DM Puppet Master's Humble Bundle Welcome Campaign (Inactive)

Game Master Anon A Mouse

Cult of the Ebon Destroyer


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MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Yes...it does appear that you have not sacrificed enough to the gods of the RNG. Finnrick had what? 5 rounds without rolling in the double digits? :/

Everybody else makes it to the surface with relative ease. As Finnrick tries to catch his breath, Artair is able to find the rough outline of where the pit seem to be, discovering that there's actually a second pit on the other side of the room. With his help, you're all able to cross over the strip of stone that connects the area by the entrance to where the wheel sits.

The area around the wheel is blissfully dry as all the wading through water causes your boots to squish in a rather unpleasant fashion. This is most likely the only reason the wheel isn't covered in the disgusting black mold that seems to cover a fair portion of the walls. The wheel is attached to heavy chains that go up and out of sight into the ceiling and you suspect that turning it will require some effort. DC 10 Str check


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

As he finally finds the surface with the help of Etam and Artair he sucks in a few gulps of air and looks around seeing the room now strewn with bones.
"Thank, thank-you" He gasps as Artair comes up with his pack."You, you guys saved my life."

He turns to Artair, "I mean no offense but you look awful. Might I heal your wounds?"Finnrick asks as he takes out wand that, like all of his possessions, is now dripping wet.

He touches the dwarf with the wand and heals hit.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

yeah I struggled through that entire encounter.


Male Dwarf Barbarian 3 | HP 41/41(+6R) | AC19(-2RAGE) T11 FF19 | BAB+3 | CMB +7 | CMD 18 | F+6 R+3 W+3 | Init +3 | Per +8

Thanks for the aid, that should be helpful. I assume we dont want to open the wheel quite yet. Are there any passages out of the room or traps that anyone can find? Or any more piles of bones that we need to kill?


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

"No worries, Finnrick, you'd have done the same. Let's focus on getting that flame and then get out of this crypt asap."

Jaed turns to Artair. "Yep, I'd prefer if we first find the door that that wheel opens. I don't see any traps but better if we have all the info before touching anything."

Jaed starts walking back to the hallway and takes a left turn towards the unexplored room.

"Better if we keep close together. Let me know when you are all well positioned to get into the next room and I'll sneak in."


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

Now that he has his witts about him Finnrick looks down and sees many gashes that have torn his flesh and cloths. He takes out the wand and quickly heals himself.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

"There, that's better. And Millsy how are you. Seems that your the only one who didn't jump in for a swim. Didn't care if I lived or died huh?" Finnrick says with a laugh attempting to ruffle the fur atop the cats head but she artfully dodges away, clearly not finding him funny.

I just realized I hadn't been tracking my health and I was at 1 HP. Can I get a hp check on you guys anyone else need a heal?


Male Dwarf Barbarian 3 | HP 41/41(+6R) | AC19(-2RAGE) T11 FF19 | BAB+3 | CMB +7 | CMD 18 | F+6 R+3 W+3 | Init +3 | Per +8

Mine is accurate at 3/14. I believe that Jaed is still at full health and Etam is at 7/13. Him and I were the only ones to take damage from the skeletons and frogs. PM, please correct me if I am wrong.

We know that the crypt is to the west of the entrance, do we want to explore this unknown room or just head to to the other side? Though it would not hurt for you to sneak in and check out the room. Unless you unleash some foul beast we have to slay...

The competitionist in me wants to explore the room. My 3hp just wants this over and done with.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Etam moves behind Jaed. "I'm ready to back you up, Master Zandorias."

There's no door between this room and the hallway, so you can look in without going in, so long as you have line of sight into it.

Next room description:
A strange blue fungus covers the walls, ceiling, and pillars of this waterlogged chamber. Its wispy strands stretch out from the wall like roots dangling in the air, twitching and swaying in an unseen breeze. Floating in the water are four decaying corpses—three large rats and one giant frog—with strange burn marks all over their bodies.

The water is about as deep as in the wheel room, so still difficult terrain for small or smaller creatures.


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

Here Artair let me heal you again before we go in there.Finnrick says taking out the wand one again.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Walking over to Jaed May Sarenrae guide you.He says as he places a hand on Jaed.

Jaed has a +1 on his next skillcheck or attack roll.

I stopped in at a McDonalds for some WiFi. Also can you put me into back of the group.


M human Fighter 3 | HP 32/35 | AC21 FF18 T13 | CMB: +7 CMD: 20 | F +5 R +2 W +1 | Init +2 | Per +4

"Master Finnrick, do you recognise this blue mold?" Etam says, gesturing to the druid so he comes forward.

