EG's E6 Zombie Apocalypse!

Game Master EldonG

What happens in a zombie apocalypse when magic is real? Let's find out!

Morella County
Greenleaf
The Grounds
Shrine to Iomedae


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Male Ratfolk Alchemist(Vivisectionist/Internal Alchemist) 1 |HP 9/9| AC 18(T15/FF14)|CMB -1; CMD 13 | Saves Fort +3, Ref +6, Will +2| Initiative +4, Perception +7, Sense motive +1

"True. We don't have much in the way of supplies. Together as a group we may be able to get some necessary equipment. Stay together, keep an exit to the river clear in case we need to run. I'll watch your back if you watch mine." Kaars thinks Basil's idea a good one.


Male Elf Ranger 3 (Divine Tracker / Infiltrator) (HP 21/21) (AC 19/14/15) (CMD 19) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Kaars, Timothy, EldonG:
Basil nods.

"Agreed. I can get along in the wild well enough, but with an undead horde spreading out into the surrounding countryside, who knows how long it will be before we get a chance to resupply again? I would prefer to be as well-prepared as possible..."

Liberty's Edge

Hob:
You creep through the woods to get a closer look into the graveyard...brother close beside you. There are definitely figures in there...only a few, by now...shambling about with no direction...

Liberty's Edge

Bill and Will:
The sergeant gets back on his feet. I can travel. I can carry a pack, too. It's just a little pain...I've had worse.

He looks like hell, but he starts helping Bill get things together.


GM and Will:
After Will and the Sargeant make it into the shop behind him, Bill swings shut the steel gates and locks them with a chain and padlock. He then quickly pulls on a cord and a heavy sheet of canvas unfurls behind the gate, blocking the inside of the shop and forge from view. This is a common site when the shop is closed, as the gates are swung wide during the day with wares on display.

Bill runs around the cluttered but roomy shop frantically shoving different tools into his apron and pulling out several leather packs, tossing them to the table in the middle of the room. "Grab anything that looks useful." he says in a hushed shout that comes across as his normal voice.


spells:
CLW, CLW (Cast). 0 = Guidance, Message, Resistance
HP 9/10

EldonG:

Sick? Or high? the concept on shambling dead does not even cross the Hob's mind.
trope
Townies, so probably sick. If we go to them we could get sick. If they are high there could be trouble - and the townies will blame us.
Let's go to the Rat Man. If they're sick he may be working on a cure. If they are high he is probably their dealer, and we might be able to talk him into paying us off.
The Hob gestures to his brother, and they start sneaking back away from the Graveyard. When the coast is clear they head towards Kaars' shop.

Liberty's Edge

Hob, Perception dc 15:
Kaars, along with a man...and a...child? are sneaking away from the back door. There are a few more shamblers out on the streets...

Stealth please, Hob.


spells:
CLW, CLW (Cast). 0 = Guidance, Message, Resistance
HP 9/10

EldonG:

perception: 1d20 - 1 ⇒ (4) - 1 = 3really dice roller? 3?
stealth: 1d20 + 7 ⇒ (8) + 7 = 15

Liberty's Edge

Hob:
At Kaars' front door is a very dead and rather gnawed-on woman...something is obviously horribly amiss...


Male Ratfolk Alchemist(Vivisectionist/Internal Alchemist) 1 |HP 9/9| AC 18(T15/FF14)|CMB -1; CMD 13 | Saves Fort +3, Ref +6, Will +2| Initiative +4, Perception +7, Sense motive +1

Aw you just missed us :p


spells:
CLW, CLW (Cast). 0 = Guidance, Message, Resistance
HP 9/10

EldonG:

So... with that perception roll, did Hob see Kaars and the kid sneaking away?
Otherwise I guess he's going in!
Do the gnaw marks look like Rat Man gnaw masks?

so close...


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

EldonG & Bill:
So ... what do you have all laying around the shop? Will's current priority list is : arrows and/or arrowhead & fletchings, bear traps, axes (all kinds, but greataxe would be nice), hammers (all kinds), anything else

Liberty's Edge

What's available...Bill's shop:
Other than screamingly obvious things, what was bought with starting money is available. Yes, the forgehammer will work as a mace in a pinch, but it lacks a weapon's balance...Bill has a few days worth of food, but it's not meant to be portable...anything that would definitely logically be there, is there...but there's a locked armory across The Grounds...


