So moving forwards, we need to arrange an actual system of when I NPC absent players in combat and out of combat, rather than just having me improvise it each round. Shall we try and have one turn of combat every 5 IRL days, so if some people haven’t posted in that time I’ll NPC them, with an OOC reminder the day before? For out of combat, I’ll wait 7 days before posting again (with the same reminder 1 day before)?<br/><br/>Does that sound good?<br/><br/><div align="center">*********************************************************************</div><br/>As for the fight, so what I like to do after an encounter is concluded is analyse what it was like from my side, then hear your opinions on it.<br/><br/>So, this was a fairly standard undead encounter, zombies, skeletons and a ghast, this encounter needed to say “there be undead here” and it did just that. Being a gothic game, atmosphere was very important, particularly that of the reveal. The stench of carrion in the air, the quiet, the rolling mists.<br/>As you probably realized, these undead were a little above average, taking more hits to drop and maybe striking back with more force (well, the skeletons at least). The ghast was a nice addition, catching you slightly off guard and out of formation. Stela being paralyzed for the whole fight was unfortunate, but such is a risk with such a monsters. The zombies were useless, but that’s a perfectly acceptable outcome of a party putting its armoured members at the front, and the skeletons got some hits in.<br/>The corrupted wolves were useless; they could barely scratch even the less armoured members of the party. The only real threat they posed was having the instinct to flank, which could have resulted in undead getting an attack bonus they would not have made for themselves, but they were taken out before this could happen.<br/><br/>Now that said, I obviously tweaked this encounter, as it was designed for 4 party members, not 6, and some tweaks were for story reasons. Originally there were 6 zombies, 2 wolves and a third creature, but not the ghast, it was different in design and overall slightly weaker.<br/>The zombies each got a template to boost them, I’m happy with how the implications of this will turn out when the source of the blight is discovered. The wolves likewise got a template, though a rather useless one (they lacked the HD to get any decent abilities from it), the corrupt creature from BoVD, fluffed as the result of gorging on zombie flesh. The ghast will likewise be explained later, as well as the buff it got, which didn’t come across (it had a class level), as all it really did was boost its AC and give it more HP.<br/>The skeletons were not originally present; in fact there is only one in this entire opening segment, which no explanation. I added them here to make them seem more a part of the blight (as well as the power boost, see below) and I think they worked well, complimenting the zombies.<br/>Now about the zombie skeleton thing, I do have one problem: they are both CR 2 according to the module, but their stats tell a different story. In return for a slight drop in AC and HP, they received a substantial boost to offensive capabilities, with 3 attacks instead of 1, with a higher attack bonus as well.<br/><br/>Converting 3.5 to PF was not difficult, but inelegant. I hadn’t realized until too late that undead were one of the bigger changes between the editions, so in the end I just mostly what the HP would have been and used the values in the module, as that is the amount the challenge of the encounter had been based around. No other problems presented themselves, and I don’t think the vulnerability of crits the undead had significantly changed the speed of victory.<br/><br/>Unfortunately I cannot be that much more specific, because some of these creatures will appear again, and others have a story to them that you will discover soon. I’ll be able to offer a more insight once the undead blight is cleansed.<br/><br/>Any comments, questions, complaints about the encounter?