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Mid-tumble, Sky hears Roots talk about his plant friends while right next to him Arfsnarf is trying to burn a path through them. I hope none of those were his friends.... or family... he thought to himself.

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"let's stay sharp friends, more of those unholy troops may be patrolling nearby..." Added the oracle as she catches her breath, luckily she is in good physical condition and was capable of getting out of there in time.
Now a new obstacle, those twisted plans looks as evil as the undeads that haunt the gravelands to Sieglinde's eyes and while she can probably use some of her magic she prefer to save it and utilize a more mundane but nonetheless effective solution, hack and slash at it with her Guisarme.
"Just in case... I'm respectful of nature but these tangled vines in this place... It's just unnerving, like if they were some sort of twisted trap." Commented the Half-Elf before starting to swing her weapon hoping to not offend Roots
◆Strike!
Attack Roll: 1d20 + 6 ⇒ (9) + 6 = 15
is a damage roll needed? Also after seeing those undead I'd say that Sieglinde will keep her weapon in hand from now on using it as a walking stick of sorts

GM MG |

In spite of them not having a clear path in the prickly grass road, the Pathfinders manage to cross the area safely and quickly. Xun hops here and there, landing on the least thorny parts; the leshy is in his natural habitat; Sieglinde swings her polearm like a scythe. They're certainly earning the name "pathfinders". (Success.)
Sky Shark puts them all to shame, however, with his acrobatic feats. Hard to image that the somersaults and backflips were strictly necessary, but they earn him style points at least. (Critical success!)
Arfsnarf, on the other hand, in a typical goblin fashion, starts setting things on fire. Unfortunately it turns out that fire is a fickle thing, and difficult to control. Before he has the chance to inadvertently (?) cause a forest fire, Sky Shark snatches him, carrying him across, and the group can move on. (Fail.)
All in all, the prickly undergrowth part of the forest path does little to slow the Pathfinders down.
----
Goldenflame. An idyllic town that blossomed when its famed college was built and established. Equally a civilised place for learning and a religious place for moral acting: a place where students could study how to best do good in the world.
Now, barren. Gray. Lifeless.
The Pathfinders reach the outskirts of their destination in the early afternoon, and are greeted with a sight they had expected, more or less. And yet the reality of it all is still somberly bleak. Xun picks up a discarded child's toy from the ground. Hopefully its owner managed to evacuate the town.
It's hard to image that a living Lastwall survivor would run away from you. Either they did not notice you, or they were some sort of undead.
It's safe to presume that the party's presence in the Gravelands has finally been noticed. It was an inevitable eventuality, really. By your estimates, it should take at least a few hours for the Whispering Tyrant's faction to organize and mobilize a strike force against you. From here on, every hour is precious.
(And who knows, maybe the intelligent undead don't care about a few roaming survivors, or a small group of explorers scavenging the ruins. With luck, any paranoia will have been unnecessary.)
Goldenflame's central area has a town plaza, complete with a crumbling fountain in its center, now dry as a dusty bone; a chapel, as Lastwall settlements usually did; and some other buildings whose purposes are difficult to divine from a long distance. No doubt they'll become more familiar in due time.
From your current location in the outskirts, a safe distance away from the town, you can't really tell whether the place is infested with the undead. Presumably yes, but there is a notable silence. Whatever is in that town is dead silent.
(That whole discussion you had about exploration mode, that you'd use the half-speed exploration activities should you enter a dungeon or a haunted mansion? Yeah. Wanna do that now?)
(It's the new year and a weekend, so we ought to be pretty patient with the posting rhythm. On Sunday I'll proceed with these assumptions:)
Kló: Search for hazards; Xun: Search for hazards; Sky Shark: Scout; Sieglinde: Repeat detect magic; Arfsnarf: Avoid Notice; Roots Drink Rain: Avoid Notice.

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This seems a good place as ever to be alert and Sky mentions to the rest of the team that we should keep an eye out for anything dangerous. Yep, perfect time to transition, scouting sounds great to me, I don't have any other skills that I can use anyways.
Sky doesn't like the vibe of this place and decides to be on extra high alert, slowing down his movement in order to keep an eye both ahead and behind of the party for any unwanted visitors. He takes out his waterskin and drinks some water, uttering some words to his god before they make way into dangerous territory.

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Xun looks at the town from the distance breathing heavily. He looks first for any dangers and then he says
"From what I heard from other agents that chapel over there served as well as a Town Hall. So some information about townsfolk could be fond there."
Yeah let us start the transition. Xun is searching.

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"I saw someone in the distance... Hey do you think someone can still live here..? This place is so sad, so lonely... So devoid of life, the stillness of death is everywhere, those who died here, it wasn't a honorable death on the battlefield but neither was it peaceful, if someone is still alive we should try to bring that person with us! Otherwise... They'll join the the Whispering Tyrant in Undead..." Said the Oracle as the sorrow overcame her, it wasn't Goldenflame but the very Lastwall... Now the Gravelands.
"I wonder... Oh, excuse me, I didn't mean to act so gloomy, anyways now that we're in what used to be a populated area there's a good chance of finding some magical items scattered around." Added Sieglinde before getting back at the Pathfindering businesses.
Detect magic on!

