
GM chadius |

Mindartis tries to nudge the door a bit, but he's unable to aid. Meadow pokes the door ever so slightly and it groans against its hinges before she stops to see if the guards heard that.
Toro and Khala end their argument and turn in the direction of the door. Khala nods at Toro and begins moving west, hands on the hilt of her longsword when the ever graceful Hopper emerges from around the bend. "Hey, you making noise back there?"
Hopper turns towards her atop his wolf and for a moment she is lost within his gaze. "Er... sorry... my friend and I... just heard you." Khala returns to her post and looks at Toro. "You heard the man. They're inspecting the shipment."
Toro nods and opens the doors. "Right. This way. We'll stay outside. If you need to bring a cart the western entrance is easier to access - it's a bit loud, though."
Jikl and Hopper (with Wolfie) stride into the warehouse and close the doors behind them. They head to the western door and open it for the other Trading Merchants.
The only other attendants in the room are seven zombies, who shuffle along in a predictable pattern. One zombie opens a crate, another one loads the crate and a third seals it. Armbands help you keep track of Workers 1, 3, 4, 6, 8, 9, 10. Unless you interrupt them, they stay out of your way.
Pinned to the wall is the inventory and records sheet. Black ink marks the sheet indicating what was here and what is gone.
Each of you may choose one way to investigate the warehouse:
- Mercantile Lore to inspect the zombies' behavior and standard warehouse procedures.
- Society or Scribing Lore to inspect the inventory sheet
- Perception to visually inspect the floor and walls.

Fumbus_pregen |

Fumbus toddles over to a nearby table and has a look at the inventory sheet.
Society: 1d20 + 9 ⇒ (8) + 9 = 17

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Jiki follows and discusses some of the information with Fumbus, hoping that they can cross-check each other to find something useful.
Society: 1d20 + 8 ⇒ (15) + 8 = 23

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Society, silvertongue mutagen: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
Hopper pats Jiki on his shoulder and looks around, his mind seems oddly clouded. Like on that day when he drank that bad elixir.
"No one can beat, Goblin con-artists Jiki!" he wonders if something is off. Maybe one of the zombies is losing fingers inside the crates?
@GM mutagen last 10 mins, let me know when that passes ;)

GM chadius |

The record sheet is false, there are too many clerical errors within. Could it be the pro-Nex insurgents Toro mentioned?
Fumbus isn't sure if there are any errors at all. Maybe the other teammates can ship in and give their opinion.
Waiting for everyone else's investigation.

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Delorn looks around at the walls studiously, while the snake gets a closer look at the floor.
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Perception: 1d20 + 9 ⇒ (14) + 9 = 23

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Meadow glares at the owl.
"I did not mess that up. I just didn't have any grease to stop the squeaky hinges. Don't get all superior on me. You couldn't have done any better. You don't even have thumbs. How would you open the door?"
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
The argument goes on for some time. Meadow is too distracted to notice anything out of the ordinary.

Fumbus_pregen |

Fumbus glances curiously at the pair, a bemused expression on his face. "Must be intresting to have an animal to talks to," he mutters to himself.

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Fumbus glances curiously at the pair, a bemused expression on his face. "Must be intresting to have an animal to talks to," he mutters to himself.
The snake glances up at Fumbus for a moment, then continues his search.

GM chadius |

Mindartis isn't able to find many clues, but Delorn is able to rule out any Nexian interference. Interrupting shipments like this isn't their style.
Seems like you figured out all of the clues you could in this warehouse. Where to next?

Fumbus_pregen |

Fumbus looks at the owl and tries to make friends with it. "Are yous friendly-like?"

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Hopper face turns back to his old self. His completion is not that great, his smile not that charming.
"Yeah let's check the other one." says as he walks out with Jiki through the main doors thanking the guards

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Mindartis nods in agreement and heads towards the western doors.
Apologies. Laptop had display issues so I had it fixed. Borrowed a friends phone just to keep you updated. Might take a few days to fix my device. Bot me as needed.

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Jiki discusses a better cover story with Hopper on the way. Improvisation is fine, but planning is lovely.

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Jiki discusses a better cover story with Hopper on the way. Improvisation is fine, but planning is lovely.
”We could stick with the current one, looking for warehouse space”, Delorn chimes in. ”Or meeting the potential neighbors”

GM chadius |

The front door stands ajar as you approach. A lifeless body shuffles past you through the door, Moving just enough to get around you. You notice its armband labeled Worker 2.
Please move your tokens around as needed on Slide 1.
Inside you see three zombies in total, moving crates and food around. Workers 2, 5, 7 mill about, carrying crates around the factory floor.

