Reign of Winter

Game Master TwelvePointFivePercent

XP: 0/2000


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Thanata comes and stands a few feet back from the carriage. She is going to let one of the non-squishies open the door, but is ready for whatever they find.


Inactive

Soliana starts with alarm as the carriage begins to rock and emit a strange noise.

Is it alive? No...don't be silly, of course it isn't!

"It sounds like someone or something is in there," she whispers as she draws the sword Uln gave to them. "We should be cautious."

Once it looks as though everyone is ready, she coughs and raises her voice. "Hello? Is someone in there? We mean you no harm!"


There's a bump and a muted crash from inside the carriage. No reply seems forthcoming.

Jamel forms up at Thanata's side, hand on the hilt of his sword.


Human (Ulfen) Inquisitor (witch hunter) 1 | HP -6/9 | AC 18, Tch 14, FF 14 | CMD 16 | Fort +3, Ref +4, Will +4 | Init +4 | Perception +6 | Cold resistance 2

In response to Soli's earlier question:

"Aye, Soli. This scene be exactly how I found me people when I came to. I didn't see whatever did it, but me ma and da were frozen stiff and broken, just as this one is." He gestures to the guard captain's gruesome statue.

Presently:

As Kandar surveys the scene, "There be two ladies here, handmaids of yer noblewoman?" He asks Amel. As soon as the sounds come from the carriage he immediately drops the thought and knocks an arrow. He nods to Soli to approach the carriage, ensuring he has a clear shot at whatever may be hiding within.


Inactive

With no answer from the carriage, Soliana swallows nervously and returns Kandar's nod. With Uln's sword in one hand, she stands slightly to the side of the carriage door before reaching out to open the door...


The door has been barred with a length of wood, splintered at both ends, probably taken off of the other carriage. It's secured to the handles with a length of chain, but it's pretty easily unwound.

Soliana makes quick work of it, and stands clear as three mangled, moaning bodies spill out of the small space and onto the road. They're clad in leather armor and uniforms that match the ones of the bodies on the road. One of them bares broken teeth at Ahti, showing off the black dust lodged in its teeth.

Spellcraft DC 19:
The black dust is the crumbled remnants of onyx used in the reanimation proces. These zombies are freshly made, a day old tops. Not that that's particularly surprising in the circumstances.

Knowledge Religion DC 11:
Zombies are easily dealt with - you just need to cut them to pieces, or sever their spine. There's not much to it really, but battering them or trying to stab them to death again is unlikely to accomplish much, unless you hit really hard.

initiatives:
Ahti Grimall:1d20 + 4 ⇒ (8) + 4 = 12
Amel:1d20 + 2 ⇒ (2) + 2 = 4
Kendar:1d20 + 4 ⇒ (4) + 4 = 8
Soliana of the Rose:1d20 + 2 ⇒ (10) + 2 = 12
Thanata:1d20 + 4 ⇒ (7) + 4 = 11
Zombies:1d20 + 0 ⇒ (18) + 0 = 18

Map.


The walking dead stagger into action. Two of them claw at Soliana with their ruined fingers, while the other one closes in to attack Amel.

VS Soliana Flatfooted: 1d20 + 4 ⇒ (17) + 4 = 21, damage: 1d6 + 4 ⇒ (1) + 4 = 5
VS Soliana Flatfooted: 1d20 + 4 ⇒ (19) + 4 = 23, damage: 1d6 + 4 ⇒ (3) + 4 = 7

VS Amel Flatfooted: 1d20 + 4 ⇒ (6) + 4 = 10


Changeling Kineticist 1

Spellcraft: 1d20 + 5 ⇒ (4) + 5 = 9

Ahti let's out an unladylike hollar and takes a quick, desperate swipe at the undead before she backs away quickly.

Spider-leg Sickle, Power Attack, one handed: 1d20 + 2 - 1 ⇒ (11) + 2 - 1 = 12
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

5ft step away from the dead things.


Inactive

Spellcraft: 1d20 + 6 ⇒ (11) + 6 = 17

Clearly unprepared for the zombies to come spilling out of the carriage, Soliana cries out with pain as two of them rip and tear at her, sending blood splattering in all directions. With a gasp, she swings Uln's sword at one of the zombies before taking a staggering step backward.

Attack vs. Zombie #1 (Longsword): 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Soliana is currently at 0 HP and staggered; she'll make an attack at one of the zombies (standard) and then take a 5 foot step back (free action). I guessed at Uln's sword being a longsword but if not, please adjust the damage as appropriate, if she hit!


spellcraft: 1d20 + 8 ⇒ (3) + 8 = 11

A line of flame shoots out from Thanata's hand, searing the undead.
Thanata uses fire jet. It's a 20 ft line of fire, so I assume that I can hit all three with it. If not, Thanata concentrates on hitting the further two to protect Soliana.

damage 1: 1d6 ⇒ 5
damage 2: 1d6 ⇒ 2
damage 3: 1d6 ⇒ 5

[ooc]Reflex save DC 14 for half damage; opponents who fail save catch on fire.


