Morgan's Ford - the beginnings of a legend (Inactive)

Game Master wanderer82

When war is long over and the 'heroes' are gone, who will stand up to the horrors of the world?


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Male Human Hexcrafter Magus 1 |HP 9/9 | AC 15(T11/FF14)|CMB +0; CMD 13 | Fort +3, Ref +1, Will +3 | Initiative +1, Perception +1, Sense Motive +1, SR 6

Unsure of what to do Reynard stands near Kitzi and Evan.

Gregor is wounded and this is certainly taxing him. Rast looks pretty tired... Alistar is fit to continue, Alex is ready to move, and I feel I can go another hour or so most likely.

Speaking up softly...

Yeah... I think you have a good point Derry. These two can rest while you scout a bit. I think that would be a good option. If you get into any trouble, use a signal whistle.


Male Human Cleric (Evangelist) of Light! 1 |HP 5/9 | AC 14(T10/FF14)|CMB +2; CMD 12 | Fort +3, Ref +0, Will +5 | Init +0 | Perception +3

GM, im assuming that we are moving at half speed as we follow the tracks. Could you clarify?


Yes,you are definitely moving at half speed. Tracking with survival normally reduces you to half speed, and as no one has any ranks in it and it is nighttime (thereby vastly limiting visibility), I think that is appropriate.


Male Human (Barisman) Fighter (Viking) 1 |HP 13/13 | AC 19(T13/FF16)|CMB 4; CMD +17 | Fort +4, Ref +3, Will +2 | Init +3, Perception 1, Sense motive 1, Stealth 1

If we rest for an hour, Alistar and I will recover the nonlethal damage and get rid of the fatigue. If we play this right, even moving at half speed, we should be able to catch them with minimal consequences in terms of fatigue and nonlethal damage.


Male Human Cleric (Evangelist) of Light! 1 |HP 5/9 | AC 14(T10/FF14)|CMB +2; CMD 12 | Fort +3, Ref +0, Will +5 | Init +0 | Perception +3

I concur with Reynard. Darry if you are willing and able, please scout up ahead while we rest and discourse a moment. The darkness hides many evils and it would be good to know what's about.

Evan, you make a good point. We are too far along to risk heading back to the captured bandits. However I ask you this. Why would the lone bandit push on into the woods, alone with naught but his captive, if he planned on camping when it got dark? Is it not more likely that his objective was close at hand and therefore he decided to push on through the night until he reached his destination?

While I want nothing more than to rescue young Halasken, I fear that come morning we may find ourselves on the doorstep on a larger bandit camp, exhausted from the night's travel, and ill equipped to mount any form of a rescue. My fear stems not from the risk of death at their hands, but that our failure crushes any hope of the young woman's salvation.


Male Human Wizard (Transmuter) 1 | |HP 6/6 | AC 12(T11/FF11)|CMB -1; CMD +0 | Fort +0, Ref +1, Will +4 | Init +1, Perception/Sense motive+2

Alistar you are mistaken. There were two of them, the lone bandit went after the wagon. And I'm only suggesting a few more hours of travel, never did I mention pushing until morning - where as you say we'd be in no condition for a rescue.

I have no objection to a short break while Darry scouts.


Female Elf Alchemist(Mind Chemist/Psychonaut) 1 |HP 9/9 | AC 16(T13/FF13)|CMB +0; CMD 13 | Fort +3, Ref +5, Will +1 | Initiative +3, Perception +7, Sense motive +1

Alex stops with the others. patiently waiting for everyone to catch their breath.


The hour's rest does everyone's knees well, though the pull of nocturnum draws heavily on your eyelids. Darry scouts ahead a little, but in the dark of night his stealth and ability to see stand in stark contrast to one another, separated by the divisive light source. After a short foray, he returns with little to report.

An hour later, your legs are feeling ready to try once more, and you begin following the footprints into the night.

