Talanor, the Last Haven (Table #1)

Game Master Valjoen_KC

Current Date: 18th of Selefis, 7995 E.C.

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HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

Move token √
Perception: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12


Human Empiricist Investigator | Inspiration 5/5 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

Maria stabs at the zombie before her again, her eyes focused and form tight; she is ready for this.

So much for not running in ahead. Of course.

Rapier: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d6 + 6 ⇒ (1) + 6 = 7

Maria stands her ground, for now.


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GM Screen:

MariaConfirm: 1d20 + 6 ⇒ (19) + 6 = 25 Dam: 1d6 + 6 ⇒ (5) + 6 = 11
Zombie1SlamTor: 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21 Dam: 1d6 + 3 ⇒ (4) + 3 = 7
Zombie1GrabTor: 1d20 + 10 - 4 ⇒ (5) + 10 - 4 = 11
Zombie1Slam1Maria: 1d20 + 6 ⇒ (5) + 6 = 11 Dam: 1d6 + 3 ⇒ (2) + 3 = 5
Zombie1Slam2Maria: 1d20 + 6 ⇒ (11) + 6 = 17 Dam: 1d6 + 3 ⇒ (5) + 3 = 8
Zombie1GrabMaria: 1d20 + 10 ⇒ (3) + 10 = 13
Zombie1Slam1Ysil: 1d20 + 6 ⇒ (7) + 6 = 13 Dam: 1d6 + 3 ⇒ (3) + 3 = 6
Zombie1Slam2Ysil: 1d20 + 6 ⇒ (13) + 6 = 19 Dam: 1d6 + 3 ⇒ (4) + 3 = 7
Zombie1GrabYsil: 1d20 + 10 ⇒ (20) + 10 = 30

@Maria - I confirmed your crit. Let's have that act as the readied attack as it moves you with everyone else for a cleaner combat counter.

@Toraim - I'm assuming you're wanting to look at the first room as you've rolled a perception check. I'll stop you there. Either place the zombie would have gotten an attack. But you wouldn't have been able to check one room with a perception check nad move to see the second.

As the zombies rush the outside, Maria thrusts her rapier forward piercing the chain armor of the zombie. Black bile gushes from its chest, but the creature does not collapse. Ysildaë notes that the zombie in front of her wears a heavy grey cloak lined with rabbit fur while the other clearly was a member of the City Command of Haemil before dying recently.

Toraim moves over and peers into the cell. It contains a small cot as well as a human arisen with the destruction of the world. The creature ambles about the small room, unable to escape.

Outside the zombies attack the women. The zombie of Haemil flails its arms at Maria, but hte young girl is too fast and nimble for the creature. The other swings at Ysildaë who avoids the first blow. She is unable to avoid the second as the building impedes her movement. Yet, at the last moment, Akula's guided blade intervenes and the zombie's arm is deflected.

Entering the Constable’s Príosún - Round 2

Zombie1 (-14)
Zombie2 (-26)
Zombie3 (0)
Akula (20/20) <-- UP
Ysildaë (14/21, AC +1) <-- UP
Toraim (22/22, HFU) <-- UP
Maria (20/20, AC +1) <-- UP

Status: Antiplague, Valthyra’s Aegis


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

Zombies cannot see Toriam: "Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Non-intelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there."


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

Would it be possible to make an acrobatics check to basically use the wall to kick off of to get a height advantage? Basically, I'm imagining Ysildaë running up the wall to kick off and do a round house kick. I'm going to describe it as such but I was hoping to see if we can use terrain and our skills to get circumstantial bonuses during combat. It would be kinda cool.

Ysildaë's eyes widen as Akula's great sword interposes itself between her and the zombie. She grins at the other woman in gratitude and takes advantage of this reprieve.

With nearly blinding speed, Ysildaë runs up the wall next to her. Pushing off with one foot she kicks the zombie with the other foot. Using the momentum of her leap, she rotates in midair to bring the heel of the foot that just pushed off the wall down onto the recently raised undead.

Leaping Kick: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Mid-air Round House Kick: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 3 ⇒ (5) + 3 = 8


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Ysildaë Ralomenor wrote:
Zombies cannot see Toriam: "Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Non-intelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there."

Der... I knew that. So, retcon. No attack. I'll edit above.


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Ysildaë Ralomenor wrote:
Would it be possible to make an acrobatics check to basically use the wall to kick off of to get a height advantage? Basically, I'm imagining Ysildaë running up the wall to kick off and do a round house kick. I'm going to describe it as such but I was hoping to see if we can use terrain and our skills to get circumstantial bonuses during combat. It would be kinda cool.

