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Flesh and Bone-A zombiepocalypse story

Game Master concerro

The party enters a world much different than the one many of them left 3 years ago. Many cities have been abandoned. Those cities that are still occupied are under martial law to a large extent.
People are very afraid of the world, and for good


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Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

@Uchendu/everyone: Haundo is really wary of this town and as much as he wants to loot everything we can get our bloody hands on! :D I have the eerie feeling that this is like the show Walking Dead, where the Sheriff rides in with a sack full of guns on a large horse and gets mobbed about 5 mins after he gets there.

This is going to be a hell of a good time! xD

So I think its like this

1. Secure the gate
2. Scout out 3 possible ways for our caravan to make it to the Docks.
3. Before heading back to the gates find a ship and clear it out.
4. Return to get our caravan
5. Make a run for the docks
6. Some of us make some noise and attract attention to other parts of town, while the caravan makes a run for the docks.
7. Load up our caravan and raise the boarding plank.

Extra - If possible
1. Search the town for Loot. Medicine, Weapons, Ammunition and Food stuffs will be a high commodity to survivor groups and we will need a lot for ourselves.

2. Hopefully find enough survivors to pilot the ship 24/7 so we don't have to set anchor every day and restart in the morning.

3. Kick ass!


Male Half-Elf Oracle (Juju) 5

Sounds good to me.

Personally, I am on the look-out for lots of Onyx gemstones, so I will want to hit-up a few jeweller's shops and/or mage support shops ;-)


If there is an entrance to the tower at ground level, those of us already down can approach from that direction.


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

@ Dagor: Dunno, that would make it easier though, We'll hit'em high and you hit'em low. :)

Also Dagor I was trying to include your suggestion ^ in the above ideas. I was just posting an idea of a plan, we can modify it as we go. :)

@ Uchendu: Duly Noted! I will add that to the Extra - List~

=======================================================================
We can modify this list as we see fit, its not just me! I was just trying to take idea's into account and make it a little easier to follow a semi casual series of events/objectives before sun down. ;)

So I think its like this: Revision 1.1

1. Secure the gate
2. Scout out 3 possible ways for our caravan to make it to the Docks.
3. Before heading back to the gates find a ship and clear it out.
4. Return to get our caravan
5. Make a run for the docks
6. Some of us make some noise and attract attention to other parts of town, while the caravan makes a run for the docks.
7. Load up our caravan and raise the boarding plank.

Extra - If possible
1. Search the town for Loot. Medicine, Weapons, Ammunition and Food stuffs will be a high commodity to survivor groups and we will need a lot for ourselves.

2. Hopefully find enough survivors to pilot the ship 24/7 so we don't have to set anchor every day and restart in the morning.

3. Find Jeweler shops and aquire any onyx jewels if possible, along with any other gem we can find. Who knows we may find a place still taking them xD.

4. Kick ass!


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

@ Andreas: sorry for not responding sooner!

I think it would be neat if you asked Haundo his reasoning behind his terms for the undead! It would make for a interesting Rp. =)


Bard 4/Gun 1, HP 39, AC: 17 Tch 12 FF 15 F: +5, R: +8, W: +4, Init: +2, Per: +8

@ Haundo Not a problem, I haven't been able to respond til know. I was planning on that. :D

Andreas might want to try to hit a library or city hall or somewhere that might have a history of the city or some place that might have a record of the city or of what happened. Definitely keeping an eye out for diary's or written works if the other places don't pan out.


I have found an arcanist for the group. I will get him into the game ASAP.

Andreas: You do know the professor has been here before so he might know where some important buildings are, but he is still outside the gate. He does not have NPC plot protection however so keep that in mind when choosing to bring him in.


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

@Watcher: that was why I was assuming that someone was remaining behind to guard him.

@Andreas: I will add that to the list!

