ (8) + 6 = 14
concealment: 1d100 ⇒ 17
*CRASH* right in to the cobbles on the street right next to him...
Mr Sickle glares at the tiny things surrounding him and bellows again, arm moving back then around, using the sickle like a scythe and aiming to harvest 1 Lilith 2 Turrey: 1d2 ⇒ 1
Mr Sickle swings: 1d20 + 8 ⇒ (20) + 8 = 28
crit confirm: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 1d8 + 6 ⇒ (8) + 6 = 14
concealment: 1d100 ⇒ 14
*SWISH* the ragged blade passes within an inch of her face...
Smoke gusts across the street...
fickle breeze: 1d3 ⇒ 3 (1: No smoke, 2: some smoke, 3: lots of smoke)
All participants continue to have total concealment
We'll roll all PCs to the same initiative now, so go ahead and post in any order, go players!
AC 20 (Touch AC 8)
CMD 19
Condition (Mr Club): Looks damaged but still unhindered by injury
Condition (Mr Sickle): Looks disgusting, but unharmed thus far

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Gulp. That was pretty close. Both attacks missed due to 20% smoke concealment - wow. You say there is now total concealment?
Wounded and unable to see her opponent, and now quite shaken at the near deal swing the undead just delivered Lilith sensibly retreats 30' to the east, moving up next to the northern structure. She then casts her Infernal Healing spell on herself and heals one point.

Polonius Fynch |

Polonius watches as his bomb sails over the zombie's shoulder and explodes against the wall of the apothecary.
Dammit, Polo! If we can just take one of these things down we might have a chance against the other...
He squints into the smoke and tries to account for it as he aims his next bomb.
Fire bomb, club zombie, touch: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 2d6 + 3 ⇒ (2, 5) + 3 = 10
Miss chance: 1d100 ⇒ 77

Turrey Butterhill |

Seeing the smoke roll in, feeling it burn his eyes, he realizes that any hope he'd had of striking precisely from behind is gone. Thinking on his feet he says, "Friends, they can't hit us easily in this smoke either -- perhaps this is a gift from the Gods, a chance to run past them. Let's get into the apothecary!"
With that, Turrey hustles straight for the shop door, opening it and going inside if able.
Double move to the door (and in, if he's able).
.
FYI team, there are no attacks of opportunity vs foes with total concealment, so we don't need to be careful in running past them.

Turrey Butterhill |

Heh heh, I looked it up to be sure...I guess it's a silver lining to Turrey losing any ability to deal sneak attack damage. ;-)

GM Fiendish |

Azmerai's weapon sends curls of smoke dancing in the air as it slams in to the undead ogre's face with a meaty *thwack* the ogre is caught with club upraised, and it tries to bring it down at Azmerai in revenge as he moves, however the smoke makes this impossible and the club simply lashes out at thin air.
Lilith, if there is 'some smoke' then everything on the street has Concealment, a 20% miss chance on a successful attack, if there is 'lots of smoke' then everyone has Total Concealment , 50% miss chance. As Turrey points out, Total Concealment also negates Attacks of Opportunity
The smoke parts for a brief moment as Polonius is mixing his fizzing catalyst, ready to throw, and he sees Azmerai's mighty blow strike the giant groaner. Lobbing the bomb he hears a smash followed by a *whoosh* and the smoke again parts just long enough for him to see Mr Club covered in flames and collapsing on to the street in front of Shomari and Azmerai.
With no-one nearby left to play with, Mr Sickle strides forward towards where he last saw his dinner, Lenneth's hex making his movements even slower than usual, and preventing him from just lashing out blindly after taking a step. He finally barges through the effects of the magic and staggers towards Polonius and Lenneth, hunger in his eyes.
Turrey tries the handle of the shop, but the door does not move for him. As the smoke clears more he is able to determine the door has been nailed shut from the other side, you'll need a battering ram (or friendly half-goblinoid) to get through that. Alternatively there might be another way, you can see an open window upstairs with smashed panes of stained glass that you could get through as long as you could get up there.
Smoke gusts across the street...
fickle breeze: 1d3 ⇒ 2 (1: No smoke, 2: some smoke, 3: lots of smoke)
This round all combatants have concealment, with a 20% miss chance. Attacks of Opportunity are enabled again
sickle: 1d20 + 8 ⇒ (15) + 8 = 23
slashing: 1d8 + 6 ⇒ (6) + 6 = 12
concealment: 1d100 ⇒ 1
Never mind Mr Sickle, better luck next time!
AC 20 (Touch AC 8)
CMD 19
Condition (Mr Club): A blackened, stinking pile of rotted burned flesh on the floor. Unmoving.
Condition (Mr Sickle): Looks disgusting, but still unharmed thus far. Does not appear unduly moved by his companion's demise.

Azmerai |

With fury in his eyes, Azmerai charges the last groaner. Field E something, so that he can flank with the witch.
Charge, rage, flank: 1d20 + 13 ⇒ (16) + 13 = 291d8 + 11 ⇒ (7) + 11 = 181d100 ⇒ 97

Polonius Fynch |

Polonius retreats back from the creature and casts an instinctive spell.
Great job Azmerai! He calls as he sees the snarling half orc charge the zombie. Take it down!
His hand now aflame, Polo throws a small ball of fire at the remaining threat.
Produce Flame: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Moved west 20 feet closer to Turrey

Shomari Kali |

1d20 + 6 ⇒ (20) + 6 = 26
1d20 + 6 ⇒ (13) + 6 = 19
1d100 ⇒ 42
1d10 + 5 ⇒ (10) + 5 = 15
Shomari snarls and steps towards the remaining ogre, swinging the halberd at its head. He seems to be getting the hang of the big weapon now.

Turrey Butterhill |

Turrey squints back into the smoke, and looks down again at the gash in his abdomen. The sight of a bit of his own intestines bulging out makes him slightly queazy. Do I charge back at that groaner, like Azmerai did?
Shaking his head, he realizes that getting the door open faster is more important than the impact he'd have over there, especially in this damned smoke. Flexing his fingers and his hairy toes, Turrey attempts to climb up to the window.
Climb: 1d20 + 5 ⇒ (8) + 5 = 13