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@Tybalt- it is indeed!
@Shrec- Escape is an unarmed attack modifier (+9 for you) against the grapplers Athletics DC. That nat 1 crit fails the escape attempt.
Shrec Reflex DC 17: 1d20 + 7 ⇒ (13) + 7 = 20
Shrec struggles against his captor but is unable to get free. The golems begin to beat the pair with their free hands.
Yellow fist vs Shrec AC FF 17: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 2d4 + 3 ⇒ (3, 1) + 3 = 7 14 crit damage
Yellow fist vs Shrec AC FF 17: 1d20 + 11 - 5 ⇒ (3) + 11 - 5 = 9
Yellow fist vs Shrec AC FF 17: 1d20 + 11 - 10 ⇒ (13) + 11 - 10 = 14
Green fist vs Tybalt AC FF 25: 1d20 + 11 ⇒ (7) + 11 = 18
Green fist vs Tybalt AC FF 25: 1d20 + 11 - 5 ⇒ (12) + 11 - 5 = 18
Green fist vs Tybalt AC FF 25: 1d20 + 11 - 10 ⇒ (14) + 11 - 10 = 15
Shrec receives a solid blow to his nose as both Tybalt and Shrec narrowly get free from the golem's grasp.
Round 3
Chumwi (51/53)
Tybalt (89/94; Sturdy Shield 63/64)
Ezren (51/53)
Shrec (26/50)
Trildyn (30/44)
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Zombies (Yellow -29) (Green -10)
---------------------------

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Trildyn does the most useful thing she can: tries to hit the "zombie" with a big hammer. Unfortunately, the electric shock seems to have affected her aim.
Hammer: 1d20 + 10 ⇒ (3) + 10 = 13
ouch!: 1d8 + 4 ⇒ (2) + 4 = 6 B, shove
Hammer: 1d20 + 10 - 5 ⇒ (6) + 10 - 5 = 11
ouch!: 1d8 + 4 ⇒ (5) + 4 = 9 B, shove
She then Raises Her Shield.
First available reaction, Shield Block or Retributive Strike, per usual.
Ally gets resistance 5 and
Hammer: 1d20 + 10 ⇒ (4) + 10 = 14
ouch!: 1d8 + 4 ⇒ (6) + 4 = 10 B, shove

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Tybalt begins to whistle as he works.... at destroying the creatures.
◆◆ Strike
Dwarven Waraxe +1 striking, shifting. power attack: 1d20 + 17 ⇒ (1) + 17 = 18 Slash Damage: 3d8 + 4 ⇒ (8, 2, 1) + 4 = 15
◆ Strike dice=Dwarven Waraxe +1 striking, shifting]1d20+17[/dice] Slash Damage: 2d8 + 4 ⇒ (6, 7) + 4 = 17
◆ Raise Shield
If hit:
↺ Shield Block

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Tybalt Dwarven Waraxe +1 striking, shifting: 1d20 + 17 - 5 ⇒ (13) + 17 - 5 = 25
Tybalt's backswing manages to take a chunk out of the golem's side. As Shrec got hit by the previous blow to his face Trildyn's hammer knocks the 'zombie' further off of the barbarian. Each of her follow up attacks miss terribly.
I forgot to incorporate your last retributive strike. So -5 from that last attack on Shrec and your attack hit the golem.
Round 3
Chumwi (51/53)
Tybalt (89/94; Sturdy Shield 63/64)
Ezren (51/53)
Shrec (31/50)
Trildyn (30/44)
---------------------------
Zombies (Yellow -39) (Green -25)
---------------------------

Shrec the Powerful |

Now that I'm released, swing at yellow hit: 1d20 + 9 ⇒ (7) + 9 = 16
dmg: 1d12 + 10 ⇒ (2) + 10 = 12
And second attack hit: 1d20 + 9 - 5 ⇒ (1) + 9 - 5 = 5
dmg: 1d12 + 10 ⇒ (9) + 10 = 19
and third attack hit: 1d20 + 9 - 10 ⇒ (16) + 9 - 10 = 15
dmg: 1d12 + 10 ⇒ (7) + 10 = 17

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Chumwi quickly reads the scroll in his hands, unleashing a burst of healing energy that washes over his allies. ◆◆◆ Cast heal (3rd).
Healing for everyone: 3d8 ⇒ (1, 5, 1) = 7 Brutal roll, there....