So I think its like this: Revision 1.2

1. Secure the gate - looks like it?
2. Scout out 3 possible ways for our caravan to make it to the Docks.
3. Before heading back to the gates find a ship and clear it out.
4. Return to get our caravan
5. Make a run for the docks
6. Some of us make some noise and attract attention to other parts of town, while the caravan makes a run for the docks.
7. Load up our caravan and raise the boarding plank.

Extra - If possible
1. Search the town for Loot. Medicine, Weapons, Ammunition and Food stuffs will be a high commodity to survivor groups and we will need a lot for ourselves.

2. Hopefully find enough survivors to pilot the ship 24/7 so we don't have to set anchor every day and restart in the morning.

3. Find Jeweler shops and aquire any onyx jewels if possible, along with any other gem we can find. Who knows we may find a place still taking them xD.

4. find written works, garrison or government journals to discover the fate of the town of Q.

4. Kick ass!


Who are you leaving behind to guard the those who can't fight for themselves or will you be taking all the combatants with you.


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

I say we leave: Grey and Abisi to watch over the professor, and Abisi can command his elephant so they have that.

Anthansus can High: he comes or Low: he guards the gatehouse... 1d100 ⇒ 46 He guards the gatehouse. xD

Just my opinion. Please someone else chime in! ^^


Male Half-Elf Oracle (Juju) 5

I would recommend against taking everyone away from the caravan...


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

With Anthansus at the gate house that leaves 3 at the caravan and four of us exploring the city. :)

Silver Crusade

Haundo, Dagor, Andreas, Uchendu go into the city. Anthansus is sort of watching over the caravan from the gatehouse. The rest, at the caravan.

I'm going to feel silly when it turns out the city is simply abandoned.


Bard 4/Gun 1, HP 39, AC: 17 Tch 12 FF 15 F: +5, R: +8, W: +4, Init: +2, Per: +8

Yeah it seems it might be that way, but we is adventurers and this is what we do.


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

Yeppers and if its abandoned then more loot for us! Take what you can and give nothing back! Huzzah for the end times, raid pillage and slay zombies!

Besides if their are no enemies then this will be Really easy, except... there might not be any ships then... ._.;


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

So much to my surprise I found out that the Breastplate +1 actually does help increase my AC, as it is only a Torso piece I can use it to replace my four mirror plate and bump my Ac up by +2. I will wait however to do this until we get some down time again. :p it would be a little cheap for me to ask for it now.

The piecemeal armor system is interesting though. I can't enchant individual pieces and add them together. I made sure that it wasn't That cheap but I definitely put the Tank in Gun Tank. Because with the breastplate I will go from 24 AC to 26 and that'll help if we get mobbed again. >.<;

Sadly Ac so far is the only thing I have going for this character. -.-;

ALSO! Welcome aboard De'oghe!


Male Half-Elf Oracle (Juju) 5

Well, all Uchendu seems to do is talk about 'Spirits' and Command zombies :-P

As long as we are each good at something, that is what is important :-)


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

True ^.^

Edit: Although some of the IK firearms would be a sweet thing in this setting. >:)

Especially the Trencher Chain gun >xD That would be murder for mobs of Walkers


Bard 4/Gun 1, HP 39, AC: 17 Tch 12 FF 15 F: +5, R: +8, W: +4, Init: +2, Per: +8

And Andreas does a bit of everything and not great at any of it.

I think as a group we work well together.

Welcome De'oghe.


Apparently you guys are getting not just one but two arcanists. This is Tobin MacGregor, once normal, nice fellow now widower-by-zombies who's pissed at the hand he he got dealt. I'll be getting some buffs and such for the party, but expect just about every other action to be trying to crump some zed. He has hatred.

I'm online a good bit between work, mobile, and home so I expect to be able to post frequently and do my bit to keep the action moving. If you need to contact me at any time please email at jason(dot)linker(at)gmail(dot)com

Remember that dot between my first and last name. I think the guy without the dot is a real estate agent in northern California. He does not play Pathfinder.


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

Welcome aboard Tobin as well!

