Curse of the Crimson Throne (Inactive)

Game Master DireMerc

The king is dead! In the Varisian port city of Korvosa, the death of a monarch leads to chaos, and only a small group of heroes can hope to save the city from its own darkest tendencies.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."

Loot tracker
Google docs


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Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

"Ugh, what the hell has happened in this place. I thought there was a party going on, not this twisted horror scene! If that voice has caused this, let's find her and take her down."


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

"Great we have a psycho on the loose."


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"Come now hosts show yerselves!"


"HIDE and SEEK! We shall HIDE and SEEK! Will you find me? Or will I find you?" comes the reply.

The undead on the dance floor have stopped dancing and now regard you.


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

"Oh even better, we have a psycho on the loose who raises the dead and commands them"


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Initiative 1d20 + 1 ⇒ (4) + 1 = 5

Crain pulls his falchion moving towards the closest undead, swinging it to put the creature out of its miserable existence.

Attack 1d20 + 11 ⇒ (3) + 11 = 14

Damage 1d10 + 6 ⇒ (4) + 6 = 10

Attack 1d20 + 6 ⇒ (16) + 6 = 22

Damage 1d10 + 6 ⇒ (7) + 6 = 13


init:

Crain init = 5
Cedric init: 1d20 + 3 ⇒ (20) + 3 = 23
Donagar init: 1d20 + 0 ⇒ (9) + 0 = 9
Gregor init: 1d20 + 4 ⇒ (20) + 4 = 24
Pai init: 1d20 + 2 ⇒ (14) + 2 = 16
Drakus init: 1d20 + 1 ⇒ (2) + 1 = 3

Zombies init: 1d20 - 1 ⇒ (15) - 1 = 14

Gregor, Cedric and Pai you are before zombies.

Crain, Donagar and Drakus are after.

You all move into the entrance and get ready to face the first group of zombies and you hear the sound of arcane words being spoken by someone up the stairs and the doors slam shut behind you. You hear a click as they lock. You notice the groan of more of the undead coming from upstairs and the adjoining rooms as well. It seems this is now a house of the dead and your trapped in here now.

combat map

I might have to npc Cedric since he is still away I think so I'll do that for now.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Gregor does what just always seems to come natural to him, he barks out orders and tactical plans to best deal with the situation, "Let's not get ahead of ourselves. Stay as a group, don't let yourselves get seperated. When we fight as a team, we all have greater chances of survival." With that siad, he draws his sword and keeps from rushing ahead of the others into possible danger.

Standard, Inspire Courage +2 Atk/Dmg, saves vs. Charm and Fear (with Lingering Performance, it lasts rounds 1-3).
Move, draw his longsword
Know Religion for the Zombies 1d20 + 7 ⇒ (5) + 7 = 12


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

Perception: 1d20 + 13 ⇒ (20) + 13 = 33

"Guys have you noticed how some of these dead nobles looked to have died of Blood veil before being raised again from the dead?"

"And the Psycho b**** has an Elven Accent."
Don't know if I'd get more out of that great Natural 20 perception roll.

"This hall also seems to be a good bottleneck to stop us from being surrounded, but limits our actions.
I'll try the room next to me and create a new front so we all are doing a part without the worry of being flanked or outflanked later."

Mai open the door next to her and looks in and ready with her katana.


The elven accent is correct and yes the zombies do have traits that would indicate that they have the blood veil. Knowledge religion would reveal the details of this zombie variant but 12 is not enough.

You open the door and a small dining table with wooden chairs placed around it.

Cedric opens the door on the other side find another empty room with a couch and a table.

The zombies comes forward but due to space constraints are force to squeeze together and their bumping into each other is giving them a hard time. (They share space moving into the squares in front of Crain and Drakus taking the penalties for doing so)

Some zombies break down the door going into the room adjacent to the group were Pai peeked in.

The two warriors manage to avoid getting hit blocking each attack with ease.

attacks:

Zombie attack Crain: 1d20 + 0 ⇒ (4) + 0 = 4
Zombie attack Crain: 1d20 + 0 ⇒ (15) + 0 = 15
Zombie attack Crain: 1d20 + 0 ⇒ (10) + 0 = 10
Zombie attack Crain: 1d20 + 0 ⇒ (1) + 0 = 1

Zombie attack Drakus: 1d20 + 0 ⇒ (14) + 0 = 14
Zombie attack Drakus: 1d20 + 0 ⇒ (12) + 0 = 12

Updated map

You can all post, Crain, Donagar and Drakus post round 1 and Gregor, Cedric and Pai can post round 2.