1 hour rest heals Rast and Alistar of their 1 point of nonlethal damage, thereby eliminating their fatigue

Rast (con check): 1d20 + 2 ⇒ (4) + 2 = 6
Darry (con check): 1d20 + 2 ⇒ (15) + 2 = 17
Alistar (con check): 1d20 + 1 ⇒ (15) + 1 = 16
Reynard (con check): 1d20 + 1 ⇒ (6) + 1 = 7
Alex (con check): 1d20 + 0 ⇒ (16) + 0 = 16
Evan (con check): 1d20 + 0 ⇒ (18) + 0 = 18

Rast (nonlethal): 1d6 ⇒ 1
Reynard (nonlethal): 1d6 ⇒ 6

both of you are fatigued

As your dogged pursuit reaches further into the night, Rast continues to struggle, and Reynard's body is beginning to fail him. Gregor struggles on, barely keeping up, though it is evident that he will be of no use should conflict arise.

Evan (perception): 1d20 + 2 ⇒ (7) + 2 = 9
Reynard (perception): 1d20 + 1 ⇒ (13) + 1 = 14
Alistar (perception): 1d20 + 3 ⇒ (3) + 3 = 6
Alex (perception): 1d20 + 7 ⇒ (14) + 7 = 21
Rast (perception): 1d20 + 1 ⇒ (14) + 1 = 15
Darry (perception): 1d20 + 6 ⇒ (17) + 6 = 23

While pausing to catch your breath, Darry and Alex both notice that the woods have grown quiet... complete quiet. Neither a bird nor insect, not even the wind, makes any noise in the dark of night.


Male Human (Barisman) Fighter (Viking) 1 |HP 13/13 | AC 19(T13/FF16)|CMB 4; CMD +17 | Fort +4, Ref +3, Will +2 | Init +3, Perception 1, Sense motive 1, Stealth 1

"Damn" Rast murmured again. Slowing his pace and taking stock of the others

I was hoping to get farther than that before fatigue really set in again. Those ointments heal a d4 right? Rast can deal with fatigue, he's got BAB and strength to make up for it.


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

The halfling paused his skin prickling from the sudden silence. Not wanting to make any noise himself. He waved his hand furiously across his throat back and forth trying to signal them to cut everything off. He slouched even lower to the ground slowly and quietly drawing up the heavy crossbow readying it to be used if necessary.


Male Human Cleric (Evangelist) of Light! 1 |HP 5/9 | AC 14(T10/FF14)|CMB +2; CMD 12 | Fort +3, Ref +0, Will +5 | Init +0 | Perception +3

Damn this infernal darkness... huh what madness has befallen Darry? He appears taken by fits... oh wait he is signalling for us to cease. Might we have actually caught up with our quarry?

Other than Alistar, who is carrying a light source?


Evan (perception): 1d20 + 2 ⇒ (6) + 2 = 8
Reynard (perception): 1d20 + 1 ⇒ (7) + 1 = 8
Alistar (perception): 1d20 + 3 ⇒ (1) + 3 = 4
Alex (perception): 1d20 + 7 ⇒ (18) + 7 = 25
Rast (perception): 1d20 + 1 ⇒ (8) + 1 = 9
Darry (perception): 1d20 + 6 ⇒ (5) + 6 = 11

The silence is unsettling and you feel the weight of the night tearing at your minds...

Alex:
Through the silence, you hear it first once, than again, and again. The slow sound of a footstep, crunching the now dried leaves of fall, from the northeast. Listening, you realize it is not one, but five sets, all moving very slowly... toward your camp.


Male Human Hexcrafter Magus 1 |HP 9/9 | AC 15(T11/FF14)|CMB +0; CMD 13 | Fort +3, Ref +1, Will +3 | Initiative +1, Perception +1, Sense Motive +1, SR 6

Perhaps it is later than I thought. Legs feel like iron. Eyes are just as heavy. I never thought trudging through the woods would be so intensive. Perhaps... a break would be good... maybe even a nap. Too tired... look at Derry. He's just as delirious... he's... wait. That's a signal. Could we be upon them so soon? Enemies? Now? Oh such misfortune.

Reynard unsheathes his chakram and waits for the next signal from Derry.


Female Elf Alchemist(Mind Chemist/Psychonaut) 1 |HP 9/9 | AC 16(T13/FF13)|CMB +0; CMD 13 | Fort +3, Ref +5, Will +1 | Initiative +3, Perception +7, Sense motive +1

Alex looks around at everyone with a finger to her lips then makes a walking motion in the air with her fingers. Then she holds up her hand showing five fingers and then points north east.

