CrazyHedgehog's Serpent Skull

Game Master CrazyHedgehog

Taking part in the Serpent's Skull Adventure Path, PbP style.


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"This parchment shows the marks of the spirits...magic woven into them that I can use, I say," Zag mentions as he stows the scrolls carefully in his pack.

The Exchange

I'm going to move things on, but feel free to continue with any roleplaying or dividing up the treasure. Are you planning to take everything with you?

The Gallows Tree

Once you have added up your newfound gains and licked your wounds, you find your way back to the Kalabuto trail. Several more days across the savannah, thankfully without incident. Nkechi points out predators of the land, raptors and prides of lions are especially to be feared. Fortunately (or disappointing in Krolmnite's case) you see no further signs of dragons. You are also aware that the other expeditions are out there somewhere, but this is big country. It is hot work, trekking with the sun beating down on you mercilessly, the countryside mostly dirt and grass with few trees to provide shelter.

After ten days of travel the harsh savannah softens into gentle plains. You are nearing the city of Kalabuto. Trees become more and more plentiful, and here and there you even see signs of habitation. Then, standing alone in a clearing you find a tall and leafles boab tree, its wood burnt black. Over a dozen human bodies hang from the branches, making grisly silhouettes against the blue sky. Sargavans. All of them. Settlers, most likely, plus a few who were maybe soldiers or warriors. More bodies lie on the ground at the base of the tree, frayed ropes still around their necks. A circle of tiny bones surrounds the tree.

The smell here is horrendous.


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

If we can, I say we take everything.

"What evil is this? This scene of slaughter awful. Could there be another dragon around that could have done this?". The gnome can't think of anything worse than a dragon.


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Yekskya scowls at the scene, "Dragons? This looks more the act of men...or similar monsters." The Bekyar archer walks forward to the ring, ignoring the smell and crouches down to look at the ring and tracks.
Survival: 1d20 + 10 ⇒ (8) + 10 = 18


Considering the idea is that Cat will be a flanker, I would certainly like to have the amulet of natural armor (my AC is only 17) if Krolmnite has no objections, and the +1 composite shortbow, unless someone else wants that.

Shuddering at the sight of such senseless murder, I can only agree with Yekskya. "I think you're right, Yeks. No dragons involved, or the bodies would have been at least partially eaten I think. No, this was something more mundane and at the same time more sinister, and quite possibly the work of one of our competitor expeditions. Not all, but I wouldn't put it past some of them."

Hitpoints Level 5: 1d8 + 2 ⇒ (7) + 2 = 9


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

Krolm's AC is only 17 as well, and I plan on being up front in every fight. I guess we should let the group decide who gets the amulet, since we both want to claim it.


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Usual rule of thumb is to roll for it.


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

"Don't get too close," Quinta warns. She frowns at the circle of bones. "This has the hallmarks of ritual about it... something foul."

The Bard hums a brief spell and regards the whole horrid scene. Although the colour drains from her face and Ssss rises from her collar to curl protectively around Quinta's neck, she does not falter.

Detect magic to scan for magical auras. Spellcraft 1d20 + 8 ⇒ (15) + 8 = 23


I was going by Krolmnite's description of having a high AC, so I was guessing somewhere in the 20+ region. If you're at AC 17 as well, you're welcome to take it. You're more of a damage magnet than I intend to be ;-)

The Exchange

Yekskya surveys the scene and walks forward to the ring, crouching down to look at the ring and tracks. Quinta frowns and speaks a warning to keep the archer from approaching any closer. She then casts a spell to allow her to see any magical auras. Ssss curls protectively around her neck.

Yekskya:

Your survival training and knowledge of tracking allow you to interpret the hanging tree as a symbol of a country at war. This grisly trophy has the hallmarks of the Mzali, a local tribe. Their warriors create these gruesome monuments to instil terror in the hearts of their neighbours. Also the fact that the victims are all Sargavans probably indicates this was an attempt to scare off Sargavan settlers in Kalabuto.

Quinta:

The whole area resonates with necromantic energy, especially the bodies on the ground and in the tree. It looks like numerous applications of animate dead have been used.

