Pariahs in the Age of Serpents (Inactive)

Game Master Dave Young 992

Humans dominate the world of Golarion today. Before the time of metal and powerful magic, that wasn't so. They were primitive. Everything was.


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Inactive

Craft Weapon: 1d20 + 4 ⇒ (4) + 4 = 8
Appraise: 1d20 ⇒ 19

"Mmm, I wonder if we can eat them." Kraull ponders out loud as he examines one of the dead creatures.

With a burp, he looks into the darkness, "How deep does this hole go? There might be better food!"


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

Strange indeed. I wonder if we can use them for anything? as he pokes one of the strange blue things with his staff.


King of Goblins *MAP*

Between all of you, the most unique thing about the creatures' hairless hides is the blue color. That could have some appeal to someone wanting a different looking outfit.

The shards of the spheres are quite small, but 2d6 ⇒ (1, 6) = 7 pieces are sharp enough to use like a knife for fine cutting and crafting.

1d4 ⇒ 4 pieces are big enough to be made into a small dagger, which could be crafted and enchanted to make a blade with the agile property.

You could cook the carcasses, but who knows how they'd taste? Hard to say. You've got plenty of meat, already.


Male Human Warrior 3 HP -5/37

I dunno about eating theses things. We could take some of those shards though.
R'kellor picks up one of the larger sharper pieces to examine it further.


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

Meat looks...bad. Goat much better. Shards make good weapons. Very sharp


Male Halfling Expert 3 HP 21/21 - AC 17/T: 15/FF: 13 - Perception +5 - Fort: +2, Ref: +6, Will: +3 - CMB: +2, CMD: 16 - Speed 30' - Init. +4

Gurk leaves the carcasses to the others for now, instead looking around the current area of the cave for anything else of note, to make sure they haven't missed anything.

Perception: 1d20 + 5 ⇒ (12) + 5 = 17


Inactive

You can never have too much meat!

"Mmm, I can make some daggers out of the pieces, if we have a day. Even maybe some spearpoints."


King of Goblins *MAP*
Kraull wrote:
You can never have too much meat!

Speak for yourself! lol

Most of the things in here are pretty busted up, but Gurk does find a small gourd with a strange liquid inside it.


King of Goblins *MAP*

I should hasten to add, 4 hours later, that Gurk found it. If he wants to not tell you, he can.

Do the Wayne and Garth and do that thing with Alice Cooper.


Inactive

It took Gurk 4 hours of searching to find it?


King of Goblins *MAP*

No. It took me 4 hours to realize Gurk found it, and he can decide what to do with it.

Very little time passes before you hear odd noises from the back of the cave.

Perception!


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

perception: 1d20 + 11 ⇒ (12) + 11 = 23


Inactive

Perception: 1d20 + 5 ⇒ (10) + 5 = 15

"Mm, need some wood to make handles for the daggers. Might be good for trade." Kraull reckons as he collects the glass shards together.


Male Human Warrior 3 HP -5/37

Perception: 1d20 + 6 ⇒ (8) + 6 = 14


King of Goblins *MAP*

Only Kraull sees it in the darkness beyond your dim light.

It's a freaky-looking zombie, with 2 long tongues.

Blask: 1d20 + 0 ⇒ (5) + 0 = 5
Gurk: 1d20 + 4 ⇒ (20) + 4 = 24
Mourntel: 1d20 + 2 ⇒ (12) + 2 = 14
R'kellor: 1d20 + 3 ⇒ (8) + 3 = 11
Kraull: 1d20 + 4 ⇒ (11) + 4 = 15
me: 1d20 + 1 ⇒ (17) + 1 = 18

Gurk
me
Kraull
Mourntel
R'kellor
Blask

Only Kraull can see it, right now.


Inactive

Gurk is up then, I take it?


King of Goblins *MAP*

Yes, if you tell him about the zombie. Of course, unless he's got a light source, he can't attack it very well.

Who's got the light spell up?


Inactive

Kraull will point out the two-tongued walking dead thing to the group at his earliest opportunity.


King of Goblins *MAP*

OK. They know it's there. Just gotta get some light on the subject.