She moves behind a tree waiting and ready.
Stealth: 1d20 + 3 ⇒ (10) + 3 = 13


Male Human (Barisman) Fighter (Viking) 1 |HP 13/13 | AC 19(T13/FF16)|CMB 4; CMD +17 | Fort +4, Ref +3, Will +2 | Init +3, Perception 1, Sense motive 1, Stealth 1

Rast pulls his axe and looks around quickly, the dark forest creeping in at the edges and suddenly seeming a touch more menacing.


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

Its those elven ears picking up what i missed.

The halfling frowned for a moment thinking to himself. He slowly turned to the direction she pointing looking about for cover and concealment, If it was indeed five fellows heading this way, it was at least 3 more than they expected and he wanted to make the most of his initial attacks.

do i need to roll anything to spot a nice tree or bush to hide behind crawl under? Need another stealh check?


Emerging from the darkness perhaps 30 feet from you are five men adorned in various clothing. Only, they are not men, but the forgotten form left behind when a soul passes to the next world. Rotting flesh hangs from their broken limbs held aloft by the unnatural force animating the corpses as they shamble forward, seeking something to slake their hunger.

Evan (initiative): 1d20 + 1 ⇒ (2) + 1 = 3
Reynard (initiative): 1d20 + 1 - 1 ⇒ (10) + 1 - 1 = 10
Alistar (initiative): 1d20 + 0 ⇒ (5) + 0 = 5
Alex (initiative): 1d20 + 3 ⇒ (7) + 3 = 10
Rast (initiative): 1d20 + 3 - 1 ⇒ (4) + 3 - 1 = 6
Darry (initiative): 1d20 + 4 ⇒ (10) + 4 = 14
Gregor (initiative): 1d20 - 1 ⇒ (14) - 1 = 13
Monsters (initiative): 1d20 - 1 ⇒ (7) - 1 = 6

INITIATIVE
----------------
Darry
Gregor
Alex
Reynard
Rast
MONSTERS
Alistar
Evan


Male Human Cleric (Evangelist) of Light! 1 |HP 5/9 | AC 14(T10/FF14)|CMB +2; CMD 12 | Fort +3, Ref +0, Will +5 | Init +0 | Perception +3

By the Light! Yelps a shocked Alistar as the undead emerge from the gloom.

As the undead bear down upon us, Alistar will initiate some Inspirational Courage.

To identify the creatures: Knowledge Religion: 1d20 + 5 ⇒ (8) + 5 = 13


Male Human (Barisman) Fighter (Viking) 1 |HP 13/13 | AC 19(T13/FF16)|CMB 4; CMD +17 | Fort +4, Ref +3, Will +2 | Init +3, Perception 1, Sense motive 1, Stealth 1

"Get behind me, old man!" Rast ordered, trying to forget the weariness that had settled in his bones as the stuff of nightmares shuffled out of the darkness.

"Shoulder to shoulder, don't let them single you out!" He hefts his shield and hopes the others stand tall. He takes a few steps forward and begins thumping his shield with his axe.

Moving ten feet closer and full defensing. AC:22


Female Elf Alchemist(Mind Chemist/Psychonaut) 1 |HP 9/9 | AC 16(T13/FF13)|CMB +0; CMD 13 | Fort +3, Ref +5, Will +1 | Initiative +3, Perception +7, Sense motive +1

Ranged Touch Attack: 1d20 + 4 ⇒ (4) + 4 = 8 Thrown towards the centre of them.
Damage: 1d4 + 4 ⇒ (4) + 4 = 8 Splash Damage 5, DC 15 reflex for half.

As she sees the strange looking men come out of the dark she almost freezes with fear. From the rotting smell that now permeated the air she could instantly guess that these were already dead. They should be dead. Stories of such evil magics had been told her by her father in his adventures. But it was always in lands far from here. But here so close to her town was almost unbelievable. They shouldn't be allowed to be in the forest. It was worse than bandits. Hearing Rastavar's command she hurried to move behind him where she would be safest. She hoped he had a plan. Could those that were dead already be killed again? A plan of action formed inside her head and she fumbled with several ingredients in her pouch. Pouring the powder into the vial of red liquid she quickly threw it at them. Rather dangerous to be done out her without the protection of her lab but she hoped she had calculated correctly correctly and the mixture would not explode while sailing over her friends heads. She wasn't sure what warning was applicable so she called out, "Lookout!" Perhaps she could think of something more helpful next time...


