
DoubleGold |

Loong does 40 damage to the zombie as he crits and it is weak to slashing.
Then he does another 27 to it.
Mrs. Crinkle finishes off the Cyan zombie
Chupko kills the weak zombie.
The tooth fairy slashes black 3 times, weakness 10 to slashing, so 30+9+14+7+6. 66 damage to black
Alice goes to stage 2.
Alice is up and could finish off black before it puts her to stage 3. It is grabbed, so lower ac means easier to crit. These things don't feel pain, otherwise it would switch its target to tooth fairy, but it went after your flesh first. Actually you are no longer in melee with it, so it has to attack tooth fairy, it will attack closest.

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◆ Act Together
The rag doll will cast Boost Eidolon
The little girl will stride into a flanking position.
◆ The little girl will strike: 1d20 + 15 ⇒ (13) + 15 = 28for: 2d8 + 4 + 4 ⇒ (3, 5) + 4 + 4 = 16
◆ The little girl will strike: 1d20 + 15 - 5 ⇒ (2) + 15 - 5 = 12for: 2d8 + 4 + 4 ⇒ (5, 2) + 4 + 4 = 15
Fort Save w/constructed: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31

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If we end up resting for the night, can Tiger use 'Treat Disease' on her?

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Tieri has a healer's tooklit and Medicine +10 to help with that, but nothing that would clear it automatically.

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Looks like no one is able to do anything about the Disease right now, unless we rest. What next, GM DoubleGold?
As the last zombie falls, Mrs. Crinkle begins to shrink. The silvery fur melds back into her skin, her face flattens, her bulging muscles melt into comforting plumpness, and her voice changes back to her normal pitch. Her sweater dress, however, is a stretched-out mess, puddling around her as she shrinks, and threatening to fall off and give folks an eye-full. (Well, she's wearing chainmail with a gambeson under it, but that only covers so much, you know.) Quickly she gathers up bunches and bunches of blood red fabric, tying it up with slip knots into goofy-looking bundles sticking out every which way. "Hoo-eee! That was a fun little rumble! Boy, those plants sure tasted foul. That was enough to scare me off of salads for the rest of my days! Heehee!"
Then she notices how awful Alice looks. "My, my, child! You look peaked. Have a rest for a bit while we look around. There's a good little poppet. --Oh! Wait! I've mixed you two up! Oopsie! Heehee!" She leaves them in the care of her teammates and begins poking around the area, hoping to find some clues about the plant zombies.
Perception +6: Anything notable around here that could give us some clues about what's going on? Anything on the bodies of the zombies?

DoubleGold |

Okay with zombie rot 2, you take 1d6 void damage, so when you take a rest you roll that and cannot heal from that until you reduce your zombie rot by 1. A2 the thorned wall. Where the map shows the compound forest, a vast thicket of sticky looking thorn-bushes reaches up to the canopy and beyond. It stretches out in both directions likely encircling the whole compost forest. It’s obviously unnatural as it glows with a nauseating purple light, which seems concentrated to one area. Anemone mentioned using either haste or silence. A party could force their way through but the fragile, hastily assembled magical energies would be unleashed-it would almost certainly be noticed. Meanwhile there could be ways around without disturbing this unnatural wall, but such methods will take time. These choices are mutually exclusive. quiet or haste pathfinders

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I'm prepping to run this so I'll let those who haven't decide

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Treat Disease: 1d20 + 13 ⇒ (2) + 13 = 15
Treat wounds, Expert: 1d20 + 13 ⇒ (2) + 13 = 15 Simple failure
Fort Save: 1d20 + 13 ⇒ (17) + 13 = 30

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Tieri helps Alice with her... issue.
Medicine (Aid Another if possible): 1d20 + 10 ⇒ (18) + 10 = 28

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"What's that you say, dearie? Bull rush through or tiptoe around? Well, darlings, I'm not one to beat around the bush, if you get my meaning. Heehee!" Mrs. Crinkle chortles, rubbing her hands together in anticipation of some very fun bad stuff happening. "It'll be exciting! Heehee!"
One vote for haste.

