Maud Stonespark
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| GM Mauve |
Haha! I don't think I've ever seen that movie!
The Pathfinders decide to head east - towards the stench. Why? Who knows. The smell just gets worse as they walk down the short corridor. The corridor opens up into a winding catacomb. The walls are skillfully carved with deep recesses where bodies might have once lain. All that remains now are cobwebs, dust, and the tattered remains of ancient clothing. The stench of rotting flesh is overpowering here, but the source is not evident.
As Maud steps into the room, four figures emerge from the shadows. The source of the smell. These figures, all with crumbling clothing, and pustules covering their bodies, shamble forward. More undead!
Carlin: 1d20 + 1 ⇒ (15) + 1 = 16
Cevrik: 1d20 + 6 ⇒ (6) + 6 = 12
Dominic: 1d20 + 3 ⇒ (19) + 3 = 22
Maud: 1d20 + 1 ⇒ (6) + 1 = 7
Willard: 1d20 + 5 ⇒ (6) + 5 = 11
r: 1d20 + 0 ⇒ (7) + 0 = 7
y: 1d20 + 0 ⇒ (9) + 0 = 9
o: 1d20 + 0 ⇒ (5) + 0 = 5
b: 1d20 + 0 ⇒ (2) + 0 = 2
=============
Round 1
Carlin
Cevrik
Dominic
Maud
Willard
Zombies
Everyone is up!
DC 11 Knowledge (religion) to ID these zombies.
Maud Stonespark
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She moves into melee with the red one and punches!
Kn.Religion: 1d20 + 5 ⇒ (2) + 5 = 7
Unarmed Strike attack: 1d20 + 3 - 1 ⇒ (15) + 3 - 1 = 17
Unarmed Strike damage: 1d6 + 3 ⇒ (4) + 3 = 7
Dominic Radzi
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On the map, are those solid walls that the niches are carved into (for the corpses)? Or are they things we can see/reach over? If he can, Dominic would love to whip at them with the tombs between them.
Maud Stonespark
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She moves into melee with the red one and punches!
Kn.Religion: 1d20 + 5 ⇒ (16) + 5 = 21
Unarmed Strike attack (STR dmg): 1d20 + 3 - 1 ⇒ (2) + 3 - 1 = 4
Unarmed Strike damage: 1d6 + 3 - 1 ⇒ (2) + 3 - 1 = 4
Carlin Ember
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Ugh...more of these disgusting things? I'm going to need a barrel of perfume to wash the stink off me when we're done here... Carlin says as her nose crinkles as the smell assaults her senses. She sends a bolt of energy towards a zombie.
disrupt undead, orange: 1d20 + 2 ⇒ (16) + 2 = 181d6 + 1 ⇒ (5) + 1 = 6
| GM Mauve |
@Dominic good question, I believe they are walls and go up to the ceiling. Will update the map to make it more clear. Carlin has to move up to line of sight to attack. Moved her up 10 more feet. Let me know if you would rather redo your turn @Carlin
@Maud, you posted twice. Will use your first post.
Maud silently moves up to the zombie wearing a red t-shirt. It tilts its head and groans, almost shocked that something would hurt it. The monk hits it hard and chunks of flesh fly off. Unfortunately, beyond knowing these creatures are undead zombie things, Maud knows nothing more.
Carlin moves up to one of the corners. Another zombie shambles into her view. Calling upon the power of the sun itself, Carlin shoots a blast of holy energy at the creature.
=============
Round 1
Carlin
Cevrik
Mr. Dumplington
Dominic
Maud
Willard
Red Zombie (-7 HP)
Yellow Zombie
Orange Zombie (-6 HP)
Blue Zombie
Cevrik, Dominic, and Willard are up!
DC 11 Knowledge (religion) to ID these zombies.
Maud Stonespark
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Oops.
Dominic Radzi
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"Cevrik, keep them away from Carlin! I'll help Maud." Dominic comes up behind the stone dwarf, swinging his whip over her head.
Attack: 1d20 + 6 ⇒ (6) + 6 = 12 Maybe -4 for cover?