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

EldonG:
Can I assume the raw materials for certain items are there, like arrowheads/fletchings. (Obviously would use my left over starting GP for that. It would not give me arrows now, but when we have the time it would.) Similarly so for other items? Like the previously mentioned bear traps ...


Did he miss us, I thought we were still standing on the back stoop talking about where to go next?

Timothy looks around the back alley behind the row of buildings.

"We should go now while the alley is still clear."

Perception (To hear Hob at the front): 1d20 + 3 ⇒ (19) + 3 = 22


Male Ratfolk Alchemist(Vivisectionist/Internal Alchemist) 1 |HP 9/9| AC 18(T15/FF14)|CMB -1; CMD 13 | Saves Fort +3, Ref +6, Will +2| Initiative +4, Perception +7, Sense motive +1

Yes he missed us just as we were leaving, his perception failing to see us

"Lead the way Basil, better to move than stand around." When Basil points the way to where he thinks is best to go to gather resources Kaars will go ahead as a scout, checking the forward route, looking around the corner of buildings and making sure nothing would take them by surprise.
Stealth: 1d20 + 13 ⇒ (10) + 13 = 23
Perception: 1d20 + 7 ⇒ (11) + 7 = 18


Male Elf Ranger 3 (Divine Tracker / Infiltrator) (HP 21/21) (AC 19/14/15) (CMD 19) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Basil nods.

"Very well. Let's go this way..."

Stealth: 1d20 + 6 ⇒ (8) + 6 = 14.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11.

Liberty's Edge

Will:
It's a bit out of the ordinary, but it works. Sure. :)

Liberty's Edge

Hob:
No...nor like any animal you can think of. The front door of Kaars' shop is barred...you see no trace of him so far...

Liberty's Edge

Kaars, Basil, and Timothy:
You get past the first area of ruined buildings, and can see a knot of the shamblers across the way, slowly edging along the street...


spells:
CLW, CLW (Cast). 0 = Guidance, Message, Resistance
HP 9/10

EldonG:

Hob silently points out the bites to his brother.
The way Townies treat their dead is alien to The Hob, but he knows enough to know they would not simply be abandoned here.
If something is killing Townies, and they are simply left to be gnawed on, then order in this place is gone. This is not some few inebriated or sick individuals. This is a town falling.

What is important is that when they fall they do not take The Family with them.

I sort of figure The Family has mild religious cannibalism of the dead and a radically different mouth structure.
When you say 'no animal' - Hob would look for human structure.
By very dead do you mean has taken a lot of damage, or has been dead for days?
Can Hob look around for tracks? Something must have dragged this woman here, right? Or her footprints would lead to this place? Either way there may be a clue as to what they are dealing with.

Liberty's Edge

Hob:
She's freshly dead...as there is a lot of rather fresh blood...including a trail down the street. The bites...and scratches...do look like they could have been human, at that...and there are footprints following her blood trail...looks like two.

Again...this blood is very fresh...perception, please...


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

EldonG:
Things that I would like to "find" in the shop if possible :
- materials to craft 30 arrows (should be 1 GP)
- 3 bear traps (or the materials to make them if not finding fully functional ones), which would be 6 GP (or 2 GP if as base materials). Is this good with you?

Liberty's Edge

Will:
No problem at all. :)


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

EldonG & Bill:
Will scrounges together what arrowheads, fletchings and shafts and puts them in one sack. Enough to make 30 arrows
He also takes the 3 bear traps Bill had laying in the racks of the shop. "You got everything?" he said to Bill, "Then lets move out."

Will moved more to the back and tried to hear if the way from there is clear. Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Knowledge(Religion): 1d20 + 3 ⇒ (14) + 3 = 17 Do I know anything about these "undead". More in the sense whether his morningstar or handaxe would be a better choice in a fight? And another question, does the sergeant have a name and does he have a weapon?

Liberty's Edge

Will:
Sergeant Forbes is actually named in the very first gameplay post. He has personal weapons, but not on him...it's said he has skill in any common weapon, but typically carries a longspear, a few javelins, and a handaxe and dagger in combat situations...very standard for any militia that knows longspears. His home and office is in the far corner, near the square mess hall...and the armory...

