DM Doctor Evil Rise of the Runelords AP

Game Master DM DoctorEvil

Loot Tracker

The Seven's Sawmill


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Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena fids the whole ordeal disturbing and gives the men a baleful look. Thanks Seldon for at least stabilizing him. I was hoping for more to repair the damage done though.

Selena knocks on the door the tiefling went through. You may not want it but here is a healing potion for you if you would like. For what it is worth I am sorry for what happened. diplomacy check 20 + 9 = 29

Turning back to the group. If you need me I will be joining Miri outside to keep her company. Try to be civil though. We are not thugs nor do we need to stoop to their level of debauchery.

Once outside she goes to Miri, Doing ok? I don't expect you to be good with everything but if you need to talk I am here.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek hesitantly lifts Sevilla's corpse. "We need to take this back to show the sheriff. If he's turning to undead, then it's also evidence Foxglove is some undead beast too. Odd that he showed no signs of it before. Perhaps he's just recently been turned." Barek sighs. "And maybe we can give him a respectful burial."

"As for Habe...I don't know. We can send the sheriff back here with his men to investigate. I just hope he isn't more than they can handle."


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Just realized now that my diplomacy check was missing the d in the d20. Sorry about that.

1d20 + 9 ⇒ (18) + 9 = 27


Loading the moldering corpse of Grayst Sevilla into the wagon, the group makes ready to depart. The potion left for the wounded tiefling receives little more than a grunt in reply.

More than a little disturbed by the turn of events at the Sanatorium, the group is not sad to leave the place.

DM Roll:
1d100 ⇒ 53

The return trip to Sandpoint is uneventful, and the group is mostly quiet reflecting on the events and pondering what the next evil to befall the quiet village might be.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

What time of the day is it and what time will it be when we get back to Sandpoint? Wondering if nothing else happens today if we could use the horses to get to the goblin lair and finish clearing it out.

Selena reluctantly takes a seat in the wagon as the body is loaded up into it. Although she knows that it can't harm her she doesn't like being this close to the unfortunate. She remains silent on the way back as she weighs her thoughts about what transpired, arguing with herself as to what exactly tell the sheriff or remain silent about the fact that hostilities were initiated by the group.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Should we go back to the goblins? We have a murderer on the loose, and we finally know where he is.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

That depends on the jurisdiction we have from the sheriff. Up to this point I thought it was investigate only.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

He's depending on us to catch the actual killer and clear Mirella of suspicion. Trust me, no one wants to go kill goblins more than Tunder, but we can't go until we are done with this investigation.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Let's not forget that the killer is using the Sihedron rune that Nualia wore. If (and only if) it's on the way, I think a proper search of the place might be in order, if only for more clues about that identifying mark and a possible link between the two.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

iirc the goblins were north while we are south so it would be out of the way. Again only if th is nothing to do was I recommending the goblins to finish it up. If Hemlock gives us the go ahead to clear out this guys house then I agree we need to do that first. Good thing I left some slots open as I was not thinking of clearing out a place with an undead presence. Will look at what to prepare while on the way back to Sandpoint so I will be ready to head out again.


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

Agreed... I think it's back to town and time to find the murderer; Mirela would certainly be anxious to find out who has her in their sights, and clear her name and involvement in this messy affair.


Arriving back in the town late in the afternoon, the heroes muster at the City Watch office, ready to describe all they have learned to the Sherrif.

As they enter his office, they find Hemlock's attention already taken with a mess of a man who is clearly quite upset and likely in shock.

"It were them walkin' scarecrows, I tell ya!" the man shouts. Hemlock does his best to calm the man, who is covered in mud and sweat, wearing a canvas farmer's hat and simple peasant attire.

"I am glad you have arrived when you did. The Watch found his man wandering the streets raving about walking scarecrows. Help me calm him and see if there is anything more to the story."


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder cracks his knuckles. "You can all stay here. I'll take care of this." He turns to leave.


