Zombie Apocalypse in Golarion!

Game Master Kor - Orc Scrollkeeper


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Battle Map

ENCOUNTER 1 - SNARLING DEATH

ROUND 5

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


Elemental Ray 6/6 Human Sorcerer 3

Clyde moves to AU-36 and stands protectively over Olfwei and cleaves through W5 to W7

Greataxe on W5: 1d20 + 5 ⇒ (12) + 5 = 171d12 + 6 ⇒ (8) + 6 = 14
Cleave to W7: 1d20 + 5 ⇒ (20) + 5 = 251d12 + 6 ⇒ (5) + 6 = 11
COnfirm crit on W7?: 1d20 + 5 ⇒ (9) + 5 = 142d12 + 12 ⇒ (12, 4) + 12 = 28


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:

Round 5

I attacked and hit for 6 damage for the wolf again.. I provoked by standing up though so you can take ur AoO on me at a -4 fro being prone.. That happens before my damage..


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

Eve Charges W8 and attacks with her longsword

Atk: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Damage: 1d8 + 4 ⇒ (3) + 4 = 7


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 swings at the wolf that is in front of him. Putting a little more energy into his sword as before.

Swift action Arcane Strike. Standard Attack Wolf 7.

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 2d4 + 6 ⇒ (3, 1) + 6 = 10


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 again carefully strikes at the wolf before him.

Unarmed Strike, W4: 1d20 + 3 ⇒ (19) + 3 = 22
Unarmed Strike Damage, W4: 1d6 + 1 ⇒ (2) + 1 = 3


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 sees that his view of the close wolf is blocked by others and reloads his crossbow before spending the time to check the area for other threats, or anything standing out of place.

perception: 1d20 + 7 ⇒ (4) + 7 = 11


Battle Map

I've never actually had a situation where a player wanted to move into another player's square when they were prone. I'm not sure what the rules say about this, but I think for this scene its fine. Despite being prone, the person on the ground is still wiggling around so likely both would have difficulty trying to attack out of the same square. Its not as bad as squeezing though so I'm going to rule that both take a -2 attack penalty. The standing person also takes a -2 AC penalty, but the prone person gains a +2 untyped AC bonus.

Clyde moves in to protect his fallen ally, and releases a mighty swing that slices through the chest of one wolf and decapitates another, killing them both.

Eric Stabs at a wolf while standing up. The wolf feebly lurches forward and flops down in the grease while Eve charges in and finishes it off.

AoO on Eric: 1d20 + 2 - 4 ⇒ (1) + 2 - 4 = -1
Fumble Check: 1d20 ⇒ 7

Baern solidly punches the wolf in front of him, but feels that its rubbery hide absorbed the impact. Varnus strike out at the wolf and finishes it off.

All wolves have been defeated... now for the fun part...

First, lets see if Olfwei can contain his rage.

Second, Eric and Olfwei, you each suffer 1 more hp of damage from an acidic burning sensation from your bite wounds. Fort saves again please.


Elemental Ray 6/6 Human Sorcerer 3

Uh-oh. Clyde might be getting a stabbing sensation in the lower areas.

Oh man, these people look awful, we need to clean that nasty stuff off of them. Clyde pulls out his waterskin to clean off Olfwei.


Male Human Arcanist 1

"Be at peace my son, the battle is over"
Bonthwain moves up and casts Resistance on Eric


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:

Gritting his teeth he attempts to subdue the festered wound again.. He casts Guidance on himself first..

Fort: 1d20 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8

I assume thats gonan happen till i make the save..

Subsequent rounds.. He'll move over to the other group and channel.. After he clears up the acid i mean..

Fort: 1d20 + 3 + 1 + 1 ⇒ (19) + 3 + 1 + 1 = 24

So 1 more round of burning if thats all that happens..

Some channels..

Channel Energy: 1d6 ⇒ 5
Channel Energy: 1d6 ⇒ 6

So everyone recieves 11 healing


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

fort: 1d20 + 6 ⇒ (2) + 6 = 8

Sizzle.

Is it possible to take an action to wipe it off, or something?

GM:
The way I read the wild rage, I would only need to make the check to end a rage when I kill someone. Having made it the last time I hit the wolf, I should be fine.

That is how I read it, but it's your call. I'm happy to abide by whatever ruling you make.

Quote:
A wild rager’s rage functions as normal, except that when she reduces a creature to 0 or fewer hit points, she must attempt a Will save (DC 10 + the barbarian’s level + the barbarian’s Charisma modifier) or become confused.

will: 1d20 + 3 ⇒ (14) + 3 = 17


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 takes a look at the wolves, These are most unusual...