He searches for a loose stone or any sort of debris of a throwable size. "Master Zandorias, may I suggest testing your ground before we enter this room? Whatever killed those animals might still be there."


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

"I can see three dead rats and one of those giants frogs floating in that room. They look rot and burned.", Jaed whispers to his companions. "Etam, I'll try to sneak in, get a quick look and get out so I prefer not making any noises. Wait for me here."

Very slowly and carefully Jaed gets into the room.

Stealth: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Perception: 1d20 + 5 ⇒ (14) + 5 = 19+1 to find traps

@Artair: You are right, I'm at full health because I spent all the fight swimming up and down. So for now I think the best strategy is Jaed scouting the rooms alone. At least until you all recover some health or he loses some HP.


Male Dwarf Barbarian 3 | HP 41/41(+6R) | AC19(-2RAGE) T11 FF19 | BAB+3 | CMB +7 | CMD 18 | F+6 R+3 W+3 | Init +3 | Per +8

Agreed, just be careful. Those burns will not look good on you. And you know wounds are bad when you get healed twice.


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

From a safe distance Finnrick looks at the mold attempting to recall any of Olmira's teachings on mold, moss and fungi.

knowledge (Nature): 1d20 + 7 ⇒ (11) + 7 = 18


Male Dwarf Barbarian 3 | HP 41/41(+6R) | AC19(-2RAGE) T11 FF19 | BAB+3 | CMB +7 | CMD 18 | F+6 R+3 W+3 | Init +3 | Per +8

I stepped aside to let Finnrick have a view of the room, and assumed that after he looked he retreated back to a safe distance again. Move us if I am wrong in our positioning.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Finnrick:
This is the appropriately named "azure fungus". It's not especially common, but you remember Olmira telling you that it builds up an electric charge as it grows. This is a defense mechanism as the fungus will discharge its built up electricity if touched to discourage large predators or kill smaller ones. Since the mechanism isn't perfect, the fungus will also randomly disperse its charge into the air, creating a distinctive sizzling noise.

DM:
1d10 ⇒ 6

Jaed slowly moves 5 feet into the room, carefully looking around for hidden dangers. Seeing none, he moves another 5 feet in to the room, bumping up against the corpse of one of the rats. Its fur is wiry with a few burnt patches here and there. Nothing moves except for the slight swaying of the bodies as the displaced water lightly bumps in to them. He sees no hidden foes nor underwater pits nor other traps to contend with.

I forgot to mention, but after the fight with the skeletons, you all level up. Let me know if you need help with that. For HP, roll whatever the appropriate dieis for your class. If you get less than half you Hit Die + 1, take half your HD + 1 (this is slightly different from core rules because I want you to have more HP). Add this to both your current and max HP (so you still keep however much damage you currently have, but your HP pool is bigger).

Example: Barbarians have a d12 hit die. If Artair rolls a 6 or below, he gets 7 HP + his Con modifier. If he rolls a 7 or greater, he gets what he rolled + his Con modifier.


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

"Be careful not to touch the fungus, it is charged and could pack quite a punch. Try and stay away from them as they can shoot off randomly too."

I will update when I can, here is my roll for hp.

hp: 1d8 ⇒ 3


Male Dwarf Barbarian 3 | HP 41/41(+6R) | AC19(-2RAGE) T11 FF19 | BAB+3 | CMB +7 | CMD 18 | F+6 R+3 W+3 | Init +3 | Per +8

Charged as in zap us through the water? I would be really careful in there. Do you see anything important? I think that we should meet you on the other side, going through the frog room...


M human Fighter 3 | HP 32/35 | AC21 FF18 T13 | CMB: +7 CMD: 20 | F +5 R +2 W +1 | Init +2 | Per +4

"So we are talking about a room covered in charged fungi and water. I do not think it is wise to stay there for even another second, lest we discover how those things will interact. Master Zandorias, get out of there. Slowly and without disturbing the fungus." Etam says quietly, afraid loud sounds might disturb the fungi.


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

Listening to the advice Jaed carefully backs up.

Stealth: 1d20 + 8 ⇒ (7) + 8 = 15

"Yep, we should probably go around this room. There's nothing interesting in it."

Going again through the room with the sarcophagi Jaed returns to the base of the stairs.

"So, what's next? Should we investigate that stench coming from the West?"


