The Walking Dead of Golarion, by GM Fiendish

Game Master Fiendish Zen


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Active Conditions: HP 33/33 HP; AC 17, t14, ff 15 ; Init +2; F+2, R +5, W +8; Perc +11; Stealth +12 | Low-light; Scent | Not hungry

Feldus grips his rapier tightly as he slithers ever closer to the rest of the zombies. He sends a mental command to the zombie, a simple one as they are basically lumps of flesh.

"Free yourself...and FEED!"

There! That should give them something else to think about! He thinks in satisfaction.

He will move closer to the zombie line using the distraction created to hide. He will also try to pinpoint the location of one of the humans.
Perception: 1d20 + 9 ⇒ (3) + 9 = 12 scent.
Stealth: 1d20 + 10 ⇒ (1) + 10 = 11


Attacks:
Lance +12 | Favored Enemy: Undead +4 Human +2
Stats:
AC 18, touch 13, flat-footed 15, HP 55/59, Fort +9, Ref +7, Will +3; +2 vs. fear| Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 9 | Base Atk +7; CMB +7; CMD 21
Skills:
Acrobatics -1, Handle Animal +12, Kn Nat +4, Perception +15, Ride +12, Stealth +13, Survival +11

So long as it doesn't try to feed on us :p


Inactive

It's far enough away from the rest of us that it'll hopefully turn and move deeper into the trees... :)

Round 1

With the large part of her offensive magic spent, Lenneth knows now that the best thing to do would be to bolster her allies and harry their opponents until the other can finish them off. She calls upon a small bit of guidance for herself and then moves forward towards the trees, ducking down to avoid any arrows that the men might send her way.

Casting Guidance on herself and then moving to square X10.


Male Human Druid 7 | HP 66 | AC 17, touch 11, flat-footed 16 | Fort+7,Ref+3,Will+7 | Init+1 | Perc+12

If Melo sees that the zombies are all still tied to trees hes going to move in throught the gap 07-K7 and look for the men setup.

Melo snarls out as he passes thought the trees, attempting to pick up a sign of the men that shot and taunted him.

Perception: 1d20 + 10 ⇒ (19) + 10 = 29


Flynn's charge ends with another zombie chunked.

Valex and Melo continue moving forward in to the trees, through the gap in the zombie line that Flynn and Lenneth have created, minding their steps as they stumble over the shifting gravel now coating the floor. Looking up and freezing, in front of them they can see two of the men, pointing bows their way. Through the darkness, Flynn spots the men too.

The zombie Feldus speaks to continues to stand in place, futily snapping its jaws as it struggles against a rope tied around its waist. Then suddenly it is free and lurching towards the were-rat... then it abruptly staggers off to the side in search of other prey. Feldus can't spot anyone or anything else right now though.

The other zombies all jump like they've been hit with another of Lenneth's lightning bolts, and begin moving forward. They are able to close the distance quickly enough, but have not yet had time to attack, though their jaws drip with gore in anticipation.

The two men have no such delay, both firing upon Valex and Melo. Hits for 3 and 4 damage respectively

>>> Map <<<

Players up!

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

Lilith completes her summoning and a Lantern Archon appears 40' from her. Attack the men in they back. she requests and the ball of light flies 60' through the trees at 10' elevation lefting its Aura of Menace target many of the undead. DC 13 will save or take -2 to stuff for the undead near its path and the 2 men. Aura is a 20' radius. Should target the top 5 undead shown on the map.

The outsider unleashes two blasts of light at the northern most of the men scorching him with its energy attacks.

light ray, ranged touch: 1d20 + 3 ⇒ (5) + 3 = 81d6 ⇒ 2

light ray, ranged touch: 1d20 + 3 ⇒ (20) + 3 = 231d6 ⇒ 5
confirm: 1d20 + 3 ⇒ (14) + 3 = 171d6 ⇒ 1

Lilith then advances, moving 30 forward before blasting one of the undead near Melo with Magic Missiles.

