
GM Nowruz |

Mechanics: Rather than have you fight the dozens of zombies, getting to Metella's or Temel's apartment uses rules akin to those used in a chase. Unlike a typical chase though, you are not chasing a target so much as tracking how long it takes to move. Also, you will be overcoming the obstacles as a group and not individually. For each "round", each of you will roll one of the two checks to overcome the obstacle, and we collectively take the highest result. Any other characters' checks that result in a 10 or higher are treated as having used the aid another action for the higher result. There is one exception though which I will point out when we get there. In place of attempting an aid another action, you may cast a spell or use a class ability that deals damage to multiple targets to destroy some of the zombies. Every 2 points of damage dealt by the spell or ability reduces that obstacle’s check DCs by 1 (to a minimum of 10). For each obstacle you fail the check to overcome, you take additional time (tracked by me) but do not need to attempt the check again.
WHO DO YOU WANT TO SAVE?

GM Nowruz |

Round 1:
Whoever you want to save, you first have to make your way past the hordes of zombies who are gradually staggering up the stairs!
You may either ...
... knock them aside as you push your way past them as you race down the stairs (CMD check), or
... vault over the railing down to the ground floor, and hopefully not break anything (Acrobatics check).
Bold may act
~~~
Phase 1
~~~
Abdara
Brakkik
Ferdrin
Aldar
Cade
Raelene

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Abdara looks doubtfully at the physiques of Brakkik, Ferdrin and Raelene, before her eyes rest on Aldar.
“I vote to follow Human Monk.”
acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17
Abdara grabs a hold of Brakkik’s shoulder, pushing off the trap-breaker to bound over the railing, and down the stairs.
bluff to complex secret message (VP) DC 20: 1d20 + 18 ⇒ (18) + 18 = 36
“One vote to protect Metella Rauger! I’ve also been considering the possibility of doppelgängers amongst the guests, and/or Trade Prince Aaqir al’Hakam’s household.”
Success! All Pathfinders may open the spoiler. Non-Pathfinders need a DC 36 sense motive check.

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sense motive: 1d20 + 9 ⇒ (5) + 9 = 14
Aldar has been watching and listening to the world around him, but even he did not expect a zombie invasion. Regardless, he doesn't hesitate as he leads an acrobatic maneuver to vault over the railing. "No hesitation. Let's move."
acrobatics: 1d20 + 9 ⇒ (20) + 9 = 29

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Acrobatics: 1d20 + 3 ⇒ (1) + 3 = 4
Brakkik stops to ponder Abdara’s words before the taller woman vaults off him and pushes the poor ratfolk into a potted palm tree.
Metella sounds fine here!

GM Nowruz |

Aldar takes a spectacular leap over the railings down to the ground floor, diverting the attention of a number of zombies enough for the rest to either do the same, or to push right through them to reach the ground floor.
You have escaped from those blocking the stairway but unfortunately, there is still a large group standing in the hallway between you and the west wing to Metella's quarters.
You may either ...
... cut them down to clear a path through (melee or ranged attack ), or
... try barreling through them to push them aside (CMB check).
-------
1 success!
Bold may act
~~~
Phase 2
~~~
Abdara
Brakkik
Ferdrin
Aldar
Cade
Raelene

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“Hopefully that wasn’t the potted palm I watered with dwarven ale, Brakkik.”
Abdara reaches back over the railing to haul the alchemist to his hind legs and then over the railing by his collar.
She releases him as a couple of Biters get too close, drawing her dagger and pointing out her target.
“I'll try the Crawler that looks like it was half-melted to the road -- perhaps by a fireball?”
ranged dagger attack: 1d20 + 4 ⇒ (18) + 4 = 22

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Bombs Away!: 1d20 + 7 ⇒ (17) + 7 = 24
Fire damage: 2d6 + 4 ⇒ (6, 6) + 4 = 16
Brakkik cheers even while hanging upside down in Abdara’s iron grip.

