Zombie Apocalypse in Golarion!

Game Master Kor - Orc Scrollkeeper


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Battle Map

Please describe your appearance to the other characters, and what you are doing in Haldors Spring. (Are you a resident? A merchant? A traveller? A mercenary for hire? etc.)

Once everyone has posted, I'll start us up with Day 1 of the adventure.


Elemental Ray 6/6 Human Sorcerer 3

Clyde looks like Jethro Bodine from the Beverly Hillbillies. He is about Six-foot four and is packed with muscle. His most common attire is a simple wool shirt, tough pants and sturdy boots. When dressed up for militia duty, he has scale mail and helmet ready and also totes a light crossbow.

Clyde is a life-long resident of Haldors Spring and cuts wood to supply to people and travelers.


Male Half-Orc Bard 2 (Arcane Duelist) | AC 15; T 12; FF 13 | HP 19/19 | F +1; R +4; W+2 | CMB +3; CMD 15 | Per +4 (6 if trying to find hidden object) | Sense Motive -1

Varnus looks like a warrior at first glance. He has a falchion right on his back, and everybody can clearly see the armor under his current outfit. He is wearing a blue outfit that while it appears fine is clearly faded, and has seen some better days.

Varnus stands around telling stories having just arrived. He doesn't seem to have attracted much attention yet. He tells a story of how a clever adventurer slew two dragons in a day by challenging both beasts to single combat, and then saying that the other dragon had come to represent them in the duel.


HP 22/22; AC 17 T 17 FF 13; F +6, R +6, W +6; Init +3; Per +8; Stunning Fist 2/2; Dwarf Monk (MoMS) 2

Baern is a dwarf standing 4'3", clad in loose fitting clothing and sandals, with nothing but a backpack and a belt pouch accompanying his clothing. The most noticeable trait for the stocky dwarf is his bald head and lack of a beard, without so much as even a hint of stubble.

Baern has recently arrived in Haldors Spring inquiring about the well, questioning residents rather awkwardly about the perceived health benefits of the water from within.


Male Human Cleric 1 | HP: 20/20 | AC: 17, T: 11, FF: 16 | F: +4 R: +1 W: +7 | Init: +1 Perc: +9

Bradford is a Cleric of Haldors Spring's Sarenrae branch. He stands at a fine 5'1" and is wearing a Chain Shirt when healing people so he doesn't get blood on his normal clothing. He has a shield slung across his back but no other visible weapons. He also looks as if he is carrying too much for him to handle without some restrictions. Link to what he looks like. Please replace the armor and personality with a Chain Shirt and not perverted... I'm only using this character for his looks not his personality.


Male Human Arcanist 1

Bonthwain Kressler is middle aged man, greying in his slicked back hair and wrinkled in the rest of him. He stands about 5'4" and carries himself with stiff dignity, often with his hands clasped behind his back. He wears black vestments with a high starched collar. Around his neck hangs a silver pendant in the shape of a spiral comet.

He is recently arrived at Haldor's Spring and has set up shop selling holy blessings and performing various religious rites (for a fee of course).


human Init +2; Perception +6 hp 22/31 rage 6/8 AC 16, t 13, ff 13, CMD 18, Fort +5, Ref +2, Will +1 Barbarian 2

Olfwei is a huge, wild-eyed Ulfen with tangled blond hair and just the beginnings of a beard decorating his chin. His armor is pieced together of castoffs, though they have been carefully repaired. He wears a massive club over his left shoulder and a razor sharp scythe over his right, with a crossbow at his hip. Even sitting still he is practically explosive with adolescent energy.

He showed up in town a few days ago, and has been loitering around the springs ever since. He's asked around about mercenary work, but is still sleeping rough, judging by the sticks in his hair.


Male Elf Wizard 2 HP 9/9; AC 13 T 13 FF 10; F -1, R +3, W +1; Init +10; Per +7; Shifts 7/7; Elf Wizard 1

Jennis stands out among elves as one of the taller specimens of the race with his long legs. His golden hair has often proved the envy of a human lass, set off by his emerald eyes. Jennis has been looking for adventure, and when he finds it is well established with his crossbow slung over one shoulder, and a rapier hanging from the opposite hip. This affords him some advantage as he carries himself as something more of an aspiring outdoorsman than a learned scholar of less active pursuits.
His chosen clothing currently consists of a typical explorers outfit, pockets occasionally bulging with spell components. The lapel of his cloak has a emblazoned with a nova star with asymmetrical rays enclosing his personal standard of a scroll and arrow, crossed, and clutched in the claws of a faerie dragon, rampant, with the standard of his family below.