Magic Missiles: 3d4 + 3 ⇒ (4, 4, 4) + 3 = 15

Lantern Archon, CR 2:

LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4 Aura aura of menace (DC 13)

DEFENSE
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 13 [17] (2d10+2) [2d10+6]
Fort +4 [+6], Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification

OFFENSE
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd):

At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)

STATISTICS
Str 1 [5], Dex 11, Con 12 [16], Int 6, Wis 11, Cha 10
Base Atk +2; CMB -4 [-2]; CMD 6 [8]
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech

SPECIAL ABILITIES
Gestalt (Su)

Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.

Aura of Menace (Su)

Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

Light Ray (Ex)

A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.


Attacks:
Lance +12 | Favored Enemy: Undead +4 Human +2
Stats:
AC 18, touch 13, flat-footed 15, HP 55/59, Fort +9, Ref +7, Will +3; +2 vs. fear| Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 9 | Base Atk +7; CMB +7; CMD 21
Skills:
Acrobatics -1, Handle Animal +12, Kn Nat +4, Perception +15, Ride +12, Stealth +13, Survival +11

Nicely done, Lillith.

Through the dense trees Flynn can hear his companions engaging with living enemies. But he is wary of being surrounded by the dead and so launches into attacks against the two zombies closing in on him

Skyfall talon: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Skyfall talon: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Skyfall bite: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Sky to attack the northern zombie before taking a five foot step back so Flynn can lance

Lance, PA, FE: 1d20 + 10 + 2 - 2 - 2 ⇒ (7) + 10 + 2 - 2 - 2 = 15
Damage: 1d6 + 5 + 6 ⇒ (2) + 5 + 6 = 13


Active Conditions: HP 33/33 HP; AC 17, t14, ff 15 ; Init +2; F+2, R +5, W +8; Perc +11; Stealth +12 | Low-light; Scent | Not hungry

Feldus pauses for a moment to take stock of the situation here. While he could not see the humans controlling the zombie pack, he could certainly hear them.

The sight of the lantern archon causes him to utter a sharp hiss, as he remember those foul light-bringers wrecking havoc on his clan, so long ago. He glares briefly at them before movement to the side catches his eye.

Those zombies...and that fool woman is standing out in the open! Has she gone mad?

He sends his mental control out to ensnare the closer zombie, filling it with an overwhelming urge to feed...

Use Command Undead (use 3/6) on zombie in square S13 (Will DC 11) to order it to attack the zombie next to it.
*IF the attempt succeeds, then Feldus will move to just off the map, around square S17. Stealth: 1d20 + 10 ⇒ (7) + 10 = 17
*IF the attempt fails, he will stay put and draw his hand axe, ready to assist Lenneth.


Inactive

Round 2

Mindful that she's out in the open, Lenneth moves further towards the trees. As she sees the arrows come whizzing at Melo and Valex, she ducks down and attempts to ensnare the two men with thick webbing.

Moving to V8 and casting Web, hoping to catch the two guys and any nearby groaners.


Hp 45/45 :: L1 spells 5/5:L2 spells 2/2: Perf rounds 12/12 Hum/Chlx Bard(archvst)4 Rog 3
Combat:
Conc+6; longsword +8 (1d8+2/19-20)/ sling +7 (1d4+1) /init+2/F3-R9-W5

Valex lashes out at the groaner to the south of him:

1d20 + 4 ⇒ (2) + 4 = 6

sigh


Male Human Druid 7 | HP 66 | AC 17, touch 11, flat-footed 16 | Fort+7,Ref+3,Will+7 | Init+1 | Perc+12

Melo continues to be enraged, snarling out at the undead as he charges forward at the men with bows. "You're worse than the undead!"

Bite: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
Attack: 1d6 + 5 + 3 ⇒ (6) + 5 + 3 = 14

He rips into the arm of the man in front oh him shrugging off everything else as he lets his animal side take over attempting to rip the man's arm off.