GM Nowruz |

With Brakkik's explosives at their side the Pathfinders easily blow through the horde of undeads and Abdara cuts through them like hot knife through butter. In no time, a passageway is cleared towards Metella's chambers.
The passage is largely clear and Metella's room is just straight ahead.
Just before you reach it, however, you suddenly see a trip wire that has been cunningly stretched across the corridor at waist level, connected to a simple box further ahead.
A closer look reveals darts sticking out of them. The set-up is crude and hastily done, but clearly someone had feared interference in Metella's quarters.
The undead horde is still coming for you!
You may either ...
... try to avoid the tripwire or evade the darts (reflex save), or
... try to disarm the trap altogether (disable device).
-------
2 successes!
Bold may act
~~~
Phase 3
~~~
Abdara
Brakkik
Ferdrin
Aldar
Cade
Raelene

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"Shomebody shure shet shtuvv up fasht," Brakkik comments as he begins tugging carefully at the tripwire. Pulling a short flat piece of metal from his mouth, he carefully applies pressure to the trap's trigger. "They vould've have to have done it avter she pashed through, avter all."
Disable Device, Trapfinding?: 1d20 + 11 ⇒ (17) + 11 = 28 (+1 if this counts as a trap - chase sequences can be a bit iffy on that distinction)

GM Nowruz |

Brakkik is incredible and tries to make the tripwire ineffective! You all are glad that he is here as there are dead zombie lying on the floor that ended up tripping over the same wire.
Disaster would have befallen you if Brakkik's quick hands would not be with you! He slices the tripwire and almost immediately grabs and holds onto the end connected to the box, preventing the trap from triggering.
Once he is certain that it is secure, he quickly moves up to the box, while maintaining the right tension on the wire and disabled the darts completely.
Finally you reach the door to Metella's quarters. You hear a crash from the other side, as it a vase had been knocked on the ground and a yell sounding like Metella from the other side! You do not have much time. You grab the doorknob which turns readily but the door refuses to budge. Something is blocking it on the other side!
You may either ...
... try to bash the door down (... wait for it... a swim check), or
... try to take apart the door altogether (knowledge(engineering) check)
-------
3 successes!
Bold may act
~~~
Phase 4
~~~
Abdara
Brakkik
Ferdrin
Aldar
Cade
Raelene

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Aldar isn't quite sure how, but he swims...the door open?
swim: 1d20 + 6 ⇒ (6) + 6 = 12
He stumbles a bit with his lack of applicable knowledge of swim footing techniques

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Raelene has been moving with the group, trying to stay out of the way and be ready to sear any zombies that threaten.
When they reach the door the undine steps forward, "I sense water behind this door". So saying, she reaches toward it.
Swim: 1d20 + 6 ⇒ (11) + 6 = 17 I don't know if having a swim speed will help any.
Alternate: If Raelene thought Hydraulic Push would work to push away the water and let us through, then she would cast that.

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Oh wow, these phases are flying by :O
Force isn't always the answer! Let me have a look at the door...
The mage attempts to probe at the door for parts that can be deconstructed, or otherwise manipulated to bypass the obstruction.
knowledge(engineering): 1d20 + 9 ⇒ (1) + 9 = 10
knowledge(engineering), tireless logic reroll: 1d20 + 9 ⇒ (12) + 9 = 21
Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.

GM Nowruz |

Raelene calls upon her elemental origin and with the assistance of Ferdrin and Aldar, manages to pound the door open, breaking whatever has been keep the door barred.
As you file into the room, you find a broken chair on the floor just behind the door, clearly the culprit that has been keeping the door from opening.
The sitting room of Metella's room is in a mess, with the windows smashed open, glass scattered across the floor, and several pieces of furniture overturned. You have little time to take in the scene, though, for the scuffle in the corner draws your attention completely.
Metella is pressed against the corner of the room, while a humanoid garbed in black with his face covered is slashing at her with a scimitar.
Metella has already received a very bad cut across her side. All she wielding is a small dagger, and trying her best to defend herself.
Almost at the same time, a loud crashing of glass fills the room as two shambling zombies burst in through the windows to southwest!

