EG's E6 Zombie Apocalypse!

Game Master EldonG

What happens in a zombie apocalypse when magic is real? Let's find out!

Morella County
Greenleaf
The Grounds
Shrine to Iomedae


401 to 450 of 622 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

Old Human Paladin of Iomedae hp 7/10, ac 17/10/17, per 1 , f2/r0/w3,

South:

Father krenlin brings up the rearof the group. He steps in,gently steers Lidsi against the wall just to the side of the doors, and takes a few more steps in, drawing his sword.

" Will, Sarge, could you secure the doors behind us? I'll watch the interior, make sure there are no surprises..."]


spells:
CLW, CLW (Cast). 0 = Guidance, Message, Resistance
HP 9/10

North:

Hob grits his teeth a little as he turns around. His axe raises as he looks at the couple.
"Something following you?" he asks, slowly and quietly.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

South:
"Will do." Will looked around for items that would help in securing the large double doors (apart from a lock that I suppose would be on the inside) and then went about closing and securing those doors.


Old Human Paladin of Iomedae hp 7/10, ac 17/10/17, per 1 , f2/r0/w3,

South:

perception: 1d20 + 2 ⇒ (18) + 2 = 20
As Will begins to work, Father Krenlin stands very still, straining to see or hear anything - besides his friends - moving in the showroom.

Liberty's Edge

South:
Who...who's there?

The voice is a woman's, from the shadows at the back of the showroom.

She sounds terrified.

There's a bar for the door, but no lock. It was...unbarred...

Liberty's Edge

North:
You barely get the words out of your mouth when three of them break out of the trees and underbrush, snarling inhumanly.

They're maybe 20' behind the two.


Old Human Paladin of Iomedae hp 7/10, ac 17/10/17, per 1 , f2/r0/w3,

South:

The old paladin's head jerks up a little at the sound of the voice. " Madam? Be easy, ma'am. It's Father Krenlin, the Sergeant, and a few friends. Are you alright?"

Liberty's Edge

South:
A woman steps out from behind a full-sized coach. She's young and attractive, and wearing a finely stitched satin outfit.

Will - roll perception.

There were some...terrible...things...like the worst rabble! They grabbed my escort...he tried to run...


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

South:
Will was focusing on getting the big doors barred. Perception: 1d20 + 6 ⇒ (17) + 6 = 23

Liberty's Edge

Will:
And still, something so familiar...just a glance is all it takes to catch the family resemblance...


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

South:
When Will caught a glance of the woman, he was startled for a moment. He made certain the doors were barred before joining the conversation. "Well, sorry to break it to you, but I don't think we'll be seeing your escort anytime soon, miss ..." Will paused waiting for her to say her name ... He couldn't be certain, not unless she said it herself.

EldonG:
Nice touch ^_^

Liberty's Edge

South:
Alcina Compton.

Will:
It takes a moment to sink in...your niece. She makes no indication that she recognizes you.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

South:
What is she doing here. Did others survive? Now's not the time, we still have to get out of here alive. All the rest doesn't matter.
Will first turned to father Krenlin and the Sergeant, "I think it's best we try to get out through the back and see if we can get to the temple from there?" then he turned back to Alcina, "I'm sorry to say this, but you chose a wrong time to come to Greenleaf, miss Compton. At this moment I think it would be best if you stay with us."
Will's demeanor was quite serious although he seemed a bit preoccupied.

Liberty's Edge

South:
I'm staying at the Compton estate, just up the road. It's the large house, with the tower.

She's one of the Compton family...living where occupation headquarters were.


spells:
CLW, CLW (Cast). 0 = Guidance, Message, Resistance
HP 9/10

North:

"'Ware!" calls Hob, then continues his turn and moves towards the couple.
After a few steps he takes a defensive position and calls to them
"Run!"
Readying to attack first zombie to come in range. Hopefully the couple can run past him. I'm hopeful his brother will do the same. If his brother stands with him they'll have overlapping reaches. Do you want initiative? Also, I'm assuming they're not very far away and the couple can reach Hob first. If that's not true then he'll close.


Timothy was watching the two come closer when the creatures waded through the underbrush.

He whispered under his breath a spell he knew that would hurt the creatures.

Initiative: 1d20 + 3 ⇒ (6) + 3 = 9

Cast Disrupt Undead
Ranged touch (ray): 1d20 + 3 ⇒ (20) + 3 = 23
damage: 1d6 ⇒ 6

Liberty's Edge

North:
Yes, initiative please. Hob, your brother is used to your lead, and gets in position, as the couple hustles past. He has a handaxe, and he snatches it up, but holds back, looking reluctant.