Please indicate which round your are posting for to help me keep track.


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Round 1_______________

Keeping his shield even with his companion, Drakus lashed out as hard as he could at the walking dead with his bardiche. Power attack, Cleave
bardiche initial attack: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13 for a possible 1d10 + 6 + 4 ⇒ (2) + 6 + 4 = 12 magic, silver and slashing damage.
...IF first attack hit, bardiche secondary cleave attack vs his buddy next to him: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14 for a possible 1d10 + 6 + 4 ⇒ (4) + 6 + 4 = 14 magic, silver and slashing damage.
My AC reduced to 24 for one round.


Destroying zombies 1 and 2

Isn't that a reach weapon? Can you use against adjacent foes?


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Ah, yes. Can't do that without a feat I don't have.
Normally I would just take a 5 foot step back first, but that is blocked this round.
I will switch targets to zombies 5&6. Dollars to doughnuts that hard corner will give 'em enough cover to block me though.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

DM I made my attacks in the post I made Thursday.


Ok I wasn't 100% and I didn't have time to check everything last time so I just asked.Indeed you would miss targeting 5 because of the cover and then not get the second attack from cleave


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Top of Round 2: don't forget Bard song everyone +2 atk/dmg

Gregor sees through the door Pai opened, that there are others advancing through the next room. To try and maintain a decent front, he attempts to dance nimbly into the room to get to the southeast corner, but the blood-slick floors thwart his efforts and leave him exposed. He makes it, but not before the opening he left and his own stumbling footwork, completely throw off his aim. At the very least he left room for Pai to join him.

Move, acrobatics to the sq just below 7 to avoid AoO, 1d20 + 6 ⇒ (1) + 6 = 7 well, damn, guess not.
Standard, attack 7 with longsword 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12, doubt it but JIC, damage 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12


was that included In Draku's attack? Looks like it wasn't...the +2 would make him hit again so killing zombies 5 and 6. Make sure to always included all your bonuses next time I wont retcon it.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

the bonuses were not included for Crain as the rolls were made prior to Gregor's post. I'll make sure to include it in the future.


Anyway Retcon included Drakus destroys zombies 5 and 6 and Crain destroys Zombie 3.

provoked attack on Gregor: 1d20 + 4 ⇒ (4) + 4 = 8

Miss.

Gregor takes down number 7.


Oh yes when a plague zombie dies, it falls apart and releases a burst of decay. All creatures adjacent to the plague zombie are exposed to its plague and must make a Fortitude save.

So everyone who is adjacent to a zombie when it dies needs to make a fort save vs blood veil. It has no immediate effects so roll the save and I'll make a note of it if you fail.


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

When Crain destroyed Z3...
Fort save vs. Blood Veil: 1d20 + 9 ⇒ (3) + 9 = 12
Drakus shook his head at the foul stench of the dead thing.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Fort 1d20 + 10 ⇒ (13) + 10 = 23


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Fort save 1d20 + 5 ⇒ (18) + 5 = 23

As the infected zombie drops, Gregor is reminded of the mask they found on the body in the ship, "I have with me one of the physician's masks, it aids against contracting the disease. Anyone feel that they would be more susceptible to it is welcome to wear it as we investigate. Otherwise, I will wear it myself." He indicates a bird-like mask he had forgotten about, hanging on his belt.


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"Take care lads! Tha rotted tings burst apart spreading disease."

Donagar settles in for the battle and fills the area with positive energy....

Channel positive energy 3d6 ⇒ (5, 4, 5) = 14


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

"If these things are dead, can't you as a cleric make them all go poof."

Dongar you not next to a zombie


I'm assuming you're harming undead here. Please indicate the dc when you cast or use an ability with a save

zombie 1 will: 1d20 + 0 ⇒ (7) + 0 = 7
zombie 2 will: 1d20 + 0 ⇒ (19) + 0 = 19
zombie 4 will: 1d20 + 0 ⇒ (19) + 0 = 19

One zombie is destroyed (Crain needs to make another fort save)

And two more are harmed but still stand. (They take half)

Cedric heads into the room he open to see if he can flank around.