Charge to M7 - Taken AoO if needed.
32/43


The Lantern Archon bursts in to existence in a flash of dazzling light, immediately soaring through the air and engaging the party's foes, one light beam blasting one of the bowmen.

Lilith's force missiles spin around the forest, the bolts of energy first blowing one zombie arm off, then a leg, then the last one lodges in its chest causing its head to glow an unearthly blue white before finally crumpling inwards and collapsing to the ground.

Skyfall and Flynn's concentrted assault completely destroys the undead presence near them.

Feldus squares off against a zombie, using his arcane power to make it comply... it pauses for a moment, before continuing to slaver and moan, intent on a fresh meal. Saved

Lenneth's spell causes gloopy strands of spider webbing to spring in to existence between the trees, almost blocking the zombies and men from sight.

Melo, you can't charge across difficult ground (Lilith's stone call) and now Lenneth's web would also preclude a charge (and presume you don't want to get trapped!), so strike is against the nearest Z instead...

Melo's savage assault shreds the zombie next to him in under a second.

The two groaners near to Feldus advance menacingly, jaws opening and closing in anticipation. The other next to Valex raises its arms and slams them down on the bard, feeling like an anvil dropping from the sky doing 8 damage.

The two men seem to have disappeared from sight, occluded by the trees, lack of light and Lenneth's webbing, though all is quiet now, surely they can't have gone far...

>>> Map <<

Players up!


Hp 45/45 :: L1 spells 5/5:L2 spells 2/2: Perf rounds 12/12 Hum/Chlx Bard(archvst)4 Rog 3
Combat:
Conc+6; longsword +8 (1d8+2/19-20)/ sling +7 (1d4+1) /init+2/F3-R9-W5

"Go after them," Valex says to Melo, jerking his head toward where the archers were, "I'll mop up here""

FLinching from where the graoner's arm had come down, the bard redoubles his efforts to attack.

Arcane strike:

1d20 + 4 ⇒ (18) + 4 = 22
1d8 + 3 ⇒ (2) + 3 = 5


Inactive

Round 3

As the webbing works its magic, Lenneth spots two of the remaining groaners bearing down on Feldus from out of the corner of her eye. Spinning around, she wills the earth underneath their feet to turn to into even more of a boggy mess.

"MOVE! I'll slow them down!" she calls.

Using Swamp's Grasp to catch the two zombies after Feldus; will put it to where he's just outside the area of effect.


Attacks:
Lance +12 | Favored Enemy: Undead +4 Human +2
Stats:
AC 18, touch 13, flat-footed 15, HP 55/59, Fort +9, Ref +7, Will +3; +2 vs. fear| Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 9 | Base Atk +7; CMB +7; CMD 21
Skills:
Acrobatics -1, Handle Animal +12, Kn Nat +4, Perception +15, Ride +12, Stealth +13, Survival +11

Flynn turns back and Takes Skyfall to flight, barely inches above the ground but high enough that she is not affected by Lenneth's swampy ground.

He then slams his lance into the back of one of the zombie's attacking Feldus.

Lance, PA: 1d20 + 10 + 2 - 2 - 2 ⇒ (9) + 10 + 2 - 2 - 2 = 17
Damage: 1d6 + 5 + 6 + 2 ⇒ (1) + 5 + 6 + 2 = 14

Melo, if you can track them I'll be right behind you


Active Conditions: HP 33/33 HP; AC 17, t14, ff 15 ; Init +2; F+2, R +5, W +8; Perc +11; Stealth +12 | Low-light; Scent | Not hungry

Feldus sees the zombies closing in on him and wonders briefly whether to change his form, risking discovery. The decision is taken out of his hands as Flynn and Lenneth come to his aid. Scrambling backwards he moves towards the female casters. Once in position he sends a ray of energy at the remaining zombie.