As Yekskya approaches, the warrior is engulfed by a gruesome stench that elicits a wave of nausea. Even more terrible, the bloated and rotted bodies on the ground begin to jerk and stretch as eight corpses rise from the ground. Sensing life, they lurch forward to consume it. They grasp at Yekskya. Above, the bodies hanging from the tree branches twist and writhe, trying to break free of their nooses. Their bodies look malformed due to decomposition and rot. Horrified, Nkechi examines your foe. "Zombies! Don't let them touch you!"

Yekskya please can you make a Fortitude save against DC 15 to avoid becoming nauseated for 3 rounds because of the smell.

Has everyone had a chance to level up? You easily spot the zombies as they lurch to their feet, so no surprise round. Nkechi is delaying for the moment, as he observes the enemy.

Plague corpses

Initiative
22 - Nkechi
19 - Yekskya
19 - Krolmnite
18 - Maudrill
17 - Rowena
13 - Quinta & Ssss
12 - Hskoro
12 - zombies
10 - Zaghigoth & Oshok'arr

------

GM rolls:

1d4 ⇒ 3
Bluff 1d20 ⇒ 2
Krolm S.Motive 1d20 + 7 ⇒ (5) + 7 = 12
Maudrill S.Motive 1d20 + 10 ⇒ (3) + 10 = 13
Quinta S.Motive 1d20 + 4 ⇒ (11) + 4 = 15
Rowena S.Motive 1d20 ⇒ 11
Yekskya S.Motive 1d20 + 2 ⇒ (12) + 2 = 14
Zag S.Motive 1d20 + 3 ⇒ (15) + 3 = 18
zombie init 1d20 ⇒ 12
Krolm init 1d20 ⇒ 19
Maudrill init 1d20 + 6 ⇒ (12) + 6 = 18
Quinta init 1d20 + 2 ⇒ (11) + 2 = 13
Rowena init 1d20 + 10 ⇒ (7) + 10 = 17
Yeks init 1d20 + 5 ⇒ (14) + 5 = 19
Zag init 1d20 + 3 ⇒ (7) + 3 = 10
Nkechi init 1d20 + 2 ⇒ (20) + 2 = 22
Hskoro init 1d20 + 3 ⇒ (9) + 3 = 12


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Yekskya catches a slight whiff of the disgusting smell and quickly holds his breath. It doesn't take long for him to respond to the rising corpses. He retreats to a distance of 30 feet while drawing his bow, then sends an arrow flying into the closest one.
Fort save: 1d20 + 6 ⇒ (17) + 6 = 23
Attack: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 1d8 + 12 ⇒ (3) + 12 = 15


Male Emberkin Aasimar (Truespeaker) Arcanist 5

Maudrill takes a step forward, raising his bandana to reveal his damaged eye. "Ixen trekis!" He roars and opens his mouth, letting loose a cone of fire into the ranks of undead.

Damage: 4d6 ⇒ (3, 1, 6, 1) = 11

Fire Breath, DC 19 reflex save for half damage. Catching as many as possible.


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

The gnome advances on the undead. "Foul undead, I have been sent to return you to the release of death. I pity you, but this is the best fate I can give you!"

Attack 1d20 + 10 ⇒ (3) + 10 = 13

Damage 1d10 + 4 ⇒ (3) + 4 = 7


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

Quinta chants a quick spell and fires a ray of coruscating necromantic energy at the zombie closest to Yeskya. She then unhooks the whip from her belt and cracks it. "Back off! Do not enter the circle, make them come to us!"

Standard action: Quinta casts Disrupt Undead at the zombie closest to Yeskya. Ranged touch attack 1d20 + 4 ⇒ (6) + 4 = 10 for 1d6 ⇒ 4 damage.
Move action: ready whip.
Next round, I'll start Bardic Performance. If any zombies try to get close to me, I can trip them with my whip. But seriously, don't go inside the circle!

The Exchange

Here's a map of the gallows tree for planning your moves - if anyone wants to amend their actions feel free, I'll update with results in my next post. It's not pretty, but should show where everyone is in relation to each other. Watch out for fireballs.

The Gallows Tree


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

Krolmnite still plans on attacking the closest undead.