Human (Ulfen) Inquisitor (witch hunter) 1 | HP -6/9 | AC 18, Tch 14, FF 14 | CMD 16 | Fort +3, Ref +4, Will +4 | Init +4 | Perception +6 | Cold resistance 2

Spellcraft: 1d20 + 6 ⇒ (7) + 6 = 13

As the walking dead come pouring out of the carriage, Kandar reflexively takes a step back. He grimaces as they tear at Soliana's flesh and growls his rage, sending two quick arrow shots into the rotten mass of bodies.

Arrow 1: 1d20 + 4 + 1 - 1 - 2 ⇒ (16) + 4 + 1 - 1 - 2 = 18
damage: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4

Arrow 2: 1d20 + 4 + 1 - 1 - 2 ⇒ (5) + 4 + 1 - 1 - 2 = 7
damage: 1d8 + 1 + 2 ⇒ (8) + 1 + 2 = 11

Thats dex, PBS, deadly aim, rapid shot. Gotta love archers.


Inactive

Since the GM is nice enough to allow a retcon because I'm a dumb and missed something, I'll go ahead and post it. Ignore the previous post.

Terribly wounded from the onslaught, Soliana knows that just one more blow would be enough to put her on the ground. But she can't go down yet, not with her companions also up front and still in danger. She staggers back a step to stand next to Ahti, hoping to draw the zombies to continue attacking her instead of the much more vulnerable young woman.

5 foot step back to stand next to Ahti; position updated on the map. That's about all I can do at the moment.


The point of Ahti's sickle catches on the zombie's leather armor. She scrambles to avoid ending up in close quarters, and has little time for another swipe.A miss.

Thanata's fire wash over the walking dead and the carriage behind them, leaving flames in their wake. The two closest to her catch on fire, and the flames catch on to the expensive upholstery inside the carriage.

It's a beautiful shot, right in the eye-socket. It does not, however, seem to slow the zombie down much. His next arrow goes wide. Damage reduction reduces the damage to 0.

Amel draws his curved sword, and slashes wildly at the arms of the guardsman descending on Ahti.

Reactive Mechanics and Amel's Turn:
Zombie 1: refDC14: 1d20 + 0 ⇒ (18) + 0 = 18
Zombie 2: refDC14: 1d20 + 0 ⇒ (6) + 0 = 6
Zombie 3: refDC14: 1d20 + 0 ⇒ (2) + 0 = 2

Amel Attack vs. Zombie 3 1d20 + 5 ⇒ (5) + 5 = 10

The zombies stagger across the grass, one of them biting into soliana, while another goes after Ahti. The third closes in on Thanata, raching out for the snowcaster with the blackened ruins of flaming hands.

Zombie attacks:
VS Soliana:1d20 + 4 ⇒ (13) + 4 = 17, damage: 1d6 + 4 ⇒ (6) + 4 = 10
VS Ahti:1d20 + 4 ⇒ (14) + 4 = 18, damage: 1d6 + 4 ⇒ (5) + 4 = 9
VS Thanata:1d20 + 4 ⇒ (13) + 4 = 17, damage: 1d6 + 4 ⇒ (5) + 4 = 9


Changeling Kineticist 1

Ahit cries out and falls to the ground quickly after the zombie's attack.

Stabilize, DC 10: 1d20 - 1 ⇒ (18) - 1 = 17


Inactive

Soliana drops to the ground, bleeding profusely from the wound the zombie inflicted.

Stabilize: 1d20 - 10 ⇒ (5) - 10 = -5

Soli's pretty much down for the count unless she gets a 20 or someone else can stabilize her.


Human (Ulfen) Inquisitor (witch hunter) 1 | HP -6/9 | AC 18, Tch 14, FF 14 | CMD 16 | Fort +3, Ref +4, Will +4 | Init +4 | Perception +6 | Cold resistance 2

Flustered that his arrows appear to have done little damage, Kandar shuffles around to the west, firing two cold iron arrows at the zombies which look to be in the worst condition.

Arrow 1: 1d20 + 4 + 1 - 1 - 2 ⇒ (13) + 4 + 1 - 1 - 2 = 15
damage: 1d8 + 1 + 2 ⇒ (8) + 1 + 2 = 11

Arrow 2: 1d20 + 4 + 1 - 1 - 2 ⇒ (19) + 4 + 1 - 1 - 2 = 21
damage: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4

"Come on ye bastards, come taste the flesh of one that's still moving!" He bellows, trying to draw their attention away from his fallen allies.


Thanata falls over from the thing's attack.

stabilize: 1d20 - 3 ⇒ (19) - 3 = 16


The zombies burn, and the carriage with them. At this point, it could still be saved, if you drag the upholstery out of there in a hurry. Noone are really in a position to do so, however.