Move to square AC9
Action: Cast Disrupt Undead at the remaining zombie.
Ranged Touch: 1d20 + 5 ⇒ (10) + 5 = 15; damage: 1d6 ⇒ 6


Male Human Druid 7 | HP 66 | AC 17, touch 11, flat-footed 16 | Fort+7,Ref+3,Will+7 | Init+1 | Perc+12

Completely misread the web, that works for me fiendish

Melo casts light on his collar and then looks around attempting to pick up their scent. "They can't have gotten far, and there's no chance they will hide from me."

Perception: 1d20 + 10 ⇒ (11) + 10 = 21

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

You forgot to move Lilith up 30'And did you account for the aura of menace of the archon? Its only a DC 13 will save but it passed through most those undead and hit the two men. I figure some of them might fail.

Moving forward another 30' (and south slightly) Lilith will use Disrupt Undead on the the same undead that Feldus hit but her shot goes wide.

Range Touch: 1d20 + 4 ⇒ (5) + 4 = 91d6 ⇒ 4

Archon - round 2 of 5
The archon buzzes to the far side of the webbs looking for targets and firing at the humans if it seems them. It will go so far as to enter the webbing to look for a target if it fails to see one. It can telelport out if it got stuck and being in the web lets it see another 5' into the web.

light ray, ranged touch: 1d20 + 3 ⇒ (17) + 3 = 201d6 ⇒ 2

light ray, ranged touch: 1d20 + 3 ⇒ (16) + 3 = 191d6 ⇒ 6


Moved you Lilith, and yup the archon's aura was accounted for

Valex's blade leaves a glowing trail as it slashes through the upraised arm of the zombie in front of him.

Lenneth's powers cause the muddy ground beneath the zombie's feet to become almost impassable.

Flynn moves swiftly on Skyfall and they destroy another of the undead menacing Feldus.

Feldus himself is caught a glancing blow as he moves away from the remaining zombie Doing 6 damage. His blast of energy crackles over the culprit, and it seems barely able to maintin its animation now.

Lilith's archon moves deeper in to the woods and she hears/senses it firing its rays once more.

Melo is able to smell the living men even over the close stench of death, the stink of adrenaline and fear wafts from deeper in the forest, beyond Lenneth's magical webbing.

The two remaining zombies lurch awkwardly towards Valex and Flynn, striking with heavy blows. 7 damage Valex, 9 damage Flynn

>>> Map <<<

Players up


Hp 45/45 :: L1 spells 5/5:L2 spells 2/2: Perf rounds 12/12 Hum/Chlx Bard(archvst)4 Rog 3
Combat:
Conc+6; longsword +8 (1d8+2/19-20)/ sling +7 (1d4+1) /init+2/F3-R9-W5

1d20 + 4 ⇒ (8) + 4 = 12
1d8 + 3 ⇒ (8) + 3 = 11

Valex continues to hack away at the zombie.


Inactive

Round 4

With Feldus out of immediate danger, Lenneth turns back towards Melo and Valex just in time to see one of the remaining groaners slam into the scholar. Drawing her dagger she moves to assist him but is forced to slow her approach at the last second by the debris from Lilith's magic.

Drawing weapon and moving to R8.


Male Human Druid 7 | HP 66 | AC 17, touch 11, flat-footed 16 | Fort+7,Ref+3,Will+7 | Init+1 | Perc+12

Melo spots Valex fighting unable to get a clear swipe at the undead he instead moves forward around the web looking for the men. "I'm going for them." He continues to track them. "You picked the wrong day!" Shouting out with all his anger, as it bellows out. While moving forward he casts a quick healing spell.

