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There is definitely room for you all to climb down into the holes.
Just poking your head down, you can tell it smells very dank, and of a good deal of rot.
Knight Night's sword does not glow.... yet.

Ernie "The Extractor" Ozmaut |

Ernie ignites a torch, then heads down behind Andagard and Gregoth, with his mechanised drill in one hand and a burning torch in the other.

Ernie "The Extractor" Ozmaut |

"I agree, we're probably doomed whichever way we take. But when in doubt, always go left," Ernie growls.

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Note, This underground map is a bit of a sprawl, with branches and dead ends, and all. For the sake of playability, I am only going to call out the critical decisions.
After a few branches and dead ends, and a few hundred feet, you come to another decision point.
1d20 ⇒ 51d20 ⇒ 151d20 ⇒ 14
Again, you can go left or right. You think that likely corresponds to west and east, respectively.

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You keep going west, past a couple of other forks when Knight Night's sword starts to glow. You push on into a massive chamber, only to see over 30 zombies stand up and form into troops!
Andagard's Initiative: 1d20 + 5 ⇒ (4) + 5 = 9 7x
Ernie's Initiative: 1d20 + 6 ⇒ (4) + 6 = 10 6
Gregoth's Initiative: 1d20 + 8 ⇒ (20) + 8 = 28 1
Knight Night's Initiative: 1d20 + 8 ⇒ (5) + 8 = 13 5
Zeldana's Initiative: 1d20 + 7 ⇒ (11) + 7 = 18 3
troop 1: 1d20 + 7 ⇒ (18) + 7 = 25 2
troop 2: 1d20 + 7 ⇒ (7) + 7 = 14 4
Will be more clever with the initiative order, but I have been fighting a bad back and am out of endurance now
Gregoth GO!
troop 1
Zeldana
troop 2
Knight Night
Ernie
Andagard

Gregoth Paalas |

With each step forward, Gregoth's eyes glow brighter and brighter. Tears sizzle on stone, burning brightly for the entirety of their brief lives. Arms jerk, wood swings.
Greatclub vs #1: 1d20 + 10 ⇒ (20) + 10 = 30
Bludgeoning damage, Positive damage: 1d10 + 4 + 3 ⇒ (7) + 4 + 3 = 14
Rage [A], Stride [A], and Strike [A]. 5 temp hp, AC 19.

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Gregoth pounds troop #1 with his club. The positive energy of his club does obvious extra damage! Several of the shamblers drop with that smash!
Troop #1 shambles up, engulfing Gregoth, Andagard, and Knight Night. It attacks with its Shambling Onslaught, also catching Ernie.
bludgeoning, DC18 basic reflex: 2d6 + 5 ⇒ (3, 3) + 5 = 11
Zeldana GO
troop 2
Knight Night (pending ref18 for 11)
Ernie (pending ref18 for 11)
Andagard (pending ref18 for 11)
Gregoth (pending ref18 for 11)
troop 1 [-38]

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Zeldana tries to exploit weakness on the back troop.
exploit vs troop 2: 1d20 + 11 ⇒ (4) + 11 = 15
Then she unleashes her wand of fire on the front one.
fire damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11
basic reflex DC 19
recharge: 1d4 ⇒ 2

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ref dc19: 1d20 + 8 ⇒ (12) + 8 = 20
Zeldana uses her wand, but the troop is able to disperse away from the blast, taking partial damage.
Troop #2 moves down but is unable to attack. stride, stride
Knight Night (pending ref18 for 11) GO
Ernie (pending ref18 for 11) GO
Andagard (pending ref18 for 11) GO
Gregoth [41/53] GO
troop 1 [-43]
Zeldana
troop 2

Ernie "The Extractor" Ozmaut |

Reflex save: 1d20 + 6 ⇒ (19) + 6 = 25
Ernie dodges through the zombies as he struggles to start his steam powered weapon.
Crafting: 1d2 + 11 ⇒ (2) + 11 = 13
Crafting: 1d2 + 11 ⇒ (2) + 11 = 13
He curses as the weapon doesn't start, then decided to just swing away without starting it.
Strike: 1d20 + 8 ⇒ (2) + 8 = 10
Slashing: 1d8 + 3 ⇒ (6) + 3 = 9
Wow, 3 2's in a roll.

Knight Night the Hero Bear |

Reflex: 1d20 + 7 ⇒ (15) + 7 = 22
The bear weaves left and right to avoid devastating strikes from the undead horde. He studies this newfound enemy, and then comes up with a plan of attack!
Esoteric Lore; Exploit Vulnerability Personal Antithesis: 1d20 + 10 ⇒ (12) + 10 = 22
+1 Longsword Attack: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
+1 Longsword Damage (Imp. Emp.): 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7
+1 Longsword Attack: 1d20 + 8 + 1 - 5 ⇒ (7) + 8 + 1 - 5 = 11
+1 Longsword Damage (Imp. Emp.): 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11

