Masks of the Living God: Price of Immortality

Game Master polyfrequencies

The young heroes of Kassen have decided to see with the Cult of Razmir in Tamran has to do with the events at the Crypt the Everflame. With the city's blessing, they have infiltrated the Cult. But what they find will test them...

Roll20
Fireday, 20th of Neth, 4709 AR, Tamran
Loot Sheet


1,001 to 1,050 of 1,934 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>
Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 1 | HP 13/13 | AC 19 TAC 11 FF 16 | CMB +4 CMD 15 | F+4 R+1 W+4 | Per +6 Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 7 Perception* 6 Ride* 1 Sense Motive* 1 Handle Animal* 7 Craft Brewer* 5

Garen heads down the hall when Silvio calls. He detects evil just because he can and when all seems safe he drinks of the fountain. Then setting his pack on the ground he begins to undo his armor for a proper rest. ”I can take first watch or last watch if that is ok. I don’t want to have to mess with all of these straps and buckles more than i have to.”


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

As the restorative properties of the fountain become apparent, Silvio encourages Winter to drink as well, and lets Sledge drink before drinking himself. "Winter and I can take one of the middle watches. And I can work on anyone who's still injured to help with healing."


HAPPY 1000 POSTS EVERYONE!

Garen, Ability Damage Healed: 1d4 ⇒ 4 Minimum heals him to full
Winter, Ability Damage Healed: 1d4 ⇒ 1
Winter, Hit Points Healed: 2d8 + 10 ⇒ (7, 2) + 10 = 19
Sledge, Hit Points Healed: 2d8 + 10 ⇒ (8, 4) + 10 = 22
Minimum damage heals Silvio to full

The water is deeply refreshing, as promised by the message. Whatever had corrupted the rest of the Crypt seemed not to have touched this room. For his part, Garen does not detect the presence of any evil in this place, and instead feels a deeply calming presence in the space. As far as the party can tell, it should be a safe place to rest.

Garen: 34/34
Median: 22/22, 1 Con dmg, mage armor
Silvio: 26/26
Sledge: 28/28
Winter: 29/34, 1 Str dmg, 1 Dex dmg, 2 Con dmg

As long as Silvio hits the DC 15 Heal for long-term care, all remaining ability damage and hit point damage will recover overnight and bring Median back to 24/24 and Winter back to 36/36.

What do you do? If resting, just give me Heal checks for long-term care from anyone doing that (Silvio), and then overnight Perception checks all around. I'll move us to the next day once I have everyone accounted for.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 1 | HP 13/13 | AC 19 TAC 11 FF 16 | CMB +4 CMD 15 | F+4 R+1 W+4 | Per +6 Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 7 Perception* 6 Ride* 1 Sense Motive* 1 Handle Animal* 7 Craft Brewer* 5

Garen works in conjunction with Silvio for treating those who are still suffering from the days adventures.

doing a separate heal check, not an aid.

heal Median: 1d20 + 6 ⇒ (12) + 6 = 18

heal winter: 1d20 + 6 ⇒ (3) + 6 = 9


@Garen: what use of Heal are you attempting to use on Median and Winter? Please specify.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Woot woot, 1,000 posts!

Silvio is stunned as the fountain seems to cure nearly all of their wounds! "Truly a magnificent fountain. Has it been sanctified to the Gods? Whatever the case, it seems untouched by corruption."

As the party rests, Silvio settles in to his work, occasionally tending to the poison effects still lingering for Median and Winter.
Heal Take 10 is enough for long-term care.

He and Winter take their turn as appropriate for watch.
Perception (Silvio): 1d20 + 2 ⇒ (15) + 2 = 17
Perception (Winter): 1d20 + 5 ⇒ (15) + 5 = 20

Liberty's Edge

Loot | Map | Female Human Crossblooded Draconic/Phoenix Bloodline Sorcerer 2 | HP 8/24 | AC 12 / T 12 / FF 10 | Fort +1 / Ref +2 / Will +2 | CMB 2 / CMD 14 | Initiative +2 | Perception +4 | Claws 5/6 | Spells 1L 3/5 | Mage Armor 8/10 | Magic Missile 8/10

"Thanks Silvio. That's some good water." murmurs Median as she drifts off to sleep.

As long as it doesn't impede getting rest or the long-term care, Median is happy to take a watch... last watch, perhaps?


Yes, everyone will heal completely overnight with long-term care, and taking a watch won't affect that.