@Watcher: Much to my surprise and shame I screwed up a few things on Haundo's sheet. I remade him in Hero Lab and it pointed out a few of my mistakes, like clerics don't get tower shield efficiency... that was a 'Derp, Derp, Derp!' moment.

So I have him all up to specs, and from now on I will level him with Herolab so I don't screw it up, again. Before I was making him with only PDF's on hand lol. So yeah missed some stuff there.

Only notable change to his sheet is: I didn't account for 2 skill points (From forgetting his favored class bonuses from when he was first made), and I exchanged Opening Volley for Tower Shield Proficiency. Some of his skills will be higher because I have been running with him having his Tower shield glued to his arm. So I will make 2 different spoilers on his sheet. The with shield and without. That way I can keep track of his bonuses and negatives and keep my self in check.

I have claimed one of the Breastplates +1 for when we have a chance in the future to equip our gear again.

Sorry about that all >.<;


I didn't catch it either so I can't really say much about it. :)
Thanks for fixing it though.


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

Yep, felt like an epic fool >.<;

But live and learn =)


Watcher, how do you want to handle the duration of mage armor? Will you tell me when four hours is up?


Yeah I will let you know when the duration is up.


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

bump!

Current status:

Anth. Manning the gate, able to open it if the Caravan is attacked outside.

Grey, Abisi, the Professor and the caravan are just outside the gate.

Haundo, Andreas, Uchendu, Dagor and Tobin are making their way to the docks and scouting out if there is a ship at all for us to take.

The list!: Revision 1.3!

1. Secure the gate - looks like it?
2. Scout out 3 possible ways for our caravan to make it to the Docks after we find out if their is a ship or not.
2a. Before heading back to the gates, find a ship and clear it out.
3. Return to get our caravan
4. Make a run for the docks
5. Some of us make some noise and attract attention to other parts of town, while the caravan makes a run for the docks.
6. Load up our caravan and raise the boarding plank.

Extra - If possible
1. Search the town for Loot. Medicine, Weapons, Ammunition and Food stuffs will be a high commodity to survivor groups and we will need a lot for ourselves.

2. Hopefully find enough survivors to pilot the ship 24/7 so we don't have to set anchor every day and restart in the morning.

3. Find Jeweler shops and aquire any onyx jewels if possible, along with any other gem we can find. Who knows we may find a place still taking them xD.

4. find written works, garrison or government journals to discover the fate of the town of Q.

5. Contact the resistance? Assist them? PLease someone chime in, Haundo is CN so he has wiggle room. he only wants to help because he enjoys fighting the Fallen. So naturally if he gets the chance he will fight them, but he is also easily steered towards different goals as well. ;)

4. Kick ass!


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

I did moify the list of current goals slightly to make it more sensible. Like we wouldn't scout out 3 paths if there isn't any ships at the harbor and we need to clear the ship out before we get the caravan.

Decision's, Decisions's!

Let me know wht you think and repost it as well if there is any changes needed.


Looks like a reasonable plan. For the record, Tobin is aware of the location of the library if that's still a destination you want to consider.


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

That was Andreas's extra plan, but until we secure a ship a lot of the extras are on the backburner. Now if there is no ship...

I see a little raiding going on. >:)


I am converting SCAP to PF along with another poster, and I am dropping the ball on my end so I will get caught up, and then reread the posts here. I don't want you to think I am ignoring the group.


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

No problems boss man! Gives us time to refine our options and get things lined out. =)


I am already caught up, but if you guys need time let me know. I am in a lot more PbP's. Of course I will keep an eye on the group. :)


Bard 4/Gun 1, HP 39, AC: 17 Tch 12 FF 15 F: +5, R: +8, W: +4, Init: +2, Per: +8

Not a problem Watcher.

@ Tobin, Andreas is an Archivist Bard he would like to if he could either get a recent history of the city or something that explained how the outbreak happened here as well as some sort of history of the city.


I'd like that. Maybe after we see what's in this building.


Is anyone going with Haundo?


