DM Jelly's [PbP Game Day 2] Among the Living 0-7 (Inactive)

Game Master Jellyroll

Basement and excavation

Init:
Cazathiel:[dice=Init]1d20+8[/dice]
Uncle Tetchy:[dice=Init]1d20+2[/dice]
Ashia:[dice=Init]1d20+6[/dice]
Hessiel:[dice=Init]1d20+6[/dice]


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Grand Lodge

Male Tiefling Sailor 2 | HP 25/25 | AC 16, T 12, FF 16 | Init +2, Perc +5 | FRT +5, RFX +2, WIL -1 (+2 vs fear) | SPD 30ft.

Uhm yes. I did forget to add the bless. Didn't I also attack this Jacob bloke last round?

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Rolled my round one attack along with the surprise, in case I won init, another hit for 4 damage on the cleric.


Uncle Tetchy wrote:

Tetchy uses his full weight to bring the smack down

At the least zombie-like of the frontal two

I apologize if I misinterpreted the above zombie reference. Would you like to switch your attack to the henchman vs. zombie?

@Hessiel, thanks.


Upon deflecting the spell thrown at him by these upstarts, Fel throws a spell in retort at Ashia.

Ashia, please make a will vs. Fear save.
Fear rounds: 1d4 ⇒ 3

The henchman, Jacob swings his pick axe of doom down upon Tetchy!
1d20 + 2 ⇒ (13) + 2 = 15dmg: 1d6 ⇒ 1

Zombie attacks Cazithiel by throwing its decaying body upon him, "Brainzzz"
1d20 + 4 ⇒ (7) + 4 = 11dmg: 1d6 + 4 ⇒ (5) + 4 = 9

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Moving for a clearer shot Hessiel targets the caster again, his arrow flying true, but possessed of little penentrative power.

Arrow: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18 Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Male Tiefling Sailor 2 | HP 25/25 | AC 16, T 12, FF 16 | Init +2, Perc +5 | FRT +5, RFX +2, WIL -1 (+2 vs fear) | SPD 30ft.

Now you've done it, I will wrap this pick around your brain.

Attack: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 161d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Tetchy brings around his pick one more time at the henchman.

I'm fine with the attack staying as it i, it's too long ago already :)

Grand Lodge

Male Elf Cleric 2 [HP 15/15, AC 17/ff 13/t 14, Fort +4, Ref +5, Will +7, Init +8, Per +3, Spd 40', ToD 6/6, DS 6/6, Channel 2/2]

Cazithiel stabs at the zombie again, then dances back, seeing if he can get him to follow.

Attack: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25 Damage: 1d6 ⇒ 3
Confirm Crit: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10 Crit Damage: 1d6 ⇒ 6

Scarab Sages

Female Human (Garundi) Sorcerer 2 | HP: 17/17 | AC: 13 | T: 12 | FF: 11 | CMD: 11 | Fort/Ref/Will: +1/+2/+2 | Init: +6 | Perception: +1 | Sense Motive: +1

"Damn!" Ashia mutters as the priest resists her magic. She then steels herself against the inevitable retort.

Will Save: 1d20 + 1 ⇒ (18) + 1 = 19

Only slightly shaken by the necromantic assault, Ashia considers her options. I hate to try the same trick twice in a row, but... Her eyes narrow in concentration as she prepares to try again.

Casting cause fear again.

As soon as her spell is completed, she retreats some, hoping to force the man from the altar.


Fel takes Hessiel's arrow stoically yet grimaces at the slight irritation.

Your Uncle takes out the henchmen in a smashed bloody mess while Cazathiel solidly wounds the zombie.

Will: 1d20 + 5 ⇒ (11) + 5 = 16, Ashia's chosen foe strains against the fear which surrounds him yet laughs through the sweat streaming down his face. "I'll see your death soon enough sorcerer..."

The zombie lunges at it's attacker again, landing a blow which shakes the Cleric to his bones!
1d20 + 4 ⇒ (16) + 4 = 20dmg: 1d6 + 4 ⇒ (1) + 4 = 5

In a battle of fear, Fel throws his fearsome might against the sorcerer again:
Ashia, save vs. Cause Fear
Fear rounds: 1d4 ⇒ 3

Grand Lodge

Male Tiefling Sailor 2 | HP 25/25 | AC 16, T 12, FF 16 | Init +2, Perc +5 | FRT +5, RFX +2, WIL -1 (+2 vs fear) | SPD 30ft.