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Tiger jumps in to help Alice. He uses Eastern medical techniques that he was taught in the monastery.
Medicine Assurance 20 if that helps
Tiger glances at Mrs Crinkle in surprise. Though they have only been working together for a short period of time, he realizes that this old lady has a wild streak to her. "Although I would caution stealth, somehow it wouldn't be as much fun" he says with a boyish grin, "Let's do the exciting way then!"
Ok. I take back what I said. Haste! :)

DoubleGold |

I have limited time on main computer, so copying and pasting
Quick but Loud
Should the PCs choose to be Quick but Loud, each round of this challenge will take 6 seconds, as though it were combat. A successful DC 16 Athletics check to Force Open will allow the PCs to begin forcing their way into one of the nexus points. A successful DC 16 Nature check or DC 18 Arcana, Occultism, or Religion check to Identify Magic will allow the PCs to determine weaknesses in the magical structure. A successful DC 20 Perception check to Seek allows a PC to find weak points in the wall itself. A successful DC 20 Thievery check to Disable a Device will weaken the magic holding the barrier together.
Development: Once each PC has attempted 4 checks, the barrier shatters, and residual necromantic energy swells up. The barrier was quickly assembled, and so even failures will cause its destruction. If the PCs have fewer TP than double the number of PCs, increase the DC of all obstacles in the chase on page 8 by 1. If the PCs have at least three times the number of TP as there are PCs, decrease those DCs by 1. Alright make your checks.

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As soon as enough of the others have voiced their agreement, Mrs. Crinkle throws herself at the barrier with wild abandon. "Wheeee! Heehee!"
Athletics Round 1: 1d20 + 9 ⇒ (13) + 9 = 22
Not sure if you want us to roll all four checks at once or spread them out, so here's my solution:
Athletics Round 3: 1d20 + 9 ⇒ (18) + 9 = 27
Athletics Round 4: 1d20 + 9 ⇒ (6) + 9 = 15

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Tieri moves fast and breaks stuff.
Athletics DC 16: 1d20 + 8 ⇒ (10) + 8 = 18
Athletics DC 16: 1d20 + 8 ⇒ (19) + 8 = 27
Athletics DC 16: 1d20 + 8 ⇒ (1) + 8 = 9
Athletics DC 16: 1d20 + 8 ⇒ (1) + 8 = 9
Emphasis on the breaking.

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Arcana: 1d20 + 12 ⇒ (19) + 12 = 31
Thievery: 1d20 + 14 ⇒ (11) + 14 = 25
Thievery: 1d20 + 14 ⇒ (4) + 14 = 18
Thievery: 1d20 + 14 ⇒ (20) + 14 = 34

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Tiger uses brute strength to force his way through.
Athletics(T): 1d20 + 11 ⇒ (14) + 11 = 25
Athletics(T): 1d20 + 11 ⇒ (8) + 11 = 19
Athletics(T): 1d20 + 11 ⇒ (15) + 11 = 26

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"Wheee! That tickled! Heehee!" Mrs. Crinkle giggles and squiggles once she's through the barrier. After several seconds of prancing about, she pauses long enough to take a look around her. "Now, what do we have here, dearies?"
Perception +7: Any threats nearby? If not, what is notable from her vantage point?

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Acrobatics: 1d20 + 10 ⇒ (3) + 10 = 13
Necromantic Quagmire
Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Undead Vines
Acrobatics: 1d20 + 10 ⇒ (14) + 10 = 24
Dead Rising
Stealth: 1d20 + 10 ⇒ (5) + 10 = 15
Climb the Ridge
Athletics: 1d20 + 8 ⇒ (9) + 8 = 17
Winding Game Trail
Perception: 1d20 + 10 ⇒ (8) + 10 = 18
Sudden Drop
Fortitude Save: 1d20 + 8 ⇒ (13) + 8 = 21
Rushing Waters
Perception: 1d20 + 10 ⇒ (5) + 10 = 15

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Briar Patch: Acrobatics: 1d20 + 14 ⇒ (16) + 14 = 30
Quagmire: Perception: 1d20 + 13 ⇒ (1) + 13 = 14**
Vines: Acrobatics: 1d20 + 14 ⇒ (13) + 14 = 27
Dead Rising: Perception: 1d20 + 13 ⇒ (7) + 13 = 20
Climb the Ridge: Perception: 1d20 + 13 ⇒ (19) + 13 = 32
Game Trail: Perception: 1d20 + 13 ⇒ (2) + 13 = 15
Sudden Drop: Acrobatics: 1d20 + 14 ⇒ (19) + 14 = 33
Rising Waters: Perception: 1d20 + 13 ⇒ (8) + 13 = 21
**Perception, HP, T-Shirt: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29
If anyone is still injured from the fight, Healing, Heroic Intervention: 3d6 ⇒ (2, 4, 6) = 12