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

He loosed his bolt without thought, scurrying torwards Rast as fast as his feet could carry him.
heavy crossbow: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d8 ⇒ 2
Bleeding undead monsters.... You got some sort of answer for this there preacher?"

He growled out sounding almost angry. In truth he was very much not okay with dead things walking about, once something died it should stay that way in his opinion.

and i just realized the flaw in my initial gear purchases *lawls*


Darry's bolt thuds into one of the corpses dully, though the creature seems unphased by the attack.

Gregor nearly curls up on the ground, overwhelmed by fear and exhaustion.

reflex: 1d20 - 1 ⇒ (3) - 1 = 2
reflex: 1d20 - 1 ⇒ (15) - 1 = 14
Alex's bomb lands between two of the corpses, splashing firey oils across them and searing their rotten flesh.

Reynard steps up beside Rast, readying his blade to strike at one of the undead when they approach.

The empty corpses continue forward. Two swing their decaying fists at Rast ineffectually, another tears into Reynard's arm, the fourth lashes out at the preacher Alistar, and the final one strikes the cowering Gregor.

zombie attack(rast): 1d20 + 3 ⇒ (11) + 3 = 14
zombie attack(rast): 1d20 + 3 ⇒ (18) + 3 = 21

zombie attack(reynard): 1d20 + 3 ⇒ (16) + 3 = 19
zombie dmg(reynard): 1d4 + 2 ⇒ (4) + 2 = 6

zombie attack(alistar): 1d20 + 3 ⇒ (15) + 3 = 18
zombie dmg(alistar): 1d4 + 2 ⇒ (2) + 2 = 4

zombie attack(gregor): 1d20 + 3 ⇒ (13) + 3 = 16
zombie dmg(gregor): 1d4 + 2 ⇒ (4) + 2 = 6


Female Elf Alchemist(Mind Chemist/Psychonaut) 1 |HP 9/9 | AC 16(T13/FF13)|CMB +0; CMD 13 | Fort +3, Ref +5, Will +1 | Initiative +3, Perception +7, Sense motive +1

Remember we get +1 to attack and damage from Alistair's inspire guys

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Splash Damage 6, DC 15 reflex for half

Alex watches as thr zombies surround them and attack. Fortunately none of them had come for her yet, but seeing two of them surround Rast she acts to help before he can become overwhelmed and throws another bomb over his head to explode behind them, this time she knows what to do and does not fumble, the bomb flask explodes at the exact spot she wants, behind the undead to burn them and not Rast.
If they're mindless then i'm hoping they came at him straight on and I can hopefully burn both of them.


Male Human Wizard (Transmuter) 1 | |HP 6/6 | AC 12(T11/FF11)|CMB -1; CMD +0 | Fort +0, Ref +1, Will +4 | Init +1, Perception/Sense motive+2

Let's see if I can swing the balance Evan thinks as he moves into position and begins an incantation.

Maneuvering to hit as many of the attackers as I can and casting Color Spray, DC 15 Will to negate


Female Elf Alchemist(Mind Chemist/Psychonaut) 1 |HP 9/9 | AC 16(T13/FF13)|CMB +0; CMD 13 | Fort +3, Ref +5, Will +1 | Initiative +3, Perception +7, Sense motive +1

Undead are immune to mind affecting effects (colour spray). Just a tip. Unless you knew and are playing Evan as not knowing this, which is cool.


Male Human Cleric (Evangelist) of Light! 1 |HP 5/9 | AC 14(T10/FF14)|CMB +2; CMD 12 | Fort +3, Ref +0, Will +5 | Init +0 | Perception +3

GM: Was my knowledge roll enough to ID basic zombie immunities?


