Lecloront
|
"Hey, I'm back. I sold everything for 66gp and 2 sp. I've decided to get these two mules so carrying loot won't be that troublesome. I also hired this man man to watch over our things while we go. I don't expect him to be of any use combat wise but if he has at least any ability then that would be a bonus.
Lecloront pulls out the bag of gold and gave it Locke.
"Here it's 30gp left, split it evenly as I don't want to be held accountable for any discrepancies.
| Locke Vernariah |
"So do you want to pay be back before you make the split, or just take it out of the share for healing? So we have 8 shares, one for Hemmings, one for me, one for Lecloront, one for Bug, one for Ardamir, one for Vuvu, one for Xoruk, and one for healing. Does that make sense?"
| Hemmings Halfshanks |
Confused, so only 30gp came back out of the 66gp from sale because of hiring the mules and man-at-arms? That changes the totals I just posted in discussion (will attempt to delete). Because the amounts are so small I'd suggest waiting till we get some real money to worry about splitting, but will bow to consensus. Also need some way of splitting gems and magic items not claimed. Also not sure if appraising gives us accurate or sellable values.
I'm amenable to 8 shares as long as we split any left over healing(if any) when we're done.
| Locke Vernariah |
"Yes, healing would be to buy or make healing potions, wands, or other things that are useful to the group, that we all use. One of my previous mentors had a wondrous item of teleport that the group used to get back to town as needed once per day, then the next day to get back." Locke says with a nostalgic look on his face.
Do not literally split gems for it will drop their value, instead basically do a buy out system, each person gets creidt from the group loot. Total value of loot divided by shares. 8,000 gp / 8 = 1,000 gp for each person to use. From that they can buy gems, coins, items, or magical items. Welcome to my bookkeeping. I would suggest to Appraise the gems several times before selling them keeping record of how much you think they are worth.
| GM Wolf |
The group ventures on, in about 15 minutes down the road you come to a stone archway. It is about 30 feet high, and 30 feet wide. The stone is about 2 feet thick from base to topple. The base is a little bigger but not much. On the Archway it says 'Haven'. Down the path you can see that it leads into a town or village.
Lecloront
|
After that last encounter, Lecloront knew that he wouldn't be able to finish this mission by himself and his best bet would be to cooperate with the team. By the paladin's healing, his hatred for them seems to lessen..
"I'll scout ahead,"
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
",that tree looks like a good spot to setup camp. Anybody else has suggestions?
| Ardamir |
Perception: 1d20 + 2 ⇒ (10) + 2 = 12
Peering down the trail, Ardamir cannot see what Vuvu is looking at. "All I can see is a trail that has had little use in some time. Are you sure you see corpses?"
| Ardamir |
Ardamir raised an eyebrow at the Alchemist. "Well, I suppose that could be the case too."
| Hemmings Halfshanks |
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Hemmings doesn't see what the Alchemist sees either but he's cautious based on the warning in the letter from the missing Pathfinder.
"The letter said to Stay Clear of town with dead bodies. If Vuvu sees dead bodies, and I see a town, mebbe we better Stay Clear? 'Specially with evening comin' on and all. Is there a path round the town or do we want to camp along here and see what it looks like in the mornin'? Maybe that stockade along back would be a good campsite also if we wanna check it out a little more?"
"If'n you want, I can go scout up ahead through 'Haven' but the place gives me the willies."
| Locke Vernariah |
"Well I know I am not making camp here, near the corpses we are to stay clear of, I will scout ahead towards the tree in the South East, now that I can see it."
| Hemmings Halfshanks |
Despite his limited intelligence and Vuvu's limited Charisma, Hemmings gets the message.
"I'll sneak down that path and scope things out, so long as you don't let the healing cleric ride off t'other direction. I'll be back in a flash."
Hemmings tries sneaking down the path around the bend in the road and a little farther if warranted by what's there.
Stealth: 1d20 + 11 ⇒ (12) + 11 = 23
What's he see?
BloodWolven
|
Locke waits for Hemmings to get back from his scouting first, before scouting himself.
| Hemmings Halfshanks |
Hemmings comes creeping back along the path and up to the rest of the company.
