Apollyanna Lapin Sukino
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LOL,now I roll a 20
It's all about leverage. Lift with the legs Omrijka. Lift with the legs. ;)
| GM Z..D.. |
Theodic manages to push the doors open, drawing strength from his draconic heritage.
The wind gusts about this small courtyard, filling the air with fine grit. Corpses litter the area, little more than bone and desiccated, leathery skin. A dry well occupies the center, surrounded by the remnants of an outdoor market, though even the best tent is tattered and leans precariously. To the east, a set of low steps rise to a set of stone doors surrounded by symmetrical wall carvings of pharaohs. Stairs to the south ascend to the outer wall.
Before the group gets to explore. Some of the corpses stand up and confront the PC's.
Daeron: 1d20 ⇒ 15
Appolyanna: 1d20 + 1 ⇒ (1) + 1 = 2
Omrijka: 1d20 + 2 ⇒ (1) + 2 = 3
Bemmer: 1d20 + 4 ⇒ (10) + 4 = 14
Meralda: 1d20 + 4 ⇒ (18) + 4 = 22
Theodic: 1d20 + 3 ⇒ (2) + 3 = 5
zombies: 4d20 ⇒ (4, 6, 16, 6) = 32
Bold May Act
Round 1
Meralda
Red
Daeron
Bemmer
Yellow
Blue
Theodic
Green
Omrijka
Appolyanna
Apollyanna Lapin Sukino
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knowledge (religion): 1d20 + 4 ⇒ (13) + 4 = 17
"Ew! Gross! They're like zombies, but with cooties!"
Was using the camel to haul on or against the door, which I am now guessing is just west of us. She would have left outside with her desert/beach gear.
Apollyanna Lapin Sukino
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Cooties is a technical term for plague. Oh, and Meralda hasn't posted since March 1st. Hopefully nothing too evil has befallen Steve Evil, he's the best evil after all.
Bemmer Anvilbrow
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I am in a group for GM Evil's starter trilogy or some other similar name that was due to start once the multi-table special was finished. I believe that there has been some RL issues, that would hopefully be resolved early April.
| GM Z..D.. |
Meralda's stone overshoots uh...everything.
Red does the thriller walk up to Apollyanna and stops, trying to figure out what to do next.....
Round 1
Meralda
Red
Daeron
Bemmer
Yellow
Blue
Theodic
Green
Omrijka
Appolyanna
| GM Z..D.. |
4d20 ⇒ (16, 13, 11, 3) = 43
Daeron's arrow strikes it's target taking a chunk of diseased flesh with it.
Bemmer moves to the center and channels positive energy to drive back the undead.
Yellow steps up and swings a rotted arm at Bemmer, striking him in the face, sending zombie juice everywhere.
attack: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d6 + 4 ⇒ (6) + 4 = 10
Bemmer fort save, DC 11: 1d20 + 5 ⇒ (5) + 5 = 10
onset, days: 1d4 ⇒ 1
You do not feel anything yet, but will have to be resolved by the end of this scenario
Blue stumbles towards Bemmer.
Round 1
Meralda
Red-1 damage
Daeron
Bemmer-
Yellow-1 damage
Blue-1 damage
Theodic
Green-11 damage
Omrijka
Appolyanna
| GM Z..D.. |
Green steps up to Bemmer and swings an arm at him and connects against his ribs.
attack: 1d20 + 4 ⇒ (12) + 4 = 16
attack: 1d6 + 4 ⇒ (1) + 4 = 5
Round 1
Omrijka
Appolyanna
Round 2
Meralda
Red-1 damage
Daeron
Bemmer-15 damage/unconscious/dying
Yellow-1 damage
Blue-1 damage
Theodic
Green-11 damage
Omrijka
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Omrijka steps forward and swipes at green with her glaive telling it off as she does so
"Ugly and Undead you gotta go"
glaive attack: 1d20 + 5 ⇒ (14) + 5 = 19
glaive damage(slashing): 1d10 + 4 ⇒ (4) + 4 = 8
Apollyanna Lapin Sukino
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Apollyanna's sword flashes outward.
mwk cold iron longsword v red: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d8 + 3 ⇒ (5) + 3 = 8
| GM Z..D.. |
Omrijka finishes off Green.
