
Shemar Dunebright |

Upon frying the zombies so thoroughly with his electric arc, Shemar goes back to the well.
Electric arc to #1 and #2
Electric arc: 1d4 + 4 ⇒ (4) + 4 = 8
reflex 16
◆ stride
◆ ◆ spell
"Sebastion is down!"

Boros the Snake |

I may be messing up your plans, Valkor.
They say that most things in PF2e don't have AOOs anymore, so let's put that to the test.
Boros is strangely inspired by the sight of Sebastien's courageous charge and fall. "I'll kill these bastards for you, Sebastien!"
Surrounded on both sides by zombies, Boros leaps onto the bed, hops off the other end, and tries to hack some distracted zombies to pieces!
◆ stride 10' over difficult terrain to flank with Tor, ◆ attack, ◆ attack
Dagger Slash, Inspire Courage: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26; Damage, Inspire Courage, Sneak: 1d4 + 4 + 1 + 1d6 ⇒ (4) + 4 + 1 + (2) = 11
Dagger Slash 2, IC: 1d20 + 7 - 4 + 1 ⇒ (6) + 7 - 4 + 1 = 10; Damage, IC, Sneak: 1d4 + 4 + 1 + 1d6 ⇒ (4) + 4 + 1 + (4) = 13

Danus |

Dropping his bow, Danus moves forward a step while unsheathing his long sword and striking at the zombie in front of him.
Meanwhile, Tor continues to gore the zombie before him.
Attack#1: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Attack#2: 1d20 - 1 ⇒ (11) - 1 = 10
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Tor Attack#1: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Tor Attack#2: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

GM_NotAngryButUpset |

Valkor punches a zombie in the face as it shambles up to him, while Shemar sends another spark of electricity flying across the room.
Zombie 1 Ref: 1d20 ⇒ 11
Zombie 2 Ref: 1d20 ⇒ 11
Both zombies find the jolt unavoidable. The one that was about to eat poor helpless Sebastien instead falls to the floor, a smoking pile of burnt and rotted flesh. Thanks Shemar for saving me from outright killing our bard!
Boros slips unhindered between two zombies and slashes through another one, spilling rotten guts all over the floor. He slips a bit on the offal and misses with his off hand.
Danus quickly moves in and finishes the job, leaving Tor to lend a helping tusk to Valkor.
Round 2: Bold May Act!
Valkor
Boros
Shemar
Danus
Zombie 2 (19dmg)
Sebastien (Unconscious, Wounded 1)
Zombie 4 (14dmg)
Valkor, there's a zombie remaining that blocks your movement. Want to try for a third punch?

Valkor Oso |

Valkor stuck again at the zombie.
Here ya go
Attack: 1d20 - 1 ⇒ (15) - 1 = 14
damage: 1d8 + 4 ⇒ (3) + 4 = 7
and another if needed other wise I’ll move 20
Attack: 1d20 - 1 ⇒ (11) - 1 = 10
damage: 1d8 + 4 ⇒ (8) + 4 = 12
Also add 1 to all those rolls if inspire courage is still up.

GM_NotAngryButUpset |

Valkor clocks the zombie again, this time caving in the skull. Fists full of brain, he steps over two fallen bodies and towards the last remaining zombie.
That very zombie turns and swipes at Boros.
Strike: Fist: 1d20 + 7 ⇒ (10) + 7 = 17
Strike: Fist: 1d20 + 2 ⇒ (11) + 2 = 13
Both attempts miss the nimble halfling.
Round 3: Bold May Act!
Valkor
Boros
Shemar
Danus
Zombie 2 (19dmg)
Sebastien (Unconscious, Wounded 1)
First person to hurt this guy wins! AC 12

Sébastien of The City of a Hund |

The bard let's out a violent cough!
Cough spit(T) ranged, inspired: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 131d2 + 1 ⇒ (2) + 1 = 3
I couldn't find rules, so made him Trained...haha!

GM_NotAngryButUpset |

A dribble of bloodied spittle slides down Sebastien's cheek, while Shemar cooks the final zombie to perfection.
Combat Over!
The room falls silent, smelling of rotting and burning flesh. The restless undead are silent once again.
Everyone managed to get through unscathed, except for Sebastien, who is pretty well scathed.