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

He continues to take a position at the back of the group, not for sure what to say to calm a man in hysterics about walking scarecrows.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

If what the man is saying was even remotely true then there could be a horrible truth that he did not understand. The scarecrows were undead farmers that looked like scarecrows. Selena voices this opinion tot he others before they have a chance to see the man. What if the man we are looking for, this Foxhound guy, arrived at this location first? If so then he could have turned any number of people into ghouls and they could be walking around like scarecrows. This creature remains 1 step ahead of us at all times. We need to find him and stop this madness now.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek shakes his head. "You think Foxglove is still there? If he isn't should we try to catch him at his estate rather than simply following his trail?"


The farmer soon quiets and Hemlock coaxes him to tell his story, saving the hysterics for later.

Here is what the Farmer recounts: "T'southern farmlands have become thick wit' them horrible walkin' scarecrows. Plagued, I say! We all kenned the trouble were comin' from t'old Hambley place -- things ain't been right there for a few days now. So, Peeler, Crumb an' his boy Pete an' I got together wit' our best 'coon hounds an' went over t'Hambley's t'have a look-see fer ourselves. That were last evening, do it please yeh, sirs and missus."

He looks at you fretfully, afraid to tell the rest of his macabre story.

"Well we ain't got but a few steps into t'farm, when we was attacked by folk what looked like livin' corpses. Walkin' dead I say! They was stone-dead a'right but they attacked us like starvin' animals. They kilt all of 'em, Peeler, old Crumb and his boy...Tore 'em t'pieces right a'front of me...They even et the dogs, I say!"

The man breaks down into sobs of fright and shock, mumbling more incoherency about scarecrows and the Hambley farm, but he says nothing more useful.


The sheriff shows the man out, in care of one of the guardsmen. "The man is clearly drunk as a skunk, but something but the moonshine may be the only thing keeping him going right now. Something terrible is happening in the southern farmlands. Sounds like you think your noble friend Foxglove is behind all of it. And I see why you'd want to head off to the manor house, Misgivings, they call it, and check things out. But I need you to go to the farmlands first and see to this menace. If you're right, then maybe it's ghouls or the like as you suspect, but it sure is something and people are in danger."

He pushes his chair back and sighs. "Like to send the town guard with you, but don't think I can spare the whole troop after last week's attack. Who knows if this is still part of some horrible plan...I can send a squad of 3-4 men if you want or need them. Even that leaves us more exposed than I'd like."

Looking at your grimly, he asks, "What say you? Up for another service to our fair town? We could sure use it."


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek cracks the knuckles on his right hand as he considers this. "You want us to go into the farmlands to deal with undead when we think we know the source of all this and he may be out there killing more people and raising more undead?"

He sighs. "Sheriff, if you're certain of this, then we can go investigate. I just hope we don't find more bodies tomorrow. No need for your men to come and risk themselves. Keep them here to handle anything else. We'll be fine."


He looks grim and shrugs.

"I'll leave it to your judgement, but if there's a small army of ghouls running out in the southern fields, lots more are going to die and die ugly. After you end the "scarecrows" go after the den by all means, but we need to stop the killing first."


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

If you think it wise to go to the farmlands first then I won't question your opinion. That is where I will go.Selena vows although she is wondering how one creature could cause so much havoc in such a short amount of time.

As she listens in she realizes that she was woefully prepared for the events of the day. She was not prepared for undead or such a lengthy investigation. To that end she hopes the sheriff will be able to help her out. Sheriff Hemlock, I hate to admit it but I was not expecting such an undead presence this morning when I prepared my spells. In order to combat this threat I was wondering if it were possible if the city of Sandpoint would be able to purchase holy waters for us? Being able to attack the undead at range with those vials would be a great boon to us.

