GM SpiderBeard's Second Darkness (DrEvil Group) (Inactive)

Game Master Barvo Delancy

Chapter 4: Endless Night

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F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

I don't think she's a priestess?


The Calistrian pirate nods as you agree to her concept of trading her back for the ship's departure. She, and the other two captives, lead you back through the ruined landing area to the pier, where the pirate raider is moored.

As the group approaches, they are hailed by the shore watch. "Call out Captain Treeg! We have business to attend to." calls the pirate officer to the ship.

A few moments later, a tall bearded fellow with wild wind-whipped hair and mad blue eyes appears on the deck. He carries a master's lash in one hand, and a meerschaum pipe in the other. His face is scarred, perhaps from an old sword wound, and his demeanor is ramrod straight and erect.

"Ahoy, the first mate!" calls the captain in a resonant voice that echoes loudly. "What manner of foolishness is this, then? I send out a raiding party, and my fearsome first mate is brought back prisoner? Who then dares such boldness with me crew?"

As you wish to negotiate, either prompt the priestess, or make your claim. Either way, use a Diplomacy check to see how things go.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

"Hail the infamous and disreputable Captain Treeg! We wish to discuss terms of the return of your officer and surviving members of your crew, in exchange for leaving this island and not returning!"

Any aids to diplomacy would be welcome! Or since we're threatening to do bad things to the lady if he doesn't leave, would Intimidate be more appropriate?


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

We really have no wish to further harm your crew, especially this lovely Calistrian. Saphren calls out. Explain the deal priestess. he prompts the prisoner.

Aid to Diplomacy: 1d20 - 2 ⇒ (18) - 2 = 16


I tbink it's Diplomacy, you are trying to make a deal. The threat is part of it, but mainly you want the trade.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

We'll go diplomacy and Reva can step in with intimidate if necessary.

Stepping up behind Blossom, Reva quietly chants a prayer, touching the witch on the shoulder. She then stands back and folds her arms, regarding the pirate captain, trying to support Blossom through her confident body language and intense stare.

Diplomacy Aid Another: 1d20 ⇒ 20

Casting guidance on BLossom for an extra +1.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Diplomacy aid another for Blossom: 1d20 + 6 ⇒ (14) + 6 = 20

I forgot I didn't include my roll in my previous post.


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Why Magnus Elects to Hold His Tongue: 1d20 - 2 ⇒ (1) - 2 = -1

The Dwarf vigilantly keepshis eyes open for trouble, hand hovering over his hammer.


Because I can't wait any longer, I will roll Blossom's key Diplomacy.

Blossom Diplomacy, charming bonus: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 +6 for aid help = 25.

Blossom speaks clearly and confidently to the pirate lord, outlining the terms of the trade, the return of the first mate for the pirates' withdrawal from the island.

Treeg looks flabbergasted at first. Opening his mouth to speak, before closing it again, as Blossom's charm and persuasion works on him. Finally he growls, "Anyone else with the temerity to propose such a venture, and I'd have them keel-hauled and flayed alive, but...I have lost some crew, and I don't know much about this island, though I have heard fearsome tales." He scratches his beard, looking for a viable alternative, but eventually answers. "I accept yer terms, lassie. REturn my mate, and we'll weigh anchor and depart. Ye have me word as a captain!"


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva stares at the captain, trying to get a read from him. She gives Blossom a slight nod.

Sense Motive: 1d20 + 10 ⇒ (6) + 10 = 16

Unless of course he's lying and gets below a 16...


GM Rolls:
1d20 + 11 ⇒ (14) + 11 = 25

From where she stands, Reva has no reason to disbelieve the captain. She knows that pirates may be a dishonorable lot, but when they give their word, it can be believed. She nods her assent to Blossom who unties the captives, and sends them on their way up the gangplank, and aboard the ship.

With nary a look back, the Calistrian first mate rushes aboard, and in a flurry of activity, the Teeth of Araska readies to make way. The mooring ropes are loosed, the sails trimmed, and the anchor weighed. With a puff of the breeze, the ship creaks from its berth and slowly leaves the harbor, sailing to the horizon, where it slowly disappears from view.

GM Story award: For getting rid of the pirates, you are each awarded 150xp. This makes the new total per player at 8813/10000 or about 70% to level 5.