GM_NotAngryButUpset |

So, I botched these zombies, and I thought I was so well prepared :( The Grab ability takes an action, meaning Sebastien didn't take that second hit. At the least, it will save you a Medicine check.
Sebastien's eyes flutter open. The goddess Gerana rights the wrongs and restores his health, partially.
Sebastien has 8HP restored!
The room before you seems to be a barracks. Six bunk beds sit in a row, with 12 foot lockers, one for each bed. Most of the footlockers have names scrawled on them in charcoal, although the names have been smeared out on a few. Five of the beds are heavily soaked in dry blood.
There is a door leading into a walled off section of the room in the southwest corner. Another door sits in the middle of the eastern wall. Another set of stairs on the southern wall leads up.

Boros the Snake |

"Wait, yer still okay, Sebastien? You sure put on a good show." Boros shakes his head--he wasn't sure if he should be impressed or confounded by the bard's fall and restoration.
Regardless, Boros starts searching the area for clues. "Right, so how'd this place become a zombie playland?" He naturally checks out the footlockers for anything useful.

GM_NotAngryButUpset |

There are twelve pinewood trunks in the room. Nine trunks have names scrawled across the top in charcoal. The remaining three have charcoal stains from old names smudged out years ago. The remaining names are Kurz, Piri, Rast, Torval, Harl, Wren, Arno, Rykken, and Dolf. Remember those names, there will be a test at the end of this adventure.
The contents of each soldiers’ trunks are as follows:
» Kurz: Wool clothes.
» Rast: Wool clothes, a purse with 5 cp and 1 sp.
» Torval: Wool clothes, an engraved wooden dice cup with
five ivory dice, a purse with 22 cp and 4 sp.
» Harl: Wool clothes.
» Wren: Wool clothes, a purse with 7 cp.
» Arno: Wool clothes, a wolf claw totem whittled from pine-
wood, loose coins comprising 3 cp and 2 sp.
» Rykken: Wool clothes, a waterskin made of pebbly gray
skin and embossed with a hunting scene, a purse with 4
cp and 2 sp.
» Piri: Piri’s trunk is nearly empty and contains only a spare,
torn shirt, a woodcarver’s knife and a crudely whittled
wooden flute that is half finished.
» Dolf: Beneath a set of plain, woolen clothes, is stuffed a heavy, furred cloak, similar to the ones hanging in the gathering hall below, torn and with a large bloodstain inside it. Wrapped up in the cloak is a pair of fur-lined boots. At the bottom of the trunk, inside a glove, are hidden a handful of ancient coins, much like the ones discovered in the burial mound.

Shemar Dunebright |

Perception: 1d20 + 4 ⇒ (2) + 4 = 6
"Glad you're up Sebastian. That was quite a fright. Maybe you and I should put her heads together and see if we can start summoning creatures to join in the fray instead of you yourself jumping in."
After going through the chests, "Dolf, my dear man, what have you been up to? I wouldn't be surprised if Dolf survived the crypt raid and brought some sort of curse back with him. Hmm. Where to now? Boros, Are you splitting those coin up for us? Good."

Sébastien of The City of a Hund |

Clank! Click! Clack! Paddy wack, give a Bard a bone!
The halfling quickly rises from the previous lying position much as a vampire that smells teen spirit!
Wat happened!
Sébastien looks about.
Anyone get the license plate of that truck?
Rising slowly to his feet, the halfling smiles weakly at everyone.
Summons? Shit! That is a really great idea!
The bard wobbles his way about looking and blinking as he goes.
Perception DC 15: 1d20 + 7 ⇒ (12) + 7 = 19
The bard frowns.
Dark brown stains spatter the floor near the heavy eastern door. A similar brown smear stains the wall beside the door.
He shakes his head.
Not quite ready for that. Medic?
Do we have anyone Trained in Medicine for out of combat healing?
Survival DC 10: 1d20 + 5 ⇒ (8) + 5 = 13

Boros the Snake |

"Don't you worry 'bout the coins, I'll do an even split o' them!" Probably. Depends how carefully Valkor is looking.
OOC, will 100% split gold evenly.
"You think that Dolf fella's behind all o' this?" he asks, gesturing to the zombie corpses all around.
"Five zombies here, might be three left. And whatever Dolf is."