Damage: 1d4 ⇒ 2
Willard Ravenhair
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Willard advances behind Carlin, but is unable to get further than she did, What do you see down there? I really need to learn that spell.... he marvels as she casts at the enemies.
double move
Cevrik Brandleroote
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"They shall never harm my lady!" Cevrik calls out as he spurs Dumplington into motion and takes a protective position between the sorceress and the zombies.
"Have at you, nasty flesh puppets!" Cevrik calls out while swinging his blade in a threatening manner to make it more challenging for the undead to be able to hit the bear dog.
Aid Another to Boost Dumpling's AC: 1d20 + 1 ⇒ (15) + 1 = 16
Ride Check: 1d20 + 9 ⇒ (14) + 9 = 23
| Mr. Dumplington |
Having done a single move (40') to get into place, Dumpling will prepare an action to bite (I know, yuck!) any enemy who comes in range.
Bite: 1d20 + 6 ⇒ (9) + 6 = 151d6 + 5 ⇒ (3) + 5 = 8
| GM Mauve |
Cevrik rides his mighty beast deep into the crypt! Mr. Dumplington takes a chomp out of the orange zombie - gross! But the dog/bear/dog rips one of the zombie's arms... which sets of a chain reaction. The zombie explodes right in the hunter/companion's faces!
Cevrik and Mr. Dumplington must make a Fortitude save or contract a disease as zombie flesh flies in their direction.
Dominic follows Maud. Taking out his whip, he attempts to knock off the head of one of the zombies! Unfortunately, Maud blocks his attack! A *crack* in her ear as the whip is inches away from her.
Then Willard swiftly follows the others in, prepared for anything that comes his way.
?: 1d20 + 4 ⇒ (8) + 4 = 12
?: 1d6 + 4 ⇒ (4) + 4 = 8
Both the yellow and blue zombie stumble forward, tripping over themselves. One looks like it has already lost a foot while the other just is slow.
However, the red zombie scratches at the person in front of him - Maud! All he manages to do is scratch at her armor. She may want to clean it later...
=============
Round 2
Carlin
Cevrik (Fort save or suffer a disease)
Mr. Dumplington (Fort save or suffer a disease)
Dominic
Maud
Willard
Red Zombie (-7 HP)
Yellow Zombie
Orange Zombie
Blue Zombie
Everyone is up again!
DC 11 Knowledge (religion) to ID these zombies.
Cevrik Brandleroote
|
Fort: 1d20 + 2 ⇒ (4) + 2 = 6
I have a Paizo T-shirt! Going to use my reroll!! I will happily post a picture of the shirt if you need to see it.
Fort Re-roll: 1d20 + 2 ⇒ (19) + 2 = 21
"*cough, cough* Careful, friends, they erupt in nasty dust as they die!" the Halfling calls out, not fully know just how close he was to being diseased.
And with another zombie yellow right in their faces, the Halfling goes on the defensive while calling out, "You shall not harm my lady, you abomination!"
Aid Another to Boost Dumping's AC: 1d20 + 1 ⇒ (6) + 1 = 7
Ride: 1d20 + 9 ⇒ (13) + 9 = 22
And second Fort save since I think Dumpling just annihilated Yellow
Fort: 1d20 + 2 ⇒ (18) + 2 = 20
| Mr. Dumplington |
Fort: 1d20 + 4 ⇒ (14) + 4 = 18
The bear dog easily enough shakes off any potential threat of disease and glares angrily at the approaching zombie and unleashes a flurry of claws and fangs.
Bite: 1d20 + 6 ⇒ (8) + 6 = 141d6 + 5 ⇒ (2) + 5 = 7
Claw 1: 1d20 + 6 ⇒ (11) + 6 = 171d4 + 5 ⇒ (3) + 5 = 8
Claw 2: 1d20 + 6 ⇒ (10) + 6 = 161d4 + 5 ⇒ (3) + 5 = 8
Ugh, just gonna go ahead and roll those next Fort saves...
Fort Save: 1d20 + 4 ⇒ (16) + 4 = 20
Maud Stonespark
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I would love to say Maud switches up her tactics, but I don't think she can see Cevrik where she is right now.
She will attempt to finish off the red one.
