Flesh and Bone-A zombiepocalypse story

Game Master concerro

The party enters a world much different than the one many of them left 3 years ago. Many cities have been abandoned. Those cities that are still occupied are under martial law to a large extent.
People are very afraid of the world, and for good


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Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Light flashes from Tobin's extended hand as two bolts of force unerringly strike a zombie.

Magic Missile: 2d4 + 2 ⇒ (4, 4) + 2 = 10

I'll be in St. Paul, MN for the rest of the week so my posting may be sporadic. Don't hold up the game on my account

1/8 level 1 spells used.


Haundo powers his allies with his deity's blessing while Deoghe and Saxton's shots strike home, Saxton doing 1d6 ⇒ 6 points of damage. At the same time Klor advances ready to give the zombies a second death. At about the same time bolts from the militia's crossbow bolts fly through the air taking finishing off what Saxton, and Deoghe started and felling the other 2 also that were outside the front door.
This however attracts the other zombies that are off to the side.

Everyone may roll initiative. If I missed your roll let me know and I will add it to my next post
Init order

Saxon
Zombies 10


My post( Yesterday, 06:47 PM ) is in my account, but not showing up here. I was wondering why nobody replied. I will see if I can get Gary to fix the thread.
I asked everyone to roll initiative.

Click here to see my post. Currently it is the 3rd or 4th post


Male Half-Elf Oracle (Juju) 5

Initiative: 1d20 + 7 ⇒ (18) + 7 = 25.


male Dwarf Fighter 1

initiative 1d20 + 2 ⇒ (14) + 2 = 16


Round 1 Init order

Uchendu 25

Tobin 20

klor 16

Saxton 11

Zombies 10

I don't see Andreas or Haundo's init, but we can go ahead and begin. If it gets to the zombie's turn before they go I will cross that bridge when I get to it.


Wizard 5, HP 20, AC 13, Touch 13, FF 11, F: +1, R: +3, W: +4, Init +6, Perc +8, Darkvision 60'

Interesting, not getting activity notes.

Initiative 1d20 + 6 ⇒ (3) + 6 = 9

For De'ohge's first round, he will reload, then move up to the doors.


Male Half-Elf Oracle (Juju) 5

Invoking the power of the Spirits, Uchendu casts Bless, and moves closer to the door.


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

I already cast bless but it doesn't hurt to make sure everyone is covered ;)

Initiative 1d20 + 5 ⇒ (5) + 5 = 10


Male Half-Elf Oracle (Juju) 5

Oh, I completely forgot about that; sorry Haundo!

Make that a Shield of Faith, instead :-)


male Dwarf Fighter 1

posting out of turn but I don't think klors actions will affect Tobin.

right! looks like the artillery made the entryway a bit easier. now time ta clear the door.

klor will make a run action to the door ending with his back to the wall next to the door of the building.[/ooc]


Huando's init is noted.

All of the zombies rush towards Klor, hoping to make him into their next meal.


Round 2 begins:

Uchendu 25

Tobin 20

klor 16

Saxton 11

Haundo

Zombies 10


Male Half-Elf Oracle (Juju) 5

Taking a deep breath, Uchendu closes with the undead, and attempts to channel the Spirits into one of the mobile, fleshy shells...

Move from R23 to T18, and attempt to Command Undead - DC 18 Will save to resist (targeting Z6).


male Dwarf Fighter 1

now I know why dey call em mindless, comin' after me

Klor advances to engage the zombies moving in on him.

attack zombie z5 with power attack 1d20 + 10 ⇒ (5) + 10 = 15
if a hit the damage 1d10 + 11 ⇒ (8) + 11 = 19


Will save for Z6:1d20 + 4 ⇒ (18) + 4 = 22

The zombie makes the save, and Klor lays into Z5 almost felling him in one blow, but the zombie does not fall.


Bard 4/Gun 1, HP 39, AC: 17 Tch 12 FF 15 F: +5, R: +8, W: +4, Init: +2, Per: +8

Ok I was getting no update notifications from any of my games

Andreas a bit shocked by being thrown into the leadership, finally decides to act once he is he shakes off the his his initial shock.