GM Nowruz |

While these medium-sized undeads are zombies, they appear somewhat tougher than usual ones. Like all zombies though, they are resistant against bludgeoning and piercing weapons.
For every 5 you beat the DC, you may ask for additional information about the creatures. Or you can just leave it to me to share what I feel you are most likely to know.
For every 5 you beat the DC, you may ask for additional information about the creatures. Or you can just leave it to me to share what I feel you are most likely to know.
Map is up now!
Ini(Abdara): 1d20 + 2 ⇒ (6) + 2 = 8
Ini(Aldar): 1d20 + 3 ⇒ (8) + 3 = 11
Init(Raelene): 1d20 + 1 ⇒ (4) + 1 = 5]
Init(Brakkik): 1d20 + 5 ⇒ (14) + 5 = 19
Init(Cade): 1d20 + 4 ⇒ (8) + 4 = 12
Init(Ferdrin): 1d20 + 0 ⇒ (3) + 0 = 3 (+1 in Cheliax)
Init(ASSASSIN): 1d20 + 8 ⇒ (5) + 8 = 13
Init(opponents): 1d20 ⇒ 4
~~~
Round 1
~~~
Brakkik
Assassin
Abdara
Aldar
Cade
Raelene
Zombies
Ferdrin
Bold may act

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“You tvo go deal vith the ashashin - ve’ll shtop theshe shombiesh!” Brakkik plucks another vial from his cheek pouch and throws it at the pair of zombies. “Vhere did all theshe undead come from anyvay? They can’t have been jusht lying around.”
Bombs Away, PBS vs Orange: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Fire damage, PBS: 2d6 + 4 + 1 ⇒ (4, 1) + 4 + 1 = 10 (6 Fire splash damage - Reflex DC 15 to halve)

GM Nowruz |

Brakkik's bomb explodes and burns the dry flesh of the walking dead! The other Zombie can dodge the splash.
reflex : 1d20 ⇒ 16
~
"Arghh ... help me! Please help me!" Metella shouts.
The dark figure who is standing next to the wounded unarmed dwarven lady slashes at her with his scimitar and although she is in total defense he breaks through and cuts her arm!
Scimitar: 1d20 + 9 ⇒ (10) + 9 = 191d6 + 4 ⇒ (3) + 4 = 7
fort vs. poison Metella : 1d20 + 4 ⇒ (1) + 4 = 5
Suddenly, the dwarf looks really weak!
~~~
Round 1
~~~
Brakkik
Assassin
Abdara
Aldar
Cade
Raelene
Zombie, orange -10
Zombie, yellow -3
Ferdrin
Metella, total defense, already had 10 hp damage when you arrived, now at 17 hp damage, 1 con drain leading to 7 less max hp
Bold may act

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Round #1: AC 15
Knowledge (religion): 1d20 + 9 ⇒ (2) + 9 = 11
Knowledge (local): 1d20 + 6 ⇒ (3) + 6 = 9
“These zombies appear tougher than usual. Though slashing weapons will still deliver damage against them the most efficiently.”
Abdara stands her ground and ✨casts cacophonous call against the assassin.
Will DC 16 or gain the nauseated condition for 4 rounds.
Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention.
The only action such a character can take is a single move actions per turn.
“If someone can identify the race of our stabby, masked friend I’d appreciate knowing it.”
Abdara fishes in her clutch, before withdrawing her wand of CLW. (move)

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Knowledge (Religion): 1d20 + 6 ⇒ (5) + 6 = 11
Raelene makes a quick assessment and moves further into the room to make sure she is in range of all their foes.
Channel positive energy to harm 30 ft burst, DC 18 Will save to halve: 2d6 + 4 ⇒ (6, 5) + 4 = 15 (reroll 1s for damage)
Undead do not add their channel resistance to their saves. Also harms chaotic evil outsiders, worshipers of chaotic evil deities, and evil creatures with light sensitivity or light blindness as if they were undead.
"May Sarenrae find me a worthy conduit of her power, that I may help rid us of these evil creatures."
She watches closely to see if the robed figure is affected.