While Apployana takes a good chunk out of red.
Meralda shifts to her spells and cast Disrupt Undead, however the spell fizzles out prior to reaching the target.
ranged touch, melee pen: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3
Red retaliates, swinging he arm at Appolyanna. Her armor deflects the blow.
attack: 1d20 + 4 ⇒ (9) + 4 = 13
Round 2
Meralda
Red-1 damage
Daeron
Bemmer-15 damage/unconscious/dying
Yellow-1 damage
Blue-1 damage
Theodic
Omrijka
Appolyanna
Bemmer, need a con check
| GM Z..D.. |
No, not skipped. It is still early in round two. You go after yellow and blue. Since green is now gone. You will be going just before Omrijka, Polly and Meralda. But you can keep your actions.
| GM Z..D.. |
Bemmer continues to bleed out.
Daeron manages to hit his target.
Yellow steps up to Appolyanna and flails its arm at her. But does not manage to do any damage
attack: 1d20 + 4 ⇒ (3) + 4 = 7
Blue stumbles around and up to Omrijka.Omrijka, you get an AOO vs blue
Theodic drives his spear into the zombie, and it crumples down to the ground.
Round 2
Omrijka
Appolyanna
Round 3
Meralda
Daeron
Bemmer-15 damage/unconscious/dying
Yellow-1 damage
Blue-7 damage
Theodic
Omrijka
Appolyanna
Omrijka
|
blue aoo: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 1d10 + 4 ⇒ (7) + 4 = 11
Omrijka swings her glaive "Git away ugly"
| GM Z..D.. |
Omrijka drops the Blue zombie with her AOO
Omrijka, you still have you turns worth of action
Apollyanna Lapin Sukino
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Apollyanna's sword flashes from one zombie to next, but too high.
mwk cold iron longsword v yellow: 1d20 + 7 ⇒ (1) + 7 = 8 damage: 1d8 + 3 ⇒ (4) + 3 = 7
Omrijka
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Omrijka swings hard at yellow
glaive+Ins courage: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
inspired slashing damage: 1d10 + 4 + 1 ⇒ (9) + 4 + 1 = 14
"Leave the dwarf alone uglymug"
| GM Z..D.. |
Omrijka takes out both remaining zombies in a two strokes. Once the threat is neutralized. The PCs have a moment to recover and search the immediate area.
The numbers represent rooms on the map
Omrijka
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Omrijka will check the big double doors for traps and after attempting to disarm any she finds will proceed to try and open them
Bemmer Anvilbrow
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Bemmer will take advantage of this lull and heal himself up with his wand. Does anyone else require healing?
Cure Light Wand: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wand: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wand: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wand: 1d8 + 1 ⇒ (6) + 1 = 7
Apollyanna Lapin Sukino
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Bemmer will take advantage of this lull and heal himself up with his wand.
Before he can of course someone else uses her wand first to rouse him.
She says the command phrase, and....
clw: 1d8 + 1 ⇒ (4) + 1 = 5
The dwarf is not just not dying anymore but actually awakens.
After that she mounts the stairs to the ramparts, and throws open the door, only to have it fall to the floor in a tremendous crash.
"Sorry."
| GM Z..D.. |
A profound quiet has settled over this timeworn hall. Elegant stone columns line the passage, and hieroglyphics and colorful art depict scenes from a distant age. A small wooden door stands at the east end of the hallway, while a larger door leads south. The sound of steady splashing water is audible through an open passageway to the north, and large stone doors lead outside. One of the pillars has collapsed, and a crushed human corpse lies pinned underneath. The distinctive shape of a
wayfinder peers out from under the body’s hand.
The corpse is holding a broken wayfinder. The inside is engraved with a scarab and an inscription that reads “Congratulations, Asha. —V.L.” Most of the backpack is crushed, but a steel canister containing an oil of some kind and a odd stone.
The art on the walls is decorative, with fanciful depictions of a royal barge sailing on the River Sphinx.
Where to next? 7,9,10
Edited: Added the spellcraft checks
Apollyanna Lapin Sukino
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perception: 1d20 - 2 ⇒ (12) - 2 = 10
"Does anyone need any crossbow bolts?!" Apollyanna yells down from the battlements breaking the quiet.