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

I think I should be further back CHH. I retreated 30 feet after shooting. You can probably swap me and Krolm (and put him one square closer to the undead) given that he wants to move up and I want to move back.


Just pointing out that I'm waiting to see what the zombies do before I act.


Hands moving quickly, I take aim at one of the undead monstrosities and an arrow shoots from my bow,

Shortbow, attack: 1d20 + 7 ⇒ (10) + 7 = 17
Shortbow, damage: 1d6 + 1 ⇒ (1) + 1 = 2
Status: HP 37/37 - AC 17


Anyone alive in here?


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Check the OOC Cat. We're on break for a while.


Male Emberkin Aasimar (Truespeaker) Arcanist 5

I am going to be hiding this campaign so it does not appear on my campaign tab. I am still interested in continuing, so please shoot me a PM when the game gets moving again. Thanks.

The Exchange

Hi, I'm back and can RP again so wondering if anyone is still interested in this game. I'll post up a quick summary and update, and message everybody.


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

Glad to see you back, CHH! Hope the time off did you well!


Ready when you are

The Exchange

Yeah, needed a break to catch up on RL stuff with work and then was on vacation for several weeks. Been keen to get back to this. I'll PM the other players to let them know. I'm about halfway through an update, should get in posted tomorrow.


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Ready


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

GAME ON!

The Exchange

For anyone else who needs a recap before we get the wheels moving again...
Brief Summary of Events Thus Far
Our Heroes, including Yekskya, Cat, and Zaghigoth, are aboard the ship Jenivere bound for Sargava when the ship founders off the coast of the dreaded isle of Smuggler's Shiv. They and a few other passengers and a castaway are the only surivors. They survive the island's monstrous and undead terrors and discover that one of their fellow passengers was a disguised serpentfolk and engineered the ship's demise in order to locate a hidden Azlanti temple dedicated to Zura, demon goddess of vampires and cannibalism. After defeating Ieana, our Heroes uncover clues to the location of the near-mythical city of Saventh-Yhi, rumoured to hold riches untold. They carry these clues with them to Eleder in Sargava.

Once in Sargava, our Heroes team up with another group of Heroes (Quinta, Krolmnite, and Maudrill) and contract with the Pathfinder Society to put together an expedition following the clues to the Azlanti outpost Tazion in the Mwangi Jungle, where they should find the final clue to locating the ancient city. Their advance party includes our six Heroes, Zaghigoth's iguanadon ally Oshok'arr, Quinta's nagaji bodyguard Hskoro and familiar Ssss, and their Mwangi guide Nkechi, an eccentric devotee of Gozreh. Having slain two dragons, they are approaching the far city of Kalabuto when come across a tree decorated with hanging bodies, a warning from a local tribe that outsiders are not welcome. The bodies animate and are reaching for the Heroes.

Round 1
Nkechi dances about, hissing at the zombies and moving his hands in a warding gesture. You're not sure what he's doing, but it doesn't look like he's casting any magic.

Yekskya bokes a bit at the stench, but manages to force down the bile rising in his stomach. He backs away and fires an arrow into the closest corpse. The arrow rips big gashes, and the zombie literally bursts as fetid pus explodes out of the punctures. 15 points damage to nearest zombie and it is down.

As the archer moves back, Krolmnite charges forward. The doughty gnome determines to release the undead's suffering by separating its head from its body. A tremendous hit, but not quite enough to decapitate it. 7 points damage to the zombie.

Maudrill steps forward between Quinta and Krolmnite, opening his mouth to spit a gout of flame at the oncoming zombies. The fiery breath catches two of the undead. One corpse, the one that Krolmnite nearly beheaded, is instantly incinerated. As it burns the skin bursts like a torn sack, spraying the paladin with foul ichor. The other corpse has been horribly burned and is still burning as it lurches towards the aasimar. 11 points damage to each of the two zombies, killing one and nearly finishing off the other. Kromlnite please can you make a Fortitude save against DC 11 to avoid contracting zombie rot. It was difficult to move Maudrill into a position where he could catch zombies in his breath's area of effect without inadvertently hitting Quinta or Krolm.

