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 Aasimar Ranger (Divine Tracker/Trapper) / Inquisitor (Sanctified Slayer) 7 (HP 60/60) (AC 21/14/17) (CMD 23) (Fort +11, Ref +14, Will +13) (Init +9) (Perception +20)

Wincing, Basil moves forward, and takes a point-blank shot at the remaining corpse...

Mighty [+2] Composite Longbow: 1d20 + 4 + 2 + 1 ⇒ (7) + 4 + 2 + 1 = 14, for 1d8 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8 Piercing damage.

Liberty's Edge

...and just as it was about to do its best to pry life from the Hob's brother...Basil's arrow sticks into its skull, and it slowly collapses into the wall.

Guys near Kaars' place, Perception, dc 10:
The knot of shamblers has made it to the intersection...and are starting to notice the movement...


Male Aasimar Ranger (Divine Tracker/Trapper) / Inquisitor (Sanctified Slayer) 7 (HP 60/60) (AC 21/14/17) (CMD 23) (Fort +11, Ref +14, Will +13) (Init +9) (Perception +20)

Perception: 1d20 + 6 ⇒ (20) + 6 = 26 +2 versus Undead.

Basil glances over his shoulder, and grimaces.

"By Asmodeus' shriveled loins, that hoard we saw earlier is headed this way! We need to move quickly..."

So saying, he moves over to the downed Walker, pulls his arrow out of its skull, nods to the Hobs, and attempts to slip away into the shadows, trusting that the others will come with him...

Perception: 1d20 + 6 ⇒ (1) + 6 = 7.

Stealth: 1d20 + 6 ⇒ (15) + 6 = 21.


EldonG and Will:
Finishing shoveling things into a sack, "Ready as I'll ever be Wil', Sar'gent. We should head out the front gate though, as the buggers be scratch'n out the back."

Liberty's Edge

Bill and Will:
The sergeant heads up to the door, obviously in pain, but gritting his teeth and bearing it...Good...let's get out of here...quick. Do either of you need to go into town? I say we stick to the woods...


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 ⇒ (4) + 7 = 11

"No time to stay here. Quick we must lose them." Kaars hurries off following Basil.
Stealth: 1d20 + 13 ⇒ (19) + 13 = 32


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

perception: 1d20 - 1 ⇒ (15) - 1 = 14
Staying silent and impassively ignoring his pain The Hob follows. He looks at his brother as he starts, trying to gauge whether he is injured enough to help despite the shame.
stealth: 1d20 + 7 ⇒ (12) + 7 = 19

Liberty's Edge

Your brother merely grunts and trudges on...

Stealth: 1d20 - 1 ⇒ (19) - 1 = 18


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:
"I have no need to walk into more of these creatures, so let's go to the woods." said readying himself for whatever is still out there.


Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Stealth: 1d20 + 7 ⇒ (2) + 7 = 9

Timothy glances back down the street then brings up the rear.

As the others get out of sight and he gets to the corner of the building he turns and casts Dancing Lights nearer to the group of zombies. He makes sure they see the lanterns and then moves them away from the group hoping that the zombies follow the movement.

Liberty's Edge

Will and Bill:
Ok, let's go.

The sergeant grabs one of the heavier bags, and heads out...as quietly as he can...

Stealth: 1d20 + 1 ⇒ (17) + 1 = 18


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 follows as quietly as he currently can muster himself to be. Stealth: 1d20 + 5 ⇒ (2) + 5 = 7
[edit:]jay for bad timing dice rolls ...[/edit]


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

Though it makes him uncomfortable The Hob eventually realises that it makes sense to work as a group.

"Where are you going?" he asks in a whisper.


Male Aasimar Ranger (Divine Tracker/Trapper) / Inquisitor (Sanctified Slayer) 7 (HP 60/60) (AC 21/14/17) (CMD 23) (Fort +11, Ref +14, Will +13) (Init +9) (Perception +20)

"As far away from here as possible? The further we get away from a population centre, the better off we will be; that said, depending on how bad things actually are, a sailing vessel and a bee-line for the closest off-shore island might be a good idea..."


Bill tries to be stealthy as he leaves his beloved shop behind. Stealth: 1d20 + 3 ⇒ (7) + 3 = 10

Liberty's Edge

Bill and Will:
It's just like one of Will's nightmares...maybe that's why his foot hits the spittoon as he heads out, sending it clanging against the stone porch...