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BRIAR PATCH
Acrobatics: 1d20 + 14 ⇒ (14) + 14 = 28
NECROMANTIC QUAGMIRE
Nature: 1d20 + 10 ⇒ (13) + 10 = 23
UNDEAD VINES
Acrobatics: 1d20 + 14 ⇒ (8) + 14 = 22
DEAD RISING
Stealth: 1d20 + 15 ⇒ (14) + 15 = 29
CLIMB THE RIDGE
Crafting: 1d20 + 14 ⇒ (3) + 14 = 17
WINDING GAME TRAIL
Survival:1d20 + 10 ⇒ (5) + 10 = 15
SUDDEN DROP
Crafting: 1d20 + 14 ⇒ (18) + 14 = 32
RUSHING WATERS
Crafting: 1d20 + 14 ⇒ (14) + 14 = 28

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The DC reduction is already incorporated.
BRIAR PATCH OBSTACLE, DC 17 Fortitude save: 1d20 + 10 ⇒ (7) + 10 = 17 ...Success
NECROMANTIC QUAGMIRE OBSTACLE, DC 21 Athletics: 1d20 + 9 ⇒ (16) + 9 = 25 ...Success
UNDEAD VINES OBSTACLE, DC 19 Athletics: 1d20 + 9 ⇒ (13) + 9 = 22 ...Success
DEAD RISING OBSTACLE, DC 17 Perception: 1d20 + 7 ⇒ (8) + 7 = 15 ...Failure
CLIMB THE RIDGE OBSTACLE, DC 19 Athletics: 1d20 + 9 ⇒ (10) + 9 = 19 ...Success
WINDING GAME TRAIL OBSTACLE, DC 19 Perception: 1d20 + 7 ⇒ (15) + 7 = 22 ...Success
SUDDEN DROP OBSTACLE, DC 17 Fortitude: 1d20 + 10 ⇒ (6) + 10 = 16 ...Failure
RUSHING WATERS OBSTACLE, DC 19 Perception: 1d20 + 7 ⇒ (7) + 7 = 14...Failure

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Initiative: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12
Do not forget the bonus because Tieri is scouting.

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Perc Init, Scout: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27

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◆ Act Together
> The rag doll casts Boost Eidolon
> The little girl moves to flank the Red Zombie
◆ The little girl slams the Red Zombie: 1d20 + 15 ⇒ (17) + 15 = 32for: 2d8 + 4 + 4 ⇒ (7, 5) + 4 + 4 = 20 bludgeoning damage.
◆ The little girl slams the Red Zombie: 1d20 + 15 - 5 ⇒ (12) + 15 - 5 = 22for: 2d8 + 4 + 4 ⇒ (3, 6) + 4 + 4 = 17 bludgeoning damage.

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"Time for another bad salad! Heehee!" Mrs. Crinkle morphs again, transforming from a petite, plump, frumpy granny to a looming, muscular, scantily clad wolf in the blink of an eye. She snaps at the red zombie, trying to knock it to the ground so she can pound it with a hairy fist.
Bite, Trip vs. Red: 1d20 + 9 ⇒ (6) + 9 = 15
Fist vs. Red: 1d20 + 5 ⇒ (5) + 5 = 10
Bludgeoning Damage: 1d4 + 6 ⇒ (4) + 6 = 10
She raises her shield, just in case the bad salad wants to eat *her*.
Mrs. Crinkle with ↺ Shield Block the first Strike to hit her.
◇ Quick Tempered (Rage), ◆ Strike, ◆ Strike, ◆ Raise Shield, ↺ Shield Block

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The Tengu draws his shortsword and casts a spell throwing a sharp stone towards the Red one.
Telekinetic projectile: 1d20 + 12 ⇒ (15) + 12 = 27
Damage, slashing:4d6 ⇒ (1, 1, 5, 2) = 9

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The reddish zombie was kind enough to walk right up to Tieri, so the kobold gets to work.
◆ Snagging Strike
+1 Striking War Razor: 1d20 + 13 ⇒ (13) + 13 = 26
Slashing Damage: 2d4 + 2 ⇒ (4, 4) + 2 = 10
If this Strike hits, the target is off-guard until the start of your next turn or until it's no longer within the reach of your hand, whichever comes first.
◆ Combat Grab
+1 Striking War Razor: 1d20 + 13 - 4 ⇒ (20) + 13 - 4 = 29
Slashing Damage: 2d4 + 2 ⇒ (1, 1) + 2 = 4
Deadly: 1d8 ⇒ 7
If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.
◆ Raise Shield

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Tiger drops into a combat stance, steps up to Red and slashes at it.
Flashing Spark: 1d20 + 15 ⇒ (12) + 15 = 27 for Slashing Damage: 2d8 + 3 ⇒ (2, 5) + 3 = 10 plus 1d6 Persistent Vitality Damage Doubled on Crit + 1d6 Persistent Fire
Flashing Spark, MAP, Sweep: 1d20 + 10 ⇒ (5) + 10 = 15 for Slashing Damage: 2d8 + 3 ⇒ (3, 8) + 3 = 14 plus 1d6 Persistent Vitality Damage Doubled on Crit + 1d6 Persistent Fire
◆ Stoked Flame Stance
◆ Step
◆ Flurry

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I suspect Red is thoroughly destroyed by now. If Tieri doesn't get both his swings, he would make two attacks with a ◆ Step northeast when required and leave the shield down.