GM_NotAngryButUpset |

DC for treat Wounds is 15. Danus will have to wait an hour before he can try on Sebastien again.
So y'all are taking the coins. Anything else?

Sébastien of The City of a Hund |

Anyone want to inspect these for magical properties?
Sébastien holds up Wrapped up the pile in the cloak is a pair of fur-lined boots. At the bottom of the trunk, inside a glove, are hidden a handful of ancient coins, much like the ones discovered in the burial mound.

Shemar Dunebright |

"Oh, yeah sure. They don't look like much, though, do they?"
Shemar will throw around a detect magic at the assisted items.
"Eastern door, then. And let's be careful, now that we know the danger."

GM_NotAngryButUpset |

If Shemar happened to be standing near the middle of the room, he'd detect the presence of magic.

GM_NotAngryButUpset |

So, unless I'm mistaken, Detect Magic seems to work differently than we're used to. At this level, you can glean no more information other than the presence of magic. At heightened levels you can gather more info, but for right now, all you know is there is a magic aura nearby.

GM_NotAngryButUpset |

Other than the old bloodstains, the door is heavily reinforced as was the first door you entered, and so is likely leads outside.

Sébastien of The City of a Hund |

Sebastien looks at Boros approaching the door leading into a walled off section of the room in the southwest corner.
The injured halfling begins humming a bit, looking more Soothe than prior.
Soothe: 1d10 + 4 ⇒ (9) + 4 = 13 +2 status bonus to saves against mental effects for the 1 minute.
The bard then smiles at the others as he lifts his shield.
Exploration mode Defend

GM_NotAngryButUpset |

As Boros opens the door, the light on Danus’s shield dims, and the air grows cold. Appearing in the doorway is the ghostly knight who bemoans, "What have you done!? You’ve killed them… You’ve killed them ALL!"
Boros: 1d20 + 7 ⇒ (1) + 7 = 8
Danus: 1d20 + 7 ⇒ (15) + 7 = 22
Sebastien: 1d20 + 7 ⇒ (1) + 7 = 8
Shemar: 1d20 + 4 ⇒ (20) + 4 = 24
Valkor: 1d20 + 4 ⇒ (4) + 4 = 8
Ghostly Knight: 1d20 + 12 ⇒ (18) + 12 = 30 (Stealth)
The ghost wails "Murderer!" and cries out in pain and anguish as small objects and debris fly about the room. Telekinetic Assault◆◆
Boros: 1d20 + 9 ⇒ (18) + 9 = 27 Success!
Danus: 1d20 + 9 ⇒ (6) + 9 = 15 Fail!
Sebastien: 1d20 + 5 ⇒ (20) + 5 = 25 Success!
Shemar: 1d20 + 6 ⇒ (4) + 6 = 10 Crit Fail!
Valkor: 1d20 + 6 ⇒ (11) + 6 = 17 Fail!
Tor: 1d20 + 4 ⇒ (20) + 4 = 24 Success!
B dmg: 3d6 ⇒ (4, 6, 2) = 12
Boros, Sebastien, and Tor each take 6 dmg. Danus and Valkor take 12 dmg. Shemar takes 24 dmg! Unless anyone has any tricks up their sleeves…
Debris whips about the room in a sudden whirlwind. Everyone gets hit, but the engraved wooden dice cup from Torval’s locker clocks Shemar across the brow, and he falls to the ground suddenly.
The ghostly knight then rises into the air and drifts through the ceiling to the level above. ◆
Combat Over, for now… Status Alert!
Boros: 6dmg
Danus: 12dmg
Sebastien: 6dmg
Shemar: Unconscious, Dying 1
Valkor: 12dmg
Tor: 6dmg
Shemar, let’s have a Stabilization Check!

Shemar Dunebright |

constitution: 1d20 ⇒ 18
If Shemar lives through this, he will definitely have a ghost phobia. And, not that I'm trying to get myself killed, but I might be at dying 2, since it was a crit failure that did me in. Not sure though

GM_NotAngryButUpset |

By golly, you're right. The good news is, you passed the Recovery Check and are NOW at Dying 1.