Ezren the Wizened |

Ezren clears his throat and spins his staff. "Curse these creatures. This should work again..."
Using a free action to activate his bonded item (staff) to cast haste again on Shrec. Then use his final action to recall knowledge (using arcana this time).

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Chumwi's scroll turns to ash in his hands as a wave of positive energy washes over the group.
Ezren works on doing what he can as he speeds Shrec's body beyond its limits.
Shrec Hasted Attack: 1d20 + 9 - 15 ⇒ (15) + 9 - 15 = 9
The extra speed to Shrec, throws all of his attacks off as he can't seem to get enough accuracy.
Yellow Berserk check DC 5: 1d20 ⇒ 2
The northern 'zombie' goes berserk as both fists clamp together and overhead chop down onto Shrec's chest.
Yellow Berserk Slam vs Shrec AC 19: 1d20 + 13 - 1 ⇒ (20) + 13 - 1 = 32
Damage: 2d4 + 5 + 1d4 ⇒ (1, 2) + 5 + (1) = 9 + Prone
The fists smash into Shrec, knocking him right to the ground. Trildyn does what she can to block some of the blow, but this also draws the attention of the golem as it slams back at her in a backswing.
Yellow Berserk Slam vs Trildyn AC 23: 1d20 + 13 - 1 - 5 ⇒ (19) + 13 - 1 - 5 = 26
Damage: 2d4 + 5 + 1d4 ⇒ (1, 2) + 5 + (2) = 10 + Prone 18 crit damage
Trildyn catches an uppercut to her chin and is thrown to the ground as the fists smash back down into Shrec's legs.
Yellow Berserk Slam vs Shrec AC FF 17: 1d20 + 13 - 1 - 10 ⇒ (17) + 13 - 1 - 10 = 19
Damage: 2d4 + 5 + 1d4 ⇒ (1, 3) + 5 + (1) = 10
The southern golem, while not yet berserk, continues to bash itself against Tybalt's own defenses.
Green Fist vs Tybalt AC 27: 1d20 + 13 ⇒ (7) + 13 = 20
Green Fist vs Tybalt AC 27: 1d20 + 13 - 5 ⇒ (6) + 13 - 5 = 14
Green Fist vs Tybalt AC 27: 1d20 + 13 - 10 ⇒ (11) + 13 - 10 = 14
Round 4
Chumwi (53/53)
Tybalt (94/94; Sturdy Shield 63/64)
Ezren (53/53)
Shrec (15/50; Prone)
Trildyn (27/44; Prone)
---------------------------
Zombies (Yellow -39) (Green -25)
---------------------------

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Trildyn puts her shield between herself and the zombie as she stands.
"Oh, we're on to your fruit scheme, mister!"
Hammer: 1d20 + 10 ⇒ (11) + 10 = 21
ouch!: 1d8 + 4 ⇒ (1) + 4 = 5 B, shove
Raise Shield, Stand Up, Strike
Reactions per usual: Shield Block or Retributive Strike
Ally gets resistance 5 and
Hammer: 1d20 + 10 ⇒ (18) + 10 = 28
ouch!: 1d8 + 4 ⇒ (2) + 4 = 6 B, shove

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"Why don't you just die. Again."
◆◆ Strike
Dwarven Waraxe +1 striking, shifting, power attack: 1d20 + 17 ⇒ (20) + 17 = 37 Slash Damage: 3d8 + 4 ⇒ (1, 1, 8) + 4 = 14
◆ Strike
Dwarven Waraxe +1 striking, shifting: 1d20 + 17 - 10 ⇒ (6) + 17 - 10 = 13 Slash Damage: 2d8 + 4 ⇒ (4, 4) + 4 = 12
◆ Raise Shield
If hit:
↺ Shield Block

Shrec the Powerful |

Shrec stands up, action and attacks 3 action at yellow, yeah for haste.
hit: 1d20 + 9 ⇒ (5) + 9 = 14
hit: 1d20 + 9 - 5 ⇒ (2) + 9 - 5 = 6
hit: 1d20 + 9 - 10 ⇒ (20) + 9 - 10 = 19 oh finally, geesh
dmg: 1d12 + 10 ⇒ (4) + 10 = 14
Trildyn, please tell my you shoved it to the left instead of upper left, cause that would take me a move to stand up and then move to get to him.