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Even the goblin knows to quiet down once they reach the outskirts of town. Yes, Arfsnarf will Avoid Notice when the group slows down and takes its time.
Listening to Sieglinde, Arfsnarf offers his thoughts. Surely some Pathfinders be hiding out from undead here. Where else would you hide if trapped in undead-infested lands? But... we have to be careful so they don't think we're undead sneaking up on them! Make contact with Pathfinders without alerting undead in area! Tough!

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Sorry for a slow post … holidays happened. :)
And Kló searching for hazards sounds perfect!
"I saw someone in the distance... "
The big Ulfen nods at Sieglinde’s observation, pointing with his longspear in the direction it ran off. ”It was undead. Some kind of scout, I think” He looks up at the sun, gauging how much time it would take a single scout to get news of their presence back to any larger forces.
”Only a few hours until that thing brings more. We should hurry. We want to be gone when they get here.” Suiting actions to his words, he lumbers forward, his dark eyes seeking threats.

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"Undead, huh..? That definitely isn't a good omen, in any case let's keep an eye open for survivors." Acknowledged the Half elf, now that was not only disappointing but also unnerving, knowing that an army of living corpses that can't be reasoned with draws near isn't what most Pathfinder would like know.
"Hey... This may be a weird thing to ask but... Do you believe that once an Undead is destroyed, the soul of their former self is judged by their acts as a mortal or must also carry the burden of the sins it committed as an Undead..?" Wondered Sieglinde as she gazes at the ominous looking chapel.
Sorry, I like to role play, hope you don't mind it

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Roots Drinks Rain suggests going down to the town first.
"Yes, yes! Let's go to to where they keep the dead leaves that the people write on!"
Roots Drink Rain thinks about what Sieglinde said. "The Undying are not part of nature. When they are slain they go back to the earth, so I think their soul must also go back to where they are supposed to."

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The goblin ponders Sieglinde's, beginning to think out loud on the matter.
Did they soul even get delayed from the process? Skeletons and zombies is just bones and junk. Re-used. Soul might be happy and made it to final destination already...? Don't really know though.

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Do we mind role-playing in a role-playing game? Hmm hard to say :P
Xun looks in the direction shown by Klo.
"We should keep moving, it was inevitable for them to learn of our arrival. But I would prefer if we never found out what they will send to deal with us."
As Xun listens to Sieglinde
"There are many ways to create an undead creature. In most of them, the soul is of no importance and takes no part. As such the actions of the undead should not have anything to do with the actions of a person. It could be a different story when you bound a spirit of a creature."
Says the bard holding his drum in his hands
"I dealt with the undead in the past... I summoned them to fight for me... But never have I saw anything like this."

GM MG |

You cautiously approach the town plaza, weapons drawn, so that you might enter the chapel and begin your investigation.
You immediately notice a horse limping near the fountain at the center of the plaza, a first sight of movement in the ghost town. By the time you reach the plaza, you notice the horse's body is festering, and its bones and sinew are partly visible.
A tiniest sound you make sets it off. The undead horse snorts and lets out a rasping whinny from a rotting gash in its throat. An ungodly, unnatural screech.
Suddenly the Pathfinders discover, much to their horror, that the town was indeed packed with the reanimated corpses of the left-behind former Lastwall citizens when several zombies, clad in tattered clothing, move into action, emerging from behind walls and dead hedges.
Kló: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Xun: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Sky Shark: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Sieglinde: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Arfsnarf: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Roots Drink Rain: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Them A: 1d20 + 3 ⇒ (7) + 3 = 10
Them B: 1d20 + 0 ⇒ (1) + 0 = 1
*Roots Drink Rain (undetected)
*Sky Shark
*Xun
*Sieglinde
*Arfsnarf (undetected by shamblers)
*Kló
Them
(Those with *asterisk may act.)

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Kló had been silently pondering the question of the nature of souls and the afterlife. He opens his mouth to (finally) respond when the horse comes into sight.
He points once again with his longspear at the unliving horse, "That thing has a wayfinder in its throat!" Then, seeing the wave of oncoming undead, he drops his spear in favor of the simple club hanging from his belt. With club in-hand, he begins a low, growling chant, pounding the stones at his feet in time with the words. The chant seems to be echoed in your mind ... something simple and primal ... and you feel it swirl and grow on the club, which grows a menacing array of spikes and thorns.
One action to draw his club. Two actions to cast SHILLELAGH (duration 1 minute).

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As quickly as the shamblers arrive Xun begins to beat the drum, the rhythm begins to fill the air and inspire everyone to combat. The dynamic beats seem to give everyone energy as Xun's hands hit the skin stretched on the wooden drum.
"Brace yourself, the undead have found us."
Inspire courage, lingering composition, level based DC16: 1d20 + 8 ⇒ (2) + 8 = 10
Check failed so inspire courage last only 1 round, but Xun lose no focus point
Enemies are outside of my range, so Xun will Inspire competence for whoever will do any skill check this round, like recall knowledge, if no one will do this that is fine, had nothing to do with 1 action anyways.
Performance, DC20: 1d20 + 8 ⇒ (16) + 8 = 24
As the music fills the air Xun reaches out for some magic of the place, every place has its loas that could be asked for aid. Xun opens his senses and once again is shaken by the death and decay surrounding him in the spiritual world, the demons and smaller spirits are feasting on the dead, and more powerful ones are aiding in bringing the undead back to life. Xun is not interested in them at the moment so he borrows some of the energy and build a shield around him.
Acion economy:
1st: Inspire courage (gives +1 to attacks, +1 to damage rolls)
2nd: Inspire Competence (if anyone uses a skill this round)
3rd: cast a Shield spell
@GM: you created all zombies with red border, I took liberty to change the colors to be unique, so that people can aim the specific zombie. If the same color was chosen on purpose sorry for messing it up.