Rowena "Cat" Thennemen stops the advancing zombie with a well-placed arrow through the throat. The burning zombie drops, bursting in a shower of pus but fortunately far enough away not to cover the arcanist. 2 points of damage to the burning zombie, taking it down too.

Quinta casts a ray of positive energy at a zombie shambling towards Krolmnite. The blast momentarily forces the corpse backward, before it is borne on again by those behind it. She unfurls her whip with a snap of her wrist, ready for their attack.

Hskoro tumbles to a point in front of Quinta and Maudrill, spear brandished to keep the corpses well back. As some of the zombies draw closer, he attacks but it doesn't seem to faze the undead at all.

Two of the zombies try to mob Krolmnite. With his smaller size he is able to dodge their ponderous blows, until one gives a ringing slap to the side of his helm. 8 points damage to Krolm and please can you make another Fortitude save against DC 11. Two more zombies target Quinta. One reaches out for her and wraps its plague-ridden arms around her, the stink nauseating her. The other zombie eagerly reaches forward and gouges her torso, tearing at her flesh. 5 points damage to Quinta, please can you also make a Fortitude save. The last zombie, restrained by Hskoro, tries to attack the monk but the nagaji easily dances away.

Okay, Zaghigoth waiting to post and everyone else can post new actions too.

Updated Map Three zombies down this round, five left, having moved around the trunk of the tree to reach you.

Initiative
22 - Nkechi
19 - Yekskya
19 - Krolmnite
18 - Maudrill
17 - Rowena
13 - Quinta & Ssss
12 - Hskoro
12 - zombies
10 - Zaghigoth & Oshok'arr

=======

GM rolls:

zombie 3 Reflex 1d20 ⇒ 8
zombie 4 Reflex 1d20 ⇒ 14
zombie 1 slam 1d20 + 4 ⇒ (1) + 4 = 5
zombie 5 grapple 1d20 + 4 ⇒ (14) + 4 = 18
zombie 6 slam 1d20 + 4 ⇒ (15) + 4 = 19
damage 1d6 + 4 ⇒ (1) + 4 = 5
zombie 7 slam 1d20 + 4 ⇒ (8) + 4 = 12
zombie 8 slam 1d20 + 4 ⇒ (15) + 4 = 19
zombie 8 damage 1d6 + 5 ⇒ (3) + 5 = 8
Hskoro readied attack 1d20 + 7 ⇒ (2) + 7 = 9


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

Fort save 1d20 + 11 ⇒ (3) + 11 = 14
Fort save 1d20 + 11 ⇒ (2) + 11 = 13


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

The gnome advances and swings at the next zombie approaching.

Attack 1d20 + 10 ⇒ (3) + 10 = 13
Damage 1d10 + 4 ⇒ (10) + 4 = 14


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Yekskya steps over to the right and takes aim at one of the zombies harassing Krolmnite.
Attack 1: 1d20 + 11 ⇒ (19) + 11 = 30
Damage 1: 1d8 + 12 ⇒ (5) + 12 = 17
Attack 2: 1d20 + 11 ⇒ (9) + 11 = 20
Damage 2: 1d8 + 12 ⇒ (4) + 12 = 16
If the first shot takes a zombie out, direct the second shot at a different one. Concentrating on zombies near Krolmnite first to clear out that flank.


Zag shakes his head in disgust. "Wherever we walk, there are abominations in the path..." Gesturing forth with his spear, the druid murmurs. "Spirits of thorn and seed...smite these horrors." With a second thrust of his spear, a sudden erupting spray of acid-filled nettles goes off behind two of the zombies.

Casting Burst of Nettless behind the two zombies in front of Quinta, hoping to catch each of them in the 10 foot burst.

Damage: 3d6 ⇒ (2, 1, 5) = 8 Reflex DC 17 for half. If they fail and take full damage, they take 1d6 ⇒ 4 acid damage on my next turn as well.

Spells Prepared
0 - Detect Magic, Read Magic, Purify Food and Drink, Create Water
1 - Produce Flame, Entangle, Magic Fang, Cure Light Wounds
2 - Stone Call, Burst of Radiance, Bull's strength,
3 - Burst of Nettles*, Dominate Animal

* - Cast


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

Whips have reach. Do I get AoO on these zombies before they reach me?