Witch (White-Haired Witch)/4 HP: 15/21 Spells 0/5 1st, 0/3 2nd AC 12 12 10 F+1 R+5 W+3 Per+3 Init+2

Sorry all. The last three days have been a bit of a freak show for me Thank you for botting me Doctor.

As the pirates make their way back to the ship, Blossom bequeaths each of them a farewall caress, lingering particularly upon the Calstrian priestess as she whispers something in her ear. Waving good bye as the ship passes, she turns back to the others. "Now we can focus upon the matter at hand, yes?"


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

"Even if they double back ve heff gained some distance. Come. Let us make for the tower." the dwarf says, beginning to stomp toward the treeline, eager to find somewhere that they can rest.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva nods once.

"Glad to be rid of that mess. That was admirably done Blossom. You saved several lives with that negotiation."

Turning on heel, Reva immediately takes off after Magnus, making her way towards the interior of the island and the tower.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

I sorta hope they do double back and break their word. At least that is a threat I can understand. We go into the unknown now.


The guard tower in the center of the island, from which random flashes of light still emanate, is accessed via an overgrown road, which is little more than a trail now. Dense underbrush lines both sides of the trail, and the land slopes up sharply, towards the island's highest point where the tower is located.

Turkey vultures wheel in the sky above the ruined tower, a negative omen if there ever was one. AS you wind up the hill, closer to the ruins, you can occasionally get a peek at the site. It appears several stone buildings are clustered around the watchtower. All seem to be in a state of serious disrepair, but more detail cannot be seen from the road.

As you round one of the last bends in the road, a curious site stops you. Ahead a small group of dog-sized centipedes, fiery red in color, are coming down the road towards you.

GM Roll:
1d20 ⇒ 101d100 ⇒ 512d4 ⇒ (3, 1) = 4

Initiative:

Saphren: 1d20 + 5 ⇒ (7) + 5 = 12
Reva: 1d20 + 7 ⇒ (14) + 7 = 21
Magnus: 1d20 + 4 ⇒ (13) + 4 = 17
Blossom: 1d20 + 2 ⇒ (12) + 2 = 14
Trig: 1d20 + 2 ⇒ (19) + 2 = 21
Centipede 1: 1d20 + 2 ⇒ (3) + 2 = 5
Centipede 2: 1d20 + 2 ⇒ (18) + 2 = 20
Centipede 3: 1d20 + 2 ⇒ (10) + 2 = 12
Centipede 4: 1d20 + 2 ⇒ (7) + 2 = 9


Bloodback Centipedes - Round 1

21 Reva
21 Trig
20 Centipede 2
17 Magnus
14 Blossom
12 Saphren
12 Centipede 3
9 Centipede 4
5 Centipede 1

Reva and Trig are up against the creepy crawlers first. Map is linked at top of the page.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

"Eek! Big bugs!"

Trig immediately starts summoning something to help. Summon Monster 2, one round casting time.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva groans as the giant insects begin to charge for the group. Mindful of not wanting to get too far from Magnus, Reva simply takes step forward, bracing herself for attack.

Readied Action: 1d20 + 7 ⇒ (7) + 7 = 14 Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Reva is fighting one-handed and using her buckler, so AC is 21. Readied action to swing at the first bug that gets into melee.


Bloodback Centipedes - Round 1 - continued

Reva stays near Magnus, and readies her longsword for the inevitable fight.

Trig starts casting a summon spell that might help in the fight against the big bugs.

The first centipede to move rushes towards Reva, who is ready for it. The Iomedean inquisitor lashes out with her sword obliterating the insect in one swing.

With the odds already tilting in your favor, Magnus, Saphren and Blossom are up.


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Readied Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d8 + 7 ⇒ (4) + 7 = 11

Magnus grunts in approval at Reva's caution, advancing a little before joining her on the front ranks, hammer at the ready.

Nice job!


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Saphren steps forward 5' and readies to swing as well.

Readied Action: 1d20 + 9 ⇒ (6) + 9 = 152d4 + 6 ⇒ (3, 3) + 6 = 12


Waiting on an action from Blossom, if i don't see it soon, I will run her for this round.


Witch (White-Haired Witch)/4 HP: 15/21 Spells 0/5 1st, 0/3 2nd AC 12 12 10 F+1 R+5 W+3 Per+3 Init+2

As her martial companions seem to have immediate matters well in hand, Blossom scans their surroundings, alert for potential threats.