Male Human (Barisman) Fighter (Viking) 1 |HP 13/13 | AC 19(T13/FF16)|CMB 4; CMD +17 | Fort +4, Ref +3, Will +2 | Init +3, Perception 1, Sense motive 1, Stealth 1

Good, it cancels out my fatigue

"Old man!" Rast calls, "Somebody help Gregor!" He shouts too busy with the shambling corpses in front of him to aid the old man right now.

Axe (Defensively): 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6

AC: 20


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

Bah!

The halfling replied to the tall ferryman, nevertheless he darted through the zombies try and bait the undead away from the merchant.

Leave the old man be you smelly things want a peice o' tasty halfing meat I can tell!" He called aloud more to bouy up his morale for doing something so foolish than anything else.

acrobatics move through threatened squares: 1d20 + 10 ⇒ (12) + 10 = 22

Did gregor drop his makeshift club?


@Darry: gregor is desparately clutching a morningstar recovered from one of the bandits. you could wield it two-handed with a -2 penalty, though it may not solve your problem...

@Alistar: yes, my apologies, they are zombies

The bold voice of Alistar rings through your ears, granting you courage and renewed vigor against the unholy abominations.

Reynard slashes with his sword at one of the walking dead.
longsword attack: 1d20 + 2 - 1 + 1 ⇒ (12) + 2 - 1 + 1 = 14
londsword damage: 1d8 + 3 - 1 + 1 ⇒ (3) + 3 - 1 + 1 = 6

Evan blasts the monsters with an array of vibrant colors, but they seem unhindered by his arcane assault.

NEW ROUND

INITIATIVE
----------------
Darry
Gregor
Alex
Reynard
Rast (defensive attack - miss)
MONSTERS
Alistar
Evan


Male Human Cleric (Evangelist) of Light! 1 |HP 5/9 | AC 14(T10/FF14)|CMB +2; CMD 12 | Fort +3, Ref +0, Will +5 | Init +0 | Perception +3

Sorry Darry my strength lies with the living.

Illandors, my lord, now more than ever I need your strength. With thou Light, I want for nothing. Your grace vitalizes my soul. Guide me now, let my voice be one with your will...

...Yea though we walk through the forest of Shadow and Darkness, We Will Fear No Evil. For Thou art with Us. Thy Light, and Thy Strength, they comfort us. Thou preparest a table before us in the presence of our enemies. Thou anointest our blades with righteousness. Let our actions and your will become one! Surely goodness and mercy shall follow all the days of our Life and we will dwell in the glory of your Light For Ever!

The Walking Dead! Evan, check your magics. This foul evil will be immune to spells that target the mind and constitution of the living.

As I go after the zombies my action will be dependent upon theirs. I will either attack, or heal, while maintaining the inspire courage.


Male Human Hexcrafter Magus 1 |HP 9/9 | AC 15(T11/FF14)|CMB +0; CMD 13 | Fort +3, Ref +1, Will +3 | Initiative +1, Perception +1, Sense Motive +1, SR 6

Tougher than I'd have ever imagined. Maybe if I coat it with magic...

Sw. Action - use 1 Arcane Pool Point for a +1 ENH bonus on longsword for 2 minutes; Full Attack Action

Longsword Atk: 1d20 + 2 + 1 + 1 - 1 ⇒ (19) + 2 + 1 + 1 - 1 = 22
Longsword Crit Confirmation: 1d20 + 2 + 1 + 1 - 1 ⇒ (14) + 2 + 1 + 1 - 1 = 17

Longsword Dmg: 1d8 + 2 + 1 + 1 - 1 ⇒ (6) + 2 + 1 + 1 - 1 = 9

If 17 confirms:
Longsword Dmg: 2d8 + 4 + 2 + 2 - 2 ⇒ (1, 8) + 4 + 2 + 2 - 2 = 15


Darry's mad dash past one of the zombies draws its attention, though it is slow to move after him.

Calling on his arcane knowledge, Reynard cleaves heavily with his mighty blade, cutting one of the corpses in two, sending it to the ground.


Female Elf Alchemist(Mind Chemist/Psychonaut) 1 |HP 9/9 | AC 16(T13/FF13)|CMB +0; CMD 13 | Fort +3, Ref +5, Will +1 | Initiative +3, Perception +7, Sense motive +1

Who we waiting for?