Enter controlled rage (+4 to str only, no penalty to AC, no con bonus)!

Tetchy has had enough of the spooking priest. Now that this minion is gone, a rush of blood goes to his head, he rages forward, swinging the pick in a threatening way Let me make that death a bit more tangible for you

Rage 5/6, at evil priest: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 191d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7


Tetchy tears into Fel, renting a bloody gash in his side!

GM:

Fel - 9
Zombie - 13

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

It seems like Fel should have more damage. Hessiel has hit him three times for a total of 10 damage and Uncle T for 7.

Hessiel believing they are near their goal spends his inspiration trying to fell their smug foe. His arrow hits, but he is not sure if it manages to penetrate the man's armour.

Arrow Inspiration: 1d20 + 3 + 3 - 4 ⇒ (15) + 3 + 3 - 4 = 17 Damage: 1d8 + 1 ⇒ (1) + 1 = 2


@Hessiel, Thank you. Adding the eight from previous attack is correct.

GM:

Fel - 17
Zombie - 13

Scarab Sages

Female Human (Garundi) Sorcerer 2 | HP: 17/17 | AC: 13 | T: 12 | FF: 11 | CMD: 11 | Fort/Ref/Will: +1/+2/+2 | Init: +6 | Perception: +1 | Sense Motive: +1

Ashia is actually out of range of cause fear on Fel's turn, but... Will Save: 1d20 + 1 ⇒ (20) + 1 = 21.

The sorceress smirks as the priest's taunts her. "Hmph... hardly," she mutters.

Seeing Uncle Tetchy engage the dark cleric, Ashia decides now might be a good time to knock him off balance.

Grand Lodge

Male Elf Cleric 2 [HP 15/15, AC 17/ff 13/t 14, Fort +4, Ref +5, Will +7, Init +8, Per +3, Spd 40', ToD 6/6, DS 6/6, Channel 2/2]

(HP 4/9)

Cazithiel lunges at his undead target, hoping at least that he keeps it distracted from other targets.

Attack: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d6 ⇒ 5
Confirm Crit: 1d20 + 4 ⇒ (14) + 4 = 18 Crit Damage: 1d6 ⇒ 5


While Ashia moves herself from the Fel's spell range, Cazithiel swings a final blow at the shambling undead noble cleaving it through.

Hessiel lands another arrow into the bloodied Bustrani who now realizes he is hurt far worse than originally thought.....

Fel grabs a potion and downs it quickly!

GM:

CLW: 1d8 + 2 ⇒ (4) + 2 = 6
Fel - 17+(-6)=11

Grand Lodge

Male Tiefling Sailor 2 | HP 25/25 | AC 16, T 12, FF 16 | Init +2, Perc +5 | FRT +5, RFX +2, WIL -1 (+2 vs fear) | SPD 30ft.

Tetchy decides to put his full weight behind his next blow, reaching a pinnacle of high blood-pressure driven, vein popping, teeth-grinding aggressiveness.

Attaaaaack, Bless, Power Attack, Rage 6/6: 1d20 + 5 + 2 + 1 - 1 ⇒ (12) + 5 + 2 + 1 - 1 = 191d6 + 4 + 2 + 2 ⇒ (3) + 4 + 2 + 2 = 11

That's all rage for today. I hope it suffices.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Uncle Tetchy should also get and AoO, for the drawing of the potion - unless he steps back, which he has not on the map - which will allow Hessiel a shot without penalties.

Hessiel, grabs another arrow and lets fly, but once again their is not much power in his draw and he is not sure if the arrow penetrated the cleric's armour or not.

Arrow: 1d20 + 3 ⇒ (13) + 3 = 16 Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Male Elf Cleric 2 [HP 15/15, AC 17/ff 13/t 14, Fort +4, Ref +5, Will +7, Init +8, Per +3, Spd 40', ToD 6/6, DS 6/6, Channel 2/2]

Cazithiel closes the gap with the Zyphus priest and strikes!