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@Shrec- The hammer doesn't auto shove on a hit. It has the ability to shove without using a free hand using an Athletics check. The shove is a trait of the warhammer.
Trildyn shields herself before getting to her feet and smacking the 'zombie' with the hammer. This gives Shrec a moment to stand and cleave through the creature with his bastard sword.
The golem falls causing the loose undead skin to fall free. Ezren now recognizes these as a 'zombie' flesh golem. Immune to nearly everything (bleed, disease, death effects, electricity, doomed, drained, fatigued, healing, magic, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious) and resistant to all physical damage unless it is forged of adamantine. These flesh golems can be slightly harmed by fire magic. Electricity seems to speed them up and heal their bodies while cold magic effects slow the golem down. When killed the golems burst into a small electrical explosion.
As Shrec's blade slices through the golem it explodes into a shower of electricity.
This will hit all but Tybat and the southern golem.
Yellow Magical Pulse of Electrical Energy (Electricity): 1d6 ⇒ 6 DC 17 Basic Reflex for half
Tybalt hears the electrical discharge and raises his axe just enough to cleave the remaining golems head right from it's body. It too releases a mass of electricity in its death.
This will hit all but Shrec
Green Magical Pulse of Electrical Energy (Electricity): 1d6 ⇒ 3 DC 17 Basic Reflex for half
Chumwi (53/53)
Tybalt (94/94; Sturdy Shield 63/64)
Ezren (53/53)
Shrec (15/50)
Trildyn (27/44)

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Reflex vs Yellow: 1d20 + 11 ⇒ (11) + 11 = 22
Reflex vs Green: 1d20 + 11 ⇒ (10) + 11 = 21

Ezren the Wizened |

reflex yellow: 1d20 + 12 ⇒ (17) + 12 = 29
reflex green: 1d20 + 12 ⇒ (10) + 12 = 22

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Chumwi fishes some berries from a pouch at his hip, muttering a quick prayer to Shimye-Magalla over them and then offering them to Shrec. "Eat these, they shall sustain you." Casting goodberry (3rd).
Shrec healing if he eats them: 3d6 + 12 ⇒ (1, 3, 1) + 12 = 17
He then repeats the process, offering the next bunch to Trildyn.
Trildyn healing if she eats them: 3d6 + 12 ⇒ (3, 5, 5) + 12 = 25

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Reflex save v Yellow: 1d20 + 6 ⇒ (1) + 6 = 7
Reflex save v Green: 1d20 + 6 ⇒ (12) + 6 = 18
Ow.
Trildyn wielding a large metal shield, takes all of the electric shock and then some. When Chumwi offers her berries, he gets a static shock touching her hand.
"Those...were not normal zombies."
Sorry for the confusion on shove! I've been listing the weapon properties to the side of the damage for reference, but with only the one, it does look a little weird.

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Action ◆ Free Action ◇ Reaction ↺
"You folk take a look around. I'll see if anyone or anything has taken notice of us." Tybalt goes to the door and looks around.
Perception: 1d20 + 12 ⇒ (18) + 12 = 30

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Tybalt looks out the door to the guards. They seem a bit concerned at all of the noise as they look over at the warehouse, but none move to leave their assigned post. "Did those zombie drop another crate?" One of the human guards asks the others.

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"You need more medical attention, Shrec, but I don't know if now is the time. Let's look around quickly before anyone comes to investigate the noise."
With that, Chumwi examines the crates where the false zombies were working, looking for other things out of place.
Perception: 1d20 + 13 ⇒ (13) + 13 = 26

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Taking a few moments to dig through a few more crates Chumwi isn't able to come up with anymore clues in the investigation concerning this warehouse, besides the disguised golems.
You have found everything in this warehouse.

Ezren the Wizened |

"Shall we interact with the guards then? Time to inspect the other warehouse." Ezren posits.

Ezren the Wizened |

"Interact is a broad term, isn't it? We could pretend to be merchants still, or we could interact in a bloodier fashion, should it come to that."

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"Before we do that, could we just tell them what we found here? They might be surprised too about these...things."

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What's the plan? Talk to the guards? Sneak in?

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Talk.

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With weapons stowed once more, the group of 'merchants' exit the northern warehouse. The trio of guards look suspiciously over at you as one approaches. "What is going on in there? We heard all these crashes and all these popping, crackling sounds."