Male Human Cleric (Evangelist) of Light! 1 |HP 5/9 | AC 14(T10/FF14)|CMB +2; CMD 12 | Fort +3, Ref +0, Will +5 | Init +0 | Perception +3

The Zombies & Evan, although he acts after they do.


damn, thats my mistake, for some reason I was waiting for Alex, but she already acted

zombie attack(alistar): 1d20 + 3 ⇒ (6) + 3 = 9

zombie attack(darry): 1d20 + 3 ⇒ (18) + 3 = 21

zombie attack(rast): 1d20 + 3 ⇒ (12) + 3 = 15

zombie attack(rast): 1d20 + 3 ⇒ (15) + 3 = 18

Alex's bomb scorches the two zombies attacking Rast further, and though they remain standing, their attacks fall feebly against Rast's shield.

The dead attacking Alistar is no match for the might of Illandros, and he is unable to wound him.

The zombie assaulting Gregor's attention is indeed drawn to Darry, who gives chase and vicious claws the agile halfling.
claw: 1d4 + 2 ⇒ (1) + 2 = 3
-------------------------------

Evan is up, then new round.

Evan
----------------
Darry
Gregor
Alex
Reynard
Rast (defensive attack - miss)
MONSTERS
Alistar
Evan


Male Human Cleric (Evangelist) of Light! 1 |HP 5/9 | AC 14(T10/FF14)|CMB +2; CMD 12 | Fort +3, Ref +0, Will +5 | Init +0 | Perception +3

Longsword Attack: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Damage: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

While continuing his words of inspiration, Alistar heaves his blade in a mighty swing.

For the Light! For the Living!

and misses pathetically...


Male Human Wizard (Transmuter) 1 | |HP 6/6 | AC 12(T11/FF11)|CMB -1; CMD +0 | Fort +0, Ref +1, Will +4 | Init +1, Perception/Sense motive+2

Hmm, that didn't work, guess I'll have to go to the reserve... Evan shifts his focus to Gregor, Darry and their assailant and begins another incantation.

Arcane Bond to cast Magic Missile
damage: 1d4 + 1 ⇒ (2) + 1 = 3


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

I guess you did want to eat something tastier you walking pile of refuse! He growled shaking off the zombies attack and doing his best to avoid its claws and teeth again.

total defense so AC is now 22


Despite the guidance of the Light, Alistar misses terribly.

Evan's magic missile blasts a small chunk off the zombie assailing Darry, who turns to face the creature and prepares to dodge it's next strike.

Gregor crawls away from the battle, seeking cover.


-------------
INITIATIVE
-------------
Darry (total defense AC 22)
Gregor (crawled)
Alex
Reynard
Rast
MONSTERS
Alistar
Evan
----


Male Human Cleric (Evangelist) of Light! 1 |HP 5/9 | AC 14(T10/FF14)|CMB +2; CMD 12 | Fort +3, Ref +0, Will +5 | Init +0 | Perception +3

I'll defer my action once again until after the monsters have gone. If I'm hit (and don't drop) I'll step back and cast cure Light. Otherwise I'll attack.


Male Human (Barisman) Fighter (Viking) 1 |HP 13/13 | AC 19(T13/FF16)|CMB 4; CMD +17 | Fort +4, Ref +3, Will +2 | Init +3, Perception 1, Sense motive 1, Stealth 1

AC: 21
Defensive Axe: 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17
1d8 + 3 ⇒ (1) + 3 = 4

Holding the gnashing teeth and clumsy strikes at bay with his shield, Rast shoves one of the creatures back long enough to bring his axe around in a clumsy blow of his own. Thankfully the rotters were not smart enough to avoid him and take focus efforts on the softer members of the party.


Female Elf Alchemist(Mind Chemist/Psychonaut) 1 |HP 9/9 | AC 16(T13/FF13)|CMB +0; CMD 13 | Fort +3, Ref +5, Will +1 | Initiative +3, Perception +7, Sense motive +1

Attack square behind zombies: 1d20 + 5 ⇒ (1) + 5 = 6
Splash Damage 6, DC 15 reflex for half.

Alex creates another explosion behind the ones attacking Rast.