Male Dwarf Barbarian 3 | HP 41/41(+6R) | AC19(-2RAGE) T11 FF19 | BAB+3 | CMB +7 | CMD 18 | F+6 R+3 W+3 | Init +3 | Per +8

I believe the crypt to be to the west of the entrance. There was also a passage that headed south. The indication was that was a place to rest. I would think that it would be good to check the west. That is likely where this gate is.


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

I agree that we should go west to inspect the gate, but then maybe we should look to the south and see if we could rest. As much as I want to get out of this place I do grow weary and could do with a break.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Moved everybody closer to the Western passage.

The trek back to the main room is uneventful, and you're all soon glad to be back on dry ground. The relief is temporary though as the smell of rotting grows stronger as you approach and then enter the West hallway. The short corridor opens up into a winding catacomb. The walls are skillfully carved with deep recesses where bodies might have once lain. All that remains now are cobwebs, dust, and the tattered remains of ancient clothing. The stench of rotting flesh is overpowering here, but the source is not evident.


M human Fighter 3 | HP 32/35 | AC21 FF18 T13 | CMB: +7 CMD: 20 | F +5 R +2 W +1 | Init +2 | Per +4

Etam looks towards the corridor from which the rotten smell is coming. 'Another horror, most likely. It seems very unlikely we will find anyone alive in this crypt.'

"I think I would rather reach the gate that is supposedly opened by the wheel before resting, master Finnrick. How do you feel, men?"


Male Dwarf Barbarian 3 | HP 41/41(+6R) | AC19(-2RAGE) T11 FF19 | BAB+3 | CMB +7 | CMD 18 | F+6 R+3 W+3 | Init +3 | Per +8

Onward!


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

"I'd also prefer to explore a bit more and then decide where is the best spot to rest." I just hope we won't find any other of those aberrations before we can recover our breath.

Jaed carefully walks into the catacomb and starts exploring it.

Stealth: 1d20 + 8 ⇒ (13) + 8 = 21
Perception: 1d20 + 5 ⇒ (10) + 5 = 15


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

"I will follow wherever you lead Etam."


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
4d20 ⇒ (10, 18, 3, 16) = 47

Jaed:
From your position in the doorway, the alcoves that you can see appear empty except for the one in the South-East corner, which seems to have a bag of some sort in it. You can also make out a slight shuffling sound coming from the West, though the source is out of sight.


M human Fighter 3 | HP 32/35 | AC21 FF18 T13 | CMB: +7 CMD: 20 | F +5 R +2 W +1 | Init +2 | Per +4

Slightly flustered, Etam nods vigorously at Finnrick. "I will do my best to be worthy of your trust, master Finnrick."

He turns to Jaed, waiting for a signal on whether the room is safe or not, and tries to detect anything amiss from the hallway.

Perception: 1d20 + 3 ⇒ (17) + 3 = 20


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

Jaed moves his hand to indicate the others to get closer. When they all are close enough so he can talk without raising his voice he says:

"All these alcoves look empty except that one in the South-East corner, which seems to have a bag in it. Also, can you hear that shuffling sound coming from the West?"

He then carefully approaches the non-empty alcove and takes a look at it.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16


M human Fighter 3 | HP 32/35 | AC21 FF18 T13 | CMB: +7 CMD: 20 | F +5 R +2 W +1 | Init +2 | Per +4

Etam passes the signal to the others behind him and joins Jaed.

"I can. And it is far from reassuring. Any idea on what it might be?"

The warrior tries to recognise the sounds.

Perception: 1d20 + 3 ⇒ (6) + 3 = 9 Not sure if this is perception or something else. Survival, perhaps, if it's another frog?
Survival: 1d20 + 6 ⇒ (16) + 6 = 22


Male Dwarf Barbarian 3 | HP 41/41(+6R) | AC19(-2RAGE) T11 FF19 | BAB+3 | CMB +7 | CMD 18 | F+6 R+3 W+3 | Init +3 | Per +8

I smell something funny...this is worrying


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

The bag appears to be a backpack. It would be in relatively good condition if it weren't for the numerous dried bloodstains on it, which has warped parts of the leather.

If you choose to open the backpack:
Inside you find
- Some rotten rations
- A map of the area pointing out the entrance to this crypt
- An unlabeled potion
- A pouch with 13 gold
- A small handbill with faded lettering offering employment. It tells anyone who's interested to meet at "The Ranger's Lament". The handbill does not mention who the employer is nor the time or date.