CMW: 2d8 + 5 ⇒ (3, 6) + 5 = 14

Perception: 1d20 + 10 ⇒ (19) + 10 = 29

43/43


Attacks:
Lance +12 | Favored Enemy: Undead +4 Human +2
Stats:
AC 18, touch 13, flat-footed 15, HP 55/59, Fort +9, Ref +7, Will +3; +2 vs. fear| Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 9 | Base Atk +7; CMB +7; CMD 21
Skills:
Acrobatics -1, Handle Animal +12, Kn Nat +4, Perception +15, Ride +12, Stealth +13, Survival +11

Aoo, zombie: 1d20 + 10 + 2 - 2 - 2 ⇒ (15) + 10 + 2 - 2 - 2 = 23
Damage: 1d6 + 5 + 6 + 2 ⇒ (5) + 5 + 6 + 2 = 18

Fiendish I have a 10ft reach with my lance, can I zap that zombie as it lumbers in?

Having caught the oncoming zombie on the end of his lance, Flynn unceremoniously boots him from the end of it before wheeling on the next and driving the point through it's skull.

Lance: 1d20 + 10 + 2 - 2 - 2 ⇒ (11) + 10 + 2 - 2 - 2 = 19
Damage: 1d6 + 5 + 6 + 2 ⇒ (6) + 5 + 6 + 2 = 19


Active Conditions: HP 33/33 HP; AC 17, t14, ff 15 ; Init +2; F+2, R +5, W +8; Perc +11; Stealth +12 | Low-light; Scent | Not hungry

Feldus nods in thanks as Flynn dispatches the final zombie, thankful the necromatic spell absorbed the blow. "Thanks for the help!" He glances back at the ladies before turning his attention to the true enemies. Moving as close as he can to the layer of webbed trees, he peers ahead for any sign of the bow-wielding humans.

Move to square U9.
Free: Perception to locate the humans: 1d20 + 9 ⇒ (17) + 9 = 26 scent.
If successful, cast Scare at him. Frightened for 3 rounds, Will DC 15 to be shaken for 1 round.

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

Lilith continues to try to help with the walkers, targeting the one abandoned by Feldus while her archon fires on the enemy men.

Range Touch: 1d20 + 4 ⇒ (14) + 4 = 181d6 ⇒ 1

Archon, round 3/5 - note this creature has a fly speed of 60 and can teleport without error if needed. Nothing is going to successfully run from it. :)
Laser Beams, range touch: 1d20 + 3 ⇒ (13) + 3 = 161d6 ⇒ 2

Laser Beams, range touch: 1d20 + 3 ⇒ (7) + 3 = 101d6 ⇒ 2


Attacks:
Lance +12 | Favored Enemy: Undead +4 Human +2
Stats:
AC 18, touch 13, flat-footed 15, HP 55/59, Fort +9, Ref +7, Will +3; +2 vs. fear| Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 9 | Base Atk +7; CMB +7; CMD 21
Skills:
Acrobatics -1, Handle Animal +12, Kn Nat +4, Perception +15, Ride +12, Stealth +13, Survival +11

Plus it's a mobile holy-laser platform :) Love Archons.


The zombie facing Valex falls following his last decisive blow.

Flynn's lance stabs through the zombie moving towards him before it even manages to close the distance. Ignore the damage from that last attack Flynn

Lilith: Was reading up on the summon monster line of spells with regards to what a creature does when its summoner can't see or direct it, and found out that summoned creatures cannot use planar travel or teleportation abilities, just thought to share as your mobile laser platform doesn't want to get itself stuck in Lenneth's web!

You can hear the sizzling burn of the archon's rays being fired somewhere deeper in the trees, but nothing is within range to see.

For Melo and Feldus: Scent has a normal range of 30 ft (60 ft if you're downwind of your quarry). It's still pelting with rain and has been for some hours, so scent is a bit limited in what it can accomplish right now. If you want to try and track the humans then let's have a survival check (tracking) please :)

Combat over

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

I knew they could not teleport "others" but thought they could teleport themselves. Oh well. Likely should not need to anyway. I ugess I am confused - the men got out of the webs and retreated?