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

I don't think so, I am just scouting it out on my own and coming back if he can. It'll be easier for one guy to run for it then everyone getting chased down. Besides if I start getting chased then everyone can either go down a different street and keep going to the docks or be ready to fire some ranged weapons as I RLH. :)


A brave man considering your stealth is only +2 stealth. It would be epic if a bunch of heavy armor wearing people managed to sneak by though. :)

I will see what the others are going to do before I post again in the other thread.


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

True, but with +8 Perception, I don't need to get that close. ;)


Going in is the sort of thing that Tobin would do in the future but right now he's not trying to make waves. But he'll be quick to respond if/when Haundo gets spotted.


Bard 4/Gun 1, HP 39, AC: 17 Tch 12 FF 15 F: +5, R: +8, W: +4, Init: +2, Per: +8

Andreas will follow about five or ten feet away. Being ready to back him up if needed. Stealth +5, Perception +7 and the Timely Inspiration spell if Stealth is Failed.

Timely Inspiration:

School divination; Level bard 1

Casting Time 1 immediate action

Components V

Range close (25 ft. + 5 ft./2 levels)

Target one creature

Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

A word of arcane-empowered inspiration can snatch victory from seeming defeat. Cast this spell when a creature fails an attack roll or skill check. The target gains a +1 competence bonus per five caster levels (maximum +3 bonus) on the attack roll or skill check retroactively. If the bonus is enough to make the failure a success, the roll succeeds.


Haundo what is the closest are you willing to get to the creatures before you try to identify them and/or get an accurate count.


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

haundo will hang back about 60 ft, which will increase the spot dc by 6 but he'd rather not get too close because keeping some distance makes it harder for them to hear him too. :)

If he is unable to count them from there he will creep closer and try and get a better vantage point.


Wizard 5, HP 20, AC 13, Touch 13, FF 11, F: +1, R: +3, W: +4, Init +6, Perc +8, Darkvision 60'

maybe i should start throwing rocks at the rest of the group...


You come in whenever you want to De'oghe

---------
I am about to leave for work. I will move the game forward when I get back home now that I know who is tagging along.


When a reactive perception check or save is needed do you want me to roll it to speed the game up or would you rather make your own rolls? Either way is fine with me.


I'd still rather you roll such. Doing so in a spoiler can allow us to check the modifiers, though that's only my preference. There's so many of us with good perception that it would be reasonable to just post what a positive result of the perception yields in spoiler-

Perception < 6The room seems eerily empty, with naught but a plate of old food and a large carpet covering most of the floor.

Perception >,= 6:
You see a spoiler monster in the middle of the post.

Personally, I don't check spoilers I'm not supposed to, and encourage the same from all.


Haundo are you staying on the first floor or did you attempt to bar it from the other side of the door that the party would be on as they went upstairs?


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

I was going to try and bar it so nothing could follow us in and I have a - to my stealth so following isn't the best idea. :)

So Haundo will remain on the first floor and bar the entry door.


The party carefully and slowly climbs the stair case.

Huando:
You just barely hear a door close upstairs

Perception check 1
Tobin Perception:1d20 + 0 ⇒ (3) + 0 = 3
De'ohge Perception:1d20 + 5 ⇒ (16) + 5 = 21
Haundo Perception:1d20 + 8 ⇒ (18) + 8 = 26
Dagor Perception:1d20 + 8 ⇒ (6) + 8 = 14
Andreas Perception:1d20 + 7 ⇒ (1) + 7 = 8

Perception check 2
Tobin Perception:1d20 + 0 ⇒ (4) + 0 = 4
De'ohge Perception:1d20 + 5 ⇒ (12) + 5 = 17
Haundo Perception:1d20 + 8 ⇒ (17) + 8 = 25
Dagor Perception:1d20 + 8 ⇒ (13) + 8 = 21
Andreas Perception:1d20 + 7 ⇒ (17) + 7 = 24


I meant to post that in the play thread, but oh well. Huando you can still say you were at the bottom instead of going upstairs. That is up to you. I noticed you made a stealth check in the gameplay thread.

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