Andagard Daesyn |

Reflex DC 18: 1d20 + 6 ⇒ (8) + 6 = 14 11 damage
Andagard is caught by surprise as so many undead have converged in the tunnels. He pokes his sharpened staff through the gaps into their brains. "So many of them. Keep them tight together."
+1 Disrupting Staff: 1d20 + 10 ⇒ (11) + 10 = 21
Damage (Bludgeoning): 1d10 + 4 ⇒ (8) + 4 = 12
Damage (Pos vs Undead): 1d6 ⇒ 2
+1 Disrupting Staff: 1d20 + 10 - 5 ⇒ (16) + 10 - 5 = 21
Damage (Bludgeoning): 1d10 + 4 ⇒ (2) + 4 = 6
Damage (Pos vs Undead): 1d6 ⇒ 4
+1 Disrupting Staff: 1d20 + 10 - 10 ⇒ (16) + 10 - 10 = 16
Damage (Bludgeoning): 1d10 + 4 ⇒ (7) + 4 = 11
Damage (Pos vs Undead): 1d6 ⇒ 1
5 damage resistance.
+1 Disrupting Staff: 1d20 + 10 ⇒ (11) + 10 = 21
Damage (Bludgeoning): 1d10 + 4 ⇒ (5) + 4 = 9 +4 damage if undead
Damage (Pos vs Undead): 1d6 ⇒ 4
HP 47/47
AC 21
Focus Points 1/1
Battle Medicine:
Hero Point 1/1

Gregoth Paalas |

The howling storm of undead are met with wild blows and burning tears as Gregoth batters his way through.
Greatclub: 1d20 + 10 ⇒ (20) + 10 = 30
Bludgeoning damage, Positive damage: 1d10 + 4 + 3 ⇒ (2) + 4 + 3 = 9
Greatclub: 1d20 + 10 - 5 ⇒ (5) + 10 - 5 = 10 (+1 Backswing if previous attack missed)
Bludgeoning damage, Positive damage: 1d10 + 4 + 3 ⇒ (6) + 4 + 3 = 13
Greatclub: 1d20 + 10 - 10 ⇒ (6) + 10 - 10 = 6 (+1 Backswing if previous attack missed)
Bludgeoning damage, Positive damage: 1d10 + 4 + 3 ⇒ (1) + 4 + 3 = 8
Strike x3 [AAA]. If Troop #1 is gone before Gregoth has used all (or any) of his strikes, he'll Stride to reach the other troop and use any remaining actions to Strike.

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Ernie fails to get his chainsword working, and misses.
Knight Night noes that slashing or positive damage works best against the shambler troop, so exploits that weakness. He is able to land a single powerful blow on the zombies.
Andagard takes the zombies blows right to the chin, but returns the favor, hitting twice! Many zombies drop, shrinking the horde!
Gregoth the finishes the troop off, but misses the other troop.
Zeldana GO
troop 2
Knight Night [34/39]
Ernie [30/35]
Andagard [36/47]
Gregoth [41/53]

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Zeldana steps up and slices twice.
sworded: 1d20 + 8 ⇒ (18) + 8 = 26
slashing: 1d6 + 3 ⇒ (1) + 3 = 4
more sword, more slash: 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13
slashing: 1d6 + 3 ⇒ (6) + 3 = 9
If it's got a bigger vulnerability than slashing, I'll trigger that from my exploit vulnerability (unless 15 was a crit fail.

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15 was a normal fail.
Zeldana moves up and slashes at #2. She hits once , and her blade does more damage than normal.
The troop moves forward, engulfing just about everyone. Then the zombies start punching.
shambling onslaught, dc 18 basic reflex: 2d6 + 5 ⇒ (3, 1) + 5 = 9
Knight Night [34/39] dc 18 reflex for 9, GO
Ernie [30/35] dc 18 reflex for 9
, GO
Andagard [36/47] dc 18 reflex for 9
, GO
Gregoth [41/53] dc 18 reflex for 9 , GO
Zeldana dc 18 reflex for 9 , GO
troop 2 [-9]

Gregoth Paalas |

Reflex vs DC 18: 1d20 + 6 ⇒ (19) + 6 = 25
Gregoth jerks back from a zombie’s arm less on purpose than by accident and continues swinging the broken wood around him in a wide, blazing arc.
Greatclub: 1d20 + 10 ⇒ (15) + 10 = 25
Bludgeoning damage, Positive damage: 1d10 + 4 + 3 ⇒ (1) + 4 + 3 = 8
Greatclub: 1d20 + 10 - 5 ⇒ (11) + 10 - 5 = 16 (+1 Backswing if previous Strike missed)
Bludgeoning damage, Positive damage: 1d10 + 4 + 3 ⇒ (5) + 4 + 3 = 12
Greatclub: 1d20 + 10 - 10 ⇒ (19) + 10 - 10 = 19 (+1 Backswing if previous Strike missed)
Bludgeoning damage, Positive damage: 1d10 + 4 + 3 ⇒ (7) + 4 + 3 = 14

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reflex: 1d20 + 9 ⇒ (2) + 9 = 11
Zeldana gets nearly run over by zombies.
She slashes once and fires her half charged wand.
sworded: 1d20 + 8 ⇒ (13) + 8 = 21
slashing: 1d6 + 3 ⇒ (3) + 3 = 6
fire damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7
basic reflex DC 19