If you open the pack and have the skill, you can attempt a Knowledge(Local) check

Local DC 25:
The Ranger's Lament is a popular bar in Tamran, the capital of Nirmathas. The town of Kassen is on the Nirmathas-Lastwall border. The city of Tamran is about a week's journey down river of Kassen.


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

Curiosity killed the cat. Jaed knows but he cannot help it. He carefully opens the backpack and takes a look inside.

Knowledge (local): 1d20 + 5 ⇒ (17) + 5 = 22

Taking the contents one by one out of the backpack he handles them to the others after a quick look. "Does anyone know what this potion does? And where the The Ranger's Lament is?" Hmmm, I wonder what they were looking for in this crypt. And how much is it worth so they can afford to hire someone for such a task.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

I probably should have posted this with the original post but forgot. And then found out that the rules for identifying a potion with perception are inconsistent, so I had to decide how to handle that. :|

DC 17 perception check (no taking 10 or 20, limit of 4 attempts because each attempt involves sipping the potion) or Detect Magic + DC 18 Spellcraft check (can take 10 but not 20)

Potion:
It's a potion of [url]http://www.d20pfsrd.com/magic/all-spells/c/cure-moderate-wounds[/url]Cure Moderate Wounds[/url] (CL3)


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

I know nothing about the ranger's lament but I may be able to help with the potion.

Finnrick takes a sip of the potion

perception: 1d20 + 14 ⇒ (6) + 14 = 20

It seems to be a potion to cure our wounds, though stronger than he ones we bought in town, or have found thus far.


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

"Thanks Finnrick, that potion will come in handy in the future, I'm sure."

Following the sound coming from the West, Jaed takes a few steps into the room. I wonder if those skeletons we've been finding were once the bodies resting in this room.

How many alcoves are in the room? Or what's Jaed's best guess from what he has seen so far of the room?


M human Fighter 3 | HP 32/35 | AC21 FF18 T13 | CMB: +7 CMD: 20 | F +5 R +2 W +1 | Init +2 | Per +4

"Thank you, master Finnrick. I am also at a loss on what the ranger's lament might be. My guess is it is far away from Kassen. This backpack was not left here by the villagers", Etam says whilst going to Jaed's side.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Jaed manages to count around 4-5 alcoves in the first area of the catecomb. When he goes to continue counting, he's distracted by the source of the shuffling noise: 4 undead beings were shuffling about out of sight. When Jaed neared they looked up, turning their partially rotted faces in their direction. Their clothing hangs in tatters and their skin is covered in lesions and the occasional yellow boil.

If you have at least 1 rank in Kn(Religion), you can attempt this check. Make one roll and read any spoilers you beat.

Religion DC 11:
Zombies tend to be slower than skeletons. They also don't have any particular resistance to slashing or piercing weapons. They rely on their added mass to slam into enemies rather than clawing at them. These particular zombies appear to be diseased and its likely getting hit by one could spread the illness.

DC16:
Most likely the nasty boils on the zombies will explode if they take too much trauma. Possibly on the death of the zombie. When this happens, it's likely any that are close by will have to deal with the disease the zombie carries. It's also likely that any who die while infected will rise later to become a zombie as well.

Init
Zombies: 1d20 ⇒ 11
Etam: 1d20 + 2 ⇒ (10) + 2 = 12
Finnrick: 1d20 + 6 ⇒ (15) + 6 = 21
Jaed: 1d20 + 5 ⇒ (13) + 5 = 18
Artair: 1d20 + 2 ⇒ (11) + 2 = 13

Everybody can act before the zombies.


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

Now what do I know about these creatures.

knowledge religion: 1d20 + 2 ⇒ (7) + 2 = 9

"They are zombies!"finnrick exclaimed as he draws his sling and enters the room.

if you could move me into the room 2 steps East of jaed. Also is this room difficult terrain for Millsy?


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

"Zombies!!! And how do we kill a thing that is already dead?" Well, let's start by hitting them hard. Jaed moves past Etam to cover the North of the room.

"Artair, take my position and attack anything that comes from the South! This way we won't let them surround us."

Once in position Jaed readies his sword and prepares to attack any creature that comes in his range.

Sword: 1d20 + 6 ⇒ (12) + 6 = 18
Piercing Dmg: 1d6 ⇒ 6

I moved Finnrick in the map.


M human Fighter 3 | HP 32/35 | AC21 FF18 T13 | CMB: +7 CMD: 20 | F +5 R +2 W +1 | Init +2 | Per +4

Etam smiles at Jaed taking the lead. "Good job, Jaed! I will take the south!", he shouts whilst moving to the south and striking at the southeastern zombie.