Alex's third explosion destroys the two profane corpses attacking
Rast, leaving him free to strike at one of the other zombies.

Rast, choose whether to move and attack the zombie on Darry or Alistar

Reynard, you are up!


Male Human (Barisman) Fighter (Viking) 1 |HP 13/13 | AC 19(T13/FF16)|CMB 4; CMD +17 | Fort +4, Ref +3, Will +2 | Init +3, Perception 1, Sense motive 1, Stealth 1

Backing up Darry


Rast steps toward Darry and Gregor, striking the zombie assailing them both, yet it still stands.

Reynard charge to assist Alistar, swinging his sword in two hands at the horrid creature, taking a large chunk out of it.

Longsword Attack: 1d20 + 2 + 2 + 1 + 1 - 1 ⇒ (7) + 2 + 2 + 1 + 1 - 1 = 12
Longsword Damage: 1d8 + 3 + 1 + 1 - 1 ⇒ (7) + 3 + 1 + 1 - 1 = 11

-------

In return for his defense of Alistar, Reynard is clawed yet again by a zombie, dropping him to the ground!
zombie attack(reynard): 1d20 + 3 ⇒ (12) + 3 = 15
zombie damage(claw): 1d4 + 2 ⇒ (4) + 2 = 6

Reynard is at -3 hit points

The corpse warrior turns on Rast, his strike warded off by Rast's stout shield.
zombie attack(rast): 1d20 + 3 ⇒ (17) + 3 = 20


-------------
INITIATIVE
-------------
Darry (total defense AC 22)
Gregor (crawled)
Alex (bomb)
Reynard (move, attack)
Rast (move, attack)
MONSTERS (miss Rast, wound Reynard)
Alistar
Evan
----
Alistar & Evan, then top of the order


Male Human Cleric (Evangelist) of Light! 1 |HP 5/9 | AC 14(T10/FF14)|CMB +2; CMD 12 | Fort +3, Ref +0, Will +5 | Init +0 | Perception +3

Reynard, NO! Light Damn you spawns of darkness.

Alistar attempts to back up out of the undead creature's threat zone and then reaches out to the fallen Reynard.

Illandros, Lord of Light and Salvation, honor this boy's sacrifice with your healing Light!

Spontaneously casting Cure Light in replace of memorized Bless, while maintaining the inspire courage.

Cure Light: 1d8 + 1 ⇒ (6) + 1 = 7

If I cannot back up 5 feet then I will Cast Defensively

Cast on the Defensive DC17: 1d20 + 1 + 3 ⇒ (7) + 1 + 3 = 11


Male Human Wizard (Transmuter) 1 | |HP 6/6 | AC 12(T11/FF11)|CMB -1; CMD +0 | Fort +0, Ref +1, Will +4 | Init +1, Perception/Sense motive+2

Reynard!

Evan moves to the mule, fishing in the pack saddle for the healing salves that are in there.


Female Elf Alchemist(Mind Chemist/Psychonaut) 1 |HP 9/9 | AC 16(T13/FF13)|CMB +0; CMD 13 | Fort +3, Ref +5, Will +1 | Initiative +3, Perception +7, Sense motive +1

After the two zombies have been burned away Alex grabs her staff and mvoes to help Gregor and attacks the zombie that was after him.
Quarterstaff(Blidgeoning): 1d20 ⇒ 19
Damage: 1d6 ⇒ 3


Male Human Cleric (Evangelist) of Light! 1 |HP 5/9 | AC 14(T10/FF14)|CMB +2; CMD 12 | Fort +3, Ref +0, Will +5 | Init +0 | Perception +3

Only Reynard came to my aid... the vengeful wrath of Illandros shall not forget this...

;)


Male Human (Barisman) Fighter (Viking) 1 |HP 13/13 | AC 19(T13/FF16)|CMB 4; CMD +17 | Fort +4, Ref +3, Will +2 | Init +3, Perception 1, Sense motive 1, Stealth 1

Wouldn't have it any other way.

Axe: 1d20 + 4 ⇒ (6) + 4 = 10
1d8 + 3 ⇒ (3) + 3 = 6
Probably not

Rast's next swing goes wide and he has to scramble to get his shield back up in time.

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