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Jiki would have been in front so he could distract the guards. Seeing none, he peeks inside, trying to figure out what is happening here.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
...but isn't even sure they're at a warehouse.

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Hopper rides through the doors inside, he looks around
"Hello! We came to inspect... cargo... If anyone minds"
Perception: 1d20 + 7 ⇒ (10) + 7 = 17

Fumbus_pregen |

Fumbus nonchalantly enters the warehouse and looks around. He pays little heed to the other goblins around him. He looks curiously at the undead around him, as if, it's his first time to see zombies performing tasks other than shuffling around bashing people.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Pretty much Fumbus walks in as if he's just looking around.

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Meadow frowns at the owl and turns to the alchemist.
"Sorry about that Fumbus. He takes awhile to get used to new people. Here, try giving him one of these." She pulls a small piece of dried meat from a pouch and hands it to the goblin. "He's always thinking with his stomach and he loves this tien barbeque. Get his attention and toss the meat up in the air."

GM chadius |

I hope your laptop issue is worked out soon, Mindartis.
You look around and find only the three zombies around the factory, moving creates around.
Meadow takes a closer look while Silence plays hard to get with Fumbus.
On closer inspection, she notices these aren't zombies-the flesh is stitched together from multiple creatures.
She begins to notice their routine- they grab a crate, move it around, lift it up, then another one grabs it, and moves around a bit more. In fact, she notices they don't really do much more than pass a single box around.
Jikl, Hopper and Fumbus didn't notice anything out of the ordinary. Delorn?

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Delorn moves in further, looking around at the cargo in this apparently-sham operation. The snake slithers up his body, and observes from his shoulders.
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Fumbus_pregen |

Fumbus takes the piece of jerky and waves it at Silence. After getting the owl's attention he tosses it into the air.
"Hmmm..." he muses, after understanding what Delorn has shared with the party, "Why zombies playing pass the box all day?"

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Jiki moves further into the building, ending up near the red not-zombie, and tries to figure out what it is and whether it can have a conversation.
Religion: 1d20 + 3 ⇒ (19) + 3 = 22
"Pardon me, I may not be an expert, but this does not seem to be the most efficient way to run a warehouse."

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Hopper wonders what is happening there. He looks at Jiki and awaits the response
"Why are they stitched together?" Any checks to identify the creatures?

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Meadow will move up to one of the workers.
"Um...Excuse me. This might be a silly question but...erm...are you a zombie?"
”It would appear that these aren’t zombies, and this isn’t really a warehouse”, Delorn asserts. ”Or at least, not the warehouse they’re trying to present”

GM chadius |

You have enough time to make this check before battle breaks out.
As instructed, the zombies pause. Worker 5 carefully lowers the box and steps aside to let Meadow inspect the crate. Worker 2 finishes climbing atop a 15 foot stack of crates just as Worker 7 returns from cleaning up some debris from the back. They all come still and stare at Meadow.
As she opens the crate she sees three arms inside, still wriggling around. Each arm has an armband: Worker 2, Worker 5, Worker 7. Wait a minute-
The zombies begin groaning in unison as they activate again, this time groaning loudly and kicking aside crates and fruit as they lunge towards all of you. Seems like you found their little secret, and you'll take it to the grave.
Zambos: 1d20 + 4 ⇒ (15) + 4 = 19
Hopper: 1d20 + 7 ⇒ (3) + 7 = 10
Fumbus: 1d20 + 5 ⇒ (3) + 5 = 8
Jikl: 1d20 + 5 ⇒ (6) + 5 = 11
Delorn: 1d20 + 8 ⇒ (1) + 8 = 9
Meadow: 1d20 + 9 ⇒ (2) + 9 = 11
Mindartis: 1d20 + 9 ⇒ (6) + 9 = 15

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Arcana: 1d20 + 8 ⇒ (16) + 8 = 24
"Wait, I know! These are flesh golems! Use heat or cold, but definitely not electricity if they... do that..."