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"Did it ate a Pathfinder..!? This is horrible!" Commented the oracle as she gets ready to fight, for some reason the uneasiness that has been haunting her suddenly vanishes, this is now the battlefield, everything becomes much clearer now, allies and foes that's all.
◆Stride, Sieglinde springs into action moving 25 ft in a straight line to get a better view of her foes, shambling corpses and a monstruos horse looking undead.
can't edit the slides at the moment but will soon get an app for doing so, my phone is a little outdated
◆Recall Knowledge, not wanting to jump like a berserker the Half-Elf devotes a couple of seconds to the identification of the biggest undead, the horse.
Religion (+2 from Xun Aid): 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
◆Cast Shield, deciding that staying close to her allies is the best course of action at the moment Sieglinde conjures a temporal shield of force just in case one of the corpses reach her.
Decided to not burn resources yet or stride too far from the party on my own, we better let them get closer

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Roots Drinks Rain springs into action, moving down to intercept one of the zombies moving to the group. As he runs forward, he pulls a pair of hard thorny seeds that are about the size of figs and tosses them at the approaching undead.
Two strides and one action for flurry of blows. His seed pod attack is a ranged unarmed attack, so he can use flurry of blows with it. Resistances and weaknesses get applied after adding the damage of both attacks together.
Flurry of Blows vs Yellow: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Bludgeoning: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Flurry of Blows vs Yellow: 1d20 + 7 + 1 - 5 ⇒ (20) + 7 + 1 - 5 = 23
Bludgeoning: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
On a critical hit, seedpod attacks also incur a -10 movement speed penalty for 1 rd.

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I must say that using flurry of blows with seed pod is pretty clever! The second attack is even a critical!

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The little goblin takes a more serious demeanor as he stalks up to the raised platform that the fountain resides on. His head turns back and forth scanning for the oncoming zombies.
[[A]] Stride 25'
[[A]] Stride 25'
[[A]] Stride 20'

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Sky lets the group talk about the philosophies of undead and where they go when they die as he quietly stays alert and enjoys the breeze during their long travel to the town. He's almost not surprised that as soon as they entered, they would be met with a swarm of undead, putting the party into combat mode. Sky notices that some of these pathfinders are rather new, and although he isn't much more experienced himself, he knows that it's his duty to keep them safe.
First, his stance changes as he leans back and extends his leg outwards, entering his own version of Dragon Stance that he likes to call Shark Stance. Action 1, Dragon Stance. He then charges forward and moves to intercept the oncoming undead, especially the horse that doesn't know how to wear a wayfinder. Action 2 and 3, Double Stride.

GM MG |

Roots Drink Rain positions himself to block the path of the nearest zombie, and launches a barrage of thorny seeds at the shambling corpse. (I presume you meant orange; the one in front of you.)
(Yep, hit and crit. You seem to already know his, but apparently the range increment of seedpods is only 10 feet. Hm.)
Sky Shark adopts a fierce martial stance and charges forward.
Xun fills the plaza with the sounds of bardic drum beats, and spellcasts a barrier.
Sieglinde observes the strange equine and likewise spellcasts a barrier.
(Remember, identifying is Recall Knowledge, which is a secret check. That dice-tag is null.)
Such zombiefied animals oft carry horrid mutations. You realize that this zombie horse is emitting a semi-magical gas, almost invisible to the naked eye. This surrounding aura causes wounds to fester. Fighting from afar is recommended, if possible.
Arfsnarf waddles to the center of the plaza to gain strategic advantage.
Kló prepares himself, spellcasting an enhancement to his druidic weapon.
The horse, like a ravenous beast, pounces at Sky Shark, ready to gnaw his face off,
Jaws: 1d20 + 8 ⇒ (3) + 8 = 11
Slashing dmg: 1d8 + 5 ⇒ (2) + 5 = 7
but the martial artist swiftly dodges such a predictable attack.
The zombies approach, drawn in by the scent of living flesh. One orange zombie steps toward the leshy,
Fist: 1d20 + 8 ⇒ (19) + 8 = 27
Bludgeoning dmg: 1d6 + 4 ⇒ (1) + 4 = 5
and whacks him.
Another yellow barges out of the chapel and slams into Sky Shark,
Fist: 1d20 + 8 ⇒ (18) + 8 = 26
Bludgeoning dmg: 1d6 + 4 ⇒ (5) + 4 = 9
who was too busy fending off the horse.
A couple more the rest walking corpses march their way towards the living: two at Sky Shark, one stumbling its way around fountain toward Sieglinde, seemingly unaware of Arfsnarf. (Arfsnarf, you're currently undetected by the shamblers, but you're not exactly in a well-hidden location: expect to be detected soon.)
*Roots Drink Rain (undetected except by orange; 5 dmg)
*Sky Shark (9 dmg)
*Xun
*Sieglinde
*Arfsnarf (undetected by shamblers)
*Kló
Horse
Shamblers
. orange (9 dmg)
. yellow
. green
. teal
. blue
(Those with *asterisk may act.)
(Sky Shark, you take 1d6 ⇒ 2 negative damage on your turn as the wound left by the zombie festers; make a basic Fort save, DC 15.)