The axe would work best.
.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

EldonG & Bill:
Missed the bit of his name :). Does he have a first name?"Hey Forbes, take this. Will help when they get close again." he hands his handaxe to the sergeant and takes his morningstar in his hand. "We should get to my cabin and see how the situation is tomorrow."

Liberty's Edge

Will and Bill:
No biggie...it was for Bill and Jaer. No noted first name. He hefts the axe...[b]Good...not like mine, but not bad. Wish I had my armor.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

EldonG & Bill:
"If there's no easy way of accessing it, it will have to be for tomorrow." Will said in response to the Sergeant.


spells:
CLW, CLW (Cast). 0 = Guidance, Message, Resistance
HP 9/10

EldonG:

perception: 1d20 - 1 ⇒ (1) - 1 = 0
Aw man... that lack of a familiar really hurts!
EldonG wrote:


She's freshly dead...as there is a lot of rather fresh blood...including a trail down the street. The bites...and scratches...do look like they could have been human, at that...and there are footprints following her blood trail...looks like two.
Again...this blood is very fresh...perception, please...

Hob's eyes open in Horror. Human bite marks? On a living human corpse? Only madness could explain such. Could that shambling gait of the figures in the graveyard be related? The corpse lying in the street? Footprints walking away where they let her fall?

His father told stories of this once. Stories of a town that fell something like this.
A near mythical plague.
Family turned into animals.
Rabies.
"This woman not to be touched by you" he hisses at his brother.
"This woman was likely sick."

I know nothing of treating such a plague. The Rat Man must be found. He is the only hope for a cure for the Rabies.

Would he run or hide? A Rat will fight if cornered, flee attack and hide in a nest if not seen.

If the door is barred from the outside, he ran. If from the inside, he hides.

Is the door barred on the outside or inside? I don't think you can bar a door on the side you are not on, but my knowledge of medieval security systems is hardly encyclopedic so please tell me if I am wrong!

Liberty's Edge

Hob:
It's barred from the inside...either. he's in there...or he left out back.


Male Elf Ranger 3 (Divine Tracker / Infiltrator) (HP 21/21) (AC 19/14/15) (CMD 19) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Kaars, Timothy, EldonG:
Seeing the knot of shamblers, Basil frowns.

"Alright, we need to be careful..."

Is there any way to work ourselves around them? Failing that, is there anything in the direction *opposite* to the one we want to go, that I could shot to create some noise to distract them?


spells:
CLW, CLW (Cast). 0 = Guidance, Message, Resistance
HP 9/10

EldonG:

Given what would happen if he was caught breaking down a door, The Hob figures
Easiest way to check is to go round the house looking for other exits

Liberty's Edge

Basil:
Not really...but roll me a perception roll, looking back that way...(toward the front of Kaars' shop...)

Liberty's Edge

Hob:
Looking around the side of the building, you see where the ones that left the body went...roll initiative.

They get: 1d20 ⇒ 10


Male Elf Ranger 3 (Divine Tracker / Infiltrator) (HP 21/21) (AC 19/14/15) (CMD 19) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

EldonG, Kaars, Timothy:
Perception: 1d20 + 6 ⇒ (1) + 6 = 7.


spells:
CLW, CLW (Cast). 0 = Guidance, Message, Resistance
HP 9/10

EldonG:

The Hob: 1d20 + 2 ⇒ (6) + 2 = 8man... this dice roller hates me! Their attack I guess. Flat footed and spell-less, Hob has an AC of 12.
If the brother is a standard npc warrior he'd have an array of 13, 12, 11, 10, 9, and 8. I'd suggest con 15, dex 12, str 11, wis 10, int 9, cha 8. If that's true then he'd have an initiative of +1. Assuming studded leather, he'd have an AC of 14, 13 flat footed.


Male Ratfolk Alchemist(Vivisectionist/Internal Alchemist) 1 |HP 9/9| AC 18(T15/FF14)|CMB -1; CMD 13 | Saves Fort +3, Ref +6, Will +2| Initiative +4, Perception +7, Sense motive +1

Perception: 1d20 + 7 ⇒ (19) + 7 = 26
"Maybe we could sneak around them."