Oh, bloody hell! The sergeant breaks into a run as for a moment, it goes silent behind the shop...

Liberty's Edge

All you other guys:
Stealth is quickly looking like a fail of an Idea, as that group of dead folk seem to have noticed the fighting, and are headed your way...the ruins include some mostly standing walls, though...


Male Aasimar Ranger (Divine Tracker/Trapper) / Inquisitor (Sanctified Slayer) 7 (HP 60/60) (AC 21/14/17) (CMD 23) (Fort +11, Ref +14, Will +13) (Init +9) (Perception +20)

Basil casts a worried glance back in the direction of the horde.

"Hells. Looks like we are going to have to leg it!"


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

The Hob nods, and starts to jog.

EldonG or sense motive dc 10:
Though careful not to show it he looks at his companions, trying to determine if any are not going to be able to keep up.

EldonG:
Particularly worried about the small guys and the injured brother keeping up. What's the party speed, and what's the horde speed please? Are these shambling zombies, normal zombies, or fast zombies?


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

Bill and EldonG:
Will follows the Sergeant's example and starts to run. Stupid spittoon, now the creatures are on to us. he thinks to himself while running.


The spell had no effect at all?


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

"Ah mother of all cheeses! We need to move." Kaars runs with the others towards the river. "I hope you guys can swim." I think that was the escape route we would try to take.

Liberty's Edge

Ok...

One group heads north, the other, south, both along the river.

Both groups realize, about the time that they're getting winded...these things don't seem to be able to run...and...shortly after you disappear from sight...they stop following.

Yes, even the short-legged outrun (or swim, in one casr) them.

Sorry, the lights don't mean much to them when they can sense pre...er...people.


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

Swimming was only if we needed to/were being chases all the way to the river, as a way to lose them.

Kaars stops after a bit to look back. As he sees that there are no more zombies chasing them he stops for breath. "I think we lost them. Where to now?"


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

The Hob stops and considers.
"I have to go back to The Family at The House. Make sure they're ready if we are attacked."

He turns to the others

"What happened? We should share what we know."

"We saw some of these sick people walking strangely in the graveyard as we came into town. We went looking for the Rat Man to see if there was a cure, and there was a dead woman and a lot of blood. Then we were attacked. Then you showed up."

Could there be other survivors? Is it some sort of sickness?

Liberty's Edge

Ok...Hob is interested in heading back to the house...where is everyone else thinking about heading? (Feel free to name as-of-yet unnamed villages...or whatever! I'm still very open to other landmarks!)


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

"That sorta makes sense. Of course. It started in the graveyard. Where else are there squillions of bodies ripe for using." Kaars looks around at the others to see what their reactions might be. "Necromancers. Why would they want to destroy the town... Perhaps we should investigate. Carefully."


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

"Wait. You think those sick people were dead?"
spellcraft: 1d20 + 5 ⇒ (20) + 5 = 25
Hob casts his mind over the Great Spells his mentor had talked of. Was there one that could make the dead walk?


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

I just guessed at the coming from the graveyard bit DM but I'm imagining that if they did then they would smell pretty dam bad, look rotten and whatnot?


Male Aasimar Ranger (Divine Tracker/Trapper) / Inquisitor (Sanctified Slayer) 7 (HP 60/60) (AC 21/14/17) (CMD 23) (Fort +11, Ref +14, Will +13) (Init +9) (Perception +20)

Basil shrugs.

"Well, as I *did* see strange figures moving around the graveyard... it would not be a huge leap of intuition to assume that they had been raising at least *some* of the undead from there..."


Once Timothy could stop panting and catch his breath he piped up.

"Investigate? We should hide, those things will eat us. I don't know if they're alive or dead but they killed that woman at the store and ate her. I don't want to be their dessert!"


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

Meanwhile, at the other group ...

Will looks back, not hearing anything following them anymore.
"Well it seems we lost the buggers ..." he slows down his step, recounting the events of this evening in his head. "I wonder where they came from. You got any ideas on that sergeant?

Liberty's Edge

Everybody is tired...it's been a very long day for most of you...and there are injuries. Take all the time you like to make plans...but sleep will definitely be an issue, soon enough...


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

"Will hiding work? Better to push on a little. Find somewhere we can defend. One of the farms. I would have thought you would want to tell the farmers nearby that death comes for them."

