"Unexpected" (Inactive)

Game Master Signore di Fortuna

Four ordinary villagers must repair the damage left behind after adventurers 'save' their village.


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Human Expert 1, Init +1, AC16/12/14, Hits 8, F+2,R+1,W+3, Perception +5

"Yes. It all feels wrong. Maybe they are hiding in that cellar or.....for good or ill I suppose. Standing here helps no one. Come on Sabre. Keep an eye around out here so we are not trapped."

The old man simply opens the door and calls softly, his faithful hound sniffing beside him. The sickle is held by one leg, almost hidden.

"Hello?"

Tresmeer's Perception 1d20 + 5 ⇒ (11) + 5 = 16, Sabre's nose 1d20 + 8 ⇒ (8) + 8 = 16


Male Human Warrior 3

Henry follows behind still prepared to attack anything dangerous.


HP 6/6; AC 10; Fort +0, Ref +0, Will +6; Init +0; Perc +4; Human Adept 1

"The door is locked Tresmeer. If you want to knock on the door, I'll stay at the window and let you know what's happening inside."

Kallin moves back over to the window.


Human Expert 1, Init +1, AC16/12/14, Hits 8, F+2,R+1,W+3, Perception +5

"Son, can you deal with the lock? You're better at this than I will ever be."

He steps back to Kallin and smiles proudly.


Commoner 7/7hp 18AC Init 3 F2 R4 W1 Att+3

"Heh, no problem. " Pethorn said returning to the mule and checking the pack for anything useful. He takes out the saw and shows it to the others: "Will this one do?" He checks the bag a little more then draws the thieves tools and starts doing doing his magic on the door's lock.

Disable device:1d20 ⇒ 15


Pethorn opens the lock with little trouble, granting you entrance into the house. As you walk in, you smell a hint of beef and vegetables, perhaps an old meal. The house seems to be well-organized, but vacant. Approaching the trapdoor, you don't hear anything, but a faint fetid smell wafts from below. Outside, you hear moaning and a quick peek out the window reveals that four other zombies have risen from beneath the fog and are approaching the house.


HP 6/6; AC 10; Fort +0, Ref +0, Will +6; Init +0; Perc +4; Human Adept 1

If there is any way to bar or block the door, Kallin will do so.

Since their presence is known to anyone who may be below, Kallin will call out towards the cellar door. "Hello, we mean you no harm. We are here from Ardfell. Are you okay down there?


Male Human Warrior 3

Henry draws his sword and readies himself incase the zombies get through.


Commoner 7/7hp 18AC Init 3 F2 R4 W1 Att+3

"Kallin, wait! What about Crumpet and Sam? What about my pony? We surely can't leave them out there! They stand no chance with all those zombies." With that he quickly gets to the door moving aside the objects that were put there hastily to block the door and squeezes himself out running for his pony.


Male Human Warrior 3

Henry runs after the little man hoping to protect him from the undead.


Human Expert 1, Init +1, AC16/12/14, Hits 8, F+2,R+1,W+3, Perception +5

Tresmeer's mouth makes an O as his son breaks cover. Shaking his head at the folly of leaving the house, he hefts his sickle and follows.

"Pethorn don't die for them! Come back here. Ye Gods! Sabre heel!"

The elder man and his hound come out heading after the halfling and trying to block the zombies from Pethorn.

Initiative 1d20 + 1 ⇒ (8) + 1 = 9


Male Human Warrior 3

initiative: 1d20 + 4 ⇒ (18) + 4 = 22


Commoner 7/7hp 18AC Init 3 F2 R4 W1 Att+3

Initiative:1d20 + 3 ⇒ (8) + 3 = 11


HP 6/6; AC 10; Fort +0, Ref +0, Will +6; Init +0; Perc +4; Human Adept 1

Initiative: 1d20 + 0 ⇒ (1) + 0 = 1

Kallin waits to hear if his call down into the cellar is answered, before deciding what to do.


As Kallin tries to hail whomever might be down below, Pethorn rushes outside to see to the animals. The zombies have gotten closer and make their way towards the halfling.

Initiative: 1d20 ⇒ 11

Round 1: Henry, Pethorn, Zombies, Tresmeer, Kallin

MAP


Male Human Warrior 3

Henry moves to M23 and slashes at zombie 3.
PA: 1d20 + 5 ⇒ (18) + 5 = 23Damage: 2d6 + 6 ⇒ (4, 3) + 6 = 13


Henry dispatches a zombie with ease, blood and ichor flying from the torso of the undead. The rest let loose groans of anger in response.

Round 1: Henry, Pethorn, Zombies, Tresmeer, Kallin


Commoner 7/7hp 18AC Init 3 F2 R4 W1 Att+3

Pethorn unsheaves one of his daggers and cuts the zombie just above the knee and looks around for the animals.

Move to I24 then attack using
Attack:1d20 + 4 ⇒ (9) + 4 = 13
Damage if hit:1d3 ⇒ 2


Pethorn inflicts a minor wound on the zombie before seeing the animals cowering behind the house.

GM Notes:
Z1 hp: 10

The zombies approach Henry and Pethorn, attacking them with rotted claws.

vs. Pethorn 1: 1d20 + 4 ⇒ (10) + 4 = 14; miss
vs. Pethorn 2: 1d20 + 4 ⇒ (5) + 4 = 9; miss
vs. Henry: 1d20 + 4 ⇒ (19) + 4 = 23; Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Round 1: Henry, Pethorn, Zombies, Tresmeer, Kallin


HP 6/6; AC 10; Fort +0, Ref +0, Will +6; Init +0; Perc +4; Human Adept 1

Assuming that no one has replied to his hail, Kallin will rush outside to assist his comrades.

Move 30' to L24 and attack Z2

Sickle attack 1d20 + 0 ⇒ (10) + 0 = 10
Sickle attack 1d6 + 0 ⇒ (2) + 0 = 2


Human Expert 1, Init +1, AC16/12/14, Hits 8, F+2,R+1,W+3, Perception +5

"Sabre defend Pethorn!"

Tresmeer sends the hound after his master's son. The dog launches itself at the slow moving monster, its jaws wide.

Move next to Pethorn (I24), Bite (slashing attack) 1d20 + 2 ⇒ (14) + 2 = 16, damage 1d4 + 2 ⇒ (4) + 2 = 6

Meanwhile Tresmeer heads the other way in case Henry needs help too but seeing the body fall, he changes direction with a grunt at the effort to turn his old bones. Then slices at the one attacking his boy from behind.

Move to L22 (thru Henry's square), then sickle 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18, damage 1d6 + 1 ⇒ (5) + 1 = 6


Saber tears a chunk from the zombie Pethorn attacked, while Tresmeer makes an effective attack on the one that joined. Kallin rushes to help Tresmeer, but fails to connect with his sickle.

GM Notes:

Z1 hp: 4
Z2 hp: 6

Round 2: Henry, Pethorn, Zombies, Tresmeer, Kallin

MAP


Commoner 7/7hp 18AC Init 3 F2 R4 W1 Att+3

Seeing Sabre and his adoptive father jumping on his rescue Pethorn is filled with resolve and instead of running from the imminent danger he continues his attack with another dagger slash.

Attack:1d20 + 4 ⇒ (6) + 4 = 10
Damage if hit:1d3 ⇒ 1

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