Initiative: 1d20 + 2 ⇒ (8) + 2 = 10


That happens sometimes. It has happened to me in other games. The GM thought I had dropped out. I was just about to send you a PM.


Bard 4/Gun 1, HP 39, AC: 17 Tch 12 FF 15 F: +5, R: +8, W: +4, Init: +2, Per: +8

Andreas Moves Forward(to 18, R) as the Zombies Strike out at his Teammates and Activates Naturalist(+1 Insight bonus to AC, Attack Roll and Certain Saving Throws)

Naturalist:
Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. This ability replaces inspire courage.


male Dwarf Fighter 1

does that stack with the Bless?


Male Half-Elf Oracle (Juju) 5

They are different types of bonuses, so they stack :-)


Male Human [Fay Bound] Power level 8

Saxton reloads


Has everyone taken their round 2 action?


Wizard 5, HP 20, AC 13, Touch 13, FF 11, F: +1, R: +3, W: +4, Init +6, Perc +8, Darkvision 60'

no, I was waiting for the zombies, since I am at 9

If there are any still up within 80', he will shoot it.

lt crossbow, bless, naturalist 1d20 + 7 ⇒ (12) + 7 = 19
damage 1d6 ⇒ 3

And if no zombies that close, he will activate his gloves and take a peak through the front door.


male Dwarf Fighter 1

I believe Klor's attack was for round 2


Male Human [Fay Bound] Power level 8

same here if close shoot
1d20 + 5 ⇒ (3) + 5 = 8
miss


Bard 4/Gun 1, HP 39, AC: 17 Tch 12 FF 15 F: +5, R: +8, W: +4, Init: +2, Per: +8

dm can you run Andreas for a little bit I am in the emergency room


I got you Andreas. I thought the zombies were last Deoghe. Thanks for the notice.
Andreas attacks Z5
Bite: 1d20 + 9 ⇒ (7) + 9 = 16
1d12 + 6 ⇒ (8) + 6 = 14

The hit is on target, but the zombie does not fall.
-----------------
All of the zombies converge on Klor

Z4

Bite: 1d20 + 6 ⇒ (6) + 6 = 12
1d6 + 3 ⇒ (2) + 3 = 5

Slam: 1d20 + 6 ⇒ (15) + 6 = 21
1d6 + 3 ⇒ (4) + 3 = 7

Slam: 1d20 + 6 ⇒ (4) + 6 = 10
1d6 + 3 ⇒ (5) + 3 = 8

grapple attempt :1d20 + 10 ⇒ (16) + 10 = 26

The zombie is not able land a solid hit on the dwarf.
----------------
Z5--grappling Klor.

Bite: 1d20 + 6 ⇒ (11) + 6 = 17
1d6 + 3 ⇒ (6) + 3 = 9

Slam: 1d20 + 6 ⇒ (19) + 6 = 25
1d6 + 3 ⇒ (4) + 3 = 7

Slam: 1d20 + 6 ⇒ (15) + 6 = 21
1d6 + 3 ⇒ (6) + 3 = 9

grapple attempt 1 :1d20 + 10 ⇒ (16) + 10 = 26

Z5 is able to hit Klor for 7 points of damage, and before he can move away Klor finds himself being grabbed by the zombie.

-------------------------------
z6

Bite: 1d20 + 6 ⇒ (13) + 6 = 19
1d6 + 3 ⇒ (6) + 3 = 9

Despite Klor's movement being restricted Z6 is unable to land a solid blow.

-----------------------------------------------

Deoghe you are up. :)


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

Haundo hasn't gone yet but I was Simul with the Zombies so it's all good. :D

Double move with Militia, 40 feet forward.

Seeing the Zombies mobbing Klor Haundo curses as the plan started to unravel slightly, the HQ would be there but he would be damned if anyone but himself died today. He hefted his battle axe and lifted up his tower shield as he barked. "Forward with SWORD AND BOARD!" The sound of swords slapping shields rang out and the second row moved quickly to keep up with the first rank as they slinged their crossbows and began drawing swords. Haundo and the resistance Fighters moved forward in an open formation to assist Klor as they were too clustered for crossbows now.