Which know check?


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 at the others who came out of the tavern with him.

"Well that was interesting, but I think we should go back to the tavern and sleep. You should join us guardsman it's not often that you get the chance to fight something like that and I think we all could use the rest."


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 drops down into a crouch, closely pondering the appearance of the wolf at his feet for a few moments. He then pops back up to a standing position, looking up at Varnus.

"What d'you propose we do with the dead? Leave them in the street? Surely these folk deserve more than being left where they were cut down on the cobblestones. An' unless anyone has a better idea, we should burn these wolves. There's something fiercely not right 'bout them."


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

Eve asks those near her
"Does anyone know what is going on around here?"


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 points at the group of people who came out from the temple as part of his answer to Baern.

"See those guys all the way over there? They're probably priests, so let's leave the burying of bodies to them. I don't want to get cursed by some ghost."


Elemental Ray 6/6 Human Sorcerer 3

Hold on, we just go having a nap when stuff like this is happening. I agree we should burn these wolves and get the bodies tended to. We also better see if there are any more of these things in town.


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:

After healing everyone Eric will speak.. "I agree these men need to be buried and rights properly given.. I will help in this.. As to what these things are I have no clue.. They were damaged by healing effects though so obviously very corrupt.. Perhaps the library will provide more answers.."


Male Human Arcanist 1

"Indeed, fetch shovels that we may lay them to rest properly." Bonthwain chimes in. "And if any of you are skilled in the woodland arts, perhaps we should determine whence they came. I would imagine such vile creatures would leave an easy trail."


Elemental Ray 6/6 Human Sorcerer 3

I've worked in the woods as a lumberjack but am not any good with tracking. I'll come help though.


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

At Varnus' mention of ghosts, the look on Baern's face changes drastically. Despite others agreeing with his reasoning, he quickly latches onto Bonthwain's tracking suggestion.
"I'm not truly a woodsman, but I can see if I can find where these beasts came from..." he trails off as he immediately begins studying the area around the deceased wolves to try and determine from whence they came.

Survival: 1d20 + 7 ⇒ (18) + 7 = 25


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 will start to transport the bodies of allies to the graveyard.. Then the wolves for burning.. If he has time after he'll seek the library's council for what these things might have been..


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

Two bodies are better than one, Bradford will help Eric in any way he can.


Battle Map

Eric's wound continues to burn and fester for a few seconds until it seems to stop on its own, just prior to releasing some healing energy bursts.

Olfwei's wound also continued to fester and burn until Clyde poured some water on it.

Several citizens and guards gather around the grizzly scene while the party members share their comments.

Some members talk of looking for tracks while others speak of burying bodies and burning wolf corpses. Before anyone can begin these tasks though, screams ring out from citizens standing around as they flee the area. The dead bodies begin to rise to their feet, coughing forth a sticky yellow mucus.

To help speed things along, I'm going to keep the same initiative order right now.


Battle Map

ENCOUNTER 2 - THE WALKING DEAD

ROUND 1

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


Elemental Ray 6/6 Human Sorcerer 3

Clyde is shocked at what is happening. Looks like we better get that bonfire ready! He thinks about pulling out his crossbow but sees how close the nasties are, shrugs and moves to AU-31 and unleashes a powerful blow at the creature.

Greataxe: 1d20 + 4 ⇒ (15) + 4 = 191d12 + 8 ⇒ (6) + 8 = 14


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

Change of events calls for change of actions.

Channeling to hurt zombies: 1d6 ⇒ 5


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 has had enough of these creatures and charges the zombie currently facing down the guard swinging his falchion in a mighty arc.

Swift action arcane strike then charging to square AT, 37, and attacking zombie 1. AC is 13 until next turn.

Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 2d4 + 5 ⇒ (2, 4) + 5 = 11


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 mirrors Bradford's approach and will channel positive to harm undead.. 1d6 ⇒ 3 DC 15 Will for Half, no channel resistance


Male Orc!!!! Level 18 Orc King

Bradford and Eric
The dead rising up do seem to trigger a memory of something you read or heard about in your studies. There are children's stories about not going out late at night or the "zombies" will get you, but that has been the only reference to zombies in the last 1000 years. You may each make a Knowledge (religion) check (DC 20). On a success you remember some obscure lore about zombies (and undead in general) being susceptible to positive energy. (Note: when you reach 2nd level you will have time to confer with each other and will recall this obscure info).


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:

Yea i plan on putting a point into know(rel) at 2nd level..