EldonG:

Just trying to work out if with that Spellcraft roll and what he's seen Hob would believe the Dead Walk, or just some sort of grody rabies outbreak is happening and townies are overreacting again

Liberty's Edge

Hob:
Oh yes, with that roll, you've heard of SEVERAL spells that will raise the dead. Higher level spells can definitely be cast cooperatively...with a roll that high, you are definitely familiar with the implications.

The legality is not in question, either...it's worse than murder.


"You're right, hiding somewhere that we can defend if necessary is better, and someplace we can get out of if that defense fails. If you know of such a place, lead on."


Male Aasimar Ranger (Divine Tracker/Trapper) / Inquisitor (Sanctified Slayer) 7 (HP 60/60) (AC 21/14/17) (CMD 23) (Fort +11, Ref +14, Will +13) (Init +9) (Perception +20)

"We can hole-up for the night, but I recommend that we keep moving, rather than trying to weather the 'storm'; staying in one place will just get you killed..."


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

"Well you big loud ones are probably no good at sneaking anyway. If there was some way to get a closer look at the graveyard. And if I knew what to look for... maybe find out how this happened... Kaars seemed to mumble on to himself as he follows the others.

Liberty's Edge

Kaars:
You're right...they were rotted...

Liberty's Edge

Now...there are farms...and assorted other things both ways along the river. It's a road of a different type, and if anything, it's more populated than the king's road is, outside of the settlements.

Keeping to the river will keep you fairly close to people...who, right now, are mostly asleep...


"We'd better get moving before that bunch behind us catches up...I wonder if they can track us by smell or if it's just sight and the noise we make?"


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

"We need to warn people sleeping of what has happened." Hob maintains stubbornly. "They should be allowed to die fighting."


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

Meanwhile at Camp South on this episode of survivors ;) ....

Will sees the houses near the riverside filled with people unaware of what's happening in town.

"Bill, Forbes, we need to warn these people. If even a few of those creatures are still on our trail, they will soon find very unaware victims in these houses." ... and I do not wish to have more souls weighing down my conscience, his mind added in thought, but not in spoken words.

@EldonG, not that it really matters, but Sergeant Forbes hasn't answered my question addressed to him in my last post :)

Liberty's Edge

Bill and Will:
[ooc]Sorry, meant to post this.[/]
The sergeant looks frustrated, his brow furrowed, mouth in a scowl. There were noises outside. I went out to check...they were already in the cabins. Some of 'em were kids I was trainin'.

Liberty's Edge

Yeah...yeah.
Sergeant Forbes takes off toward the closest house.


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

"You want to go back there? Those that sleep through this madness are the ones likely to survive. Though how anyone could sleep with all those screams. I think everyone is warned enough. If they go outside their house it's their fault. You can't warn everyone. Hopefully some will run like us." Kaars explains that people will probably be ok if they are careful. But he doesn't want to go anywhere alone tonight. Just in case.


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

Hob scoffs "They do not have hearing like yours, Rat Man. I was just outside the town coming in and I[i]/ did not hear screaming. Those a mile or two up the river have no chance."

given Hob's perception score I suggest his brother might like as if going to say something, then shuts up

he pauses

"Though I think those who live [i]in the town are dead or fled, as you say."

"We are coming up near George's farm. I have no love for him, but we could warn him and maybe camp out there. He may be glad of the extra weapons we carry."


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

Sense Motive DC 10:
The big fibber! He's worried about someone in particular at that house... and he's worried about his brother finding out.


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

Sense Motive: 1d20 + 1 ⇒ (6) + 1 = 7 ^_^

"They might be able to help us. Unless it is already too late for them." Kaars is willing to go with Hob to check out the farm and looks around at the other three (brother of Hob/Timothy/Basil) to see what their inclinations be. He isn't bothered where they decide to go.


Male Aasimar Ranger (Divine Tracker/Trapper) / Inquisitor (Sanctified Slayer) 7 (HP 60/60) (AC 21/14/17) (CMD 23) (Fort +11, Ref +14, Will +13) (Init +9) (Perception +20)

Sense Motive: 1d20 + 2 ⇒ (15) + 2 = 17.

Basil raises an eyebrow as he regards Hob, but doesn't comment.

"I have no objections to rousing the people on the farms that we pass near - it will also give us an opportunity to gather further supplies for the journey ahead."

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