Sure, I like that kind of creativity, but I think it would take a move action or make it part of a charge, for example. Alternatively, you could use your 5' step to move and make that part of the movement. So, you move 5' north having kicked off the wall. You make an acrobatics check roll before the attack roll. Keep in mind, fumbles are possible. And based on the terrain, I may impose a penalty or bonus. In any event, it'd be fun to see if you could pull it off... albeit for a +1 attack bonus.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

Just to be clear: are all the barred doors shut?


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

I will take the 5' step option to the north. Also, would it be possible to make an Acrobatics check to try to tumble away from these things before they explode? If so, what would the DC be?

Acrobatics: 1d20 + 8 + 4 ⇒ (17) + 8 + 4 = 29


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@Toraim - Yes, there are three iron-bar doors. All three are closed.

@Ysildaë - No, but as the group is now aware of the Death Burst, you will be getting Reflex saves for half damage. Evasion applies.


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

Akula took another wide swing to ward off the enemies.

Attack, combat expertise no penalty on first attack): 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 2d6 + 3 ⇒ (4, 1) + 3 = 8

All adjacent allies gain +1 to AC.


Human Empiricist Investigator | Inspiration 5/5 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

Sorry about forgetting to confirm. One of those things I forget frequently.

Maria lunges to attack once more, made confident by both her hit and her ability to evade.

Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 + 6 ⇒ (1) + 6 = 7


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

Akula's attack bonus should be five instead of four, if there is a difference between a 13 and a 14 to hit.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

Torn between fighting alongside his companions and staying on task, Toraim chooses to continue his reconnoitring with typical dwarven stubbornness. He scans the next cell on his way to the barred door across from the entrance...

Perception: 1d20 + 8 ⇒ (14) + 8 = 22


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

I swear I'm going to get this character figured out eventually. >.<


Human Empiricist Investigator | Inspiration 5/5 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

Warpriests are crunchy as f@+@ in an already crunchy game. Where do all the numbers come from? Anyone who doesn't have trouble with the numbers is an alien.


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

3 (Str) + 1 (Bab) + 1 (MW): 5. Easy-peasy. Wait! It was a trap! Now they know! :p


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GM Screen:

Zombie1Slam1Maria: 1d20 + 6 ⇒ (10) + 6 = 16 Dam: 1d6 + 3 ⇒ (4) + 3 = 7 Miss
Zombie1Slam2Maria: 1d20 + 6 ⇒ (18) + 6 = 24 Dam: 1d6 + 3 ⇒ (4) + 3 = 7Hit
Zombie1GrabMaria: 1d20 + 10 ⇒ (18) + 10 = 28 Success
Zombie2Slam1Ysil: 1d20 + 6 ⇒ (14) + 6 = 20 Dam: 1d6 + 3 ⇒ (4) + 3 = 7Hit
Zombie2GrabYsil: 1d20 + 10 ⇒ (12) + 10 = 22 Success
Zombie2Slam2Ysil: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16 Dam: 1d6 + 3 ⇒ (3) + 3 = 6Miss

Ysildaë kicks the zombie in front of her before leaping into the air and attempting another kick. The second blow hits the zombie's armor and doesn't affect him. Akula's and Maria's strikes both miss their opponents as the zombies defenses prove too much for them.

Toraim moves south and peers into the next cell to find it empty then moves to the far door.

The zombie attacking Maria smashes a fist into her face, and grabs her hair pulling the investigator into the clutches of its arms. 7 damage and grappled. Need Fort save DC12. Similarly, the elf's zombie swings a arm connecting with the monk's torso. It pulls her into arms and tries to slam its other fist into her, but misses. 7 damage and grappled. Need Fort save DC12.

Entering the Constable’s Príosún - Round 3

Zombie1 (-18, Grappling)
Zombie2 (-26, Grappling)
Zombie3 (0)
Akula (20/20) <-- UP
Ysildaë (7/21, Grappled, AC +1) <-- UP, Need Fort DC12
Toraim (22/22, HFU) <-- UP
Maria (13/20, Grappled, AC +1) <-- UP, Need Fort DC12

Status: Antiplague, Valthyra’s Aegis


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

To be clear did you account for the +1 height advantage for the attack last round? Her second attack should be an 18 not 17. Does this mean their AC is greater than 18?

Grappled and in serious danger, Ysildaë strikes her palm against the undead's face repeatedly.