Sébastien of The City of a Hund |

Sébastien just watches the reappearance of the Angry Ghost! The nimble halfling then shakes what his mom gave him!
CRIT success! Zero damage trick!
Blinking blue eyes then follow the re-disappearance of the Angry Ghost!
Really starting not to like that guy.
The bard then begins casting at the fallen Shemar.
Soothe: 1d10 + 4 ⇒ (6) + 4 = 10

GM_NotAngryButUpset |

Sebastien, what trick is that?
Between Sebastian’s Magic and Danus’s practical skills, Shemar is quickly back on his feet in the matter of minutes. Shemar should be at full and Wounded 1
Edit: A 28 Medicine is a Crit Success! The extra healing doesn’t matter, but it also removes Wounded 1!

GM_NotAngryButUpset |

Extra Healing from Danus: 2d8 ⇒ (3, 8) = 11
Shemar is at full, and Danus regains 10HP from Sebastien.
As Danus tends to Shemar’s wounds, the others go about investigating the room. It is cramped, with a single bed, fireplace, a chair and small table that served as a desk, as well as an armor stand and weapon rack.
The ghostly knight’s attack left the room a scattered mess. Loose leafs of parchment lie about the place, an open and dried bottle of ink lies on the floor, as well as quill with dried ink on the nib. Left on the table is a purse sitting on top a letter. There is also a small iron strongbox. It is closed but a small key remains in the padlock.
A fine suit of breastplate armor remains on the armor stand, with a nice blue silk cloak. The cloak is held in place with a fancy silver brooch in the shape of a kite shield. The weapon rack is empty.

Shemar Dunebright |

Detect magic again. not a whole lot of use at this level I guess, but hey.
"A lockbox, a coin purse, cloak and armor. Let's make use of what we can and take the rest. Then we solve this stupid mystery and get out of here."

Boros the Snake |

"Oww." Boros was the least badly affected but complains anyway. "Ghosty boy ain't playin'. Lots o' loot, though." Boros seems to think this may be worth the trouble. He goes straight for the iron strongbox, takes a look, and will open it if seems safe.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13

GM_NotAngryButUpset |

Shemar continues to feel the presence of magical auras nearby.
Boros finds the strongbox safe, and easily opened with key handily present. Inside he finds three vials of liquid, two are ruby red, and one is a thick, viscous oil. There is also a separate coin purse containing 16cp, 24sp, and 8gp.
The pouch on the table contains 12cp, 14sp, and 1gp, as well as a wooden, whittled figurine of a fox. The letter it sits upon looks unfinished.
14th Torrenta, 1393
Eda,
It is with great sadness that I write you. I am Marshal
Ildo Brask, second in command of Silverpine Watch
under Sir Einrik Arpaad. Our chaplain, Wulfram, has no
doubt reached you by now with the news of Piri’s accidental
passing and has returned your brother’s possessions to you.
Unfortunately, our commander dispatched Wulfram so
suddenly that I did not realize he was going until he had
already gone. Otherwise, I would have sent this letter and
these items along with him.
You will be pleased to know Piri was well liked by his
fellows. He raised our spirits during the long, cold winters
here. He was quick with a joke and a song. He even took up
whittling small trinkets. I thought you might appreciate the
figure he carved for me, which I have included. His fellows
and I have pooled some coin together. I know no amount of
gold can ease your loss, but...
The breastplate looks finely crafted, and can probably catch a fair price. The cloak too. The shield shaped clasp on the cloak looks especially noteworthy.

Sébastien of The City of a Hund |

Sébastien takes a long look at each item found.
Occultism(T) RRL DC 11: 1d20 + 3 ⇒ (8) + 3 = 11
Healing potions. Nice!
Occultism(T) TVO DC 12: 1d20 + 3 ⇒ (14) + 3 = 17
Oil of Potency? Anyone got a major date coming up?
Occultism(T) SSB DC 17: 1d20 + 3 ⇒ (3) + 3 = 6
Looks pretty!

Shemar Dunebright |

ocultism: 1d20 + 3 ⇒ (13) + 3 = 16
so close
"It is pretty. So sad. It's doubtful we will be able to find this, 'Eda', but I suppose if we did we should return these personal things to her. The letter, the figurine, and some of this coin."