Attacks:
Lance +12 | Favored Enemy: Undead +4 Human +2
Stats:
AC 18, touch 13, flat-footed 15, HP 55/59, Fort +9, Ref +7, Will +3; +2 vs. fear| Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 9 | Base Atk +7; CMB +7; CMD 21
Skills:
Acrobatics -1, Handle Animal +12, Kn Nat +4, Perception +15, Ride +12, Stealth +13, Survival +11

Cut and run again. Well they ain't getting away this time. Flynn growls before hurrying forward to help Melo in tracking the enemy down.

Survival: 1d20 + 10 ⇒ (2) + 10 = 12

26/43 2 negative levels


Active Conditions: HP 33/33 HP; AC 17, t14, ff 15 ; Init +2; F+2, R +5, W +8; Perc +11; Stealth +12 | Low-light; Scent | Not hungry

Feldus sees Flynn and Melo move off in one direction and, not wanting to see them get away, angles around the battlefield attempting to pick up their scent.

Survival (Track) Untrained: 1d20 + 1 ⇒ (10) + 1 = 11


Male Human Druid 7 | HP 66 | AC 17, touch 11, flat-footed 16 | Fort+7,Ref+3,Will+7 | Init+1 | Perc+12

Melo sniffs the air, continuing the hunt losing himself in it.

Survival: 1d20 + 15 ⇒ (2) + 15 = 17


Inactive

With the immediate the of the groaners taken care of, Lenneth dismisses the sticky webbing so she and the others can pursue the two men. Hurrying forward, she does her best to assess and treat her friends' wounds before they go charging off.

"Hold on, hold on!" she exclaims. "Let me patch you up first before you wind up with more holes poked in you!"

Healing Hex (Flynn): 2d8 + 5 ⇒ (8, 7) + 5 = 20
Healing Hex (Valex): 2d8 + 5 ⇒ (8, 2) + 5 = 15
Healing Hex (Lilith): 2d8 + 5 ⇒ (3, 6) + 5 = 14


Hp 45/45 :: L1 spells 5/5:L2 spells 2/2: Perf rounds 12/12 Hum/Chlx Bard(archvst)4 Rog 3
Combat:
Conc+6; longsword +8 (1d8+2/19-20)/ sling +7 (1d4+1) /init+2/F3-R9-W5

Valex breathes a long, contented sigh as Lenneth's healing sweeps through him.

"Again, I say if they have fled, let them. I think that the circle should be our first priority, then returning and thinking out our long-term plan.We can set traps and watches against their return."


Attacks:
Lance +12 | Favored Enemy: Undead +4 Human +2
Stats:
AC 18, touch 13, flat-footed 15, HP 55/59, Fort +9, Ref +7, Will +3; +2 vs. fear| Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 9 | Base Atk +7; CMB +7; CMD 21
Skills:
Acrobatics -1, Handle Animal +12, Kn Nat +4, Perception +15, Ride +12, Stealth +13, Survival +11

The Circle is our priority Valex, bit u less we put an end to this now they will hound us every day we spend here.

I say we press on. The Circle will be there when we come back.... but they won't be.


Whether it's the constant rain dampening the smell, Lilith's summoned stones making the ground hard to find tracks on, or simply good woodcraft, it proves impossible for the party trackers to establish a firm direction that the humans might have fled towards.


Inactive

Once everyone's wounds are healed to the best of her ability, Lenneth turns her eyes towards the muddy, churned ground around the trees. "I'll try too...but we might have better luck if one or both of you want to take to the air," she suggests, nodding at Flynn and Melo.

Survival (Untrained): 1d20 + 1 ⇒ (20) + 1 = 21 Alrighty then...


Male Human Druid 7 | HP 66 | AC 17, touch 11, flat-footed 16 | Fort+7,Ref+3,Will+7 | Init+1 | Perc+12

"We let them get away before! And it came down to this, they wont leave us alone." He move around looking for anything they might have left or some hidden hole.