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Kló sees a wall of slathering, moaning undead closing around Sky. There is no caution, no strategy ... just the threat posed to a fellow Pathfinder. Kló refuses to fail. He thunders forward, roaring wordlessly as he crashes down on the closest undead threatening the Shark. His enhanced club — seemingly with a primal mind of its own — crashes down on the unliving abomination.
I don’t believe diagonals cost more movement. Is that correct? If so...
ACTIONS: Stride > Stride (ending in the square directly above yellow) > Strike
Shillelah vs Undead: 1d20 + 7 ⇒ (18) + 7 = 25
blud damage: 3d6 + 3 ⇒ (2, 2, 6) + 3 = 13

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Yeah, I meant the orange one.
The first diagonal movement costs one square and then the second costs two squares. Rinse and repeat as needed.
Roots Drink Rain delivers another series of punches, flailing with his branch like arms.
Inspire Courage
Flury of Blows: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Bludgeoning: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Flury of Blows: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Bludgeoning: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
If that is enough to kill the zombie, then Roots will move over to Yellow and draw his dagger.
"Should I cut these ones?" he asks, holding his dagger up in the air.
If that wasn't enough to kill the zombie in front of him, Roots will draw that dagger and slash at the zombie in front of him.
Dagger: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Slashing: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4

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(Arfsnarf, you're currently undetected by the shamblers, but you're not exactly in a well-hidden location: expect to be detected soon.)
Yup, the current delay is in fact the best that I expected. Have no illusions he can hide there all battle :)
Arfsnarf sees that the zombies have started to converge around the undead horse. This is, roughly, what he wanted!
Yes, gather mindless husks! Easier to burn and zap!
[[AA]] Cast (somatic, verbal) electric arc vs TEAL + RED
Electricity damage vs. TEAL zombie: 1d4 + 4 ⇒ (2) + 4 = 6
Electricity damage vs. RED zombie horse: 1d4 + 4 ⇒ (3) + 4 = 7
His head darting back and forth as he scans for potential zombie attacks, Arfsnarf conjures a faint, shimmery field of force on his arm. As this happens, his skin begins to glow and shimmer with the faint pattern of dragon scales on his skin. But that can't be right. He's a goblin, not a dragonkin. Right?
The goblin particularly focuses on the zombie opposite the direction of his attack blue.
[[A]] Cast (verbal) shield, AC +1 until his next turn
Additionally because shield is a bloodline spell...
Blood Magic Draconic scales grow briefly on you or one target, granting a +1 status bonus to AC for 1 round.
So AC 20 until his next turn

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Forgot to add the multiple attack penalty to that last roll. It would have actually been a 17 to hit.

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@all pls keep in mind inspire courage which gives you +1 to attack and damage rolls. Good job our leashy monk for remembering it.
Arfsnarf you should add +1 to your electric arc, Klo to your attack.
@Klo you can double move to be next to blue and attack, the next round you can double move to be n next to yellow. Only an idea
Xun keeps on drumming, the music fills the square inspiring to a victory.
inspire courage, Lingering Composition,Dc16: 1d20 + 8 ⇒ (16) + 8 = 24
Inspire Courage lasts 3 round now
Then he picks up his dark short bow and puts an arrow on the bowstring.
Fire@Blue, inspire courage: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
damage, piercing, inspire courage : 1d6 + 1 ⇒ (2) + 1 = 3

GM MG |

(What's the blue arrow in the map for? The hedges are all only 2–3 feet high; a creature can move through them, but they are difficult terrain.)
Roots Drink Rain whips the zombie in front of him with his vines, and even uses a dagger to slice its flesh. (Let's say you had the dagger drawn from the get-go, and you've been using unarmed strikes with one hand. Unless you have Quick Draw feat, action economy doesn't easily let you draw and strike with one action.) At first it looks like that was enough to finish the job, but then the zombie groans and extends its arms once more. These ones are tough. (Still there! And yes, I included the +3 damage you got from Xun's inspire courage.)
Xun continues the bardic drumming, (huh, inspire courage is only verbal and not somatic, so you can technically "beat your drums" hands-free!) and shoots an arrow at the undead who's heading their way.
Arfsnarf, his tactical genius manifesting, spellcasts a jolt of electricity at the undead, (that's a basic Ref save, DC 18?)
Ref, teal: 1d20 + 1 ⇒ (8) + 1 = 9
Ref, horse: 1d20 + 4 ⇒ (7) + 4 = 11
frying some rotting flesh.
Roots Drink Rain (undetected except by orange; 5 dmg)
*Sky Shark (9 dmg)
Xun
*Sieglinde
Arfsnarf
*Kló
Horse (7 dmg)
Shamblers
. orange (28 dmg)
. yellow
. green
. teal (6 dmg)
. blue (3 dmg)
(Those with *asterisk may act.)