Perception: 1d20 + 3 ⇒ (10) + 3 = 13


Bloodback Centipedes - Round 1 - concluded

As Saphren and Magnus ready for the on-rushing centipedes, Blossom looks up and down the trail to see if there are any more threats. She sees no immediate dangers.

Centipede 3 rushes the half-orc, and Saphren's blade slices it in half before it can attack.

Centipede 4 also slithers up the trail and is turned into pulp by Magnus's mighty hammer.

The last remaining crawler gets up to Saphren and lunges at him, it's mandibles glistening with poison.

Centipede 1 bite: 1d20 + 2 ⇒ (20) + 2 = 22
Centipede 1, crit confirm: 1d20 + 2 ⇒ (16) + 2 = 18 Fail (barely)
Centipede bite dmg, Saphren: 1d6 - 1 ⇒ (2) - 1 = 1

Saphren needs a DC 13 Fort save vs poison or take 1d3 Dex damage.

End of Round 1


Bloodback Centipedes - Round 2

21 Reva
21 Trig
17 Magnus
14 Blossom
12 Saphren (needs Fort Save)
5 Centipede 1

The entire party is up now against the last centipede, which may not last much longer...


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Bonk: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 7 ⇒ (1) + 7 = 8


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Ouch! the damn thing bit me! Saphren says recoiling. Its already swelling up.

Fort Save: 1d20 + 4 ⇒ (7) + 4 = 111d3 ⇒ 1


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva circles wide around the centipede before lunging out!

Attack: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 Precise Strike Damage: 1d6 + 1d8 + 2 ⇒ (2) + (5) + 2 = 9


Bloodback Centipedes - Round 2 - continued

Reva and Magnus team up to swat the last bug, killing it in a grisly gooey mess.

Unfortunately, it has passed its poison to Saphren, who is already beginning to swell and grow dizzy.

End of Combat

The poison has a 6 round duration and requires a DC 13 Fort save each round or take the 1d3 Dex damage. Please make up to 5 more saves (until you succeed, and let's see how bad this gets.

Smashing the critters earns the group 200xp per player. This moves the cumulative total to 9013/10000 or about 90% to level 5. Keep up the good work!


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Fort Save: 1d20 + 4 ⇒ (2) + 4 = 61d3 ⇒ 1
Fort Save: 1d20 + 4 ⇒ (13) + 4 = 17

It takes a moment before Saphen's antibodies respond to the venom and fight it off. He seems a little clumsy from the bite.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva tsks, and moves in on Saphren.

"I've been preparing for such things. It is not above any of our enemies to resort to poison. Uh, particularly gigantic insects."

Touching her symbol, Reva chants a prayer before grasping Saphren's wound quite firmly.

Lesser REstoration: 1d4 ⇒ 4


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M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Saphren flexes the muscles of his leg as Reva's magic does its work. Thanks Reva. Good as new I think. Wait, look, The leg is all green. Oh, yea, it was green before. Saphren laughs and his own joke.


Continuing up the highest point on the island, after the run-in with the blood red centipedes, the group eventually comes out of the jungle into a clearing on the summit.

There the collection of crumbling buildings that once comprised the largest settlement on Devil's Elbow stand, having long since started falling into ruin.

The 50' tower seems to be the only still completely intact structure remaining. All the lower building have roofs which have wholly or at least partially collapsed and walls that are in danger of toppling in.

See the map, there are several building clustered here. The flashes of light etc seem to have been coming from the tower, but it is silent and still now. Where do you go?


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

As the group approaches Saphren motions for quite and for the group to stop. Quietly he suggests Maybe I better go take a look into the out buildings quiet like before we get too close. If the group agrees Saophren will pad up to B2 and peer into a window.

Stealth: 1d20 + 11 ⇒ (8) + 11 = 19


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

"Saphren, can you spy anythingk through those vindows?" the dwarf grunts, motioning to the two nearest houses. "I say ve storm the tower. If ve meet resistance it vill be the most defensible spot on the island."


The building's collapsing timbers still bear flecks of colorful paint, a sign that it must once have looked grand in its heyday. Now it is little more than a collapsing ruin.

One of the walls is partially collapsed and has spilled ruin into the inside of the building. Besides the rubble and ruin, Saphren can see nothing else inside.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

The rogue will continue to stealthily scout around to examine B1 and then B3 as well.