Male Human Warrior 3 HP -5/37

R'kellor's hammer sheds light as a torch right now.


King of Goblins *MAP*

Gurk delays. R'kellor's torch illuminates the zombie as it quickly approaches him, and attempts to give him a tongue lashing!

licky: 1d20 + 5 ⇒ (18) + 5 = 23

dmg: 1d6 + 4 ⇒ (5) + 4 = 9 Add 2 bleed damage, too.

Kraull's turn. He sees more coming.


Inactive

"More of these monsters are coming!" Kraull announces with a booming echo as he takes a 5' step forward and attacks the zombie with battleaxe and bite.

Battleaxe+PA: 1d20 + 7 ⇒ (7) + 7 = 14
Battleaxe damage: 1d12 + 9 ⇒ (11) + 9 = 20

Bite: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 + 2 ⇒ (3) + 2 = 5


King of Goblins *MAP*

Kraull cuts the thing nearly in half, but it's still up.

Mourntel might be able to finish it off.


Male Half-Elf 4th Level Shaman | HP 26/26 | AC 13(15) | T 12 | FF 13 | CMD 16 | Fort +5 | Ref +3 | Will +9 | Init +2 | Perc +12/+14

Seeing the terrible undead creature, Mourntel rushes forward and flings yet another orb of acid at the zombie engaged with Kraull. "How many do you see?"

Ranged Touch Attack: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8
Acid Damage: 1d3 ⇒ 3

Acid Splash!


King of Goblins *MAP*

Missed.

R'kellor is right there! Git 'um!


Male Human Warrior 3 HP -5/37

PA: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 2d6 + 9 ⇒ (1, 1) + 9 = 11

R'kellor roars in pain a brings Bear Shatter crashing down upon the monsters head.


King of Goblins *MAP*

R'kellor makes a bloody stew out of the shattered zombie. Miraculously, it doesn't impede movement.

I will take for granted that Kraull lets the party know that multiple zombies will flood out of the hole to the south.

You can't run away. They're faster than you. Kraull would know that because he saw it move and attack.

Blask is up.

They're coming!


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

Blask, hearing that more creatures of the unnatural are coming; thinks about what can be done. He has never dealt with such creatures and isn't sure what can be done. He loads his sling, for the first strange creature to appear.

sling: 1d20 - 3 ⇒ (2) - 3 = -11d4 - 1 ⇒ (3) - 1 = 2 add +4, if not firing into melee


King of Goblins *MAP*

The old shaman just can't swing like he used to. With R'kellor injured and a ton of zombies on the way, Gurk knows you need to block that bottleneck.

Gurk starts the next round.


Male Halfling Expert 3 HP 21/21 - AC 17/T: 15/FF: 13 - Perception +5 - Fort: +2, Ref: +6, Will: +3 - CMB: +2, CMD: 16 - Speed 30' - Init. +4

Based on the map, no one is near the zombies, but two people already attacked them with melee, so...

If there is room to attack the strange beings, Gurk moves in to attack them.

Otherwise, he gets as close as possible and waits for an opening.

Melee Attack, Daggers: 1d20 + 5 ⇒ (10) + 5 = 151d20 + 5 ⇒ (3) + 5 = 8

Damage: 1d3 + 1 ⇒ (3) + 1 = 41d3 + 1 ⇒ (1) + 1 = 2


King of Goblins *MAP*

One zombie saw you and rushed in, and they killed it. These zombies are just now seeing you guys.

Without a light source, you'll have to wait until you can see them to attack. You could maybe get in a position to flank somebody, but they'll all attack you.


King of Goblins *MAP*

Gurk <
me
Kraull
Mourntel
R'kellor
Blask

Actually, if Gurk went to that square first, he'd block the zombiefest that will occur if he doesn't. He'd be in the dark, but hey.

He's gonna need some help, though.


King of Goblins *MAP*

Gurk?


Male Halfling Expert 3 HP 21/21 - AC 17/T: 15/FF: 13 - Perception +5 - Fort: +2, Ref: +6, Will: +3 - CMB: +2, CMD: 16 - Speed 30' - Init. +4

Gurk recklessly rushes toward the darkness, blocking the zombies from entering the room, and attacking wildly with his daggers (using the previous rolls).