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Aldar rushes forward and tries to help knock the assassin out.
unarmed strike: 1d20 + 6 ⇒ (10) + 6 = 16
non-lethal damage: 1d6 + 1 ⇒ (4) + 1 = 5

GM Nowruz |

Cade can slash the nauseated Assassin but Aldar is not fast enough.
Round 1
Abdara
Aldar
Cade
Raelene
FerdrinMetella, total defense, already had 10 hp damage when you arrived, now at 17 hp damage, 1 con drain leading to 7 less max hp
~~~
Round 2
Brakkik
Assassin, nauseated 1/4, -6
Bold may act

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*ahem* "Brilliant work, Raelene!"
sense motive DC 15: 1d20 + 2 ⇒ (1) + 2 = 3
Abdara cheers the team's combat prowess. "Go, go, frontline ... Oh, good show!"

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knowledge(local) DC15 to identify assassin: 1d20 + 9 ⇒ (19) + 9 = 28 Whatever the two most useful bits of info are :P
Careful mates. This assassin is a trained ninja. In fact, I think I see the gleam of poison on his blade...
Ferdin draws a small pad of butter from his spell component pouch and throws it towards the ninja's scimitar...
[standard] casting grease on the ninja's scimitar (DC16) (save or drop it)
Sense motive: 1d20 + 1 ⇒ (19) + 1 = 20
Uh, Raelene, the ninja seems pleased that you destroyed the undead.
The mage then strides up alongside Cade for a closer look at the action.
[move] 30'

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Brakkik scrambles towards the wounded dwarf, pulling a short willow sprig (that looks like it might have been longer before one end was chewed down) from inside his mouth. “Don’t let them hit her again!” he yells, voice more understandable with fewer things in his cheeks.
Double move, drawing wand of cure light wounds as part of movement.

GM Nowruz |

The assassin tries to hold tight to his weapon but it falls from his hands!
The assassin draws a dart!
reflex: 1d20 + 9 ⇒ (6) + 9 = 15
~
Metella is standing still in staggered horror and becomes weaker and weaker.
fort: 1d20 + 4 ⇒ (7) + 4 = 11 con damage: 1d2 ⇒ 1
Round 2
Abdara
Aldar
Cade
Raelene
FerdrinMetella, total defense, already had 10 hp damage when you arrived, now at 17 hp damage, 1 con drain and 2 con damage leading to 14 less max hp, round 3 poison, 0 saves, staggered at 0 hp
~~~
Round 3
Brakkik
Assassin, nauseated 2/4, -6, greased weapon
Bold may act

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Sense Motive: 1d20 + 7 ⇒ (3) + 7 = 10
Raelene pulls out a wand and chants, "Please bring your blessing to my companions as they combat evil to protect the innocent."
Cast Bless - Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

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Aldar steps into a flank and aims for jabs at pressure points.
unarmed strike, bless, flank: 1d20 + 6 + 1 + 2 ⇒ (1) + 6 + 1 + 2 = 10
non-lethal damage: 1d6 + 1 ⇒ (5) + 1 = 6
unarmed strike, bless, flank: 1d20 + 6 + 1 + 2 ⇒ (14) + 6 + 1 + 2 = 23
non-lethal damage: 1d6 + 1 ⇒ (5) + 1 = 6

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Since the assassin made their initial saving throw against grease, I believe the weapon is not slippery and no further saving throws are needed. I'm certainly happy to be wrong though...
Brakkik pokes at the dwarf with the chewed end of the stick. "Here, thish should help you veel better! Um, ish your shkin shupposhed to be that pale? Doesh anybody have any antitokshin?"
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Casting from the wand.

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He's not changing focus... I guess we need to bring him down before he harms Metella further...
Kukri+1, flank, bless, power attack, TWF: 1d20 + 9 + 2 + 1 - 2 - 2 ⇒ (17) + 9 + 2 + 1 - 2 - 2 = 25
damage, Power Attack: 1d3 + 5 + 4 ⇒ (1) + 5 + 4 = 10
Kukri, flank, bless, power attack, TWF: 1d20 + 8 + 2 + 1 - 2 - 2 ⇒ (13) + 8 + 2 + 1 - 2 - 2 = 20
damage, Power Attack: 1d3 + 2 + 4 ⇒ (3) + 2 + 4 = 9