Palm to the face: 1d20 + 5 ⇒ (19) + 5 = 24

Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Palm to the face: 1d20 + 5 ⇒ (16) + 5 = 21

Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Fortitude: 1d20 + 4 + 5 ⇒ (17) + 4 + 5 = 26


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GM Screen:

MariaFortDC12: 1d20 + 1 ⇒ (15) + 1 = 16
ZombieBurst: 1d6 ⇒ 5
AkulaRefDC18: 1d20 + 3 ⇒ (20) + 3 = 23
YsildaëRefDC18: 1d20 + 5 ⇒ (14) + 5 = 19
AkulaFortDC12: 1d20 + 7 + 5 ⇒ (20) + 7 + 5 = 32
YsildaëFortDC12: 1d20 + 4 + 5 ⇒ (1) + 4 + 5 = 10
1d4 ⇒ 4

@All - I'm going to start making saves during combat so that I can keep the flow going. Edit: Ouch, sorry Ysildaë!

@Ysildaë - The 18 hits. You missed the -2 attack penalty for being grappled, but it didn't affect the outcome.

With a flurry, Ysildaë strikes the creature twice in the face. The second blow shatters the zombies skull and it erupts in an explosion of bile and puss. The elf is drenched in the black fluid, much of it going down her throat. While she was able to avoid the impact of body parts at that range, her stomach aches and she feels a coldness takehold in her body. 2 damage and diseased.

Akula sees Ysildaë attack the creature with a primal fury. She moves out of the way just as the zombie explodes. 2 damage.

Entering the Constable’s Príosún - Round 3

Zombie1 (destroyed)
Zombie2 (-26, Grappling)
Zombie3 (0)
Akula (18/20) <-- UP
Ysildaë (5/21, Diseased, AC +1)
Toraim (22/22, HFU) <-- UP
Maria (13/20, Grappled, AC +1) <-- UP, Need Fort DC12

Status: Antiplague +5 disease, Valthyra’s Aegis


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

The gates to the left and right are shut? And does Toraim hear anything at all from further inside the building?


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@Toraim - Yes, they are shut but are iron bars like the one you're peering through. The south door is iron bars as well, but is opened. The farthest door from you to the south is ajar but made of wood. You can hear something south of you, but difficult to discern with the sounds of battle behind you.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

Toraim hears the sounds of battle behind him but trusts that his companions can handle the two zombies. He continues scouting the building, opening the door before him and moving straight to the barred door that is ajar, ahead of him...

...That is, assuming that the door isn't locked! Does he see anything to his right and left as he passes by?

Perception: 1d20 + 8 ⇒ (15) + 8 = 23


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

I feel personally punished by not being able to make my own saving throws. :-p Blech. disease is so gross.


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

I generally prefer the GM make the saves. It's the same dice roller, and it speeds things up a lot.

With one enemy dead, Akula tried to ignore the disgusting ichor she was now showered with and turned to the last foe within reach.

Attack, Combat Expertise: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 2d6 + 3 ⇒ (2, 2) + 3 = 7

Adjacent allies gain +1 AC


Human Empiricist Investigator | Inspiration 5/5 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

You making saves is fine, gets a bit weird with any immediate actions or whatever but...

Maria, remaining in the grip of the undead monster, uses everything she can to defend herself from its attacks.

Taking the total defense action, AC between that and Akula's bonus is 24


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'
Maria Riedgasse wrote:

You making saves is fine, gets a bit weird with any immediate actions or whatever but...

Maria, remaining in the grip of the undead monster, uses everything she can to defend herself from its attacks.

Taking the total defense action, AC between that and Akula's bonus is 24

It does cause problems with immediate actions. Though your AC is a bit less since grappling reduces dexterity and thus AC.


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GM Screen:

UndeadBurst: 1d6 ⇒ 4
AkulaRef18: 1d20 + 3 ⇒ (17) + 3 = 20
MariaRef18: 1d20 + 7 ⇒ (14) + 7 = 21
AkulaFortDC12: 1d20 + 7 + 5 ⇒ (19) + 7 + 5 = 31
MariaFortDC12: 1d20 + 1 + 5 ⇒ (2) + 1 + 5 = 8
1d4 ⇒ 3

Toraim pulls on the iron door. The echoing clang of metal on metal lets the dwarf know that the door is secured. As the sound still rings in his ears, his nerves receive a jolt as undead men moan and reach out from both sides of the small hallway. To his left, at least two zombies can be seen.

Outside, Akula slashes at the zombie with exacting precision. Her blade slice through its back and neck, sending its head tumbling down the stairs. The body quivers violently the explodes as Akula and Maria dive to avoid the black flesh. Each take 2 damage. Maria gags and spits out pieces of the flesh. Almost immediately she falls to her knees and empties her stomach. Maria diseased.