GM chadius |

Wow, those were some bad init rolls.
Seems like the zombies were ready to lunge as soon as possible.
The red tinted zombie begins climbing down the box wall.
Athletics: 1d20 + 7 ⇒ (16) + 7 = 23
Even is Hopper: 1d2 ⇒ 2
Red Smash: 1d20 + 13 ⇒ (10) + 13 = 23
Fist in the face: 2d4 + 5 ⇒ (3, 4) + 5 = 12
Meadow is in the range of two zombies, and she is under assault from 4 swings.
Black Smash: 1d20 + 13 ⇒ (12) + 13 = 25
Fist in the face: 2d4 + 5 ⇒ (2, 1) + 5 = 8
Black Smash: 1d20 + 13 - 5 ⇒ (5) + 13 - 5 = 13
Fist in the face: 2d4 + 5 ⇒ (2, 1) + 5 = 8
Black Smash: 1d20 + 13 - 10 ⇒ (8) + 13 - 10 = 11
Fist in the face: 2d4 + 5 ⇒ (4, 3) + 5 = 12
Yellow Smash: 1d20 + 13 ⇒ (9) + 13 = 22
Fist in the face: 2d4 + 5 ⇒ (2, 2) + 5 = 9

GM chadius |

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"Now is not the time to rise up against your oppressors! Which is also not us!"
Time to cast all the spells!
◇ Cast Lingering Composition
Performance DC 20: 1d20 + 12 ⇒ (19) + 12 = 31
◆ Cast Inspire Courage
Allies get a +1 status bonus to attack rolls, damage rolls, and saves against fear effects for 4 rounds.
◆◆ Cast Soothe
Meadow regains 1d10 + 4 ⇒ (5) + 4 = 9 HP and gets a +2 status bonus to saves against mental effects for 1 minute.

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As instructed, the zombies pause. Worker 5 carefully lowers the box and steps aside to let Meadow inspect the crate. Worker 2 finishes climbing atop a 15 foot stack of crates just as Worker 7 returns from cleaning up some debris from the back. They all come still and stare at Meadow.
"What's that? You want me to look in the box? Well okay." She looks at the zombies nervously. "Why are you all staring at me? Cut it out."
As she opens the crate she sees three arms inside, still wriggling around. Each arm has an armband: Worker 2, Worker 5, Worker 7. Wait a minute-
Arcana: 1d20 + 1 ⇒ (4) + 1 = 5
The zombies begin groaning in unison as they activate again, this time groaning loudly and kicking aside crates and fruit as they lunge towards all of you. Seems like you found their little secret, and you'll take it to the grave.
"Ewwww...the crate is filled with arms, and they're still moving." She leans into the box for a closer look. "Hmm...They have armbands with numbers on them. Let's see...there's a 2 and a 5 and...hey stop hitting me! Ow! Ow!"

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"You shouldn't have done that."
Meadow studies her foe and then draws her rapier and strikes in one swift motion before executing a tactical withdrawal.
quick draw-rapier-IC vs yellow: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
damage-piercing: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
deadly?: 1d8 ⇒ 5
precision: 1d8 ⇒ 8 extra damage on the first hit.
◆ Hunt prey, ◆ Quick Draw, ◆ Stride

Fumbus_pregen |

"Lesee how theys like fire!" Fumbus says as he draws a vial from a bandolier and hurls it at red
Moderate Alchemist Fire, IC: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
I'm going to redo that
Moderate Alchemist Fire, IC: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
argh
Damage: 2d8 ⇒ (6, 7) = 13 +2 splash +2 persistent
Bomber research field confines splash only to target; Do I need to make a check to climb up onto the boxes to get at the other 2? Remaining 2 actions on hold.
◆ Moderate Alchemist Fire (Quick Bomber - Draw and strike in 1 action)
◆ TBD
◆ TBD

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"Meadow! Meadow, are you ok?"
Hopper looks iritated by the flesh zombie that punched him "Ouch! I guess I am It now, so let me tag you!"
He pulls out a flask of red liquid and tries to smack it at the head of zombie
Alchemist fire (moderate)@red, ic: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
Damage, fire, ic, Burn it!: 2d8 + 1 + 1 ⇒ (8, 1) + 1 + 1 = 11 +2 splash damage on red (restricted only to him) if not crit failure, +3 persistent fire damage on hit (due to Burn it! feat)
Then Hopper urges Wolfie to run past the enemy.
Acrobatics, tumble through: 1d20 + 11 ⇒ (14) + 11 = 25
Wolfie runs past the zombie(hopefully), and gets to the other side of the crates. Wolfie begins to growl at the Zombies. There Hopper grabs another fire bomb and throws it at the two enemies.
Alchemist fire (moderate)@yellow, ic, map: 1d20 + 11 + 1 - 5 ⇒ (3) + 11 + 1 - 5 = 10
Damage, fire, ic, Burn it!: 2d8 + 1 + 1 ⇒ (1, 7) + 1 + 1 = 10 +2 splash damage on yellow and black if not crit failure, +3 persistent fire damage on hit (due to Burn it! feat)
1st: quick bomber to grab a bomb and throw at red
2nd: command animal (Wolfie gets two actions: Tumble Through and move to get where we are)
3rd: Quick bomber to grab another bomb and throw at yellow