The zombie hit by the little bolt of positive energy stumbles for a moment, snarling in pain, before turning back more directly toward little Timothy


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Couldn't help but noticing that the North side seems to be in combat. If I'm not mistaken spells can crit, so that would be a critical threat, so a possible 2nd D6 of damage.

Liberty's Edge

Good catch! Definite possible crit...starting with a max roll. :)


spells:
CLW, CLW (Cast). 0 = Guidance, Message, Resistance
HP 9/10

init: 1d20 + 2 ⇒ (15) + 2 = 17
The Hob is caught by surprise by Timothy's arcane prowess
He will be an asset. If we survive.


Is the Hob's brother wearing armor?


spells:
CLW, CLW (Cast). 0 = Guidance, Message, Resistance
HP 9/10

A normal guard team member does, but up to EldonG


Old Human Paladin of Iomedae hp 7/10, ac 17/10/17, per 1 , f2/r0/w3,

South:

"Indeed, Miss Compton, you are here in troubled times. May I suggest you accompany us to the Temple? The streets are quite dangerous.".

With the door secure, Krenlin will sheath his sword, and take a slow walk around the interior of the showroom, looking for vulnerable spots or hidden threats.

Perception: 1d20 + 2 ⇒ (5) + 2 = 7

Liberty's Edge

I've assumed that the sturdier folk from the Dell have light armor...I think I assumed studded for the brother with you, or maybe just leather - likely the heaviest, as most hunters go the stealthy route. Opinion?

Gonna verify that possible crit?

Initiative: 1d20 ⇒ 18

The zombies look anxious for flesh...

Liberty's Edge

South:
The young lady seems quite worried. What's going on?

A quick search assures you that this immediate area is safe - the other leg of the L is more like storage, but it's not at all full. Large double doors lead to the shop, but they're barred.


whoops, I didn't even realize.
Crit Confirmation: 1d20 + 3 ⇒ (3) + 3 = 6


Old Human Paladin of Iomedae hp 7/10, ac 17/10/17, per 1 , f2/r0/w3,

South:

The old paladin hesitates before replying, but sees no advantage in sugar-coating the harsh truth.
"An unknown party has caused the dead to rise. Undead are stalking the streets in significant numbers. We few are gathering what survivors we can, and considering our options for a safe exit from Greenleaf. As I said, it might be best for you to accompany us. I give my word, we will do our very best to keep you safe."


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

South:
"And they seem to have a knack of finding the few people that are still alive. So it's best not to stay put for to long. We were on our way to the temple. Hoping that some people are still alive there." Will said, only adding to the gravity of the situation.

I wonder how she'll take this news ... Maybe, just maybe she'll be able to handle my news then?


Old Human Paladin of Iomedae hp 7/10, ac 17/10/17, per 1 , f2/r0/w3,

South:

Just to see if the old priest notices anything with Will...
sense motive: 1d20 + 5 ⇒ (10) + 5 = 15


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

South:
I'm assuming here that you're trying to get a "hunch" of the situation as per the Sense Motive skill, which apparently is a DC 20 (wow, didn't know it was that difficult).
What the good father can notice is that Will is somewhat anxious/nervous, but he has been like that from the moment you saw him today and mostly likely before that, not unusual seeing what has happened in the last 24 hours.
He also seems very focused on finding as many people as they can on their way out of town and keeping them alive.
Make of that what you will ^_^.


Old Human Paladin of Iomedae hp 7/10, ac 17/10/17, per 1 , f2/r0/w3,

South:

Father Krenlin will do another walkabout in the showroom, looking for useful items.
If possible, he'll take 20 on a perception, taking his time on the serach (Total 22). If not, Perc: 1d20 + 2 ⇒ (10) + 2 = 12.

Liberty's Edge

Back at it!

North:
The zombies shamble ahead faster than you'd like, and both attack the Hob's brother where he's interposed himself, charging.

Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

The first claws at the studs on his armor, but the second connects, and it opens his back pretty badly. He roars in agony, but doesn't fall.

Liberty's Edge

South:
Depending on what you consider useful, this place is a goldmine. There are no weapons except for a number of items that would make for great improvisational weapons, but there's almost any kind of gear you might imagine in this sort of place...with the shop holding even more promise.

Make a list of what you'd hope to find, and I'll tell you if it's there.

Miss Compton looks quite worried.

The dead...are rising? But...how? Why?


spells:
CLW, CLW (Cast). 0 = Guidance, Message, Resistance
HP 9/10

north:
Zombies move on 18, so Hob hasn't had the chance to ready his action, right?
In which case he'll attack normally, I guess

Hob roars and returns an attack on the dead man who hurt his brother
attack, Greataxe: 1d20 + 2 ⇒ (12) + 2 = 14damage: 1d12 + 3 ⇒ (10) + 3 = 13

Liberty's Edge

North:
The greataxe earns its reputation, splitting the rotting man at his waist. His torso falls one way, as the legs take another step and collapse the other.