King of Goblins *MAP*

Gurk hits with one dagger. The zombie in front of him tries to return the favor.

slam: 1d20 + 5 ⇒ (11) + 5 = 16
tongue: 1d20 ⇒ 1

Gurk's too quick for it.

Kraull's up!


Inactive

"There's four I can see now." Kraull answers the question about numbers as he makes his way to the bottleneck, "Move back some Gurk, let me and R'kellor have some fun."

Double moved


King of Goblins *MAP*

Mourntel, R'kellor, then Blask.


Inactive

Bump.


Male Human Warrior 3 HP -5/37

I'm here, just waiting on Mourntel.


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

waiting on Mourtnel, but will post to keep things going.

Blask, not knowing what to do will load another sling billet and fire it at the nearest unnatural creature.

1d20 + 1 ⇒ (17) + 1 = 181d4 - 1 ⇒ (4) - 1 = 3 -4 if into melee


Male Half-Elf 4th Level Shaman | HP 26/26 | AC 13(15) | T 12 | FF 13 | CMD 16 | Fort +5 | Ref +3 | Will +9 | Init +2 | Perc +12/+14

Sorry guys, I had a rather busy weekend. Worked Saturday and then the family and I got sick Sunday and Monday.

Mourntel moves closer to the melee, though his lack of skill of firing at a target actively engaged in combat makes him worry about his ability to assist with this battle. Regardless, he tosses another globe of acid over his comrades shoulders at the nearest zombie.

Ranged Touch Attack: 1d20 + 3 - 4 - 4 ⇒ (15) + 3 - 4 - 4 = 10
Acid: 1d3 ⇒ 1


King of Goblins *MAP*

I'm guessing R'kellor will move to attack. Gurk! Your turn!


King of Goblins *MAP*

Gurk takes a 5' step. The zombie follows and full attacks Kraull.

slam: 1d20 + 5 ⇒ (3) + 5 = 8
slam: 1d20 + 5 ⇒ (4) + 5 = 9
lick: 1d20 ⇒ 18

The tongue hits, doing 1d6 ⇒ 1 damage. Kraull also loses 2 points of strength from bleed damage.

Hurt, but not down, it's Kraull's turn.


Male Human Warrior 3 HP -5/37

Sorry for the delay.

R'kellor steps forward and attacks the nearest foe.

Pa: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 2d6 + 9 ⇒ (3, 2) + 9 = 14


Inactive

Feeling the vigor sapped from his limbs by the zombie, Kraull bellows in anger as he tries to destroy the foul creature.

Greataxe: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d12 + 4 ⇒ (11) + 4 = 15

Bite: 1d20 + 1 ⇒ (3) + 1 = 4
Damage: 1d4 + 1 ⇒ (1) + 1 = 2


King of Goblins *MAP*

The warriors demolish the strange zombie.

Blask already missed. Mourntel, then next round.

Gurk
me
Kraull
Mourntel
R'kellor
Blask


Male Half-Elf 4th Level Shaman | HP 26/26 | AC 13(15) | T 12 | FF 13 | CMD 16 | Fort +5 | Ref +3 | Will +9 | Init +2 | Perc +12/+14

The masked half-elf conjures up more acid to attack the zombies, flinging the hissing fluid!

Ranged Touch Attack: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2
Acid: 1d3 ⇒ 1


King of Goblins *MAP*

Poor Mourntel. Maybe his finger's broken!

Back to the top. The Gurkster!


Male Half-Elf 4th Level Shaman | HP 26/26 | AC 13(15) | T 12 | FF 13 | CMD 16 | Fort +5 | Ref +3 | Will +9 | Init +2 | Perc +12/+14

I think so! The mask can't be helping either lol.


Male Halfling Expert 3 HP 21/21 - AC 17/T: 15/FF: 13 - Perception +5 - Fort: +2, Ref: +6, Will: +3 - CMB: +2, CMD: 16 - Speed 30' - Init. +4

Gurk remains where he is, ready to attack if any of the zombies get through to attack the others.

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