He violently pierces the creature, almost retching from the stench that comes out of it.

Power Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Crit confirm: 1d20 + 6 ⇒ (9) + 6 = 15

Bludgeoning damage: 1d8 + 9 ⇒ (8) + 9 = 17
Crit damage: 2d8 + 9 + 9 ⇒ (7, 8) + 9 + 9 = 33
Total damage: 17 + 33 = 50

perhaps the RNG has started to smile again?


Male Dwarf Barbarian 3 | HP 41/41(+6R) | AC19(-2RAGE) T11 FF19 | BAB+3 | CMB +7 | CMD 18 | F+6 R+3 W+3 | Init +3 | Per +8

Gladly!

Readying to hit anything that comes close.

axe: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d10 + 4 ⇒ (10) + 4 = 14


HP 32/32 AC 18 TAC 15 FF 13

Millsy moves between Etam and Artair and waits for her chance to get into the fight.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

This room is completely dry, so no difficult terrain for Millsy. I went ahead and moved her.

Proving that he is far more adept with his spear than any lesser weapons, Etam slams his weapon straight through the zombie's neck, almost beheading it. It twitches and convulses for a few moments, the movements violent enough that a few of the boils on its skin rupture and splash on the young fighter before the body falls still.

Etam: DC 11 Fort save or take Con damage: 1d2 ⇒ 2

The nearest zombie shuffles slowly towards Jaed and Artair, one leg dragging behind as it approaches them in stereotypical zombie fashion. As it approaches, Jaed manages to stab it in the leg. The zombie merely ignores the blow however as Artair's axe swings wide. Its zombie companions comes up behind it, bumping in to it and unsuccessfully trying to move past to reach the human flesh. The zombie that Jaed hit provokes an AoO from Artair.

The third remaining zombie hungrily moves up to replace its fallen brethren, attempting to use its momentum to slam into the man.
Charge vs AC 18: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 -2 zombie AC until next turn

Its stiff limbs get it the way and it awkwardly slams into the wall instead, putting it slightly off balance.

Party is up again. Etam has a Fort save to make and Artair has an AoO to make.


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

"Thanks Etam, I'm a fast learner", Jaed says as he swings his sword again.

Sword: 1d20 + 6 ⇒ (15) + 6 = 21
Piercing dmg: 1d6 ⇒ 4

These zombies don't look very smart. Maybe I can attract it so Artair gets a better angle to hit the one in the back.

Jaed takes a 5 step back and yells to the zombie. "Stinky! Come and get me!"


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

@Etam: Actually, ignore the Con damage. I rolled prematurely. You still have to make the Fort save though.

@Jaed: Just checking, but if Artair happens to kill the zombie next to you with his AoO, what do you want to do then? 5ft step forward to attack the second zombie? Readied action again? Something else?


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

I forgot the AoO resolves before my attack. In that case I'll ready the attack, not moving, while yelling to try to attract the zombie towards me.


HP 32/32 AC 18 TAC 15 FF 13

Millsy runs into the fray dodging past Etam and snapping at the zombie.
Bite: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Trip: 1d20 + 2 - 1 + 5 ⇒ (4) + 2 - 1 + 5 = 10


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

Finnrick takes Millsy's place in the corridor and begins to twirl the loaded sling around his head.

move and load were Finn's actions.


M human Fighter 3 | HP 32/35 | AC21 FF18 T13 | CMB: +7 CMD: 20 | F +5 R +2 W +1 | Init +2 | Per +4

Fortitude saving throw: 1d20 + 5 ⇒ (17) + 5 = 22

Ignoring the putrid smell without flinching, Etam lunges at the next zombie with a loud shout. Feeling a sudden rush of adrenaline from the previous hit, he strikes aiming at the head again:
Power attack: 1d20 + 6 ⇒ (11) + 6 = 17
Piercing damage: 1d8 + 9 ⇒ (4) + 9 = 13

Fort save: 1d20 + 5 ⇒ (20) + 5 = 25 in case the attack hits and the thing explodes in Etam's face again. Also, another 20!


Male Dwarf Barbarian 3 | HP 41/41(+6R) | AC19(-2RAGE) T11 FF19 | BAB+3 | CMB +7 | CMD 18 | F+6 R+3 W+3 | Init +3 | Per +8

AoO w/Axe: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d10 + 4 ⇒ (9) + 4 = 13

And if that does not do him in I will attack again, or I will ready an attack for the next guy if needed.

Axe: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d10 + 4 ⇒ (2) + 4 = 6

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