He had been passing through with a caravan when a disagreement occurred between him and the caravan master. Apparently the master had higher hopes for his daughter than an elf with few means to his name. Finding it prudent to part ways before he founds his parts parted, Jennis has been picking up enough work as a scribe to keep his room and board.


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Eric is of normal stature.. 6' tall, 200 lbs he usually wears blue clerical robes over a set of leather armor.. He's decent with a longsword and morningstar.. He brandishes the holy symbol of Iomedae and works along side Bradford to bring the word to Haldors Spring, which he's been living in for some years now..


Battle Map

Could everyone please advise where they would be around midnight, on Starday (Saturday), and what you would be doing at that time.

Could everyone also please make 2 perception rolls.


Male Half-Orc Bard 2 (Arcane Duelist) | AC 15; T 12; FF 13 | HP 19/19 | F +1; R +4; W+2 | CMB +3; CMD 15 | Per +4 (6 if trying to find hidden object) | Sense Motive -1

Varnus is probably in the Snoring Eagle Inn.

Perception 1: 1d20 + 4 ⇒ (18) + 4 = 22
Perception 2: 1d20 + 4 ⇒ (16) + 4 = 20

Varnus is telling tales to the people still up, and getting ready to go to sleep after he his last performance.


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

No place of worship for either of the PC deities? In that case Eric would be and the school/church helping teach etc..

Perc: 1d20 + 7 ⇒ (13) + 7 = 20
Perc: 1d20 + 7 ⇒ (16) + 7 = 23

Edit Just saw you said midnight.. He would be sleeping wherever he sleeps? Does Haldor Hall provide lodging for priests?


Battle Map

Eric, would probably be staying at Brigar's Boarding House at a greatly reduced rate.


Battle Map

There is no dedicated temple or church for any deity in the town, so Haldor Hall is available as a place of worship for all. The shrines are just little outdoor places for people to pass by and maybe say a prayer, but they are not really places of worship or will people congregate.


Male Human Arcanist 1

Bonthwain would be at the Snoring Eagle Inn.

perception 1: 1d20 ⇒ 18
perception 2: 1d20 ⇒ 12


Elemental Ray 6/6 Human Sorcerer 3

Clyde will be at the Snoring Eagle Inn as well. It would be his final stop after a long day dropping off split logs for cooking fires and carpenters, out back would be a fresh pile.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Perception: 1d20 + 5 ⇒ (6) + 5 = 11

Clyde seems to be more interested in his ale.


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Ok that works..


Male Human Cleric 1 | HP: 20/20 | AC: 17, T: 11, FF: 16 | F: +4 R: +1 W: +7 | Init: +1 Perc: +9

I would guess that Bradford would be in the same boat as Eirc.

Bradford would be sleeping at the Brigar's Boarding House.


HP 22/22; AC 17 T 17 FF 13; F +6, R +6, W +6; Init +3; Per +8; Stunning Fist 2/2; Dwarf Monk (MoMS) 2

Baern would be at the Snoring Eagle, attempting to question residents on the history of the town's well regardless of their level of sobriety.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 7 ⇒ (11) + 7 = 18


Elemental Ray 6/6 Human Sorcerer 3

*Urp* It sure is a fine well. Cool and clear and tastes great. No rats in that one.


Male Elf Wizard 2 HP 9/9; AC 13 T 13 FF 10; F -1, R +3, W +1; Init +10; Per +7; Shifts 7/7; Elf Wizard 1

Sleeping at Brigar's, after spending the day writing letters and business agreements for the townfolk and travelers.

Perc: 1d20 + 7 ⇒ (18) + 7 = 25
Perc: 1d20 + 7 ⇒ (4) + 7 = 11


human Init +2; Perception +6 hp 22/31 rage 6/8 AC 16, t 13, ff 13, CMD 18, Fort +5, Ref +2, Will +1 Barbarian 2

perception: 1d20 + 5 ⇒ (3) + 5 = 8
perception: 1d20 + 5 ⇒ (7) + 5 = 12

At midnight on a Starday, Olfwei would be at the cheapest tavern in town, half-drunk and attempting to bedazzle the prettiest things around him by flexing his muscles and waggling his eyebrows.


Battle Map

Jennis, Bradford, Bonthwain and Eric are all enjoying their rest at Brigor's Boarding House. The beds are simple yet comfortable and you find you rest well on them. Most of you don't even take time to reflect on the rumored Starstone that fell 6 days ago, before getting into bed. You find it easy enough to fall asleep as Brigor's is in a very quiet area of town.