Perception: 1d20 + 11 ⇒ (1) + 11 = 12

"Could they have hidden!?" He rages out unable to find them, the situation finally sinking in as the adrenaline leaves him he slumps forward. Cyn is dead...


Attacks:
Lance +12 | Favored Enemy: Undead +4 Human +2
Stats:
AC 18, touch 13, flat-footed 15, HP 55/59, Fort +9, Ref +7, Will +3; +2 vs. fear| Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 9 | Base Atk +7; CMB +7; CMD 21
Skills:
Acrobatics -1, Handle Animal +12, Kn Nat +4, Perception +15, Ride +12, Stealth +13, Survival +11

They can't have disappeared, it didn't seem they were spellcasters. If possible I'd like take to the air to find them or otherwise keep moving through the wood until I pick up their trail

Perception: 1d20 + 13 ⇒ (14) + 13 = 27
Survival: 1d20 + 10 ⇒ (6) + 10 = 16

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

The archon (a glowing ball) would be buzzing above the two men, firing at the one most injured for two more rounds as well. That might help track them. The angel is smart enough to try to herd them too, but they likely do not want to be herded. :) It would even buss into melee range, hoping they would slow to attack it, trusting in its DR, at least until it takes damage. I am not sure that 4d6 would be enough to drop one but will roll the shots below.

As the men retreat through the woods the glowing archow weaves through the trees both in pursuit and even fly in front of them, firing as it may. It seems to these men that the relentless pursuit will never end but the creature's tenure on the prime material is limited and after a mere two more rounds it winks out of existence.

Round 4
Range Touch: 1d20 + 3 ⇒ (3) + 3 = 61d6 ⇒ 6
Range Touch: 1d20 + 3 ⇒ (1) + 3 = 41d6 ⇒ 6

Round 5
Range Touch: 1d20 + 3 ⇒ (7) + 3 = 101d6 ⇒ 5
Range Touch: 1d20 + 3 ⇒ (9) + 3 = 121d6 ⇒ 2

Sign, those were some poor shots. But still light beams firing from a glowing orb has got to be easy to spot.


Despite her lack of training, somehow Lenneth manages to see the barely visible bootprints in the fresh mud, and is reasonably sure she knows which way the men fled, looks like four or five all told.

Melo's grief blinds his normally astute senses, and he is unable to discern anything about the men and where they're headed.

Flynn's investigation reveals that they must have been hiding here a while, perhaps since they ran off from Whitecliff, maybe they were even planning this ambush all that time given the time they woudl have needed to set up the zombie chain.

Lilith's hears the sound of her summoned archon as it recedes in to the distance somewhere to the west, the sizzling noise of its ray attacks punctuating the occasion cries of pain, before she senses her hold upon it slip away, and it returns whence it came.

You have the information you need to pursue the men or else you can investigate the circle further...


Inactive

After studying the ground, Lenneth finally looks up. "Looks like they went that way," she announces, pointing towards the west. "More than just two though - looks like about four, maybe five."

"Are we still sure about following them now?" she asks uneasily. "Not that I don't think they're a threat, but they know the area better than we do and they might have a backup plan or other nasty surprises waiting in the woods in case they had to fall back. I'm with you either way, but I just wanted to make sure..."


Active Conditions: HP 33/33 HP; AC 17, t14, ff 15 ; Init +2; F+2, R +5, W +8; Perc +11; Stealth +12 | Low-light; Scent | Not hungry

Feldus responds in a cold voice, "I say we go after 'em and finish them off. The circle is not goin' anywhere and they are. Easy choice in my mind."


Male Human Druid 7 | HP 66 | AC 17, touch 11, flat-footed 16 | Fort+7,Ref+3,Will+7 | Init+1 | Perc+12

Melo claws the ground the anger draining from him replaced with guilt and despair. "I can't I have to go back to Cyn... I can't leave her here."