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Ferdrin wheels around to the other side of the chaotic crowd to get a better look at the assassin and Metella. When he arrives he sends force missiles at the assassin.
Every move needs to really count...
He focuses on his internal well of arcane energy to lend additional power to his next spell.
[move] 20'
[standard] Cast magic missile, spending an arcane reservoir point to enhance with +2CL via Potent Magic (so CL 6, 3 missiles)
Force damage, missile 1: 1d4 + 1 ⇒ (4) + 1 = 5
Force damage, missile 2: 1d4 + 1 ⇒ (1) + 1 = 2
Force damage, missile 3: 1d4 + 1 ⇒ (2) + 1 = 3

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Round #2: AC 15, +1 to atk/dmg, STACKS WITH BLESS (4)
“I have antitoxin in my purse, Brakkik. Unfortunately, I am too far away to be able to administer it this time.”
Frustrated that the distance from Metella prevents her from doing what she wants, Abdara advances thirty feet, her bardic performance providing the next best thing. (move + std)
“However, I also have ✨saving finale.”

GM Nowruz |

The Pathfinder's attention shift to Metella who by now is leaning against the wall, pale and on the verge of falling unconscious.
Brakkik’s healing was enough to make her not break down. But the poison is surely still in her body!! And it is still wreaking havoc although it’s Abdara’s spell that helps her to stop part of the poison.
Fort save, con damage : 1d20 + 4 ⇒ (5) + 4 = 91d3 ⇒ 2
Saving finale?
Fort save : 1d20 + 4 ⇒ (18) + 4 = 22

GM Nowruz |

This an oil of a very vicious poison!
You can make heal checks to help her resist the poison!

GM Nowruz |

With the close administering by the Pathfinders, Metella's fear is gone. She is still weak.
"Thank you, thank you. You Pathfinders have always impressed me in the past, but now it seems I am indebted to you for my life. But what in the world is happening?"
That is a good question, for which there is unfortunately no clear answer yet. Clearly though, there are two forces at work here. The assassin was clearly surprised as Ferdrin realized when the zombies burst into the room, while the zombies did not seem to have any specific target in mind.
By this time, the sounds of the attacks elsewhere in the manor have died down. Searching through the zombies reveal nothing, except that the remnants of their clothes is rather fine, and from their condition, appear to be freshly raised.
Perc(Abdara): 1d20 + 9 ⇒ (1) + 9 = 10
Perc(Aldar): 1d20 + 9 ⇒ (12) + 9 = 21
Perc(Raelene): 1d20 + 4 ⇒ (5) + 4 = 9
Perc (Brakkik): 1d20 + 9 ⇒ (7) + 9 = 16 (+1 vs traps)
Perc (Cade): 1d20 + 7 ⇒ (17) + 7 = 24
Perc(Ferdrin): 1d20 + 1 ⇒ (4) + 1 = 5
You find more clues from the assassin, with his pouch containing coins minted in Druma.
Aldar and Cade also find a holy symbol of Sarenrae sewn into a fold in the assassin’s clothing.
Please all that see the symbol make a DC 18 Knowledge (religion) check.
Upon seeing the foreign coins, Metella turns flush with fury.

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Ferdrin looks at the noble suspiciously, only when she is looking away, and then asks.
Metella, what do you know of the undead that didn't seem to be aligned with the assassin?
While he isn't the best at picking up on lies, he knows there are others in the group who might better suss out her intentions from the response.
We may have been caught on one side of cross-assassination attempts... this could be messy to unravel.
Sense Motive (vs. lying): 1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22 Oh... well..
He watches her mannerisms closely.

