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

Was hoping Basil would post.

Kaars sighs and makes his way toward the door, opening it slightly and looking out past the men at the door. When he is sure they are not being chased by more undead he lets them inside. "Hurry and keep quiet dammit."

Liberty's Edge

North:
No less than four men and two women push their way in through the door once it's opened...virtually bowling Kaars out of the way. They're all armed, but it looks pretty makeshift...and none of them has any real armor. Once they're in, they bar the door...and look around...

Liberty's Edge

Shrine:
When it's all said and done, it's amazing how quiet Lisdl really is. She's always been the quiet type, usually playing by herself when not doing little chores around the shop...and she does bring you food...though she's not skilled with preparation, there was a decent amount already prepared. For at least that morning, there is rest...but the noises continue, and she winces every time it gets at all close.


Old Human Paladin of Iomedae hp 7/10, ac 17/10/17, per 1 , f2/r0/w3,

Shrine:

Father Krenlin will mostly stay quiet and resting, but he will prop his shield against his cot at a wide angle and stuff a blanket under it, offering Lisdi a cozy, protected place to hide when the noises get too close.

The old paladin pauses several times throughout the day to offer up fervent prayers to the Inheritor for the safety of his young charge, and as many of the townsfolk that can be saved...


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 to recognise who these people are: 1d20 + 7 ⇒ (10) + 7 = 17

"Were they chasing you? Better not have brought them with you." If they say they haven't then Kaars goes back to his corner and tries to sleep till the morning.


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

South:
@Bill, you still with us? Last thing that happened at South location was this :
"Say Bill, do you know if there was any healer of sorts in town? Might be worth checking out if he survived whatever it was that happened last night." Will then hushed his voice and continued in a whisper, "I'm worried about the sergeant. Those wounds ain't looking pretty."

Liberty's Edge

North:
Kaars gets some harsh looks from his comment, as the group make themselves at home...moving people's things aside (especially...small people's)...in order to get good places...while others scrounge for food.

Liberty's Edge

Shrine:
The good father finds himself exhausted far too easily...Bear with me a bit...I'm going to get people synched...


South:
Bill looks grim "Nae lad, ye know I been keepin 'ainly to meself. Aev no incl'nation of who tha'd be."


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

South:
@gm, how far are we from town? It will kinda decide my suggested course of action.

Liberty's Edge

South:
You're maybe half an hour away...once they lost sight...out of sight, out of mind, you know.


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

South:
"If it's all the same to you, I'd want to check town to see if we can find any more survivors. The longer we wait, the fewer there will be." Will said. And there would be much more of those things.


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

Hob turns over and mumbles in his sleep "MmMmmmnmnmm"

Liberty's Edge

South:
Goin' back into town is gonna be dangerous, you know. Real dangerous...the sergeant wipes sweat from his brow...even though it's not that warm of a morning...

Liberty's Edge

North:
Assuming nobody puts up much of an argument, they continue foraging...and nobody but the Hob and his brother get much sleep...but the night does pass...


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

North:
Hob wakes up and stretches luxuriantly. Compared to the flea ridden, smoke-choked, child-filled area he normally slept in the floor of the farmhouse was surprisingly comfortable.
Endurance Feat. Also - +1 hp for resting?

When he realizes the extra bodies in the house he does a double take, then looks at his brother quizzically.
Who is here? Hob, brother, Kaars, Timothy, Basil, George and Elspeth... who else?

Liberty's Edge

North:
Apparently, four more strangers came in the night...and they're taking a goodly amount of the space you expected your friends in. One of them snores raucously.

Liberty's Edge

South:
There is a small shrine in the southern part of town...few ever visit it, but it's kept by an elderly man who fought in the war...other than that, there is a temple, all the way diagonally across town.


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

South:
"If you think it's to dangerous, you can start the trek towards Drummond's Point. They should be warned of this danger as well. I for one still want to see if there are any survivors." Will says with a determined look on his weathered face.

He wants to say more, but he swallows his words, uncertain how the others would react to his current train of thought.
I get that you don't want to go back, I really do. And if it were an invading army or some other trouble, I would not have looked back, might not have even saved you. When it comes to these things, I just can't. No-one deserves such a cruel fate.

Do I get it right, to get to the Shrine in Y22 on the map of Greenleaf, we would have to travel back north and pass somewhat close to the grounds again?

Liberty's Edge

South:
Yup, that's correct...unless you go wide, around it...


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

Nightmares of hordes of undead surrounding him had filled his sleep. When he startled awake finally he realized the sound of the moaning undead in his sleep were actually the horrendous snoring of the latecomers. Kaars checks to make sure nothing of his has been stolen during the night. He still had a little stale bread and cheese which he quickly wolfed down before anyone could ask him to share. Let them raid the pantry of the house. Hmm perhaps I should do that before anyone else gets the chance.