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Fort vs DC 15: 1d20 + 7 ⇒ (17) + 7 = 24
Sky didn't expect to be caught off guard as he's dodging the horse, a minor misstep that resulted in a manageable wound. He holds his ground and stands as the barrier between the oncoming horde and the party as he makes an attempt to do quick work of the horse. While dodging attacks, he swings around in his stance and sets up for a powerful blow, shouting out a loud "OOS!" as positive energy gathers around his foot and he makes a flurry of shark tail kicks at the horse! Ki Strike, Flurry of Blows, Dragon Tail kicks
Shark Tail 1 + Inspire: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
Damage: 1d10 + 4 ⇒ (1) + 4 = 5 + Positive Damage: 1d6 ⇒ 1
Shark Tail 2 + Inspire: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Damage: 1d10 + 4 ⇒ (10) + 4 = 14 + Positive Damage: 1d6 ⇒ 6
This RP is assuming I hit both, haha
He manages to connect with a weak kick, unimpressed with himself as he chalks it up to not having fought in awhile, and starts to consider these undead as a warmup as he spins around and connects with a second much more impressive kick.
Depending on if the horse is still up or not, he will continue focusing on it or turn these attacks to the undead that hit him.
Action 2: Shark Tail 3: 1d20 - 1 + 1 ⇒ (7) - 1 + 1 = 7
Action 3: Shark Tail 4: 1d20 - 6 + 1 ⇒ (19) - 6 + 1 = 14
If that last one hits you can roll my damage for me, 1d10+4.

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GM, can I take Xun's suggestion and double Sride next to Blue (map updated) and Strike that one? Those previous rolls were HERE.

GM MG |

Sky Shark, steadfast in the face of a group of growling undead in front of him, pummels the rotting horse with mystically-empowered kicks. (Understandably I had to do a double take, and yep, seems your math checks out. That's 5*2+1+14+6 dmg in total from the flurry, apply weakness to that, and 1d10 + 4 ⇒ (8) + 4 = 12 from the fourth strike... Folks, you're looking at 53 damage in total!)
(...Would you believe me if I told you, combined with the 7 from Arfsnarf, you needed exactly 53 damage to destroy it?)
In the blink of an eye, the undead horse is no more: in its place only a pile of bones and expired animal meat.
Kló, with fierce determination, bludgeons the monstrosity who had Xun and Sieglinde in its sight.
Roots Drink Rain (undetected except by orange; 5 dmg)
Sky Shark (10 dmg)
Xun
*Sieglinde
Arfsnarf
Kló
Shamblers
. orange (28 dmg)
. yellow
. green
. teal (6 dmg)
. blue (16 dmg)
(Those with *asterisk may act.)
(It's the weekend, and Sieglinde already posted once this weekend, so I won't bot her until sometime in Monday. You folks have been very active.)

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wow! You did a lot of damage while I was off, amazing guys :D
◆Cast Athletic Rush, Drawing from a divine wellspring of fervor The oracle rushes into the battle moving at lightning speed.
+10 ft to speed and +2 to athletics, Strides 35 ft
◆Trip! Still empowered by divine's might sieglinde attempts to topple the zombie in her reach (yellow).
Atletics: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
◆Strike! And so she does what comes naturally to her, strike the undead.
Attack roll: 1d20 + 6 - 5 ⇒ (15) + 6 - 5 = 16
Damage roll: 1d10 + 3 ⇒ (9) + 3 = 12
"Well done, these corpses are hardly an obstacle to us!" Commented Sieglinde as she does her part at destroying the zombies.

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Arfsnarf, his tactical genius manifesting, spellcasts a jolt of electricity at the undead, (that's a basic Ref save, DC 18?)
Yes, and I also neglected to include inspire courage damage from Xun.

GM MG |
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Sieglinde rushes Sky Shark's side and sweeps one of the zombie's feet. The mindless zombie doesn't lose its balance, and so she cleaves the zombie with her guisarme instead. (Remember to take Xun's inspire courage bonus into account.)
(I believe that progresses your curse to minor, Sieglinde. After that Strike, the AC penalty is -0.)
The zombies groan and stir. One orange swipes at Roots Drink Rain,
Fist: 1d20 + 8 ⇒ (18) + 8 = 26
Bludgeoning dmg: 1d6 + 4 ⇒ (6) + 4 = 10
injuring and latching onto the leafy warrior. (You're now grabbed.)
Several others still has Sky Shark in its sights. One yellow tries to grope him,
Fist: 1d20 + 8 ⇒ (11) + 8 = 19
Bludgeoning dmg: 1d6 + 4 ⇒ (4) + 4 = 8
and just barely catches him by the ankle. (You're now grabbed.)
Another green gangs up on the now-restrained monk,
Fist: 1d20 + 8 ⇒ (5) + 8 = 13
Bludgeoning dmg: 1d6 + 4 ⇒ (5) + 4 = 9
but Sky struggles back.
Another teal wants a piece of the human as well.
Fist: 1d20 + 8 ⇒ (16) + 8 = 24
Bludgeoning dmg: 1d6 + 4 ⇒ (6) + 4 = 10
And that's what it gets. Surrounded like this, Sky has little time to celebrate his personal victory against the large undead horse. (Together these make 18 damage. By my calculations you're at 4 hp.)
The lone blue zombie, away from the piled-upon Sky Shark, is instead fighting Kló.
Fist: 1d20 + 8 ⇒ (20) + 8 = 28
Bludgeoning dmg: 1d6 + 4 ⇒ (6) + 4 = 10 x2 = 20, and you're grabbed.
This corpse must've been a Lastwall knight in its lifetime, as it surprises Kló with its sheer physical force. His consciousness fails him, and he goes limp in the firm arms of the living dead. (Because the attack that reduced you to 0 was a crit, you're now at dying 2.)
(@Arfsnarf: Noted. That's +1 damage against teal.)
(+1 attack, dmg, saves vs fear)
*Roots Drink Rain (undetected except by orange; 15 dmg; grabbed by orange)
*Sky Shark (28 dmg, grabbed by yellow)
*Xun
*Sieglinde
*Arfsnarf
*Kló (at 0 hp, dying 2, grabbed by blue)
Shamblers
. orange (28 dmg)
. yellow (13 dmg)
. green
. teal (7 dmg)
. blue (16 dmg)
(Grabbed condition, Escape action)
(Those with *asterisk may act.)
(Klo, make a recovery check; a flat check with DC 12.)