The remaining Zombies in the ballroom attack and the other two move to attack Gregor (one going around the table. They cannot move an attack however)
zombie 2 attack Draskar: 1d20 + 4 ⇒ (2) + 4 = 6
zombie 4 attack Crain: 1d20 + 4 ⇒ (13) + 4 = 17

"Hey that's cheating! NO CHEATING!!!" comes the high pitched shout

A crossbow bolt comes from above making a deafening noise of screaming voices and strikes Donagar. An elven woman dressed in a masquerade dress and wearing a jesters hat appears up above on the second floor balcony.

attack: 1d20 + 14 ⇒ (13) + 14 = 271d8 + 2 + 3d6 ⇒ (3) + 2 + (5, 4, 1) = 15

Everyone except Gregor needs to make a will save dc 14 against a mind affecting fear effect. If you fail you are shaken for 1 minute.

You can all post again.

Edit:Forgot to post the map.

Map


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

What about zombie in side Room, north of Mai, is it damaged with channel or not?


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Fort 1d20 + 10 ⇒ (19) + 10 = 29

Will 1d20 + 4 ⇒ (2) + 4 = 6

Crain keeps chopping away with his falchion at number 4.

Attack 1d20 + 11 + 2 - 2 ⇒ (14) + 11 + 2 - 2 = 25

Damage 1d10 + 6 ⇒ (3) + 6 = 9

Attack 1d20 + 6 + 2 - 2 ⇒ (1) + 6 + 2 - 2 = 7

Damage 1d10 + 6 ⇒ (3) + 6 = 9


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Will save vs DC14: 1d20 + 4 ⇒ (19) + 4 = 23

Round 2_______________

Frustrated he can't hit the zombies crowding him, unable to step back to bring his bardiche into play and unwilling to just drop it for a shorter weapon, Drakus elects to give himself some room.
He Bull Rushes straight forward against Zombie 2.
Bull rush CMB: 1d20 + 8 ⇒ (9) + 8 = 17
Since he doesn't have Improved Bull Rush, Zombie 2 is eligable for an AoO against Drakus.


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"Cheating! You louts! Took lots more dark magic fer yah tah raise tha tings tha will take me tah burn em tah cinders!"

Channel positive energy
3d6 ⇒ (5, 2, 3) = 10
Will save DC 14


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Top of Round 3: Last round of Bard song until refreshed on his turn in round 4

Gregor decides that he won't risk it further, drawing the mask and putting it on.

Draw Physician's Mask, equip it. I believe that will provoke.


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

Mai will attack Zombie number 9

atk: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
damage: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10


Attack of op on Drakus
attack: 1d20 + 4 ⇒ (11) + 4 = 15

Drakus knocks number 2 back.

Crain takes down 4.

Donagar destroys number 2.

Gregor provokes 2 attacks.
attack: 1d20 + 4 ⇒ (9) + 4 = 13
attack: 1d20 + 4 ⇒ (10) + 4 = 14

Mai takes down 9.

"YOU'RE BREAKING ALL MY TOYS!!!" comes the shout from above

ranged touch -4 for range/1d6 fire damage: 1d20 + 7 ⇒ (7) + 7 = 141d6 ⇒ 2

She trows a flask of alchemist fire. It also deals 1 splash damage to Mai, Draskar and Crain.

Donagar takes another 1d6 on his round unless he spends a full round to put out the flames.

After trowing the flask she runs north and out of sight.

Zombie 8 attacks Gregor
attack: 1d20 + 4 ⇒ (16) + 4 = 201d6 + 4 ⇒ (2) + 4 = 6

Map

You can all post again


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Round 3_______________

Drakus flinches at the fire splash, but keeps his shield oriented at the lady just in case she shot something stronger.
Then Donagar evaporated his zombie.
"Thanks Donagar!" He shouted.
Hearing a fight in the next room, he moved 5 feet East, 15 feet North, then 5 feet West.
Reluctantly dropping his bardiche, he punches Zombie 8 with his gauntleted fist.
gauntlet attack: 1d20 + 8 ⇒ (10) + 8 = 18 for a possible 1d3 + 4 ⇒ (3) + 4 = 7 crush damage.
Since he doesn't have Improved Unarmed Combat, Zombie 8 is eligible for an AoO against Drakus.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

Crain looks around for a way to get upstairs and engage the lady. "I'm coming, toots! And im going to hack you down, sickos!".