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 the two zombies nearby being fairly well surrounded by adventurous types, Baern darts after Varnus and strikes low at the zombie as he arrives.

Swift to enter Snake Style, Move to AS37, Unarmed Strike on Z1.

Piercing Unarmed Strike, Z1: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 + 1 ⇒ (3) + 1 = 4


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

Knowledge Rel: 1d20 + 3 ⇒ (2) + 3 = 5 Yes that is with a rank in it... And my Channel Energy save is DC 14.


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

Um, yeah, that doesn't look good! Jennis backs up to AT25 and fires at Z3, I think this bow is broken.

lt crossbow: 1d20 + 3 ⇒ (7) + 3 = 10

Jennis is also studied in religion, and history

know:religion or history: 1d20 + 10 ⇒ (18) + 10 = 28


Battle Map

Eric and Bradford, since you were not able to achieve a successful Knowledge check, it does not yet occur to you this aberration? before you is susceptible to positive energy. Please post a replacement action.


Battle Map

Clyde moves forward and cuts a walking dead creature in half. It doesn't seem to move anymore... either half. Black sticky blood oozes out of the severed bits.

Varnus charges forward bringing his falchion down on the "person's" head, splitting it in two. The body collapses as black sticky blood sprays on the ground.

Baern sees that his first intended target has been toppled, so he switches to the next target. He pierces its meaty chest, but can't help feeling as if he has not harmed it.

Baern, you have struck these creatures enough now to think that blunt and piercing attacks have limited effect on them.

Jennis, you remember reading of some battles ages ago, where clerics could drive similar creatures back simply by brandishing their holy symbols. Maybe there was more to it, but that is all you recall.


Elemental Ray 6/6 Human Sorcerer 3

Well whatever they are, a good axe blow puts them right back down! We need to get some axes.


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

Know(Religion): 1d20 + 5 ⇒ (5) + 5 = 10


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:

You did post above that when Braford channeled to heal us the wolf sizzled.. ill attack though

Attack: 1d20 + 4 ⇒ (4) + 4 = 8
damage: 1d8 + 4 ⇒ (8) + 4 = 12


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

Channel Energy to Heal people: 1d6 ⇒ 5

Clerics have to announce if they heal people or harm undead when they channel positive energy. Same goes with Channel Negative Energy only its Harm living or Heal undead. Guess you didn't read that line of the cleric's channel energy.


Elemental Ray 6/6 Human Sorcerer 3

Always been my bugaboo about channeling that makes it weaker than it should be, but that is something for discussion.


Battle Map

That is a good point Eric. When these creatures are exposed to any type of positive energy, it does react with them, hence the sizzling -- more for visual effect than actual game mechanic effect. I was also intending to use that "clue" to lower the DC for knowledge religion checks. Clerics might have been told that their positive energy can be use to harm negative planar beings in their training, but young acolytes have never had a chance to try this or test this. I think its safe to say these little encounters are making you want to experiment with that aspect :)


Battle Map
ClydeMcClod wrote:
Always been my bugaboo about channeling that makes it weaker than it should be, but that is something for discussion.

Yep, its a pet peeve of mine too. In my home game, I house rule the old beta rule... exposure to positive energy heals living creatures and damages undead. I was debating whether to add it in here, but I thought I already added enough of my house rule changes :) Plus if I would have enacted my rules for both this, and an optional cone effect channel ability that does increased damage/healing... well... half or more of the party would have been clerics :)


Battle Map

The creature strikes out at the monk, trying to bite him but is unable to get close to him.

1d20 + 2 ⇒ (2) + 2 = 4

Group 4 is up.


Male Human Arcanist 1

Bonthwain points a finger at the abomination "Begone foul creature. Return to death."

Casts Acid Splash, firing into melee unfortunately.
Touch Attack: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10
Acid Damage: 1d3 ⇒ 2


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

Don't see me on the map.... But I think I'm within 40' of the Z

Seeing almost all of the risen creatures handily dispatched before he was able to shake off the ragged feeling left by the last encounter, Olfwei turns towards the last, his long legs eating carrying him swiftly to the scene as he raises his war-scythe.

power attack: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 2d4 + 9 ⇒ (3, 4) + 9 = 16


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:

Move to AT 29 and attack again..

Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 + 4 ⇒ (2) + 4 = 6


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

"Crap, these are Zombies, which have not been around since star-fall a millennium ago."


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

If you have a holy symbol, brandish it! It might keep them back! Or so I read, not that anyone has had the opportunity to test that.

Jennis reloads and looks around for more reanimates.

I moved to AT25 last turn. Is Jennis aware of the unusually fast reanimation time?

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