Kaars looks around to see who is awake and then tries to sneak off to the kitchen of the house. If he makes it there unmolested he looks for food that will last a while and tries to pack two or three days worth into his pack.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Stealth: 1d20 + 13 ⇒ (9) + 13 = 22


Timothy awoke to the grumbling in his stomach. He realized that he really hadn't eaten anything to speak of the day before. Most of the others were still sleeping so he quietly wandered into the kitchen to see what was available. He hoped for eggs and perhaps a slice of some cured meat as he tip toed through the sleeping farmers who'd come in late.

Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Stealth: 1d20 + 7 ⇒ (4) + 7 = 11


Old Human Paladin of Iomedae hp 7/10, ac 17/10/17, per 1 , f2/r0/w3,

Shrine:

On the second morning, Krenlin lays a gentle hand on Lisdi's head, waking her as calmly as possible. "Good Morning, my dear. Let's see what kind of progress we can make, today."

Should have healed 1 hp, bringin Krenlin to a grand total of ...1! He'll try the Treat Deadly Wounds option again, spending two uses of the healing kit.

Heal: 1d20 + 8 ⇒ (11) + 8 = 19

and try again...this will have used 8 of 10 heal kit uses.

Heal: 1d20 + 8 ⇒ (13) + 8 = 21

"Ah! Krenlin exclaims, finally getting his needle through a particualrly nasty scabby bit on his shoulder and drawing the wound closed. Stitching that up allows him to finally have Lisdi help him to pull the dislocated arm straight. There is a loud 'pop' and a moment of agony, then much more motion to his arm. The old paladin flexes his arm as he smiles at his helper.

"Much better. Thank you. Now, lets pack up and see what we can see...


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

Hob signals his brother and does a quiet lap of the house, checking for intruders, watches, and signs of who might have been by.

EldonG:
Assuming he doesn't see any he's going to try to find Elspeth, or head out to the new barn to get some privacy and do some memorization. Also; do Hob and his brother get a hp back for sleeping?

Liberty's Edge

North:
The pantry has definitely been raided...hard. The extra folks that came in are making it hard to move around, too...taking up floor space as if there was plenty.

In the back...you hear the farmer waking...

[Ooc]Yes, healing happens.[/ooc[

Liberty's Edge

South:
I'm going to assume a morning foray into town...

You manage to go around The Grounds, narrowly avoiding a knot of them...when you get to the edge of town, it's quiet at the moment...but there are definite signs of violence around the shrine itself. A couple bodies are just lying there...the stench is nasty.


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

South:
I'm fine with that, anything to keep the ball rolling ^_^
Thinking it wiser to avoid the road, Will leads the group between the houses and to the back of the shrine, trying to find a window of sorts to peer in.
___________________________
idea is to go through the alley to the south of the Shrine. He has his morningstar in hand in case monsters come calling.
Stealth: 1d20 + 5 ⇒ (3) + 5 = 8
Perception: 1d20 + 6 ⇒ (12) + 6 = 18


Old Human Paladin of Iomedae hp 7/10, ac 17/10/17, per 1 , f2/r0/w3,

Shrine:

GM EldonG, can we use this as an opportunity to sync up with Crazy Will?

Liberty's Edge

South, at the Shrine:
There is a window, indeed...and you see through the shutter slats that the good father is laying on his cot...injured badly. What looks like a young child is on the floor, near the cot, clinging to a rag doll...

That's the idea...and the reason I asked for patience. This actually happens before your last post for Father Krenlin.


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

at the shrine:
When seeing the scene before him Will muffles some curses. Drat, the bastards already got to him. Hope he's not to far gone yet.
He whispers through the shutter slats, "Hey kid, is the pastor all right?"

Liberty's Edge

Shrine:
The little girl jumps, startled...and almost crawls under the cot.

He...he's hurt...bad...

The sergeant, who has been standing back, tries the door. Barred.


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

Shrine:
"She won't be able to open it and I reckon neither can he in his current state. I have an idea." Will started looking around his backpack for some items and takes out a small vial with some liquid inside, he looks at it closely to see that he has the right one. Wasn't hoping I'd be needing one of these so soon.
He then whispers again to the girl inside.
"Can you open the shutters a little bit? I have a vial here with a potent curative in it. It should stop the hurting, all you need to do is get him to drink it."
One of my 2 potions of CLW, if she opens the shutters enough for me to give it than I will do so.


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

Hob heads out to the Barn. There he hangs his mask and contemplates it while leaving his brother on guard.
Assuming is empty. He'll be there for an hour

Liberty's Edge

Shrine:
She looks anxious, and hesitates...but slowly...with hands shaking almost uncontrollably, complies.

With the shutters open, you can easily climb through the window...no glass...


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

Shrine:
"Thanks lass.", Will said while climbing through the window. He goes over to the pastor and pours the potion into his mouth. CLW: 1d8 + 1 ⇒ (6) + 1 = 7 "He should be waking up any moment now", Will said trying to comfort the little girl.
Wonder what happened with her.