Unarmed Strike attack (STR dmg): 1d20 + 3 - 1 ⇒ (1) + 3 - 1 = 3
Unarmed Strike damage (STR damage): 1d6 + 3 - 1 ⇒ (1) + 3 - 1 = 3
Willard Ravenhair
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As Mr. Dumplington and Carlin make short work of their target I assume Willard will let the gross explosion fade, before coming up behind Dominic, and trying to fling a glob of acid into the combat.
Acid Splash[/dice: 1d20 + 1 - 4 - 2 ⇒ (4) + 1 - 4 - 2 = -1
damage: 1d3 ⇒ 2
| GM Mauve |
Carlin, Mr. Dumplington killed the yellow zombie. Do you want to do something else? Move forward and target red?
Mr. Dumplington indeed pummels yellow relentlessly. The dog takes a bite (gross!) and swings both its claws. *boom*. The zombie explodes. Both Cevrik and Mr. Dumplington manage to dodge out of the way and don't accidentally swallow any zombie flesh.
Maud feels nauseated from the smell and almost loses her lunch. The zombie in front of her does not help. Both Dominic and Willard are feeling the same effects. The smell overwhelms them. Better kill these zombies quickly and clean up this room!
?: 1d20 + 4 ⇒ (16) + 4 = 20
?: 1d6 + 4 ⇒ (2) + 4 = 6
The red zombie lifts its fist and punches Maud in her moment of weakness. 6 points of damage and make a Fortitude save (or suffer a disease)
=============
Round 2
Carlin can redo her turn as the zombie she targeted died!
Round 3
Carlin
Cevrik
Mr. Dumplington
Dominic
Maud (5/11 HP, diseased?)
Willard
Red Zombie (-7 HP)
Yellow Zombie
Orange Zombie
Blue Zombie
Everyone is up again!
Maud Stonespark
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Fort save: 1d20 + 4 ⇒ (13) + 4 = 17 Additional +2 vs fatigue & sickness due to Mountain-Born (alternate Oread racial trait)
Uhh since I failed my religion roll and haven't seen any of the other ones explode.... I don't know they explode. So...
Maud will attempt to finish off the one in front of her (red)
FOB Unarmed Strike attack 1: 1d20 + 2 ⇒ (14) + 2 = 16
FOB Unarmed Strike damage 1: 1d6 + 3 ⇒ (6) + 3 = 9
FOB Unarmed Strike attack 2: 1d20 + 2 ⇒ (12) + 2 = 14
FOB Unarmed Strike damage 2: 1d6 + 3 ⇒ (5) + 3 = 8
If the first strike finishes off red, I will forgo the rest of my full-attack action to move south west until I can see another enemy. (Now that I know they explode though I will keep my distance)
Carlin Ember
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sure...can i move for my last round action, then move and blast him with my upcoming actions? will roll for my new attack
Carlin repositions herself and hits the last zombie with a blast of energy.
touch: 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 181d6 + 1 ⇒ (3) + 1 = 4
crit: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 61d6 + 1 ⇒ (4) + 1 = 5
Cevrik Brandleroote
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Cevrik urges Dumpling forward a step to where a zombie is between the Halfling and his beloved sorceress Which I believe means I'm flanking with Dominic since his whip has reach.
"Hold your breath, everyone," the Halfling calls out as he starts swinging his blade defensively as the bear dog prepares to finish off another undead foe.
Aid Another to Dumpling's AC: 1d20 + 1 ⇒ (6) + 1 = 7
Ride Check: 1d20 + 9 ⇒ (18) + 9 = 27
Pretty sure the Dumpster just finished off the gas bag zombie, so here's the fort save...
Fort: 1d20 + 2 ⇒ (1) + 2 = 3
Cevrik begins to cough and choke as the zombie erupts in a burst of undead dust...and right around that time, he suddenly remembers that he has a wand of produce flame he could have used...but he puts those thoughts aside and tries to boldly and confidently give Carlin a smile and thumbs up even as he erupts in another fit of coughing.
| Mr. Dumplington |
The bear growls and launches into a flurry of fangs and claws at the zombie.
Bite: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 111d6 + 5 ⇒ (5) + 5 = 10
Claw 1: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 191d4 + 5 ⇒ (3) + 5 = 8
Claw 2: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 201d4 + 5 ⇒ (2) + 5 = 7
And because he probably needs to...