Attack: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7 Damage: 1d6 ⇒ 2


A very dead Fel Bustrani crumples to the ground, pounded by the continued onslaught from U.T. and Hessiel. His hand gently caresses the stone as he falls.

Grand Lodge

Male Tiefling Sailor 2 | HP 25/25 | AC 16, T 12, FF 16 | Init +2, Perc +5 | FRT +5, RFX +2, WIL -1 (+2 vs fear) | SPD 30ft.

And stay dead! And don't you start moving while you're dead!

Tetchy is wheezing like an old man, foaming at the mouth, tired almost to complete exhaustion.

Did I miss a clue somewhere? What's with the stone again?

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hessiel uses his detect magic ability and scans the corpses and the stone intently seeking magical auras.


@Tetchy, the stone or boulder was referenced when Hessiel peaked in the room. A glowing boulder or as your V.C. mentioned, the 'living' artifact the cleric spoke of to Wuthers.

Hessiel scans the corpses finding nothing except a Potion of Bull's Strength on Fel.

The stone does not radiate a magical aura but the 'Zyphus Stone' is a terrible artifact and you four, as Pathfinders, immediately know that its acquisition could be both a boon and a terrible burden for the Society. There are two likely paths the you could choose: taking the time and effort necessary to destroy the stone, thus ridding the world of its potent necromantic magic, or returning the stone either to the Grand Lodge in Absalom or to the Pathfinder Lodge in Oppara for safe-keeping.

Grand Lodge

Male Elf Cleric 2 [HP 15/15, AC 17/ff 13/t 14, Fort +4, Ref +5, Will +7, Init +8, Per +3, Spd 40', ToD 6/6, DS 6/6, Channel 2/2]

Cazithiel regards the stone. "This stone, this is what Bodriggan Wuthers was looking for, this entire time, for the Society! We cannot fail the society now. I will take the stone, myself, to the vaults in Absalom."

Grand Lodge

Male Tiefling Sailor 2 | HP 25/25 | AC 16, T 12, FF 16 | Init +2, Perc +5 | FRT +5, RFX +2, WIL -1 (+2 vs fear) | SPD 30ft.

Wuthers! Weren't we supposed to find him? I hope it's not... Tetchy inspects the two men lying on the floor, riddled by arrows and beaten to a bloody pulp, to see if any of them matches the description of Wuthers.

In the intro, DM Jelly wrote:


We want you to travel to Oppara and find Wuthers.


Wuthers is not one of these bodies in the basement.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hessiel frowns, "Perhaps we should destroy this thing? But our superiors can likely make the same decision favoured with more experience and knowledge. We should save this cleric, vile though he may be he may know where Wuthers can be found."

The owl eyed elf moves forward and sinks to his knees besides the fallen cleric, taking a few moments to bind the man's wounds and retrieve the potion which he hands to Uncle Tetchy,

"Just in case we encounter any more foes - it will give you greater strength."

Heal: 1d20 ⇒ 9
Heal: 1d20 ⇒ 4
Heal: 1d20 ⇒ 19

Grand Lodge

Male Elf Cleric 2 [HP 15/15, AC 17/ff 13/t 14, Fort +4, Ref +5, Will +7, Init +8, Per +3, Spd 40', ToD 6/6, DS 6/6, Channel 2/2]

Cazithiel shakes his head. "Let me, it is easier."

He touches Fel Bustrani, chanting, "Hold his essence, my Count."

Cast stabilize.


A healed Fel Bustrani opens his eyes in confusion then upon realizing his predicament, silently glares at you.

Grand Lodge

Male Tiefling Sailor 2 | HP 25/25 | AC 16, T 12, FF 16 | Init +2, Perc +5 | FRT +5, RFX +2, WIL -1 (+2 vs fear) | SPD 30ft.

Don't you get any funny ideas, punk. I won't hesitate to crack you ugly skull open once again.

Now, what did you do to Wuthers?

Intimidate - Took him long enough: 1d20 + 6 ⇒ (10) + 6 = 16

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

"I would tell him were I you, I am not sure his temper is terribly stable.." Hessiel says blinking his owlish eyes.