Olfwei finds the local ale quite to his liking. There's no shortage of drinking partners, however there is an obvious shortage of drinking partners. The local farmers protect their daughters well and none enter the common room without their fathers in tow.

Clyde is well into a few mugs of ale, and seems to find the night quite busy at the tavern. He has had met Olfwei and the curious dwarf Baern -- who oddly enough does seem to be representing his race's stereotype for massive consumption of ale.

Baern has had the opportunity to talk to quite a few patrons and has learnt that nearly every one has their own different take on whether there is anything special about the spring water. Talks of 2-headed cows, a fountain of youth and healing missing limbs all seem to be the most absurd of the reports about the "properties" of the spring water. All people seem to want to talk about though, is the fallen Starstone which struck in the mountains to the north and shook the lands, 6 days ago. Every has their own theory about that too... most farmers agree for one reason or another that it is a bad omen and their crops will suffer because of it. They are also not happy with the large cloud of ash and dust that has blanketed the lands for over 5 days, not allowing any sunlight to peer through.

Varnus finds many people enjoying his singing... although the occasional patron finds the need to sing along in their inebriated state -- you quickly learn that Olfwei clearly is not bard. Many people want to hear songs and stories about the falling of the last Starstone -- and there seem to be so very few of those remembered since it fell 1000 years ago.

In general, its a pretty normal night at the Soaring Eagle. Talk of the latest Starstone falling definitely dominates the conversation, but otherwise everything is fairly normal... up until someone from outside shouts "Help us! Wolves! They are killing everyone! Wake the rest of the guards! Help!"

Varnus, Olfwei, Clyde and Baern, being the curious sorts you are head out the front of the Inn only to see a grizzly scene. The ambient light in the streets from several oil burning street lamps around the well seem to give you fair vision of what is happening. You see two guardsmen trying to fend off a trio of savage looking wolves. Further north you see a pack of wolves feasting on some fresh kills.

Meanwhile, back at Brigor's Boarding House, Jennis and Eric are awakened by some distant screaming they hear in the streets. Bonthwain is having a bit of a restless sleep, while Bradford is sleeping like a log.

Combat is about to start, here is the run down of how this will work. Combat map shows the current player positions. On Round 1 Varnus, Olfwei, Clyde and Baern can act normally in their initiative groups. On Round 2 Jennis and Eric will be able to act normally, and Bonthwain can take a single action. On Round 3, Bradford will be able to act normally (as can Bonthwain). My next post will contain the initiative rolls and combat order.


Elemental Ray 6/6 Human Sorcerer 3

What in tarnation is going on here? Dagnabit! Those wolves are going to regret ever coming to this town! Time for some skinning! Clyde grips his axe


Battle Map

ENCOUNTER 1 - SNARLING DEATH

Initiative Rolls:
Clyde McClod: 1d20 + 6 ⇒ (16) + 6 = 22
Varnus Wernan: 1d20 + 2 ⇒ (11) + 2 = 13
Baern Shieldcutter: 1d20 + 3 ⇒ (13) + 3 = 16
Bradford Fredrickson: 1d20 + 1 ⇒ (9) + 1 = 10
Bonthwain Kressler: 1d20 + 2 ⇒ (3) + 2 = 5
Olfwei: 1d20 + 2 ⇒ (7) + 2 = 9
Eric Duponte: 1d20 + 1 ⇒ (16) + 1 = 17
Jennis Silgerk: 1d20 + 10 ⇒ (7) + 10 = 17
Guards: 1d20 + 1 ⇒ (5) + 1 = 6
Wolves: 1d20 + 2 ⇒ (9) + 2 = 11

Group 1: Clyde, Eric, Jennis
Group 2: Baern, Varnus
Group 3: Wolves
Group 4: Bradford, Olfwei, Bonthwain
Group 5: Guards

ROUND 1
Group 1 is up (Clyde. Eric and Jennis are getting out of bed this round and throwing on some gear.)
Group 2, you can go as well now.


Elemental Ray 6/6 Human Sorcerer 3

Clyde runs to AT-39


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

"In the name of the Inheritor, what is going on out there.." Looking out.. "By the light! To arms people, savage wolves attack the town.." Pulling his sword he charges out into the street and casts Divine Favor.. Not trying to get to far ahead of my group.. Looking to get to around AR 13 if possible.. DO the wolves look like normal wolves or flesh hangin off ones?


Male Half-Orc Bard 2 (Arcane Duelist) | AC 15; T 12; FF 13 | HP 19/19 | F +1; R +4; W+2 | CMB +3; CMD 15 | Per +4 (6 if trying to find hidden object) | Sense Motive -1

Varnus moves closer to the group, and then begins to tell the tale of the Fallen Heroes, and how they stood against a demon horde for seventeen days, and nights before finally seeing the demons off.