As he approaches B1, Saphren can see that one corner or the roof and part of the walls of the building have collapsed, but the rest remains intact.

Know Engineering DC 10 or Perception DC 15:
You can see that the partial collapse has left the other walls barely teetering. Any undo pressure on the walls could send the whole structure tumbling in.

As far as you can see from the window, B1 appears to be empty.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Perception: 1d20 + 8 ⇒ (11) + 8 = 19

Saphren notices the dangerous wall and leaves it be. Once he is convinced no threat exists in B1 he moves onto B3.


The large timber-and-stone structure stands at the edge of the steep southern slope, overlooking the sea far below. Large windows facing the village's main thoroughfare suggest a shop in at least one portion of the building, but the windows have been hastily boarded over. Several corpses lay near the outer walls of the building, obviously a source of interest for the turkey vultures circling overhead.

DC 15 Survival, Saphren only (until others come up to see):
The bodies have attracted buzzards, but so far, none have landed to feed on the corpses. That strikes you as a bit unusual.

I marked the positions of the dead bodies with an X on the map.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Sapphire looks over the scene before going back to report to the others. Something odd about this. Birds should be feeding... he thinks as me quietly moves back.

Surivival: 1d20 + 2 ⇒ (16) + 2 = 18


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva sees Saphren approach and looks over to him questioningly.


Witch (White-Haired Witch)/4 HP: 15/21 Spells 0/5 1st, 0/3 2nd AC 12 12 10 F+1 R+5 W+3 Per+3 Init+2

untrained Knowledge (Engineering): 1d20 + 5 ⇒ (10) + 5 = 15
untrained Survival: 1d20 - 1 ⇒ (13) - 1 = 12

Indulging her own curiosity, Blossom maneuvers her way to a clearer, closer look. Upon sight of the corpses, she recalls the words of the fleeing dwarves. Rejoining the others, she leans in to whisper to Saphren. "Mi ölte meg őket, mit gondolsz? Lehet már ezek a lények a törpe beszélt?"

Orc:
"What killed them, do you think? Might it have been those creatures the dwarf spoke of?"


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Moving back with the others Saphren explains what he has scouted. And I ain't even sure them bodies are good and dead. he says. Maybe they are even undead. Why else are the buzzards staying away. Unless He looks up at the tower, Unless there is still a threat from up there.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

"We could shoot a bolt into each one and see what it does," suggests Trig.


Witch (White-Haired Witch)/4 HP: 15/21 Spells 0/5 1st, 0/3 2nd AC 12 12 10 F+1 R+5 W+3 Per+3 Init+2

Knowledge (Religion): 1d20 + 8 ⇒ (13) + 8 = 21, to recognize if the bodies are undead.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps
Trig Glittergold wrote:
"We could shoot a bolt into each one and see what it does," suggests Trig.

That works for me Trig.


Just as you get a plan and prepare the first bolt, the corpses on the ground begin stirring, then in an eerie silence they rise to their feet.
The corpses appear to have been slain with numerous slashing blows and/or bites, but the most horrifying feature of the undead bodies is the mutilated nature of their faces. On all the corpses, the lower jaw is missing and in its place is a nauseating, gray-green twitching tendril that looks for all the world like bloated, discolored tongue. The oddly quiet zombies move to attack.

Initiative:

Saphren: 1d20 + 5 ⇒ (12) + 5 = 17
Blossom: 1d20 + 2 ⇒ (9) + 2 = 11
Trig: 1d20 + 2 ⇒ (8) + 2 = 10
Reva: 1d20 + 7 ⇒ (14) + 7 = 21
Magnus: 1d20 + 4 ⇒ (8) + 4 = 12
Zombie Green: 1d20 - 1 ⇒ (17) - 1 = 16
Zombie Purple: 1d20 - 1 ⇒ (20) - 1 = 19
Zombie White: 1d20 - 1 ⇒ (16) - 1 = 15
Zombie Green: 1d20 - 1 ⇒ (19) - 1 = 18


Void Zombies - Round 1

21 Reva
19 Zombie Purple
18 Zombie Green
17 Saphren
16 Zombie Red
15 Zombie White
12 Magnus
11 Blossom
10 Trig

Reva is up to lead off for the group.

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