Old Human Paladin of Iomedae hp 7/10, ac 17/10/17, per 1 , f2/r0/w3,

Shrine:

With a hint of a cough, Krenlin's eyes spring open. He begins groping for his sword, then stops, taking in the new arrival.

"Forgive me...I...Sorry, Will, is it?" He struggles into a sitting position.

"What time...? Nevermind, not important. Are you alright, Will? Are there others still out there? I tangled with one of the Dead...near to took my arm off..." The old paladin trials off, flexing his arm and looking at the much smaller wounds in wonder, then, after catching sight of Lisdi, looks up at Will curiously.

Liberty's Edge

Shrine:
The little girl is very fidgety at first when Will comes through, but caalms when Father Krenlin does...then there's a knock at the back door.

Umm...hey...

Liberty's Edge

North:
You have an hour of quiet in the barn...while inside, not so much...

Hey! Who are all these guys? Who let them in?

The farmer stepped into the front room...his eyes went wide, and he looks quite agitated as he disppears back into the back...


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

Shrine:
"Sergeant Forbes and Bill Godfrey are with me. It should normally be them at the door", Will said while walking over to the back door.
"Bill, Sergeant, that you?", he said through the door. "Can't be to careful right now", he said back to Father Krenlin and the girl.

If he gets confirmation from the other side, he will let them in.

Liberty's Edge

Shrine:
Yeah. Forbes...Bill, too. I think I hear some...thing...

The sergeant quickly spills into the room I assume followed by Bill when the door opens it...quickly barring it before sliding to the floor on the wall.


Old Human Paladin of Iomedae hp 7/10, ac 17/10/17, per 1 , f2/r0/w3,

shrine:
"Goodness! Well, I guess that answers that question. Welcome, Sergeant, Bill. Is everyone alright? Everyone remembers Lisdi Weaver, yes?"

The chaplain's tone is calm and casual, but he has risen to his feet and is adjusting his armor, reaching for his sword and shield, pausing only to ruffle Lisdi's hair affectionately.


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

Shrine:
Will goes back to the shutters to make certain they are closed as well. "Whereabouts did you hear the sound?", he said while trying to figure out where to go from here.

Liberty's Edge

Shrine:
Up a bit...King's road, maybe...to the west...

Forbes looks pale...and he's sweating in the relative cool of the morning...this man that fought with passion in the war, and has trained hundreds since - looks weak.


Old Human Paladin of Iomedae hp 7/10, ac 17/10/17, per 1 , f2/r0/w3,

Shrine:

Now much more alert, Krenlin notices the sergeant's condition. He steps closer, draws the veteran to a seat.

"Forbes, you don't look so good. Have a seat and let me have a look at you."

heal check for diagnosis: 1d20 + 8 ⇒ (2) + 8 = 10

Well, the good Father might not just be as awake as he thought...

As he works, he talks to the group at large. "Lisdi's mother is in Drummond's Point, so I was planning to take her there before I had my little mishap with the neighbors. Does anyone know the state of our town or the roads south or west?"


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

Shrine:
"We haven't gone further than the Bleatly house, half an hour south from here. We rested there and advised them to get to Drummond's Point. That's all we know. All I know is something strange happened yesterday."
When Will notices the father is checking Forbes' wounds he says,"Sergeant Forbes here got lucky we were passing by the grounds yesterday. He was fending of several when we saw him. Treated his wounds as best as I could manage with several of them on our trail."


Timothy hears the farmer's shouting and thinks their time here is nearly up. He looks for something to wrap up the bread that he's snatched from the table and heads for the door.

Liberty's Edge

North:
As Hob finishes up, and heads for the house, he sees Timothy outside , waiting...and hears excited voices...


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

North:
Hob casts CLW on himself in the barn. clw: 1d8 + 1 ⇒ (4) + 1 = 5

Seeing Timothy with a loaf of bread he stops in front of him.
"No." Typical townie

"George gave us shelter for the night. George needs to understand what has happened. We must make him understand what has happened."

"George does not like me. Your words will mean more."

The Hob seeks out George and will try to grab Timothy by the collar to drag him along if needed, pushing up the stairs, through the door and into the house.

I think his brother would stay on guard outside


"Wait, what? What're you doing? Put me down! Fine, I'll give the break back."

Timothy sets the loaf down on the table beside the door hoping that no one else sees it in his possession.

"George! Please calm down, we need to talk about what's happened in town. These people were looking for shelter last night just like we were. We helped them just as you helped us."

Diplomacy: 1d20 + 3 ⇒ (12) + 3 = 15 (Untrained)


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

Kaars follows along with Hob when he hears the shouting. This should be entertaining. He has already prepared his extracts today and is restless to do something. Seeing if the town is infested still or if they have gone somewhere else needs to be done. Maybe Artax the jeweller has survived. I should try to check on his house.

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