Don't know if diplomacy would help procure the funds or not but here goes...1d20 + 9 ⇒ (10) + 9 = 19


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Hearing the talk of a pack of ghouls stops Tunder in his tracks. Maybe he couldn't handle it by himself after all. He quietly waited for the others.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek slowly nods. "Right. We can't let a pack of ghouls prey on the farmers. Ok. Let's go see these 'scarecrows'."

-Posted with Wayfinder


It being late afternoon now, are you going to go after the ghouls at Hambley's Farm now? If so, it will likely be dark before you arrive (mu-hah-hah-hah). You can choose to wait until morning to go.

The sheriff says he will speak with Father Zantus about a donation of holy water to the cause, and after several minutes time, he returns with 4 vials of teh stuff.

"That skinflint Zantus would only part with this much of the stuff. He said he would have to consecrate more, but it may be a few days before it was properly blessed. Take it or leave it," says the sheriff dolefully.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena graciously accepts the 4 vials of holy water and offers to share them with the group. Sherrif Thank you so much for these vials. I am sure they will do wonders not only if we find undead but if we need to consecrate an area as well. These will help Seldon to perform the necessary rituals if they are needed. I would ask that should we not find the Foxglove and he strikes again I would have Father Zantus make as many as possible for the use by the militia in defended the citizens of Sandpoint should it come to that. We will do our best to stop the threat but prudence dictates we take all actions possible.

Who else needs holy water or would be in a position to use it? Some of you are more adept at being in melee than others and have other ways to combat the threat. I am ready to go now if needed. The longer we wait the more Foxglove gains on us. We need to catch up to him and quickly.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

"But in the dim light you will be at a disadvantage.: Tunder points out. "We might want to go in when half the group isn't blind."


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

That is true Tunder, but while I did not prepare for undead this morning I did prepare a spell to generate a bit of light so we will not be completely in the dark. It is enough for me if the others are game. With you taking point with your ability to see in the darkness it might be that they focus on us with the light allowing you to get a jump on them.


So you are heading there in the evening, per Selena's post. Any confirmation before we go on?


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

"I don't like going at night. It gives the edge to the undead. But unfortunately, I don't see another way. We can't let those farmers spend another night getting killed."


Utilizing the horses and cart borrowed earlier, the group sets out for the southern farmlands. The Hambley Farm, which is your destination, is nestled at the western edge of the Whisperwood, a said to be the home of capricious gnomes, pixies, and other fey.

DM Roll: 1d100 ⇒ 95

Sandpoint Hinterlands map linked here for your reference. Note the location of the south of Ashen Rise, and then on to south of the Soggy. That's where you are headed. Hambley's is nearest the first W in Whisperwood.

As ride down the Lost Coast Road to the south, passing traffic headed for Magnimar. Soon you find the track that veers from the main road into the farmlands beyond. As you ride south and east towards the Soggy River, you see hamlets and farms spread here and there across the district. Corn stands in tall rows in many fields, only a few scant days away from fall harvest time, many of the plants stand higher than a man's head, and visibility along the farm roads is limited on both sides by the abundant crops.

The few families you see in the farmyards or out working only stare at you mutely, looks of concern and worry etched on their faces. As the sun begins setting in the west, you approach the Soggy River and its shallow ford, one of the farmers walking along the road calls out to you. "You all here to do some'tin' 'bout them walkin' scarecrows? Not sure there's t'many left other side o' the river that don't run with them now. Best be careful if you're a-crossin'. That stretch belongs to them now, do yeh ken? 'Specially after dark, tha's when they go out a-huntin'"


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder calls back, "Well tonight that's when they'll become the hunted."


"Ayuh," the man agrees, "you lot look the kind ta challenge 'em. We think they lie up at Hambley's place at day, but cain't be sure. Smelly ones too. Walking dead it looks like they are to me. You send em back to hell fer us."

Will have more up on this later tonight. Time has run out for me right now.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena nods at the man, Hopefully we can figure this out and end any threat to you and yours. Take care of yourself and stay inside with the doors locked in the meantime. If we are successful we will let people know.