Entering the Constable’s Príosún - COMBAT OVER

Zombie1 (destroyed)
Zombie2 (destroyed)
Akula (16/20)
Ysildaë (5/21, Diseased, AC +1)
Toraim (22/22, HFU) <-- UP
Maria (11/20, Diseased, AC +1)

Status: Antiplague +5 disease, Valthyra’s Aegis


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

"Stronger these were than those at bakery past. Healing and succor, I could use."

Ysildaë examines the zombies. Any items of interest? Essences? If these rose recently and not from the Storm, doesn't that mean potential Life Essences? Remember, Ysildaë doesn't care, but I do.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

"I should have fought at your side rather than risked your lives scouting inside," Toraim complains, exasperated by the wounds suffered by his companions. "My prayers will not suffice to prepare you to fight the three that I have seen inside. And there are likely more."

"Unless you have weapons with reach?" he queries, surveying their gear. "Then I could stand in the doorways and suffer the brunt of the attacks while you attack from behind my cover."

As he speaks, he inspects his companions' wounds more closely...

Heal: 1d20 + 7 ⇒ (9) + 7 = 16


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

Ysildaë peeks into the room. She sees the caught zombies.

"You have reach weapons. Why don't you pass one to me and I can lure the ones trapped to the bars. That way you can keep scouting."


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

Toraim hands her his Dwarven Longhammer. "You may find it unwieldy," he warns, "and it'll be of little use through the bars."

We should have grabbed some long spears!


Human Empiricist Investigator | Inspiration 5/5 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

Maria coughs quietly, immediately feeling the illness. She begins pulling out alchemical equipment, and hands shaking, begins preparing two vials.

"Give me a moment. We will have a discussion later, but give me a moment."

Preparing my extracts, now. One is going to be cure wounds and the other long arms.


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

"This is disgusting," Akula sighed looking down at herself and wincing sympathetically as Maria vomited. She passed over a waterskin. 'Here. Use as much as you need."

"Honestly, going back for spears and tower shields is a pretty good idea."


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

"Let's head back with haste, and return as soon as possible," Toraim urges his companions.


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GM Screen:

Zombie1Essence30%: 1d100 ⇒ 62
Zombie2Essence30%: 1d100 ⇒ 4
YsilPer: 1d20 + 5 ⇒ (1) + 5 = 6

Toraim:
Your inspection of the Maria and Ysildaë reveals that each are diseased with a form of zombie rot that will take a few days to truly affect them. Once the disease begins to rot their bodies, they will slowly lose their vitality, resulting in death Con Damage

Ysildaë finds a single essence floating above the corpse of the zombie that attacked Maria. This was once a member of the City Command of Haemil. He must have turned after dying as part of his flesh is ripped from his neck and face from wounds received before the group destroyed him. The other appears to be local law enforcement from prior to the Shaping. She finds a set of iron keys in a small pouch on his belt along with 10 silver pieces.

Heading back to the bridge and inn housing Marcusic and the City Command, the group is able to procure several long spears from the arms stacked outside. Looking about, no armor or shields are presently available here. A pair young women approach the group with buckets of cool water and fresh bread. With much thanks, they offer their provisions for the brave warriors clearing the city.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

Seeing long spears but no shields, Toraim proposes, "I will be the shield. And when we clear the forge, we'll make sure to better equip ourselves."

"And we will need to see what can be done about this disease that has infected you both," he continues, turning to Maria and Ysildaë. His demeanour underlines the very serious nature of their condition...

Do essences "choose" a recipient? Or do we need to claim the essences?


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

"How about doors?" Akula asked. "With a few nails and a salvaged handle, we could make a makeshift tower shield pretty easily."


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

"It might work. Or it could prove more cumbersome and unwieldy than useful," the dwarf comments with typical dwarven unpleasant rigidity. As he speaks, he looks around for Thomas Thorne, hoping that the half-elf might once again come to their aid...


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

Ysildaë makes her way to the priests for healing.

The GM divvies them up by type. I think this might be a Life Essence, which in my humble opinion are the best type.


Male Half-Elf Cleric (Blossoming Light) 4 l HP: 32/32 l AC: 10/T: 10/FF: 10 l Fort: +4, Ref: +1, W: +7 (+9 against Enchantment) l Init: +4 l Per: +12; Lowlight Vision l Movement: 30

"Hello, my friends, the Mother smiles upon us all. It appears that you have been sorely wounded."

Raising the red crystalline tree, the handsome priests shares the light of the Sacred Mother.