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Mindartis sets his focus on the nearby enemy and commands Mialee to attack with its beak. He then swiftly takes out his shortsword and attempts to stab the enemy.
Mialee flies to flank the enemy.
Mialee Jaw: 1d20 + 8 ⇒ (16) + 8 = 24
Piercing+precision: 1d6 + 1d8 + 2 ⇒ (1) + (2) + 2 = 5
Shortsword: 1d20 + 9 ⇒ (5) + 9 = 14
Piercing+precision: 1d6 + 1d8 + 1 ⇒ (5) + (4) + 1 = 10

GM chadius |

Jikl calls out to his allies, especially Meadow. She lashes out at the workers before his words can calm her down.
Hopper's first bomb hits Worker 2 Red dead on, bursting into flames. He and Wolfie scoot around the zombie easily and toss a second bomb at the two clustered zombies. He misses but the bomb explodes in their vicinity. Hopper: The 2nd bomb missed, does persistent damage still apply?.
Fumbus feels lucky, but luck wants nothing to do with it.
Fumbus, all zombies are on ground level, no need to climb unless you want the high ground. DC 15 Athletics check to make that climb.
Mindartis's arrow flies high but Mialee tears the zombie down. The flaming remains flail wildly before coming to a stop. Glad to see you posting again, Mindartis!

GM chadius |

Round 1
Zambos (Yellow 2 with 3 Persistent Fire?, Black 2 with 3 Persistent Fire?)
Hopper (12 damage)
Fumbus (2 actions left)
Jikl (Inspire Courage 0/4 rounds)
Delorn
Meadow (8 damage)
Mindartis
Knowledge checks are free for this battle, see above posts

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Delorn sighs. ”Well, it appears this mission is no longer covert”, he says resignedly. Stepping around a corner, he sends a bolt of fire at one of the lumbering lummoxes.
Stride, Cast produce flame at the black golem
Attack: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 3d4 + 7 ⇒ (3, 1, 2) + 7 = 13F, plus Persistent: 3d4 ⇒ (1, 2, 2) = 5F on a crit

Fumbus_pregen |

Fumbus will attempt to climb onto the crates to get at the other 2 golems...
Athletics: 1d20 + 5 ⇒ (8) + 5 = 13
... but fails to make it onto the crates. Growling a curse under his breath, he runs around the stack, ending up underneath Silence.
I'm assuming the ceiling is high enough to accommodate both of us
◆ Attempted (and failed) to climb the crates
◆ Stride

GM chadius |

Delorn's flame swirls into the golem, burning it but not as much as he hoped. It's not Resistance, but the golem takes different damage from fire. Fumbus continues running across the factory floor.
Delorn and Hopper soon finds themselves face to face with two deadites. They step forward and start swinging.
Worker 5 Yellow Smash Hopper: 1d20 + 13 ⇒ (19) + 13 = 32
Fist in the face: 2d4 + 5 ⇒ (2, 4) + 5 = 11
Worker 5 Yellow Smash Hopper: 1d20 + 13 - 5 ⇒ (6) + 13 - 5 = 14
Fist in the face: 2d4 + 5 ⇒ (2, 4) + 5 = 11
Worker 7 White Smash Hopper: 1d20 + 13 ⇒ (12) + 13 = 25
Fist in the face: 2d4 + 5 ⇒ (1, 1) + 5 = 7
Worker 7 White Smash Hopper: 1d20 + 13 - 5 ⇒ (1) + 13 - 5 = 9
Fist in the face: 2d4 + 5 ⇒ (1, 2) + 5 = 8
Worker 5 nearly smashes Hopper off in one blow, while Worker 7 resorts to a mean shove against the crates.

GM chadius |

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"If you wanted us to vacate the premisess, you could have just said so!"
Jiki moves to where he can see the fight better and patches up another ally.
◆ Stride
◆◆ Cast Soothe
Hopper regains 1d10 + 4 ⇒ (8) + 4 = 12 HP and gets a +2 status bonus to saves against mental effects for 1 minute.