Moving to square AU-41, and using Inspire Confidence Bardic Performance. Need to be able to hear Varnus. Get a +1 morale bonus on saving throws against charm and fear effects, and a +1 competence bonus on attack and weapon damage rolls. After this round bardic performance 5/6.


Battle Map

Eric, on Round 1 you have just woken up and geared up. On Round 2 your action will then be as above. Could you please indicate what square coordinates would like to move to.


HP 22/22; AC 17 T 17 FF 13; F +6, R +6, W +6; Init +3; Per +8; Stunning Fist 2/2; Dwarf Monk (MoMS) 2

Baern immediately takes off towards the guards as fast as he is able, coming to a halt next to Clyde. As he skids to a stop, Baern adopts the combat style taught him by his mentors in preparation for a fight with the wolves attacking the guards.

Swift action to enter Snake Style, double move to AS39.


Battle Map

Group 3

Wolf1 on G1: 1d20 + 2 ⇒ (16) + 2 = 18
Wolf2 on G1: 1d20 + 2 ⇒ (3) + 2 = 5
Wolf3 on G3: 1d20 + 2 ⇒ (10) + 2 = 12

Wolf1 bite: 1d6 + 1 ⇒ (6) + 1 = 7 +1?
Wolf1 trip G1: 1d20 + 2 ⇒ (17) + 2 = 19

The three wolves attacking the guards snap out at them with their maws of sharp pointy teeth, but only one connects. This wolf grabs the guard solidly by his upper leg and drags him to the ground.

The other five wolves continue snacking on their meal.

Group 4 is up (Only Olfwei can act on this round.)


Battle Map

Group 5

Guard1 on W1: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
Guard2 on W2: 1d20 + 4 ⇒ (16) + 4 = 20

Guard2 damage: 1d8 + 2 ⇒ (6) + 2 = 8

The guard on the ground feebly swings his longsword at the wolf which has felled him. The other guard connects solidly with a wolf and cuts off a hunk of meat. Blood does not appear to burst out from the fresh wound as one might expect, however those few that are close can see that a black, sticky tar like substance instead is slowly oozing out of the gaping wound.

Olfwei to conclude his action, and then onto Round 2, with Group 1


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Ok cool.. I stated i wanted to move to AR 13 when i could.. I assume on the 2nd round..


Male Elf Wizard 2 HP 9/9; AC 13 T 13 FF 10; F -1, R +3, W +1; Init +10; Per +7; Shifts 7/7; Elf Wizard 1

Jennis rubs his eyes before grabbing his boots and pulling them on. Whatever the ruckus, it wouldn't do to arrive half prepared. He slips his pack on and grabs his crossbow.


human Init +2; Perception +6 hp 22/31 rage 6/8 AC 16, t 13, ff 13, CMD 18, Fort +5, Ref +2, Will +1 Barbarian 2

Move to AV37, and attack W3. Not raging yet.

Seeing the creatures attacking the guards, the young Ulfen roars and advances quickly, pulling his massive club from over his shoulder. Coming around to the right of the guards, he delivers a tremendous blow to the nearest beast.

Power Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 2d6 + 10 ⇒ (2, 1) + 10 = 13


Elemental Ray 6/6 Human Sorcerer 3

Round 2 Clyde moves to AS-38 and strikes W1, cleaving at W2

Can take a strike at an adjacent target at full Bab if first attack hits.

Greataxe: 1d20 + 5 ⇒ (12) + 5 = 171d12 + 6 ⇒ (6) + 6 = 12
Greataxe cleave: 1d20 + 5 ⇒ (18) + 5 = 231d12 + 6 ⇒ (10) + 6 = 16

Clyde's AC is 15 till his next turn


Male Half-Orc Bard 2 (Arcane Duelist) | AC 15; T 12; FF 13 | HP 19/19 | F +1; R +4; W+2 | CMB +3; CMD 15 | Per +4 (6 if trying to find hidden object) | Sense Motive -1

Clyde don't forget you get a +1 to both attack, and Damage if you can hear me. I think the guards will get it as well if they can hear me, but the wolves will not as they are enemies.

The people I'm currently affecting with my performance (if they can hear me): Guard 1, Guard 2, Cylde, Olfwei, Baern, and myself.


Elemental Ray 6/6 Human Sorcerer 3

Thanks for the reminder, so 18 hit and 13 damage on #1 and 24 hit and 17 damage on #2


Battle Map
Varnus Wernan wrote:
Clyde don't forget you get a +1 to both attack, and Damage if you can hear me.