"Looks like some kinda shrine aroun' the bend there. Maybe to the Sun Goddess, Sarenrae or one like her. It's a big 'un, got sun icons and jewels on it, but it looks old and in bad repair. Vines and such growing over it and all. Worst, there's a pool or tub filled with dirty water. Stickin' out o' the water is a human arm and hand - couldn't see the rest a' him cause of the dirty water. Didn't see any people or critters 'xcept for that dead fella. The path goes on 'round that shrine, but figured him bein' a priest, we could give it a once over 'fore goin' on around..mebbe grab them jewels?" He nods at Locke.
"Whatcha think? Looks better 'un goin' thru town to me."
| Locke Vernariah |
"Sure, it sounds good, if the shrine can be fixed we will leave the gems or you may pilfer the destroyed shrine."Locke then winks at Hemmings with a grin on his face, "Onward!"
| Hemmings Halfshanks |
Hemmings was addressing the whole company. He was just thinking Locke could help identify more about the shrine, him being a cleric and all.
"Looks pretty destroyed ta me," Hemmings replies slipping back on his pack and drawing his small sword. "That corpse gives me the creeps, I'd be ready for anything over there."
And with that he begins leading the group down the path to the shrine.
Lecloront
|
I will follow Hemmings, can be right behind him depends on where Locke is.
"I got your back, or we can let the cleric go first then we can cover his sides. I don't like this feeling at all."
Lecloront draws his sword and sneaks behind.
Sneak: 1d20 + 4 ⇒ (3) + 4 = 7
| GM Wolf |
The group gets to the shrine.
No map for this one boys
You move down the overgrown path as quietly as you can. After 80 feet you find a shrine of some kind just off the path, and the path continues Westward. The shrine has the symbol of a sun, Sarenrae you think, at the top. The shrine is about 15 feet wide and 10 feet tall, it is made of stone but has lots of cracks on it. Vines and other vegetation has grown on and over the shrine. A large bowl holds murky water as the wall behind it has the symbols of suns engraved on the stone. Perception DC 18 (you see gems glittering in the topmost sun symbol). It looks like there is a decomposing hand and wrist resting on the edge of the bowl, the rest of the body or at least arm is likely in the bowl.
But there is more to the area than Hemmings saw originally: walking dead!
There are 3 zombies coming from the West, slowly walking up towards you moaning as they come...Perception DC 15 to act in the surprise round.
1d20 + 3 ⇒ (5) + 3 = 8 Hemming’s Initiative Check
1d20 + 3 ⇒ (3) + 3 = 6 Lecloront’s Initiative Check
1d20 + 2 ⇒ (13) + 2 = 15 Vuvu’s Initiative Check
1d20 + 3 ⇒ (6) + 3 = 9 Xoruk’s Initiative Check
1d20 + 1 ⇒ (15) + 1 = 16 Bug Eater’s Initiative Check
1d20 + 1 ⇒ (9) + 1 = 10 Ardamir’s Initiative Check
1d20 + 3 ⇒ (8) + 3 = 11 Ruby’s Initiative Check
1d20 + 1 ⇒ (7) + 1 = 8 Locke’s Initiative Check
1d20 - 3 ⇒ (20) - 3 = 17 Enemy Zombie1 Initiative Check
1d20 - 3 ⇒ (19) - 3 = 16 Enemy Zombie2 Initiative Check
1d20 - 3 ⇒ (5) - 3 = 2 Enemy Zombie3 Initiative Check
1d20 - 3 ⇒ (1) - 3 = -2 Enemy ZombieN Initiative Check
1d20 - 3 ⇒ (19) - 3 = 16 Enemy ZombieX Initiative Check
Zombies 1 & 2
Bug
Zombie X (not this round)
Vuvu
Ruby
Ardamir
Xoruk
Hemmings
Locke
Lecloront
Zombie 3
Zombie N (not this round)
As you post your actions, please do them in order if possible with 'Surprise Round' or 'Round #' to help make things clear.
| Hemmings Halfshanks |
So no zombie attacks in surprise round, only good guys who roll better than I(or Vuvu) did. Let's go team!.
Round 1 action: With his rapier already drawn, Hemmings quickly sidles over to Zombie #3 (who would still be flat footed, I think) and strikes with sneak attack.
to hit: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d4 ⇒ 3 Sneak Damage: 1d6 ⇒ 5.
if in melee with different or AoO otherwise prevents this manuever, will re-post. My hope is Bug smashes them all before it comes to this...