Kandars next arrow is well aimed, and appears to cut a spinal cord. Or something. Regardless of the cause, it stops moving. His next shot is a clean hit as well, but doesn't accomplish much, despite the cold iron arrowtip.

Z2 fire: 1d6 ⇒ 5
Z3 fire: 1d6 ⇒ 3

Amel hacks wildly at the burning guard with his curved blade, and severs its neck with several blows.

1d20 + 4 ⇒ (13) + 4 = 17, 1d6 + 5 ⇒ (2) + 5 = 7

The sole remaining walking dead comes down on Kandar in an uneven charge, reaching for the archer's throat.

std action charge: 1d20 + 4 ⇒ (18) + 4 = 22, 1d6 + 4 ⇒ (3) + 4 = 7


Human (Ulfen) Inquisitor (witch hunter) 1 | HP -6/9 | AC 18, Tch 14, FF 14 | CMD 16 | Fort +3, Ref +4, Will +4 | Init +4 | Perception +6 | Cold resistance 2

Kandar spits up blood as the zombie crushes his windpipe. Quivering from being almost knocked out, he steps back, his silence telling of just how close to dying he truly is. In a last ditch effort he draws two more arrows and fires at the horror, the frozen, cracked faces of his loved ones flashing before his eyes.

Arrow 1: 1d20 + 4 + 1 - 1 - 2 ⇒ (3) + 4 + 1 - 1 - 2 = 5
damage: 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5

Arrow 2: 1d20 + 4 + 1 - 1 - 2 ⇒ (5) + 4 + 1 - 1 - 2 = 7
damage: 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8

Alright, now it's probably a TPK...


Amel valiently steps up to the bid, brandishing his scimitar.

1d20 + 4 ⇒ (2) + 4 = 6

He utterly fails to do anything to hamper the undead's mobility, but *does* manage to get its attention with a gruesomelooking cut down its left upper arm.

1d20 + 4 ⇒ (20) + 4 = 24, 1d20 + 4 ⇒ (5) + 4 = 9, 1d6 + 4 ⇒ (4) + 4 = 8

Amel goes down as the creature digs deep gouges in his chest. Kandar can hear a gurgly noise accompanying the young man's gasping breaths.


Inactive

Stabilization: 1d20 - 11 ⇒ (18) - 11 = 7 Oof, two points off from a natural 20 ;_;
Stabilization: 1d20 - 12 ⇒ (4) - 12 = -8


HP: 21/21 l AC: 20, T 16, FF 18 l CMD 7 l F +0, R +4, W +8 l Init +2 l Senses: Perception +10, Low Light Vision
Skills:
Fly +12
Female Thrush Familiar (Soulbound) 8 l Active Conditions:

Initiative: 1d20 + 2 ⇒ (5) + 2 = 7

Janus had seen enough. This battle was going all sorts of wrong; Soli and her companions were just another lucky swing or two away from becoming worm food. Even though he had absolutely no taste or desire for battle himself, he knew he had to try and do something to help. After all, what sort of guide would he be if he let his charge die?

Fur standing on end, he darts up behind the inquisitor and swats at his leg with one paw. "Mraow!"

Don't die, Grumpygus!

Casting Guidance on Kandar; emissary familiars can cast this at will which replaces the Alertness feat they normally give their masters. Asked for GM permission to give this a try since I normally keep my familiars out of combat...


Human (Ulfen) Inquisitor (witch hunter) 1 | HP -6/9 | AC 18, Tch 14, FF 14 | CMD 16 | Fort +3, Ref +4, Will +4 | Init +4 | Perception +6 | Cold resistance 2

Wheezing as Kandar staggers back to lean against the lead wagon, he takes a deep breath to steady himself. He whispers a silent prayer to Calistria, promising to exact his vengeance in her name if these arrows strike true. He bestows the judgement of justice upon his foes!

He draws and fires...

Arrow 1: 1d20 + 4 + 1 - 1 - 2 ⇒ (10) + 4 + 1 - 1 - 2 = 12 +1 from guidance, +1 from judgement for a total of 14!
damage: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7

...and coughs up blood in the dirt as his arrow goes wide. He wipes his mouth with the back of his hand, shaking the darkness out of his vision with a growl and draws a second arrow...

Arrow 1: 1d20 + 4 + 1 - 1 - 2 ⇒ (10) + 4 + 1 - 1 - 2 = 12 +1 from judgement for a total of 13.
damage: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7

...and bellows his frustrations as it also misses it's mark.

Edit: I just saw your post. I guess that makes the first attack a 13, although I doubt that connects...

Edit #2: Holy hell, I forgot my judgement ability. I'll amend my post!


No need to make assumptions: Both arrows hit. Zombies are not the nimblest of foes.

Kandar's arrows punch two holes clean through the things chest, armor and all. It's not enough to stop it, however, and it keeps coming.

1d20 + 4 ⇒ (16) + 4 = 20, 1d6 + 4 ⇒ (4) + 4 = 8

A. stabilisation: 1d20 + 1 ⇒ (13) + 1 = 14

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