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Only with Improved Whip Mastery and then to 10 feet.


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

Fortitude save 1d20 + 3 ⇒ (14) + 3 = 17

Gagging at the stench from the walking corpses, Quinta wrenches herself free of the zombie's embrace.

Acrobatics 1d20 + 6 ⇒ (9) + 6 = 15 to get 30 ft. away from the zombies without drawing AoO.

At the end of her sudden bout of somersaulting, Quinta rises to her full height and starts to sing, the music wrapping around the party members, bolstering their strength and their will.

Perform (sing) 1d20 + 9 ⇒ (15) + 9 = 24. Commencing Inspire Courage +1! Everyone take +1 to attack rolls, damage rolls and saves vs. fear.


Safely away from the stench and possible other dangers of the zombie puss-sprayers, I draw another arrow and take aim at the zombie that tried to open up Quinta.

Attack, shortbow: 1d20 + 7 ⇒ (10) + 7 = 17
Damage, shortbow: 1d6 + 1 ⇒ (2) + 1 = 3
Status: HP 37/37 / AC 17

The Exchange

Round 1 continued
The spirits respond to Zaghigoth's summons, as an orb of nettles explodes behind the two zombies closest to Quinta and Maudrill. The flechettes rip apart the zombies' backs and create a cloud of rotted blood, gore, and pestilence. Both zombies hit by the nettles. One made its save so only took 4 points damage, but the first takes 8 points damage and will suffer the acid damage next round.

Round 2
Nkechi scampers close to Quinta and summons the power of the spirts as well. He calls down protection for Quinta, an aid to help her escape the clutches of the zombie. Casts guidance on Quinta, +1 competence bonus to a single saving throw, attack roll, or skill check.

Yekskya plants two more arrows in the zombies attacking Krolmnite. A man and a woman. The first tears open the dead man's throat and severs the man's spinal cord. Does a walking corpse need a spinal cord? Apparently as the undead collapses in front of the gnome. The second arrow punches through the woman's head and blasts her back and to the ground. Their wounds are messy and splatter decay all over Krolmnite. 17 points damage and 16 points damage to the zombies, plenty enough to finish them both off. Krolm, please can you make another DC 12 Fortitude save to protect against zombie rot - just the one roll will do for the two attacks.

Krolmnite squares up to the zombie beside him and hews it nearly in twain with his greatsword. The bloated corpse crumples, but again sprays Krolmnite and Hskoro with ichor and rotted flesh. 14 points damage to the zombie, bringing another one down. Krolmnite you'll need to make another Fortitude save I'm afraid.

Maudrill uses his arcane powers to slice through dimensions and step away from the zombies to a spot where he can target the corpse grappling Quinta without risk of harming the singer. He unleashes an arc of flame that chars the corpse, destroying it. Dimensional slide 30feet to the left and make flame arc attack against the grappling zombie for 13 points fire damage. Quinta please can you make another DC12 Fortitude save against zombie rot as well.

Rowena takes aim at the last zombie, hitting it with one of her arrows. The arrowhead buries itself into the man's chest, but doesn't seem to slow it down any. A good hit, but the damage was negated by damage resistance.

Quinta is able to make use of the distraction to tumble away from the undead. Once out of danger, she takes up a rousing song to bolster the party against this unworldly threat.

Hskoro follows suit, taking a step back away from the zombie to place himself between the foe and Quinta. The zombie continues to advance, scuffling with the nagaji as it tries to land a blow.

Zaghigoth up next, one zombie left!

Initiative
22 - Nkechi
19 - Yekskya
19 - Krolmnite
18 - Maudrill
17 - Rowena
13 - Quinta & Ssss
12 - Hskoro
12 - zombies
10 - Zaghigoth & Oshok'arr

=======

GM rolls:

zombie 7 Reflex 1d20 ⇒ 11
zombie 8 Reflex 1d20 ⇒ 17
Hskoro Fort 1d20 + 5 ⇒ (6) + 5 = 11
flame arc 3d6 ⇒ (5, 4, 4) = 13
zombie 7 slam 1d20 + 4 ⇒ (10) + 4 = 14


Zag moves forward at the last zombie and points at it, commanding Oshok'arr to attack. The beast rushes forward, sliding past Zag and closing in on the zombie, lashing out with her claw.