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If Red's destroyed by the time Tiger gets to it, Tiger will just stride to Black and attack it

DoubleGold |

So there are 4 instead of 3 thanks to your challenge rating. Alice crits then hits the red zombie. Mrs. Crinkle fails to do anything. Chupko does not crit, but slashing does extra. The tooth faerie finishes off red but it takes all his swings. Loong does not crit but hits a weak spot on black with slashing. Two zombies will attack Long, the last one will attack Mrs. Crinkle, the added zombie will be Yellow as soon as a I can add itattacks on loong: 3d20 ⇒ (12, 4, 18) = 34+14, +9, 14, as each zombie gets 2 attacks, but yellow had to move 5 feet to get to Loong, so 26 and 32 both hit and Fort save twice vs zombie rot. Total dmg dmg: 2d12 + 20 ⇒ (9, 4) + 20 = 33 blunt attack Mrs. Crinkle: 2d20 ⇒ (18, 2) = 20 +14,+9 dmg: 1d12 + 10 ⇒ (5) + 10 = 15 did black recover from persistent dmg: 1d20 ⇒ 17 yes but took dmg: 1d6 + 10 ⇒ (2) + 10 = 12 12 vitality as it is weak against that. all heroes are up red is dead, 3 zombies remain, one not added to the map yet cause I can’t add him, nor can I delete red right now.

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Tieri moves to the north before hacking at the black zombie.
◆ Stride
◆ Snagging Strike
+1 Striking War Razor: 1d20 + 13 ⇒ (18) + 13 = 31
Slashing Damage: 2d4 + 2 ⇒ (4, 1) + 2 = 7
If this Strike hits, the target is off-guard until the start of your next turn or until it's no longer within the reach of your hand, whichever comes first.
◆ Combat Grab
+1 Striking War Razor: 1d20 + 13 - 4 ⇒ (12) + 13 - 4 = 21
Slashing Damage: 2d4 + 2 ⇒ (2, 4) + 2 = 8
If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.

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◆ Act Together
> Boost Eidolon
> Strike Black: 1d20 + 15 ⇒ (17) + 15 = 32for: 2d8 + 4 + 4 ⇒ (5, 3) + 4 + 4 = 16
◆ Strike Black: 1d20 + 15 - 5 ⇒ (20) + 15 - 5 = 30for: 2d8 + 4 + 4 ⇒ (5, 2) + 4 + 4 = 15
◆ Strike Black: 1d20 + 15 - 10 ⇒ (7) + 15 - 10 = 12for: 2d8 + 4 + 4 ⇒ (5, 5) + 4 + 4 = 18

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The Tengu casts two spells throwing a sharp stone towards the Black one.
Telekinetic projectile,Guidance: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18
Damage, slashing: 4d6 ⇒ (3, 3, 5, 5) = 16

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I moved the Red zombie off the map, but didn't add Yellow b/c I don't know where it should be placed.
attack Mrs. Crinkle: 2d20 ⇒ (18, 2) = 20 +14,+9 dmg: 1d12 + 10 ⇒ (5) + 10 = 15
Looks like Mrs. Crinkle got hit once for 15 damage. Does she need to make a Fort save vs. zombie rot too?
I'm assuming Black is down after Tieri's and Alice's great rolls.
"C'mere, slimy salad!" Mrs. Wolfy Crinkle steps over to the bluish zombie, snapping and swiping at it.
Bite (Trip) vs. blue: 1d20 + 10 ⇒ (5) + 10 = 15
Fist vs. blue: 1d20 + 5 ⇒ (15) + 5 = 20
Bludgeoning damage: 1d4 + 6 ⇒ (1) + 6 = 7
◆ Step, ◆ Strike, ◆ Strike

DoubleGold |

The tooth fairy crits once and hits once, the zombie is weak against slashing. Alice you kill black on the first attack with that crityou have actions remaining Chupko hits blue once dealing 26, and mrs crinkle hits once dealing7. Mrs. Crinkle, one fort save, Loong 2 fort saves vs zombie rot.