Knight Night the Hero Bear |

Reflex Save: 1d20 + 7 ⇒ (13) + 7 = 20
The bear flails his sword wildly at the undead mob, hoping to hack a few of them down!
+1 Longsword Attack: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
+1 Longsword Damage (Imp. Emp.): 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
+1 Longsword Attack: 1d20 + 8 + 1 - 5 ⇒ (11) + 8 + 1 - 5 = 15
+1 Longsword Damage (Imp. Emp.): 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
+1 Longsword Attack: 1d20 + 8 + 1 - 10 ⇒ (16) + 8 + 1 - 10 = 15
+1 Longsword Damage (Imp. Emp.): 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13

Andagard Daesyn |

Reflex DC 18: 1d20 + 6 ⇒ (19) + 6 = 25
Will use my last round Retributive strike to have someone resist 5 and strike back at the horde.
With most of the undead down Andagard sweeps several more to the ground before stabbing them in their undead brains."[/b]
+1 Disrupting Staff: 1d20 + 10 ⇒ (13) + 10 = 23
Damage (Bludgeoning): 1d10 + 4 ⇒ (9) + 4 = 13
Damage (Pos vs Undead): 1d6 ⇒ 1
+1 Disrupting Staff: 1d20 + 10 ⇒ (11) + 10 = 21
Damage (Bludgeoning): 1d10 + 4 ⇒ (7) + 4 = 11
Damage (Pos vs Undead): 1d6 ⇒ 5
+1 Disrupting Staff: 1d20 + 10 ⇒ (2) + 10 = 12
Damage (Bludgeoning): 1d10 + 4 ⇒ (2) + 4 = 6
Damage (Pos vs Undead): 1d6 ⇒ 4
5 damage resistance.
+1 Disrupting Staff: 1d20 + 10 ⇒ (2) + 10 = 12
Damage (Bludgeoning): 1d10 + 4 ⇒ (1) + 4 = 5 +4 if undead
Damage (Pos vs Undead): 1d6 ⇒ 6
HP 43/47
AC 21
Focus Points 1/1
Battle Medicine:
Hero Point 1/1

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with the retributive strike, the zombies go down with Knight Night. Protecting Zeldana.
With a combined effort, the zombie troop is dispatched.
Ernie reflex: 1d20 + 6 ⇒ (15) + 6 = 21
Knight Night [30/39]
Ernie [24/35]
Andagard [32/47]
Gregoth [37/53]
Zeldana [37/41]
In the room, you find a pair of backpacks. In them is enough food for a few days, some personal belongings, clothes. One has a scroll of heal, the other a vial of lesser antiplague.
Also, there is a tunnel going up, much like the one you took down.

Ernie "The Extractor" Ozmaut |

Ernie stops to patch up Gregoth's wounds.
Treat Wounds, DC 15: 1d20 + 9 ⇒ (7) + 9 = 16
Mortal Healing: 4d8 ⇒ (8, 7, 5, 8) = 28
That takes 10 minutes. He can try to Treat Wounds on someone else if we want to spend the time.

Andagard Daesyn |

Andagard begins to tend to several of the wounds as well with Ernie's help. "Should we peek out and see where this hole leads to?"
Once everyone is healed Andagard crawls up to see where this hole comes out at.

Ernie "The Extractor" Ozmaut |

Ernie treats himself next, if the party stops to heal
Treat Wounds: 1d20 + 9 ⇒ (10) + 9 = 19
Mortal Healing, Godless healing: 4d8 + 5 ⇒ (7, 2, 1, 6) + 5 = 21

Knight Night the Hero Bear |

"I could use some patches." The bear looks at the rips in his fluff and stuff. "What do you suppose the hole leads to?"

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You climb up through the rough tunnel to find yourself in a large building overlooking the stream. You can deduce from the end of the tunnels on this side that perhaps you would have to cross the stream and go back down from the other side.

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your location is marked on the surface map with the group token
You pull yourselves up out of the dirt, and into the large residence. Looking outside, you are on the west side of the stream. You could cross over the bridges and go back down at the Pick and Pint, Warland’s Yard, or perhaps one of the smaller buildings.

Ernie "The Extractor" Ozmaut |

Did we get a chance to search the house we emerged out of? Maybe check for tracks as well? I feel like there is something we're missing still. Per +6
After going back to the bridge, Ernie looks back behind him and says "I'm probably going to regret saying this, but maybe we should take a look at the graveyard up on the hill."

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You had the chance to search, and there isn't anything of real interest, now that you know the undead are here.
The group starts heading towards The Pick and the Pint, when Ernie asks about heading to the graveyard. What does the party think?

Ernie "The Extractor" Ozmaut |

"I'm not eager to go there, but we haven't found Jacra or that spell book of hers yet. And I think the graveyard is the only place we haven't looked. I hate having gone through the trouble of coming here just to return empty handed." Ernie chews on his lip pensively. "But maybe we're best off leaving while we still can. I'm not going to ask anyone to risk their lives further."
We don't know what happened to Jacra yet, or found her spell book. I believe those are the main objectives we were supposed to accomplish.