Don't think Zag can make it that far this round, so move 20 ft. If Oshok'arr can make it, she attacks.

Claw: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d6 + 7 ⇒ (5) + 7 = 12


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

If this counts as a disease, I'm probably immune with my Divine Health paladin ability. I'll roll just in case I'm not.

Fort 1d20 + 11 ⇒ (18) + 11 = 29
Fort 1d20 + 11 ⇒ (5) + 11 = 16


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

Provided the zombie is still standing, Quinta cracks her whip and tries to bring it down!

Trip attack. 1d20 + 3 ⇒ (18) + 3 = 21


Thought that being a Paladin would make Krolmnite immune to zombie rot

Quoting PRD: At 3rd level, a paladin is immune to fear (magical or otherwise). ... is immune to all diseases, including supernatural and magical diseases, including mummy rot


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

I think we have that last one dead already, but just in case...
Attack 1: 1d20 + 11 ⇒ (12) + 11 = 23
Damage 1: 1d8 + 12 ⇒ (5) + 12 = 17
Attack 2: 1d20 + 11 ⇒ (15) + 11 = 26
Damage 2: 1d8 + 12 ⇒ (2) + 12 = 14

The Exchange

Round 2 continued
Zaghigoth enjoins Oshok'arr to the attack, and races forward. He's nearly within reach of the zombie when Oshok'arr pushes in front of him. The iguanadon rears up before the undead on its hind legs and punches the zombie with its thumb spikes. The attacks cut down the vile corpse, and it bursts in a mess of flesh and gore. 12 points damage to zombie's enough to finish it off. Zag, please can you roll a Fortitude save for Oshok'arr against DC 12, to see if she contracts zombie rot.

Warily you eye the tree. No more bodies are on the ground stalking you, but several of the bodies hanging from the tree twist and writhe as they try to reach out towards living flesh.

A cursory search of the area doesn't throw up any items of value. Nkechi ambles forward and waves his arms as he mutters a prayer for the dead. From him a burst of positive energy extends out, washing over corpse and the living alike. Several of the bodies still. 7 points damage to three of the four corpses in the trees. One of the corpses made its Fortitude save, but still takes 3 points damage. Those of you injured receive up to 7 points healing instead.

Krolmnite, Cat: Thanks for the call on paladin's protection against disease. Had meant to double-check that before putting up the last post.

======

GM Rolls:

Hskoro Fort 1d20 + 5 ⇒ (10) + 5 = 15
channel energy 3d6 ⇒ (1, 4, 2) = 7
zombie Fort 1d20 ⇒ 7
zombie Fort 1d20 ⇒ 19
zombie Fort 1d20 ⇒ 8
zombie Fort 1d20 ⇒ 4


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

With revulsion Yekskya fires arrows at the remaining zombies in the tree, putting them out of their misery. "Anyone care to see if we can learn more of this now? Or should we just continue to the city?" Assuming we do want to look for more clues, Yekskya helps search the area.
Take 20 for 23


Oshok'arr Fort: 1d20 + 6 ⇒ (15) + 6 = 21

"We should be hacking down this tree and burning it, I say. Dark blight has left its mark here, on the soil and the spirits. Remember what the island was like...nature took on curses there like a creeping mold."


I know I may not be making myself popular with this, but Nkechi can either kill the zombies in the tree or heal the party with his channeling (if that's what he is doing) but not both. Quoting PRD again "A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures." Same issue came up in my tabletop game where my cleric tried to do the same thing and a fellow player pointed out it's one or the other, not both :-(


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

"We need to put all these poor souls out of their misery. Letting them survive in this state is simply torture. And I'm not the best at climbing trees, so I can't really get to them. "


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Already done. Yekskya will have no trouble killing the rest of them. Save the channel for healing and don't climb trees :)


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

"I am not sure we should do anything to that tree," Quinta says as she re-rolls her whip. "If we start a fire out here, it could start a brush-fire and cause terrible damage."

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