Fort Save: 1d20 + 4 ⇒ (9) + 4 = 13
| GM Mauve |
Between Cevrik, Carlin, Dominic, and Mr. Dumplington, the last zombie goes down. Unfortunately, a piece of zombie flesh flies right into Cevrik's throat and he erupts in a bit of coughing.
Onset: 1d4 ⇒ 3
After 3 days, Cevrik will start seeing the effects. He can try to save 1/day and will need two consecutive saves to cure his affliction.
Dominic: 19/19
Maud: 5/11
Willard: 6/6 Mage Armor
Cevrik: 8/9 (Zombie Rot)
Mr. Dumplington: 15/15
Carlin: 12/12
These zombies are probably only a few months old and their tattered clothing is similar to that worn by the bandit near Grey Lake.
Thought the zombies themselves carry nothing of value, a recess in the southeast corner of the room contains a backpack. Sitting atop a large bloodstain, the pack holds some rotten rations, a map, a potion, a pouch with 13 gp, and a small handbill (of a type typically found posted in taverns).
Maud Stonespark
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heal: 1d20 + 4 ⇒ (16) + 4 = 20
"These specific undead are much more fresh than the others... their clothes are also similar to the body we found at the lake? Perhaps they were part of the same adventuring group?"
What is the map and handbill of?
perception (identify potion by taste): 1d20 + 8 ⇒ (19) + 8 = 27 (DC 15+spell level)
Maud tastes the potion with her pinky finger. "Hey, I know this flavor... this is..."
| GM Mauve |
Maud tastes the potion. Fruity taste, perhaps raspberry or huckleberry. But she knows the potion is a potion of cure moderate wounds.
The map is a a basic map that details the area and points out the entrance to the crypt. The handbill clearly reads as a notice of employment, telling all those interested to meet at "The Ranger's Lament." It does not mention a time, date, or who the employer might be.
Maud Stonespark
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...which will remind her of her own healing potion, so she will pull out a potion of Cure Light Wounds to tend to her wounds.
Potion of Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4 (5+4=9 hp)
Dominic Radzi
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Dominic taps Maud with his (evil) healing wand. "Why would adventuring group come here? And then they were turned into zombies?"
1 charge from infernal healing will heal you right up. You can save the potion unless you have objections to the source.
Maud Stonespark
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Y'all are so generous with your heals, I feel bad, LOL. I will take the first offer then!
The Oread dips her head in gratitude. "Thanks, Dom." and puts the potion back in her pocket.
Cevrik Brandleroote
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In obvious discomfort from his coughing fit, Cevrik takes the potion from Carlin and then says, "My thanks *cough cough cough* sorry. My thanks, m'lady. You *cough cough* honor me with your concern for my health." I'll use it tomorrow for the +5. Cevrik's +2 is pretty minimal. And thanks!!
Willard Ravenhair
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Heal Untrained: 1d20 ⇒ 17
Willard's familiar squawks out in Skald for a moment, before the arcanist speaks, Yes, yes Munnin. I realize that. Turning back to the others, It looks like these zombies are only a few months old given the state of decay. And they were dressed like the bandit we found earlier, so probably friends of his... These tunnels are tight to fight in definitely. Sorry I wasn't more help.
Maud Stonespark
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Maud looks concernedly at Cevrik's coughing fit.
Heal: 1d20 + 4 ⇒ (15) + 4 = 19 (Is that enough to identify it?)
Maud Stonespark
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Maud will offer to help treat his disease, as she is trained in first aid skills. But I don't think you make another save for 24 hours, sooo..... :p
To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease.
Action/Time: 10 minutes.
Retry? Varies. Generally speaking, you can’t try a Heal check again without witnessing proof of the original check’s failure.
Now to the East!
Cevrik Brandleroote
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Cevrik, whose coughing has abated for the most part, directs Dumpling over towards the door to the south and begins inspecting it for traps.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Carlin Ember
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Oh lovely...let's try to take them from range this time...don't want anyone else to come down with that rot nonsense... Carlin ponders for a moment.
What about if we jam that huge shield in the doorway and just blast them from afar? she thinks out loud.