Liberty's Edge

Hob:
They start moving toward you...and get there, growling inhumanly...one attacks you...one, your brother...

Hob: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Brother: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Your brother snarls and attacks...stepping in front of you.

Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d12 + 1 ⇒ (2) + 1 = 3

Liberty's Edge

Kaars, Basil, and Timothy:
There's the sound of fighting, suddenly, coming from back by the shop...


Male Elf Ranger 3 (Divine Tracker / Infiltrator) (HP 21/21) (AC 19/14/15) (CMD 19) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Kaars, Timothy, and EldonG:
Basil looks over his shoulder at the sound of combat, obviously torn.

"Do you want to go back and see if we can help, or use this as an opportunity to escape, before more are attracted to the area?"


spells:
CLW, CLW (Cast). 0 = Guidance, Message, Resistance
HP 9/10

EldonG:
You're running the brother? Cool :)
Hob grunts from the pain as the figures come out of nowhere and tear at him.
attack: 1d20 + 2 ⇒ (10) + 2 = 12damage if hits: 1d12 + 3 ⇒ (8) + 3 = 11


Male Ratfolk Alchemist(Vivisectionist/Internal Alchemist) 1 |HP 9/9| AC 18(T15/FF14)|CMB -1; CMD 13 | Saves Fort +3, Ref +6, Will +2| Initiative +4, Perception +7, Sense motive +1

"If they are attracted to loud noises it probably isn't the best idea to go toward it either." Kaars then thought of the woman who had messed up his front door. The sounds seemed to be coming from near the back of his place. He sighs, "If they slow us down we leave them, I plan to survive this night of madness." He heads back towards the noise...

Liberty's Edge

Hob:
It was unstated, so I'm going to assume you hit the same one your brother did...and the blow all but cuts it in half. It collapses to the ground, and quickly ceases motion.

The one still standing goes after your brother...clawing hungrily...

Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

This time, your brother steps aside, and avoids the thing, and brings his axe up...

Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d12 + 1 ⇒ (8) + 1 = 9

Confirm?: 1d20 + 2 ⇒ (4) + 2 = 6

The thing howls as he hacks deep into its abdomen.


spells:
CLW, CLW (Cast). 0 = Guidance, Message, Resistance
HP 9/10

EldonG:

Hob steps to the other side as his brother moves flanking
attack: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8damage if hits: 1d12 + 3 ⇒ (4) + 3 = 7
His swing is wild with adrenaline.

Liberty's Edge

Kaars, Timothy, and Basil:
If you're familiar with The Hob...you know what's happening...


Male Ratfolk Alchemist(Vivisectionist/Internal Alchemist) 1 |HP 9/9| AC 18(T15/FF14)|CMB -1; CMD 13 | Saves Fort +3, Ref +6, Will +2| Initiative +4, Perception +7, Sense motive +1

Hobb? What are you doing here? Kaars thinks before he scurries(charges) up behind one of the undead and swings at it.

Charge Attack(flanking?): 1d20 + 5 + 2 + 2 ⇒ (2) + 5 + 2 + 2 = 11
Damage with SA if flanking: 1d6 + 1d6 ⇒ (4) + (2) = 6
11 probly doesn't hit but hey maybe they have no dex or armour lol

"Not the best time for you to visit friend Hob, plenty of unfriendly types like these around."


I'm not sure if it's still pertinent but here's Timothy's perception check.

Perception: 1d20 + 3 ⇒ (14) + 3 = 17

Timothy quickly follows Kaars back to the shop, happy that he didn't have to argue with his new companions about trying to save any more people that they could for their little group.

He watches as the alchemist charges the zombies and chooses instead to stay in a more covered location and use one of his cantrips to help deal with the situation.

Disrupt Undead ranged touch: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 ⇒ 2

Liberty's Edge

Kaars rushes up to attack, but his weapon only glances off...in the meantime, Timothy shows his worth, almost dropping the abomination, in combination with the brutal damage the greataxe caused...but...though slumped, it still stands...

Liberty's Edge

Bill and Will:
There's scratching and pounding coming from around the back door...and a few inhuman groans. There's no doubt, they're at the back door.

In numbers.

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