Selena prepares an enlarge person spell and a create spell in her remaining slots as she waits for the rest to get rready to head to Hambley's place. If we are facing undead I hopefully have a few spells that can separate them from ganging up on us. If it works out we should be able to keep together and not worry about which direction they are coming from.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Seldon will prepare bless in his open slot before the party set out from town.


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

Still somewhat quiet and shaken from the events prior, Mirela keeps relatively quiet and out of sight as the listen to the raving farmer. Folding her arms across her chest, Mirela scowls as the others mention Foxglove.

Yet one more damnable nobleman making life miserable for everyone, not the least which myself.

While the prospect of skulking around looking for ghouls in the dark seemed counter-intuitive, Mirela couldn't help but feel like it was better she be trying to solve this case then suffer the accusing stares of the townsfolk back at the Red Dragon.

Nodding with an air of resolve, Mirela moves towards Tunder's direction "Darkness or no, let's get this done with... I can't live with this shadow above me anymore."


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

Thorn has been thinking a lot to himself as they have ridden the afternoon away and soon darkness is upon them.

He thinks about the omens that are following him now, first the goblins, all the trouble the goblins had made with the demon business, his recent death, Vin, Shaliss, the townsfolk, the blood shed at the asylum, the strange workers there at the asylum, and now walking dead. He hopes they are up to the task and that soon he can work at full capacity.

He stays silent but draws his blade as they speak to the farmer. He dismounts knowing that he needs to stretch and warm up before battle begins. His hind quarters are the sorest but nothing he has not endured before.


As the group continues on they pass under the sign welcoming them to Hambley Farm. The corn grows high on both sides of the road, making visibility from the ground impossible. As you enter the farmlands from the north, the road branches to the east or west. A straw scarecrow tied to an X-shaped frame stands guard at the splitting of ways, silently warning you about further entry.

The moon on this autumn night is full and the clouds scud by over it rapidly as a cool breeze blows from the north, waving the full corn stalks in a hushing whisper.

Perception DC 20:
A soft moaning sound (or was that the wind?) seems to be coming from the south.

Map of Hambley Farm is here and up top. This is not a tactical map, so you'll just have to decide which way to go. The grayish square is the scarecrow. You can go south, west or east. Your call!


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Perception: 1d20 + 4 ⇒ (1) + 4 = 5

Barek watches the corn and more than once, he thinks he sees something moving among the stalks. When he tries to point to it, however, you laugh and see that it's only the wind.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Perception 1d20 + 1 ⇒ (19) + 1 = 20

Selena takes stock of the situation. Corn rows as tall if not taller than her meant that they were severely limited in what they could see. Nt only that but the darkness would make things very difficult for them. Still, they could not turn back and they needed to end the threat tonight. She continually casts light so that it does not expire on them at an in opportune time. Even though it would last for 40 minutes that did not stop her from being paranoid about it. As they get closer to the scarecrow Selena swears she can hear something coming from either the scarecrow or behind it. Guys, I don't know if my mind is making up sounds or not as it is creepier than I expected, but it seems like the scarecrow is moaning. It could be the wind in the corn or coming from behind the scarecrow or nothing at all. I don't know and I am beginning to think that this was a bad idea.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Perception: 1d20 + 9 ⇒ (20) + 9 = 29 +2 v goblin or underground

"I got to wonder if it is too." Tunder goes up to the scarecrow and pokes it with Rumilda.


Tunder steps forward and pokes around the scarecrows with his weapons, but they appear normal enough to him. He still hears the vague whimpering, moaning sound from the south. Straining to see in the dark, he can vaguely make out two more scarecrow shapes about 60' ahead on both sides of the road. As he watches from this distance, he can swear they seem to be moving, but maybe that's just the wind?