Enjoy the bane of being a bard... constantly reminding people of their bonuses :)


Battle Map

ROUND 1 SUMMARY

Clyde and Baern run forward preparing to assist the guards. The quick moving Olfwei presses forward and descends his massive maul on a wolf. He connects solidly as the crunch of bone and a massive wump sound is heard. The wolf seems more "rubber" than most critters he has hit and the blow does not seem to injure the wolf as much as Olfwei would have expected.

Varnus chimes in with a vocal melody which seems to be inspiring all those around them.

Eric and Jennis wake from their slumber to sounds of shouting and general violence echoing from outside. They quickly gear up and prepare to scout out the source.

Bonthwain is beginning to come out of his slumber.

Bradford and Eve and enjoying their sleep, despite the annoying sounds emanating from around them.

One of the guards chops off a chunk of wolf meat, while his friend gets bitten and taken to the ground by another wolf.

Five other wolves enjoy their meals, completely uncaring of what is occurring around them... which seems most odd for wolves... especially in a settlement.


Male Human Arcanist 1

"What the devil is that racket?" Bonthwain gets out of bed to see what is the matter.

Move Action - Stand up. Free 5' step to AP10


Battle Map

ENCOUNTER 1 - SNARLING DEATH

ROUND 2

Group 1: Clyde, Eric, Jennis
Group 2: Baern, Varnus, Eve
Group 3: Wolves
Group 4: Bradford, Olfwei, Bonthwain
Group 5: Guards

Clyde steps forward into the fray, sweeping his axe around in wide arcs towards the wolves. His axe slices through the two wolves in front of him. He cuts deep wounds in both, but they continue their attack. Its about at this time that the combatants realize that it is most odd that these wolves do no yelp when they are wounded... almost as if they don't feel any pain at all.

Eric runs out of the boarding house.

Need Jennis' action to complete Group 1.
Need Baern's action to complete Group 2.

Eve Initiative: 1d20 + 2 ⇒ (12) + 2 = 14

Eve you will be going in Group 2, of Round 3.


Battle Map
Bonthwain Kressler wrote:
Move Action - Stand up. Free 5' step to AP10

Bonthwain, for this scenario I'm considering it a free action to get out of bed, so you can either spend a standard action to grab your gear or a move action to exit the building. Also for this scenario I'm considering it a free action to open doors.


Male Half-Orc Bard 2 (Arcane Duelist) | AC 15; T 12; FF 13 | HP 19/19 | F +1; R +4; W+2 | CMB +3; CMD 15 | Per +4 (6 if trying to find hidden object) | Sense Motive -1

Round 2 actions

Varnus keeps telling his tale, and walks up to one of the wolves with his falchion drawn.

Move pull out falchion, Standard to move go to square 38, AV. Free continue bardic performance. after Round 2 will have 4 rounds left.


Elemental Ray 6/6 Human Sorcerer 3

What in tarnation is wrong with these things? Ain't right!


Male Human Arcanist 1

Standard action to grab his gear (oops, forgot he only had a half action this round)


Battle Map

Anyone within 10' of a wolf:

For those that have closed within 10-feet of the wolves you notice they have seen better days. They have several grievous old wounds and even a few vital organs poking out of some of them. Despite this, they do not seem to be bleeding or oozing puss from the wounds. Fresh wounds do cause a black, sticky substance to ooze slowly like molasses from the injured area. These snarling wolves do seem to have a greenish-yellow saliva dripping from their mouths.


human Init +2; Perception +6 hp 22/31 rage 6/8 AC 16, t 13, ff 13, CMD 18, Fort +5, Ref +2, Will +1 Barbarian 2

"These are not the wolves we have at home!" Olfwei bellows, annoyed that his mighty blow didn't seem to have hurt the thing as it should have.


Elemental Ray 6/6 Human Sorcerer 3

Oh lawdy! These things are right nasty!


HP 22/22; AC 17 T 17 FF 13; F +6, R +6, W +6; Init +3; Per +8; Stunning Fist 2/2; Dwarf Monk (MoMS) 2

Seeing both the disturbing appearance of the wolves and their ability to withstand varied punishment, Baern decided to try and start moving into a better position to help attack the creatures. He darted into the Market grounds, weaving himself around until he came up behind one of the wolves. Not wanting to waste time as he finished circling around and emboldened by the half-orc's heroic tale, the lithe dwarf lashed out with a quick strike at the wolf's hindquarters.

Move to AR37 by way of AR39 and AQ38, piercing unarmed strike at W1.

Unarmed Strike, W1: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

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