Crain run up any stairs he can locate, trying to close distance with the lady.


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"Durn fires, seepin in mah armor."

Donagar uses create water to extinguish the flames....

"Beakin toys! What err we fightin a tantrum throwin child?"


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

Mai Does a 5-foot step into the room and will attack Zombie number 9

"If these are her toys, does not check the quality of her toys before playing with them."

atk: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
damage: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9


Missing gregor


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Top of Round 4:
If the Zombie threatening him is destroyed:

Gregor breathes a sigh of relief, through the odd bird-like mask, as moves back into the room proper and calls after the rushing Crain, "Don't let yourself get separated from the squad, that is how people lose their lives. We fight as a team."

Move to the center of the main room
Bard song, Inspire Courage +2/+2 (This lasts for rounds 4-6)

If the zombie is not destroyed, he will not move, and use his Bard song from there.


attack of op: 1d20 + 4 ⇒ (10) + 4 = 141d6 + 4 ⇒ (1) + 4 = 5
The zombie tries to swing at Draskar as he attacks with his fist but misses and Draskar punches it to little effect.

Pai comes along and finishes it off with a swift strike however.

Gregor moves to the middle of the center room.

Crain goes up the stairs. He cant see the elven woman in the jester outfit but he spots 4 more zombies lumbering his way. The dancers he notice before when he climbed on the balcony. Now that you are here you can see that those on the floor are in fact dead. The door to a bedroom nearby is open. Two more doors are closed.

More zombies are coming from deeper in the house as well on the first floor.

Updated map

You can all post again.


Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)

"There's a crew of zombies up here as well! Get up here quick! We need to deal with this lady now!"

Crain enters a rage, and swings his Falchion at zombie 1.

Attack 1d20 + 11 + 2 + 2 - 2 ⇒ (18) + 11 + 2 + 2 - 2 = 31

Damage 1d10 + 6 + 2 + 2 - 2 ⇒ (10) + 6 + 2 + 2 - 2 = 18

Attack 1d20 + 6 + 2 + 2 - 2 ⇒ (11) + 6 + 2 + 2 - 2 = 19

Damage 1d10 + 6 + 2 + 2 - 2 ⇒ (1) + 6 + 2 + 2 - 2 = 9

Possible crit from Attack one 1d20 + 11 + 2 + 2 - 2 ⇒ (3) + 11 + 2 + 2 - 2 = 16

Damage 1d10 + 6 + 2 + 2 - 2 ⇒ (8) + 6 + 2 + 2 - 2 = 16


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"Agreed! Let's form up an let em come at us an I ken hit more wit another burst o blessins!"


Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK

Round 4__________________

Drakus snatched up his Bardiche and turned for Zombie 8. But at Crain's call, he turned and lumbered for the stairs.


HP: 74/74, Init: +2, AC: 21:14:18, CMD: 22 Saves: 6:11:5 +2Enchant Skills: Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15

Mai follows Gregor knowing it best to stick as a group.


**Pokes Gregor**


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Sorry, don't know how I keep missing that it's my turn.

Top of Round 5: Bard song still in effect +2/+2

Gregor sees the onrush of more of the shambling corpses, and knows that things may become difficult in catching the woman seemingly responsible for this crime. He calls out to the others, "We must make haste in felling these foul things. She must not be allowed to escape." With that he takes a step forward, and takes a swing at the one closest to him without wading fully amongst them.

Free, 5' step to center of room
Standard, Attack #4 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12, if that hits 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"Jus get up tha stairs an i'l hold em off an give em a blast o energy while ya'll get tha responsible party!"

How wide is the staircase?


Just 5 feet wide. Did everyone post? Donagar didn't take any action so far.

Here is my partially updated map

I moved up Donagar a bit to join the others let me know if this is wrong.
Zombies on first floor aren't there cause I will add their movement after I'm sure were you are.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Gregor should be in the middle of the blood stain, lined up with the fireplace and the south half of the double front door.


Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6

"Stop playing wit tha zombies an get tha caster, me an Drakus can hold em on tha stairs."

Points up....
"Ever minute yer playin tha one up thar could be raisin more o tha blasted tings!"

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