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Her eyes moving southward, Mirela nods at Selena's observation and adds after Tunder "I hear it too... this place is really beginning to creep me out." Drawing her weapons while making sure to fall in behind Tunder, the young rogue sighs and mutters quietly "Someone explain to me again just why we had to come out here at night."


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

"There was some sort of rush to keep any others from being attacked."

Tunder takes a moment to be sure that he sees the scarecrows moving. He switches out Rumilda for Iona and takes aim at one of them. "I think we just found what we were looking for." He hesitates though. "What if they haven't turned yet?"


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

"Because a haunted field is where you take young women." Barek chuckles and steps forward to focus on the scarecrows ahead.

"Tunder, maybe we should get closer?"


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena gives serious thought to casting a harmful spell on Barek as he makes fun of Miri and herself. Just o spite him she instead recasts her light spell so his head starts glowing. Not funny Barek. For that you can be lit up like a torch and attract everything to you. Now be nice and a gentleman and ensure that Miri and I are protected. You boys go check out the scarecrows and we will be behind you. Shoo, off with you.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Seldon breaks his silence. "If they haven't yet turned, and if by Desna's grace the fever doesn't take them by morning, I can cure them." his fingers close around a sunrod. "Stumbling around in the dark seems like foolishness, but a lightsource would likely alert our foes to our presence. That said... perhaps drawing them out into the open is not such a bad idea. Tunder?"


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder would prefer to stay at range and snipe, but he did bring up the possibility of them still being alive. He again swaps his weapons. "Keep an eye on the other one. Just in case." He says as he goes to poke at the closer of the two scarecrows (or the one to the right if they are equidistant)

Perception: 1d20 + 9 ⇒ (5) + 9 = 14 +2 v goblin or underground

If he's sure it is alive, he'll call for Seldon.
If he thinks its not fully alive, he'll chop at it.
Rumilda (Waraxe): 2H, power attack
to hit 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7 Damage 1d10 + 4 + 6 ⇒ (10) + 4 + 6 = 20


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

"Come on boys, let's see if it is a job of hacking or saving. We got Barek to light our path." He says and snickers at the last part, with his guisarme in his hands he approaches the scarecrow and uses the weapon to see if he can pull off the sack cloth used as a head or cover a head in this instance.


As Tunder, Thorn and Barek wander down closer to the possibly moving scarecrows, they see that in fact, these are not scarecrows at all, but hooded corpses. Upon closer examination, the corpses aren't dead either, but struggling and moaning to get free from the bonds that hold them to the scarecrow frames.

Strength DC 15: 1d20 + 1 ⇒ (20) + 1 = 21
Strength DC 15: 1d20 + 1 ⇒ (12) + 1 = 13

As they approach the right hand corpses bursts its bonds and leaps to the ground. The other remains held but is still struggling. Ripping the hood from its face, its plain to the men that this thing is no longer human, but has turned into an undead flesh eater, a ghoul.

Initiative:

Thorn: 1d20 + 5 ⇒ (1) + 5 = 6
Tunder: 1d20 + 2 ⇒ (3) + 2 = 5
Seldon: 1d20 + 5 ⇒ (7) + 5 = 12
Selena: 1d20 + 1 ⇒ (10) + 1 = 11
Mirela: 1d20 + 5 ⇒ (18) + 5 = 23
Barek: 1d20 + 2 ⇒ (3) + 2 = 5
Ghoul 1: 1d20 + 2 ⇒ (20) + 2 = 22
Ghoul 2: 1d20 + 2 ⇒ (12) + 2 = 14


Scarecrows

23 Mirela
22 Ghoul 1
14 Ghoul 2 (bound)
12 Seldon
11 Selena
6 Thorn
5 Tunder
5 Barek

Mirela is up first. No map for this encounter so you'll have to wing it. I imagine Tunder, Thorn, and Barek within melee range of the ghouls, and the rest about 40' back, so it'll take a Move Action to close the distance.

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