They surged around Tobin and the few who had hung back and tried to use their ranged weapons, the militia fighters tried their best to dodge around them as they tried to keep formation.

Hold on Klor, were coming! Haundo gave a guttural growl as his wolf helm slammed shut and his armor jangled loudly, there was no time for stealth as he readied the fighters to charge in and tear the Fallen apart and help their beleaguered ally...

You will feast on our blades you b@#$%rds!

Army Stats:

Resistance Army
HP:12
Defense Value (DV)=11 10 +4 = 15 +4 = 19
Offense Modifier(OM)=1 ¼ - -4 = -3 1/2 -4 = +1 1/2 (-6 damage)
Tactic:False Retreat and Hold the Line
Special: Potions - Cure 2 hp and lose actions for a round
Current Strategy: Full Defense -4 OM +4 DV -6 Dam
-----------------------------------------------------------------------
If your army's hit points get reduced to 1 you have to make a DC 15 morale check.
Morale Check = d20 + leader’s Cha mod + morale score

Attacker’s Offense check equal to or less than defender’s DV: Attacker fails to damage the defending army.

Attacker’s Offense check greater than defender’s DV: The attacking army inflicts damage on the defending army equal to the result of the attacking army’s Offense check minus the defending army’s DV.


Wizard 5, HP 20, AC 13, Touch 13, FF 11, F: +1, R: +3, W: +4, Init +6, Perc +8, Darkvision 60'

I posted my round 2 actions, but with Huando in it I think I can go with option 2

Seeing that the others were taking care of the few zombies about, De'ohge sets the crossbow against the wall and laces both hands on the doors.

Closing his eyes and concentrating for a moment, he looks through the doors into the interior of the building.


Haundo unless you roll poorly the zombies don't have much hope.

Deoghe you don't see anything on the other side.


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

Thats the point my goodly GM, its gonna be a classic moment where the bad guys have the upper hand and then get completely bowled over instead. It'll take me at least another round to even reach him though and we can't charge with Andreas and Uchendu nearby so it's still gonna be a good encounter. :) Once we are inside the Militia are going to hold the door, their involvement will end at the entrance, I don't want to be a hog. :( I wanted it to be more cinematic in a sense, then a showstopper or encounter breaker for the group. ^.^; So hopefully it isn't too overwhelming guys. Let me know if it is, constructive criticism is welcome, always. :)


Wizard 5, HP 20, AC 13, Touch 13, FF 11, F: +1, R: +3, W: +4, Init +6, Perc +8, Darkvision 60'

I am also looking at how the door is secured.


Deohge, the door has a key lock but it seems to be very well made.


Male Human [Fay Bound] Power level 8

I take it combat is over? as i was with De'ohge if it is I will head over to help if I can


Yes the combat is over. :)


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

Aww I killed it. :(

The Militia came down on the Fallen like a hammer striking an anvil, the walker that had a hold of Klor found itself soon outnumbered seven to one. The other two met their glorious end at the point of several swords and shield slams as the militia held nothing back with their strikes. It was the work of a single charge and a few seconds of grunting swinging and stabbing. As the dust settled Haundo looked at Klor to ensure he hadn't been too badly injured.

"Hold still one moment..." He pulled forth his symbol again and mumbled a small prayer, invoking Cayden's healing hand in a single touch of healing energy. "The fun isn't over yet. Can't get too roughed up before the main event eh Klor?"

Convert abundant ammunition to CLW 2/4 first level spells left. Klor Receives ->1d8 + 3 ⇒ (5) + 3 = 8

Nodding to the others Haundo looked around, after the nightmare he was wary of anything coming from an unseen angle. "The Militia and I will hold this entrance, if something comes I will send someone to warn you. Good Luck my friends."


male Dwarf Fighter 1

thanks fer da healin' But just ta be clear I had dem right where I wanted dem. he says to Haundo with a wink.

now what be on da other side a dis door?
Klor asks as he appraches the door

guess we could just bust it in.