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"Stay with us Kló...! And begone vile corpses!" shouts Sieglinde as she prepares herself to channel positive energy.
◆◆◆Heal! After uttering some words of power and allowing her curse to wreak havoc on her the Half-Elf unleashes a burst of positive energy that bathes everything in a 30ft radius offering succor to the living but also burning undead flesh with righteous might.
Heal: 1d8 ⇒ 5
yep, I noted it on my bar, will take the penalty this round, also I thought that Xun was too far from me to be affected by inspire courage
would inspire courage +1 add to the heal's damage to the zombies?

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The goblin, enjoying his undisturbed (for now) location, holds up his tiny hands and again sends sparking bolts of electricity into the melee.
[[AA]] Cast (somatic, verbal) electric arc vs TEAL + GREEN
Electricity damage vs. TEAL zombie (IC), DC18 basic reflex save: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Electricity damage vs. GREEN zombie (IC), DC18 basic reflex save: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6
[[A]] Cast (verbal) shield, AC +1 until his next turn
Again another +1 AC (to 20) due to Blood Magic
Impressed with Sky Shark's hit, the goblin is unsure how much his own efforts are doing. He yells out to his teammates. "How tough is they? Is sparky enough?"

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Sky starts to feel the weight of his attackers stacking on top of him, all going according to plan but maybe too well, before feeling the gentle breeze of positive energy helping him fend off the crowd of undead. He turns to the one grabbing on to him and attempts to use his physical monk prowess to break free. Action 1
Unarmed Attack: 1d20 + 9 ⇒ (9) + 9 = 18
Eager to keep his position as the tank of the group, he stays where he's at and unleashes a flurry of blows at the undead. He starts off with the light blue one, letting loose a flurry of kicks. Action 2
Dragon Tail 1: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d10 + 4 ⇒ (4) + 4 = 8
Dragon Tail 2: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d10 + 4 ⇒ (2) + 4 = 6
If his opponent is still standing, he will continue his onslaught, or redirect his final attack to the undead next to him, lime green. Action 3
Dragon Tail: 1d20 - 1 ⇒ (4) - 1 = 3
Damage: 1d10 + 4 ⇒ (6) + 4 = 10

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Wow, the zombie I'm fighting has a lot more hp than I expected. So I did use only 3 actions on my last turn. Flurry of Blows only takes one action.
Not happy with being grappled, Roots strikes at the zombie with his dagger.
Dagger: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Slashing: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Dagger, 2nd attack: 1d20 + 7 + 1 - 4 ⇒ (7) + 7 + 1 - 4 = 11
Slashing: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
If the thing is still standing, Roots will do flurry of blows to the zombie holding him. If he has the actions he will move to flank the yellow zombie with the Shark, and do that flurry of blows to it.
Flurry of blows: 1d20 + 7 + 1 - 8 ⇒ (16) + 7 + 1 - 8 = 16
Bludgeoning: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Flurry of blows: 1d20 + 7 + 1 - 8 ⇒ (13) + 7 + 1 - 8 = 13
Bludgeoning: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6

GM MG |

Roots Drink Rain shanks his attacker, finally putting it down. (1st action did the job.) He moves on to another target, pummeling the undead that's holding Sky Shark.
Sky Shark breaks free from the corpse's hold (yep, no longer grabbed), and kicks another in the chin.
Sieglinde spellcasts a burst of healing around her. (That'll get Arfsnarf, Sky Shark, Roots Drink Rain, yourself, and three of the zombies: teal, yellow, and green.)
Fort, teal: 1d20 + 3 ⇒ (8) + 3 = 11
Fort, yellow: 1d20 + 3 ⇒ (8) + 3 = 11
Fort, green: 1d20 + 3 ⇒ (5) + 3 = 8
Her allies enjoy a nice breeze of positive energy, while the three walking corpses are blown back by the burst.
(Re: Inspire courage: yeah, good point. I'm not too sure if you're within 60 feet of Xun to get the bonuses.)
Arfsnarf spellcasts bolts of electricity into the melee,
Ref, teal: 1d20 + 1 ⇒ (14) + 1 = 15
Ref, green: 1d20 + 1 ⇒ (12) + 1 = 13
which work wonders against immobile targets.
Kló is... (I suspect Xun might try to heal you on his turn...) doing his best. (That'll put you at dying 3. You die if you reach dying 4. Had you not used your hero point earlier, you could've used that to recover automatically.)
Roots Drink Rain (10 dmg)
Sky Shark (23 dmg)
*Xun
Sieglinde
Arfsnarf
Kló (at 0 hp, dying 3, grappled by blue)
Shamblers
.
. yellow (28 dmg)
. green (11 dmg)
. teal (28 dmg)
. blue (16 dmg)
(Those with *asterisk may act.)