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"We came in to look at the warehouse, and these creatures started attacking us. They weren't zombies or even really undead! They were some kind of flesh golems!"
Diplomacy, if needed: 1d20 + 8 ⇒ (4) + 8 = 12
Hopefully not needed with that roll!

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"We found zombie arms with identifying marks matching the ones these creatures wore in one of the boxes. I suspect these were imposters."
Diplomacy: 1d20 + 7 ⇒ (1) + 7 = 8
Diplomacy, Hero Point reroll, Promotional Vestments: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10 Oof. Maybe not a crit fail now?

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Any others wish to try a diplomacy, deception, or intimidation?

Ezren the Wizened |

"We have luckily handled the situation through brute force, but we fear that other unfortunate circumstances may present themselves in this area. May we investigate the warehouse you guard for anything suspicious?'
diplomacy: 1d20 + 9 ⇒ (2) + 9 = 11
Hero point that! 4,1,2,2 Someone doesn't want us to succeed...
diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28

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The three guards look at each other with a confused look as Ezren pulls through on the explanation. "Flesh Golems?!?" Two leave their post to head into the northern warehouse to investigate these imposters.
The remaining guard careens his neck over to try and see inside while still maintaining his post. "Yea, no problem. Do what you need, just don't make a mess." You head in through the northern entrance which is covered in Gebbite propaganda posters that state that Queen Arazni has been kidnapped by the evil forces of Nex.
You find yourselves surrounded by various crates, pallets of produce, and seven zombies bearing with armbands identifying them as Workers 1, 3, 4, 6, 8, 9, and 10. The zombies shuffle slowly but surely in predictable patterns, repeating the same rote movements over and over; one zombie opens a crate, another places baobab fruit inside, and a third seals it. An inventory and records sheet is pinned to an interior wall and covered in markings.
Mercantile Lore, Society, Scribing Lore, or Perception are the checks that will assist with your investigation. You each receive a +1 bonus to your rolls for uncovering the flesh golems earlier.

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Chumwi looks around for things out of place. He pays particular attention to the baobab fruit.
Perception: 1d20 + 13 ⇒ (17) + 13 = 30

Ezren the Wizened |

"Hopefully these brutes don't turn on us." Ezren examines the setup and records available.
Mercantile Lore: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27

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Tybalt is a little disappointed that he wouldn't have to use his axe on the guards, but he goes with the rest to investigate the warehouse.
Society: 1d20 + 9 ⇒ (7) + 9 = 16
Perception: 1d20 + 12 ⇒ (1) + 12 = 13

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You split up around the warehouse to look for anything suspicious. Chumwi finds traces of forced entry, tracks, and other clues of tampering. Crit Success +2 Investigation points Shrec tries to help but ends up stepping right through one of the obvious signs, hindering the investigation a bit. Crit Fail -1 Investigation Point Ezren meanwhile, takes a look at the inventory and records sheet to notice discrepancies in standard operational procedures in the warehouse and zombie workers. Crit Success +2 Investigation Points
Tybalt wanders around a bit, not stepping across anything obvious. Failure, but doesn't matter as you maxed out the investigation points.
You realize the records sheet is a clear forgery and contains subtle linguistic tells that identify it as a plant by the Whispering Way. Likely the golems were planted by the Whispering Way as well.
Having uncovered both pieces of evidence you return to Selu and find her relieved. She escorts you back to your ship, where you set sail for Jalmeray. There, you meet back to report your findings to Venture-Captain Rashmivati Melipdra. "You are back. I assume you got to the bottom of those fruit shipments in Geb?"

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"Well, we found something anyway. It seems the Whispering Way had infiltrated the supply chain, though I don't think we found anything indicating why they might have done so."

Ezren the Wizened |

"Rather intricate, if you ask me. Forgeries, tampering. The Whispering Way brought golems in for muscle as well." Ezren informs.

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Venture-Captain Rashmivati Melipdra thinks deeply for a moment. "Seems like they are trying to foment unrest in Geb. The golems likely mean that the Whispering Way are trying to frame Nex for this interference of the shipments." She jots down a quick missive and sends it out with a courier. "We will have to keep a close eye on the region to try and get to the bottom of things, but you can rest knowing that at least the fruit trade has now stabilized, at least for the time being. Now get some much needed rest."
That is the end of the quest. I hope you all enjoyed. Please continue to roleplay as much as you wish to and I will have your chronicles out shortly.