Klor makes ready to give the door a good swift kick.

he alows plenty of time for a fellow party member to stop him


I did not expect that to be a difficult fight anyway. Don't worry Haundo there will be more robust zombies later on. :)


Bard 4/Gun 1, HP 39, AC: 17 Tch 12 FF 15 F: +5, R: +8, W: +4, Init: +2, Per: +8

Andreas walks over to Klor trying to be diplomatic i don't think you should break that down there might be trapped, and remember I think I owe you a drink.


Male Human [Fay Bound] Power level 8

Saxton looks at the Lock trying to see of one good Sonic blast will take it out.

1d20 + 8 ⇒ (8) + 8 = 16 Knowledge (Engineering)


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

Haundo laughs, a short loud barking, in response to Klor's words. This dwarf would have been a Hell of a Watchman. "Next time we'll break the door down and let you handle the Walkers." Giving his newer comrade a hearty slap on the back he stands and signals the surrounding militia. "Form a circle, two ranks, swords in front, crosses in back. Keep your eyes open!"

He nodded to his comrades and took his place in front of the swordsman, eyes outward and ears swiveling in search for something approaching or odd sounds.

Perception 1d20 + 8 ⇒ (12) + 8 = 20

He set his tower shield down heavily, while keeping his magicked battleaxe out and loose in his hand. He had to stay loose in case something came and they had to react to it, no matter what they had to maintain the circle and hold the entrance.


Wizard 5, HP 20, AC 13, Touch 13, FF 11, F: +1, R: +3, W: +4, Init +6, Perc +8, Darkvision 60'

not a dead bolt on the other side?

"The area looks clear on the other side, let me take a look, if I am not back in a few seconds, go ahead and break it down. I shall knock if I can not open the door."

De'ohge shifts into the building, using the sight of the gloves to see his point of landing.

Once inside, he will remain where he is and take a better look at the room, looking for signs of disturbance in the dust that has accumulated since the last time the living used the building. If he doesn't see anything he will check to see if the door can be opened from within. If it can't, he will knock on the door before moving to one side, out of the path of the door.


Saxton Quinn wrote:

Saxton looks at the Lock trying to see of one good Sonic blast will take it out.

1d20+8 Knowledge (Engineering)

The blast might eventually break the door down, but it won't disable the lock.


perception for Deoghe:1d20 + 8 ⇒ (16) + 8 = 24
After a thorough check it looks like the room has not been disturbed for quiet a while. He realizes he is currently in the commons area. A door label authorized personnel only is directly ahead. He also notices a way to unlock the door rather easily from his side, but it would still be difficult from the other side.


Wizard 5, HP 20, AC 13, Touch 13, FF 11, F: +1, R: +3, W: +4, Init +6, Perc +8, Darkvision 60'

Pulling back a couple of deadbolts and De'ohge unlocks the door and slowly pushes it open. "Well? What are you waiting for? Come in!"

Seeing that the militia is forming up in front of the doors, De'ohge looks over to Haundo, "Shiny, we be leaving this place soon, best to let the militia guard the door on their own? We maybe needing your shield and sword inside this place. Militia can fall back into building if they be getting too much to handle."


Male Human [Fay Bound] Power level 8

Saxton Smiles,
"I'm so glad you did that, De'ohge I really did not want to blast the door open"

Point taken you are far more affective with the gloves :p


male Dwarf Fighter 1

Klor enters the to building taking note of the door thickness

yeah, might have needed two kicks fer dat one he comments jokingly.


Male Half-Elf Oracle (Juju) 5

Uchendu nods his thanks to De'ohge for his door-opening expertise.

"Hopefully, if the building has been sealed all this time, there will be no undead within... Having said that, we never asked whether there were guardian constructs..."


Bard 4/Gun 1, HP 39, AC: 17 Tch 12 FF 15 F: +5, R: +8, W: +4, Init: +2, Per: +8

Andreas follows the rest inside looking at the lock Thinking he could have found a way in "Let's see whats in here.

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