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Xun reaches for another arrow wishing to shoot the Zombie that Kló is fighting. But why is the human standing in the way of his arrows? Xun looked a bit closer and noticed the gruesome fact, Klo was down and was held by the Zombie.
Bart quickly scanned the field to see that no one else is in range to help Klo.
He moves forwards and begins to chant in polyglot. His eyes shine brighter and a green mist gathers around him. As he looks at the druid in the spirit form Xun spots that his soul is barely holding to the body and that Guédés begin to gather to animate him as soon as he falls down.
Xun gathers the energy and sends it towards the fallen comrade. A swarm of translucent snakes begins to close up on the druid and begin to bite him in his leg.
Soothe: 1d10 + 4 ⇒ (9) + 4 = 13
"Wake up Kló! The world is not done with you, not just yet!"
Move and cast Soothe. Inspire courage is still up, it is 60ft emanation so even if it is not moving with Xun everyone was in range.

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Consciousness slams into Kló like a cold northern wave, jarring his senses to life.
... which is unfortunate given that he's in the rotting embrace of something so disgusting. Instinctively — and with a wordless roar — the big man tries to throw off the undead.
Action 1: Escape, Athletics: 1d20 + 6 ⇒ (14) + 6 = 20
If that Escape succeeds, Kló then retreats to lick his wounds, giving Xun a thankful nod as he takes up a position behind him to ready his shield.
Action 2: Stride to the square just down/left of Xun
Action 3: ready shield.
If that initial Escape failed, can he keep trying for his remaining actions? If so...
Escape, Athletics: 1d20 + 6 ⇒ (18) + 6 = 24

GM MG |

Xun heals his druid ally,
who opens his eyes, pushes the grappling corpse away, and retreats a bit.
The zombies continue tirelessly and fearlessly. The one yellow that was struck from behind by Roots Drink Rain turns its head nearly 180 degrees, and focuses its attention on the leshy, away from Sky.
(Yellow:) targeting Sky/Roots: 1d2 ⇒ 2
Fist, at Roots: 1d20 + 8 ⇒ (14) + 8 = 22
Bludgeoning dmg: 1d6 + 4 ⇒ (4) + 4 = 8
(I believe this puts you at 2 hp. Also, you are grabbed.)
Though Roots Drink Rain managed to divert one zombie's attention away from Sky, two other pairs of dead eyes are still fixated on the human martial artist.
(Green:)
Fist, at Sky: 1d20 + 8 ⇒ (13) + 8 = 21
Bludgeoning dmg: 1d6 + 4 ⇒ (3) + 4 = 7
(Likewise, 23+7=30, so you're at 2 hp. Also, you are grabbed.)
(Teal:)
Fist, at Sky: 1d20 + 8 ⇒ (13) + 8 = 21
Bludgeoning dmg: 1d6 + 4 ⇒ (3) + 4 = 7
(Second action to Stride next to Sieglinde.)
Their numbers are overwhelming, their force unbearable. Even Sky Shark must succumb before them. (You are unconscious and dying 1.)
On the other side of the fountain, the expired Lastwall warrior seems to have lost interest in Kló, and instead lurches towards Arfsnarf.
(Blue:)
Fist, at Arfsnarf: 1d20 + 8 ⇒ (5) + 8 = 13
Bludgeoning dmg: 1d6 + 4 ⇒ (4) + 4 = 8
The goblin sorcerer, his defenses bolstered by his magic barrier, is unharmed. For now, at least.
*Roots Drink Rain (18 dmg, grabbed by yellow)
*Sky Shark (at 0 hp, dying 1, grabbed by green)
*Xun
*Sieglinde
*Arfsnarf
*Kló (at 13 hp, wounded 1)
*Shamblers
.
. yellow (28 dmg)
. green (11 dmg)
. teal (28 dmg)
. blue (16 dmg)
(Grabbed condition, Escape action)
(Those with *asterisk may act.)

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Xun smiles towards Klo
"Good to have you back..." but he stops what he was saying as he notices Sky being in the same position as Klo was.
He takes a couple of steps forwards and continues to chant. He is becoming accustomed to the rotten taste of meat in his mouth, the smell of blood, and the shrieking yell in the spiritual world.
He is glad to see that his countryman soul is holding to the body stronger than Klo's was. He extends his hand focusing on closing the wound and bringing back his cautiousness. As he finishes the incantation a swarm of translucent spiders rushes through the ground and climbs all over Sky. They vanish as soon as they touched the skin of the monk.
Soothe: 1d10 + 4 ⇒ (4) + 4 = 8
This time Xun speaks in Mwangi (polyglot language)
"Loas will not take you now, I saved your spirit and body from Guédé. Your mission is not done yet. Raise my brother!"
Rinse and repeat: stride and cast Soothe.