BloodWolven
|
1d20 + 8 ⇒ (11) + 8 = 19 Lecloront’s Initiative Check
1d20 + 2 ⇒ (9) + 2 = 11 Xoruk’s Initiative Check
1d20 + 4 ⇒ (3) + 4 = 7 Bug Eater’s Initiative Check
1d20 + 2 ⇒ (8) + 2 = 10 Ardamir’s Initiative Check
1d20 + 5 ⇒ (16) + 5 = 21 Locke’s Initiative Check
Lecloront you see the zombies in the trees you get to act in the surprise round, you also notice Locke is acting on what he sees as well.
| Locke Vernariah |
"Undead Zombies coming from the tree line to the West, use your slashing weapons or it may be of no use, their bodies resist other kinds of attacks." Locke pulls his scimitar free.
| Bug Eater |
Perception 1d20 + 1 ⇒ (11) + 1 = 12
"Slashing weapons?!? All I have is my hammer. It will be enough. "
assuming he gets an attack off during the surprise round
to Hit 1d20 + 6 ⇒ (18) + 6 = 24 Damage 2d6 + 9 ⇒ (2, 5) + 9 = 16
Lecloront
|
I can't seem to open the map from where I'm at right now.
Since Lecloront's sword is already drawn, he dashes to the nearest zombie and strikes with his longsword.
Attack: 1d20 + 3 ⇒ (11) + 3 = 14
if it hits,
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
| Ardamir |
#Surprise Round
Walking down the path with the group, the sight of the corpses made Ardamir draw his greatsword, ready for whatever may be waiting for them.
Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Before it could see him, Ardamir saw the living dead emerge from the woods. Filled with rage at the site of such an abomination he called out to Iomedae, "By your powers help me to return this evil to the grave!" Ardamir runs up to the first zombie he sees that is unaware and lays into it with all the fury of the gods! Power Attack and Smite Evil against undead. I'm not 100% without a map, so I'll just pick one of the Zombies not acting. I'll go with Zombie X.
Attack: 1d20 + 5 + 2 - 1 ⇒ (12) + 5 + 2 - 1 = 18
Damage: 2d6 + 6 + 2 + 2 ⇒ (1, 4) + 6 + 2 + 2 = 15
| GM Wolf |
I will accept either for this fight, take which ever is higher, for your perception checks. Understand in a surprise round you may only take a move or standard action. Thus many of your actions are not nulled just waiting to be finished during your first round. If you made an attack, it will be carried out in your first round.
To make things simpler I will make perception checks for the group at the same time as initiative checks. Does anyone have a problem with this, I can wait for everyone if need be?
| GM Wolf |
See Fork and Black Tree for an impromptu map
Zombies 1 & 2 *
Bug *
Zombie X (not this round)
Vuvu
Ruby
Ardamir * (move action?)
Xoruk
Hemmings
Locke
Lecloront
Zombie 3
Zombie N (not this round)
Zombie 1 attacks at Ardamir swinging both arms wildly. 1d20 + 2 ⇒ (9) + 2 = 11 1d20 + 2 ⇒ (17) + 2 = 19 Only one arm hits smashing into Ardamirs side with surprising force, doing 1d6 + 2 ⇒ (5) + 2 = 7 damage.
Zombie 2 moves up to Ardamir.
Bug charges forward bearing his earth breaker and smashing down upon the zombie that just came up to Ardamir. Smashing it to the ground, gore flying everywhere all over Bug and Ardamir.
Zombie X 1d20 ⇒ 17 1d20 ⇒ 8 1d20 ⇒ 9
Vuvu, all threatening zombies are next to allies what do you do?
Ardamir you swing your mighty greatsword and cleave the zombie that attacked you in two. You still have a move action if you choose.
Xoruk's Turn!!! :) (Zombie 3 is the only threat left)
| Ardamir |
I'm ok with you rolling in those situations, it does make it easier in the pbp situation when people are posting at all different times.
Ardamir, feeling the vengeance of Iodemae coursing through his veins, is barely phased by the Zombie that attacked him. He moves towards the next zombie and prepares himself to strike again. Not sure based on the map which one that is.