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heal to help manage the poison: 1d20 + 2 ⇒ (16) + 2 = 18
Unsure of Metella’s exact condition, Abdara takes no chances ✨tapping the dwarf twice with her wand of CLW.
CLW on Metella: 2d8 + 2 ⇒ (1, 7) + 2 = 10
The noble pulls a vile containing a sickly green fluid from her clutch. “Please take my antitoxin, Madam Rauger. It should help fight any residual poison in your system.”
+5 alchemical bonus on Fortitude saving throws against poison for 1 hour
"This is... surprising. What's the assassin doing with a holy symbol of Sarenrae?"
“May I have a look at that please, Cade?”
Knowledge (religion) DC 18: 1d20 + 9 ⇒ (7) + 9 = 16
Sense Motive on Metella: 1d20 + 2 ⇒ (14) + 2 = 16

GM Nowruz |

Any more kn religion checks? You did not hit the DC.
Abdara and Ferdrin realize that Metella is truly panicked and very angry!!
Upon seeing the foreign coins, Metella storms out of the room down the passageway, heading towards Passad's room.
"I know nothing about all this! But Passad is involved! Do not even think about blocking the path!" she yells.
You can only follow along, unable to persuade her to return to her room to rest instead.
Along the way, the chaos caused by the undead attack is evident everywhere, although the house guards and some guests have done a good job in putting all of them down.
Metella bursts into Passad's room. Jakti is also present with his two bodyguards, and it seems they have been protecting Passad from the zombies.
The dwarf loudly accuse Passad for the assassination attempts, and even for the zombie attacks.
"Don't you even dare to deny it! We found evidence!" she says pointing in your direction.
Passad, clearly injured during the attack, coolly claims ignorance of the assassination, while calling her crazy to think he would call on the undead to attack anyone.
"Please take this deranged woman out of my room!" he orders to whomever it may concern!
The two go back and forth for sometime, eventually drawing Aaqir al’Hakam. He, together with the staff manages to calm things somewhat between the two, and convince Metella to return to her quarters to rest.
Aqir looks at you, "I will send them all back to their rooms! Please come with me."
Jakti complies and takes his leave to return to his quarters.
~
Aaqir then takes you aside to speak with you in private, expressing his bewilderment at the recent events but reaffirming his desire to put an end to this disruption.
"You were just about to follow the Pharasman cleric and then this happens? This? I ... I cannot believe it!" the Trade Prince says with grief.
He observes that the zombies appear to have come from the east—in the direction of the graveyard—and he’s concerned.
The graveyard is only a ten minute walk away from the manor.
"Please! May I request you to investigate and ensure that everybody is safe while I tend to the guests and help to defend against any further attacks?" he asks you.

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Craft Alchemy vs DC 18: 1d20 + 12 ⇒ (20) + 12 = 32
“Oh! That’s...” Brakkik carefully licks the greased scimitar, spits, frowns, spits again, takes another lick, and frowns even harder. “Dith poithon thouldn’t de pothible! It’th an inhaled poithon, nod one dat goeth direcdly indo da dlood!”
At least the link sent me to an inhaled poison, which would normally be very difficult to get into a blade since it would be a vapor. A mis-print or a deliberate clue?
Heal vs Poison: 1d20 + 5 ⇒ (17) + 5 = 22
Wiping the poison sample off his tongue, the ratfolk pulls out a few smaller bottles of blue and yellow liquid from his cheek pouches and mixes them together. “Here thish vill help draw out rah poishon,” he explains.

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Sense Motive (vs. lying), Passad: 1d20 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Amidsts the chaos, Ferdrin can't get a read on the merchant. He becomes a little self-conscious when Metella points at the party citing evidence against Passad.
Actually, we're not sure of the origin of the undead. They were not acting in concert with the assassin who attacked Metella. Something very strange is going on... but we'll get to the bottom of it he remarks before being whisked away from the room by Aaqir.
--------------
When Aaqir has pulled them aside from the chaos...
Sure, we can check out the graveyard. Before we go, did anybody notice any evidence of allegiance on attackers in other areas, such as near Passad's room? While the holy symbol of Sarenrae is a little too obvious, other instances of the same tactic might still help us piece together potential actors in the cross-fire tonight.

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Since it looks like we should probably do this for most of the NPC's here...
sense motive Passad: 1d20 + 1 ⇒ (9) + 1 = 10
sense motive Jakti: 1d20 + 1 ⇒ (12) + 1 = 13
sense motive Aaqir: 1d20 + 1 ⇒ (13) + 1 = 14