GM MG |

(Apologies, I made a tiny mistake in the initiative order. When you get knocked down to 0 hp, your initiative position moves to before the turn that caused the knockout. New initiative order below.)
Xun continues to heal his downed companions.
*Roots Drink Rain (18 dmg, grabbed by yellow)
Xun
*Sieglinde
*Arfsnarf
Shamblers
.
. yellow (28 dmg)
. green (11 dmg)
Sky Shark (at 8 hp, wounded 1, grabbed by green)
Shambler
. teal (28 dmg)
Kló (at 13 hp, wounded 1)
Shambler
. blue (16 dmg)
(Grabbed condition, Escape action)
(Those with *asterisk may act.)

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◆Strike! Taking advantage of her polearm reach Sieglinde embraces the martial prowess that she has been blessed with, first targeting the Yellow zombie who is grabbing Roots.
Guisarme Attack Roll: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Guisarme Damage Roll: 1d10 + 3 + 1 ⇒ (6) + 3 + 1 = 10
◆Strike again! And after that she keeps going and strikes the zombie adjacent to her (teal?)
Guisarme Attack Roll: 1d20 + 6 + 1 - 5 ⇒ (17) + 6 + 1 - 5 = 19
Guisarme Damage Roll: 1d10 + 3 + 1 ⇒ (7) + 3 + 1 = 11
◆Shield, after attacking the spirits of combat that haunts her smile upon the oracle lifting the direst effects of her curse, for now and so she conjures a magical shield of force again.

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Making the assumption that Sieglinde kills yellow...
Roots moves into position, summoning forth the power of life to make a pair of mystical strikes at each zombie in his reach.
Ki Strike vs Green: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Bludgeoning, plus Positive Energy: 1d6 + 1 + 1 + 1d6 ⇒ (1) + 1 + 1 + (5) = 8
Ki Strike vs Teal: 1d20 + 7 + 1 - 4 ⇒ (19) + 7 + 1 - 4 = 23
Bludgeoning, plus Positive Energy: 1d6 + 1 + 1 + 1d6 ⇒ (6) + 1 + 1 + (3) = 11
Then he follows up on either of the zombies that are still standing with a strike from his knife.
Dagger: 1d20 + 7 + 1 - 8 ⇒ (14) + 7 + 1 - 8 = 14
Slashing: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
one action to move, one to use ki strike, and the last to make another attack.
"HIYAAAAH!"

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Sky comes to his senses in the middle of the battle and finds himself grabbed again by another undead, the panic starting to settle in a little but luckily his mask was there to hide any visual sign of distress as he aims to free himself once again.
Unarmed Attack Escape: 1d20 + 9 ⇒ (3) + 9 = 12 Action 1: Escape
Not sure that gets me out, so I'll roll another
Unarmed Attack Escape: 1d20 + 9 ⇒ (18) + 9 = 27 Action 2: Escape
He wrestles free from the undead once again and for a second, thinks about attacking his enemies from the ground, but he realizes that would put him at too much of a defensive disadvantage so he moves to get up and ready himself for the oncoming attacks. Action 3: Stand

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Arfsnarf recoils at the approaching zombie before it swings a fist at him.
"Kló, your friend came to see me! Should I say 'hi'?"
The goblin steps back from his aggressor and directs a nearby rock on the ground to speed towards it.
Yes, still a cantrip, but this on average does as much damage as a 2-action magic missile. I'll save MM for when I can get a three-action casting in.
[[A]] Step SW
[[AA]] Cast (somatic, verbal) telekinetic projectile at BLUE
Spell attack vs. BLUE, B damage: 1d20 + 8 ⇒ (7) + 8 = 151d6 + 4 ⇒ (4) + 4 = 8

GM MG |
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Roots Drink Rain positions himself between to stand back-to-back (stem-to-back?) with his allies, and pummels the enemy with mystical strikes, destroying not one but two of the surrounding undead enemies.
Sieglinde slashes at the third zombie. The last of the zombies surrounding them falls to the ground, destroyed and never to rise again.
Arfsnarf backsteps away from the last zombie's mouth, and telekinetically hurls a nearby stone at his enemy's rotting face.
With only one hostile enemy remaining and on its last legs, the party together makes quick work of it.
(Combat over.)
The Pathfinders breathe heavily, adrenaline still pumping, cautiously banding together in case more walking corpses show up. Goldenflame is once again dead silent: seems the immediate danger is over.
Roots Drink Rain (18 dmg)
Xun
Sieglinde
Arfsnarf
Sky Shark (at 8 hp, wounded 1)
Kló (at 13 hp, wounded 1)
----
You walk around the town central for a bit, and get a better idea of the town's layout and the buildings there. (Map updated.)
Aside from the dry fountain and the chapel, Goldenflame's central area also has an apothecary; an armory, judging from the sign hanging outside; a small guard house; a general store with the name Goldenflame General; and The Flaming Wheel, which seems to have acted as a tavern and an inn.
The central area now also has a rotting horse carcass, and several remains of humans whose bodies the Pathfinders just put to final rest.
Remembering the metal wayfinder you spotted in the throat of the zombie horse, and inspect the horse's mouth. It seems to be firmly stuck there; probably why it hasn't fallen off in all this time. (Pulling it out is a Thievery check, DC 12. If you fail the check, however, one person has to cut the throat. This grisly and slippery business takes some 10 minutes.)
Suddenly, you hear distant sounds of hoof steps: another horse is approaching your location! Though this one's steps are rather docile. You let out a sigh of relief when the incoming horse turns out to be alive, and not undead.
The riderless steed keeps some distance away from you, but otherwise appears to be docile enough. (Currently indifferent towards you.)