Intimidate Aid: 1d20 - 1 ⇒ (11) - 1 = 10


Let's assume you guys abuse Fel a bit, taking 20 so to speak.....

He tells you that he lured Wuthers down here to excavate all the while knowing the the stone’s resting place, as the Chamber of the Stone. Misleading Wuthers by posing as a cleric of Irori, the cult leader and the Pathfinder quietly gained access to the opera house’s cobweb-filled storage area and began digging, convincing the management of the Immortal Son that a find of this caliber beneath their theater would put nobles into seats for years to come. It took quite some time to dig through the bedrock beneath Oppara, but three months ago they finally punched through the last few inches and became the first living beings to gaze into the Chamber of the Stone in more than 6,000 years. The chamber’s only resident was an Azlanti that had been left behind, sprawled across a raised dais beside a huge block of stone in which had been carved the symbol of Zyphus: a heavy pick made of a femur, skull, and rib. Assuming the Azlanti was a preserved corpse, Wuthers approached the stone and immediately began sketching and documenting the find.

Bustrani allowed the Pathfinder a few moments of glory, more to keep his attention averted than anything else, and then uttered the phrase the Grim Harvestman had revealed to him in a dream. The phrase, a garbled mishmash of various ancient tongues, brought the stone and the Azlanti zombie to life. When the chamber filled with green light and the zombie climbed to its feet, Wuthers knew he’d been betrayed. Before he could reach for a weapon, the cleric of Zyphus struck him down with the heavy pick he’d used to clear the chamber’s tunnels. He ordered the Zyphus zombie to feed, and in minutes Wuthers rose again as something terrible.

With the first phase of his mission complete, Fel Bustrani contacted his cult confederates hidden throughout Taldor and summoned them to him. Their time had come. Using the Zyphus zombie, the unwitting employees and actors of the House of the Immortal Son, and their Zyphus-granted zeal, they would spread unexpected death throughout Oppara, Taldor, and beyond. They would turn the world into zombies and dance in the glory of their all-powerful god.

Since you 'extensively' search the House of the Immortal Son for Wuthers, you find his zombie corpse among the dead in the bar. In his belt pouch is a draft of the final letter he wrote to Venture-Captain Eliza Petulengro, wherein he details the final stages of the dig and the strange character of his companion—noted as “cleric of Irori” but clearly Bustani. His pouch also contains a personal journal, a shorthand record of his many adventures as a Pathfinder.

Surprisingly, more than half of the theatergoers survived the zombie onslaught by gathering together and fighting off the undead menace. Because you dealt with the roving human band of Zyphus devotees bent on stamping out resistance as well as defeating Bustrani himself, the wealthy socialites and nobility of Oppara now have several dinner parties’ worth of sordid zombie stories with which to frighten and awe their friends.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hessiel salutes the fallen Pathfinder, "Rest in peace Wuthers, you are avenged."

Grand Lodge

Male Tiefling Sailor 2 | HP 25/25 | AC 16, T 12, FF 16 | Init +2, Perc +5 | FRT +5, RFX +2, WIL -1 (+2 vs fear) | SPD 30ft.

Buh. What a coward, this priest, stabbing an unarmed man in the back. Avenged indeed, I hope they hang the bastard.

Tetchy spits on the floor.

Then, to the Consul, he says Place is safe now, we took out the evil priest. Now if someone could find the key to those expletive deleted doors.

I never knew Opera was this interesting. I should visit more often. Nice Shindig.

Big damn heroes, sir


Voila, the doors open.

Thank you all for playing, this was a quick smash and bash. Fun to run and hopefully fun to play.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Enjoyed it thanks DM Jelly :)

Grand Lodge

Male Elf Cleric 2 [HP 15/15, AC 17/ff 13/t 14, Fort +4, Ref +5, Will +7, Init +8, Per +3, Spd 40', ToD 6/6, DS 6/6, Channel 2/2]

Yes, thank you!

Grand Lodge

Male Tiefling Sailor 2 | HP 25/25 | AC 16, T 12, FF 16 | Init +2, Perc +5 | FRT +5, RFX +2, WIL -1 (+2 vs fear) | SPD 30ft.

Thanks a lot! Big, undiluted chunks of fun :)

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