Channel: 2d6 ⇒ (1, 5) = 6 Reroll 1s: 1d6 ⇒ 6
Channel: 2d6 ⇒ (1, 3) = 4 Reroll 1s: 1d6 ⇒ 1 Reroll 1s: 1d6 ⇒ 2

Everyone regains 16 HP, which should exactly top off each and every person


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

"They are sick," Toraim points out plainly to the half-elf cleric. The dwarf's manner is abrupt, but his tone suggests that he is concerned. "Surely, you've seen this already. What can be done?"


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GM Screen:

1d3 ⇒ 3
DC13: 1d20 ⇒ 6

Earlier - at the Prison

As the group encircles the essence of the dead man, the pulsating essence begins to move. It rotates once around the group then comes to rest in front of the dwarf.

@Toraim - It is a primal essence. Someone would need to make a DC12 Knowledge Planes check to determine the type. Although, once imbued the type will become clear. It can be imbued to yourself or a masterwork item.

@All - I like the idea of making a door into a tower-type shield. It would take two hands to utilize but will give that person total cover. Someone else using a reach weapon would get partial cover and a bonus to reflex saves against the death burst of any undead.


Priest of the Temple of the First Light in Talanor

"I'm afraid Thomas is not powerful enough to remove the disease from your blood, and I have only limited resources to such divine blessings. With so many people being overwhelmed by the disease, I cannot cure everyone. Come by tomorrow, and if I haven't used such prayers, I'll say one over you," the elder priest says.


Male Half-Elf Cleric (Blossoming Light) 4 l HP: 32/32 l AC: 10/T: 10/FF: 10 l Fort: +4, Ref: +1, W: +7 (+9 against Enchantment) l Init: +4 l Per: +12; Lowlight Vision l Movement: 30

Thomas looks at his superior. "The blessings the goddess granted me have changed in recent weeks, but fear not neither the Sacred Mother nor I will abandon any of her children. Keep the faith and I will do my best to end such curses."

His grip on the stone cherry tree nearly imperceptibly tightens.

DC 15, Sense Motive:
Thomas is annoyed that his healing prayers no longer purge disease, but he has faith that there is a good reason for this.

DC 20, Sense Motive:
Thomas thinks he can do something about this accursed disease, but it is a source of tension between him and his superior.


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

The elven noble is just grateful that her bruises and cuts have been healed. She is concerned by this disease, but she also believes that Anarin's faith is strong enough to do something about it.

"The Mother of Miravynn and Valthyra has my gratitude as does her faithful. We should return to the prison."

She pauses and makes eye contact with the two priests. "The cursed undead there are stronger than those we faced yesterday. I know not why, but not all the dead are equal in this district."


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

Sense Motive: 1d20 + 7 ⇒ (16) + 7 = 23

Toraim sees the tension between the priests but keeps his tongue. Seeing his companions ready once more, he turns to Akula, "Let's see what we can do about your idea for a tower shield."

With that, the dwarven priest looks for a study door, as well as strong rope or thick strands of leather that could serve to add makeshift handles...

Craft, Armor + Guidance: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28


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With great skill, Toraim fashions a makeshift tower shield from a thick, oaken door of a nearby dwelling. The dwarf is quite pleased with the results considering the materials it had available. With a little iron or steel to reinforce the shield... and cut down to a more reasonable size, i should think this would be a masterful item, Toraim thinks to himself.

Having been healed by the glory of Teysura, the group returns to the Constable’s Príosún although both Maria and Ysildaë feel the weight of the impending disease within them.

@All - I have you outside of the building. What's the gameplan? And do you have a standard M.O. that you want me to use when entering or leaving rooms?


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

I believe that Toraim is the only character who is proficient with tower shields? If so, Toraim will act as the shield while the others attack with long spears, as suggested by Akula. That being said, using long spears, could we attack the emprisoned zombies without opening the barred doors?

As for entering rooms, I believe that it should be: 1) CHAR1 opens the door, 2) unless there is clear and present danger, CHAR2, who has delayed an action, takes points and moves in quickly, crossing the threshold and sticking to the wall left or right, 2) CHAR3, who has readied an action, immediately follows and hugs the opposite wall, 3) CHAR 4 can now move in, 4) followed by CHAR1.

Does that make sense? I believe that these are things that the heroes would have discussed ahead of time, given that their lives depend on it!


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Paladin 1/Samurai (Warrior Poet) 1 l HP: 31/31 l AC: 19/T: 19/FF: 14 l Fort: +6, Ref: +5, W: +2 l Init: +5 l Per: +6 I Sp: 40'

I'm with Toraim, but with one small change. After we kill the caged zommbies we search the first room. Take 20. See if there are any clues or anything interesting before following the rest of his game plan.

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