Yelling wordlessly, your brother tries to match your deed.

Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d12 + 4 ⇒ (2) + 4 = 6

It's not nearly as impressive, but it does eviscerate the other, which doesn't even slow it down.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

South:
Will responded to her questions in a serious tone. "Why, we do not know. How, most likely foul necromancy is at work here. But what is more important right now is to survive. You finding anything useful back there father Krenlin?"
Not sure what might construe useful items as of now. You had any idea what you were hoping to find Krenlin?


Old Human Paladin of Iomedae hp 7/10, ac 17/10/17, per 1 , f2/r0/w3,

South:

Going through equipment lists right now...I'll put a wish list in the Dicussion board shortly


Timothy speaks the words of magic and releases another bolt of energy at the still moving zombie. This time, a bolt of force energy.

Cast magic missile

damage: 1d4 + 1 ⇒ (2) + 1 = 3

Liberty's Edge

North:
Hob's brother takes a quick swing at the one angling toward Timothy as he passes - though it's been hit twice, it didn't seem dissuaded.

AoO: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d12 + 4 ⇒ (9) + 4 = 13

This time, he makes it count, the axe cutting the undead thing's head into two roughly even halves.

The remaining zombie claws at him, even as he swings:

Attack: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

...but the tough leather and metal deflects the blow.


spells:
CLW, CLW (Cast). 0 = Guidance, Message, Resistance
HP 9/10

North:

Hob killed one, right? Is there a third?

Liberty's Edge

North:
See the spoiler above where three broke out of the woods.


spells:
CLW, CLW (Cast). 0 = Guidance, Message, Resistance
HP 9/10

North:

Sorry - my bad... these spoilers are killing me for looking back through posts! Looking forward to the join up :)
"Timothy! No - use the big spell!"
Roaring advice Hob swings again, this time focusing more on control than damage in an effort not to slice through and hit his brother.
attack, Greataxe: 1d20 + 2 ⇒ (14) + 2 = 16 damage: 1d1d12 + 3 ⇒ (3) + 3 = 6

Liberty's Edge

South:
Sorry to take so long, but we just had a power outage, and the board is bad. I'm about to recheck the list, but there are some things you won't find here, but might in the shop...

Liberty's Edge

South:
In the showroom/warehouse, you find:

backpack blanket candles, lamps, compass flint and steel paper,parchment, pens, ink oil rope or twine signal horn or whistle cooking gear (pot,skillet, etc) soap spyglass tent waterproof bag whetstone(s) maps travelling gear

Liberty's Edge

North:
And the last one falls, twitching. Your brother sits down, hard. It's obvious, the last blow all but killed him. He gasps, and slides backward to the ground


spells:
CLW, CLW (Cast). 0 = Guidance, Message, Resistance
HP 9/10

north:

I cannot let him die to preserve a secret that may no longer matter
Hob starts chanting in some guttural language, falling on his injured brother...
Arcane Spell Failure: 1d100 ⇒ 81
cure light wounds: 1d8 + 1 ⇒ (6) + 1 = 7

He stands, and extends a hand down to his brother. For the benefit of the humans he speaks in their common tongue.
"Are you fit, brother?"


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

south:
That's a nice selection of items. Items I definitely want with us are : compass, oil, rope, signal horn (I have a whistle already), cooking gear, soap, spyglass (most important), waterproof bag, whetstone(s), maps & travelling gear. If possible all the rest, it's just that I'm thinking we might be slightly overburdened with all of that with us, especially the tent.
Will came over to Krenlin and looked at some of the stuff he found. "Nice find, you think we can take this all with us and still be able to outrun those buggers if necessary?"


"Big spell? What Big spell?"

Timothy was just about ready to run when the huge man and his brother hacked the last of the zombies to death.

"Whew, I was getting worried there."

When the brother sits down Timothy hurries over to him and takes a look at his wounds just as the chanting begins. He watches as the man's wounds close in front of him.

Heal: 1d20 + 7 ⇒ (3) + 7 = 10


spells:
CLW, CLW (Cast). 0 = Guidance, Message, Resistance
HP 9/10

Hob looks around, raises an eyebrow quizzically
Timothy: checking for inflection. Was that an actual question, or is Tim trying to hide his spellcasting ability as Hob had been doing?


Old Human Paladin of Iomedae hp 7/10, ac 17/10/17, per 1 , f2/r0/w3,

South:
"Well, they don't seem to move all that fast. Let's take what we can - let's put the items we need least in the backpack we found - we can drop it if we need to move faster."

EldonG, what size tent? Also, I have kind of lost track - who all is with our South group now? Thanks

401 to 450 of 622 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / It All Begins... All Messageboards

Want to post a reply? Sign in.