Omrijka
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perception: 1d20 + 7 ⇒ (15) + 7 = 22
craft jewellery: 1d20 + 8 ⇒ (2) + 8 = 10
"Ooh I like dem stones Each of dose figures has a ruby topaz and emerald on their head caps"
She points out the figures and their head caps
Omrijka adds a further comment as to the quality of the gemstones based on her jewellery check
Apollyanna Lapin Sukino
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If there is a crossbow up there I can use replies the sorcerer.
"There's a broken table, and an old spoon!" She yells back from inside the room. "How about you? Is there anything useful down there?"
Theodic, I think is the only character (including Meralda) who can possibly identify any of the items found above.
Apollyanna Lapin Sukino
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Apollyanna hands him 5 crossbow bolts, a broken table, a bent spoon, and--oh look, dust bunnies!
Unless you think you can magic up a crossbow out of that, all the interesting stuff is downstairs, in the hallway near Theodic.
"Oh, and there's a drawer full of odd-shaped Allen wrenches that don't seem to fit anything too! Good luck."
She heads downstairs.
Daeron Woodblood
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Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Know. (history): 1d20 + 6 ⇒ (12) + 6 = 18
Look, this murals represents the god kings of Ancient Osirion each taking their turn captaining the barge, from Azghaad to the Song Pharaoh !
Yes Omrijka the pharaoes bears three jewels: an emerald, topaz, and ruby. Looks like jewels sage for me ! We are on the right tracks, friends.
Daeron follows his comrades, ready for anything unusual, trying to find if anyone come before them.
Survival (track): 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18 +2 vs human
| GM Z..D.. |
Moving on, I will say we are going to room number 7 first
The relaxing splash of water echoes throughout this tiled room. A large, pristine pool occupies much of the chamber, and a statue of a warrior-maiden serves as the centerpiece, endlessly pouring water from an ornate jar. A large carving on the east wall depicts a frightening man who stares at the viewer, with half his body burnt and ruined and the other half young and healthy. A withered corpse lies in the northwest corner. An open doorway to the south leads to the fortress’entry hall.
potential of magic
a series of three cartouches on either side of the figure, they appear to be in strange heiroglyphsImages next to the map. Each hand sized cartouche can be removed from the wall, and the PCs can rearrange the stone panels easily on either side of the statue.
• The staff paired with the sun represents the release of power and the ability to destroy enemies. Literally, “Destruction.”
• The ankh over rising bread represents prosperity and abundance.
• The ankh before the arch represents protection of the land or home from enemies. It can be translated as “Rune.”
• The scepter paired with the Sun represents the control of power and its use in preserving the land. Literally, “Preservation.”
• The Man before the scarabs and cobra represents the knowledge of death and its many forms.
• The eye over water represents the knowledge of the world.
of starvation.
The wall next to him bears a multitude of scratches as if indicating the passage of time, and a chewed piece of leather next to him bears a nearly illegible note that curses the writer’s companions for leaving him to drown in a desert.
Bemmer Anvilbrow
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Knowledge Religion DC10: 1d20 + 5 ⇒ (1) + 5 = 6
Perception 1 (with stone cunning) DC20: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Heal DC15: 1d20 + 3 ⇒ (3) + 3 = 6
Perception 2 DC18: 1d20 + 8 ⇒ (9) + 8 = 17
Bemmer appears to have been hit in the head and notices nothing.
Apollyanna Lapin Sukino
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"Hey! What about all this stuff!?"
Later.
knowledge (religion): 1d20 + 4 ⇒ (14) + 4 = 18
"It's Nethys, the God of magic."
Daeron Woodblood
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Know. (religion): 1d20 + 6 ⇒ (9) + 6 = 15
Linguistics (untrained): 1d20 + 2 + 10 ⇒ (14) + 2 + 10 = 26
Perception DC20: 1d20 + 7 ⇒ (4) + 7 = 11
Heal DC15: 1d20 + 1 ⇒ (3) + 1 = 4
Perception DC18: 1d20 + 7 ⇒ (13) + 7 = 20
While trying to identify the cartouches and examining the corpse Daeron sees something !
Hello water lady he says bowing toward the creature of water, bow down.
| GM Z..D.. |
She looks towards Daeron and does not answer.
She looks at the rest of the party and begins to speak to the group in a different language.