He turns heading slowly back. "Maybe Flyn can follow them, but I need look after Cyn one last time. Maybe her death will be the turning point for this area and we can finally let the nature take hold again."


Inactive

Although she felt loathe to suggest splitting up again, Lenneth knew that neither side would be swayed. She closes her eyes for a moment to try and collect her thoughts, then opens them again as she exhales slowly. "Okay. We at least know the direction they're headed in from here and they can't get farther on foot than Skyfall can fly. Let Flynn track them from the air while the rest of us see to Cyn."


Attacks:
Lance +12 | Favored Enemy: Undead +4 Human +2
Stats:
AC 18, touch 13, flat-footed 15, HP 55/59, Fort +9, Ref +7, Will +3; +2 vs. fear| Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 9 | Base Atk +7; CMB +7; CMD 21
Skills:
Acrobatics -1, Handle Animal +12, Kn Nat +4, Perception +15, Ride +12, Stealth +13, Survival +11

Flynn is of no help whatsoever at the Circle. He intends to see this through, however, even if that means reporting back where they are hiding out.


Flynn disappears off in to the woods

Flynn:
With Lenneth of all people pointing you in the right direction, you and Skyfall are able to follow the tracks of the men as they retreat. As the forest grows denser and darker, in order to continue tracking them you are however forced to continue on foot with Skyfall following close on your heels.

Please make a reflex saving throw

As the rest of you return to the broken stone circle, the body of Cyn lies upon the parched soil, the wind causing her wet fur to dance around like the dead grass surrounding the clifftop.


Attacks:
Lance +12 | Favored Enemy: Undead +4 Human +2
Stats:
AC 18, touch 13, flat-footed 15, HP 55/59, Fort +9, Ref +7, Will +3; +2 vs. fear| Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 9 | Base Atk +7; CMB +7; CMD 21
Skills:
Acrobatics -1, Handle Animal +12, Kn Nat +4, Perception +15, Ride +12, Stealth +13, Survival +11

Reflex: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21

Flynn is determined to track these cowards down and, despite his better judgement, ploughs on into the woods.


Inactive

Before Flynn completely exits the telepathic range of the paired bracelets, Lenneth sends him a simple message:

I want them dead too, but please don't do anything stupid okay?

Sure that her message is received but not really expecting a reply, Lenneth turns her attention back to the business of inspecting the stone circle...and tending to Cyn. She gently places a hand on Melo's shoulder. "Do you want her to rest here? If so, I'll help you make her a place," she asks quietly.

As she waits for Melo to answer, she glances over at Lilith and then nods towards the circle. They needed someone to study the area and Lilith, along with Valex, was the best-suited for it.


Beep Boop

Beep Boop, Engaging Lilith Bot Protocol...

As some of the group begin seeing to making some sort of burial place for Cyn, Lilith turns her attention to the stone circle and begins to examine the area more thoroughly...

Kn. Arcana: 1d20 + 12 ⇒ (11) + 12 = 23
Kn. Geography: 1d20 + 10 ⇒ (16) + 10 = 26
Kn. Nature: 1d20 + 10 ⇒ (10) + 10 = 20
Kn. Planes: 1d20 + 10 ⇒ (6) + 10 = 16
Kn. Religion: 1d20 + 10 ⇒ (14) + 10 = 24

Nothing major, just making some knowledge checks as I'm sure Lilith would be studying the circle at this point. If she can do anything like Take 10 or Take 20, she'll do that.


Active Conditions: HP 33/33 HP; AC 17, t14, ff 15 ; Init +2; F+2, R +5, W +8; Perc +11; Stealth +12 | Low-light; Scent | Not hungry

Feldus turns back towards the circle reluctantly. Those m****f***ers will be back, sure as sewage backs up a clogged drain!

Knowing his arcane knowledge is meager, he decides to stay out of Lilith's way and guard against the return of the humans who set the ambush.

Perception: 1d20 + 9 ⇒ (2) + 9 = 11 scent.

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