If you all want to have a scene reflecting on the day's events, whether in the evening or the next morning, go ahead and take it. I encourage it, actually! A conversation between all four of you, pairs, or even just individual quiet reflections, seems appropriate. A lot has happened since you last slept, and I'd love to know where your characters are at. Of course, we can move on whenever you're ready.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 1 | HP 13/13 | AC 19 TAC 11 FF 16 | CMB +4 CMD 15 | F+4 R+1 W+4 | Per +6 Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 7 Perception* 6 Ride* 1 Sense Motive* 1 Handle Animal* 7 Craft Brewer* 5

Long term care

Liberty's Edge

Loot | Map | Female Human Crossblooded Draconic/Phoenix Bloodline Sorcerer 2 | HP 8/24 | AC 12 / T 12 / FF 10 | Fort +1 / Ref +2 / Will +2 | CMB 2 / CMD 14 | Initiative +2 | Perception +4 | Claws 5/6 | Spells 1L 3/5 | Mage Armor 8/10 | Magic Missile 8/10

Median is exhausted, but she'll do a morning scene. Just don't have time to write it now, but later or in the morning irl, I will.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 1 | HP 13/13 | AC 19 TAC 11 FF 16 | CMB +4 CMD 15 | F+4 R+1 W+4 | Per +6 Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 7 Perception* 6 Ride* 1 Sense Motive* 1 Handle Animal* 7 Craft Brewer* 5

"This was a crazy experience so far. Obviously this was not standard. But what happened? Where did all of these undead come from?" Garen asks.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Silvio wonders if he might have heard something about this fountain that he so admired.
Lore (Kassen): 1d20 + 5 ⇒ (16) + 5 = 21

Regardless, as he tears into some dried meat alongside Winter, he considers with some puzzlement the words of the last skeleton they slew. "When the last skeleton died, it said something very troubling. That we would die at the hands of Asar. It doesn't make any sense, does it? Asar was the name of Kassen's companion, right? Or a bandit? Or both? I know we're all a little confused about that, but still, Asar is history. Yet the skeleton spoke his name. Could Asar somehow be alive? Or if not alive . . . then undead?"

Might do a more meditative post later, but this question is honestly the first thing that comes to mind.


Silvio has heard that Ekat Kassen was a devout follower of Aroden, having carried The Last Azlanti's banner into Lastwall nearly 200 years ago to face the undead hordes. While he fought with distinction, he soon realized that he wanted more from life and left the Lastwall military to find his fortune elsewhere. His travels took him all over the region around Lake Encarthan, and he decided to settle down in 4522 AR after a very profitable adventure. Using a sizable portion of his fortune, he set out to tame a small area of the Fangwood on the banks of the Tourondel River, making it a natural stopover for those traveling up and down the river to Skelt. For the next 10 years, the town, which was then known as Kassen’s Hold, grew and prospered.

The Crypt of the Everflame was a personal project of Ekat Kassen's. The crypt was already ancient by the time that he founded the town, carved out in the style of old Kellid tribes that occupied these lands before Taldan expansion. But Ekat wanted to create a place for himself and his descendants to rest their weary bones. It is very likely that Ekat himself, or perhaps one of his companions, enchanted this fountain.

Of course, Ekat's bones were interred here far sooner than he likely anticipated, after he and a contingent from the town of Kassen's Hold tracked a group of bandits to this very crypt. The bandits had set up their base of operations in the crypt, and the two sides clashed in a bloody battle that left most of them dead, including the leaders of both sides.

Liberty's Edge

Loot | Map | Female Human Crossblooded Draconic/Phoenix Bloodline Sorcerer 2 | HP 8/24 | AC 12 / T 12 / FF 10 | Fort +1 / Ref +2 / Will +2 | CMB 2 / CMD 14 | Initiative +2 | Perception +4 | Claws 5/6 | Spells 1L 3/5 | Mage Armor 8/10 | Magic Missile 8/10

Median got up for her last watch feeling much better than she had the day before. She practically felt like a new person. I mean, being here still wasn't ideal of course, but as she stroked the sleeping snake idly and thought about what they had all been through, she thought that they had done well to get this far. It was hard to believe that Damira was still alive, but they could at least retrieve her body. And who knows. If Sarenrae sent them a snake to help, maybe she was watching over Damira as well, keeping her alive until they could get there. She desperately wanted to believe in a world like that, and here, in this room, it was almost possible.

She cleaned herself and her clothing and gear up with some prestidigitation spells, cast quietly so as to not wake everyone else up, and then she did the same for the others' equipment that she could see, removing slime and grime and sweat and dust. Just being clean made a world of difference psychologically, and they probably needed that edge.

As morning came, but before the others awoke, she prayed to Sarenrae, thanking her for the help and asking that she would watch over their little group and, if possible, help them get Damira and her brother back to town alive.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Slight backtrack here.

Silvio makes sure to collect anything that might have been valuable from the skeletons they fought--particularly any weapons or shields of unusual quality or even magical.

"We were probably just lucky, but it's still nice to finish some fights without anyone falling unconscious. Sledge, you fight well." He pauses. "For a wizard."

* * *

As he contemplates on the day's adventures, Silvio is heartened that they'd endured and found a place of apparent sanctuary. But he is also concerned, as yet another day passes without any sign of Damira. This fool's errand of theirs might end in grave disappointment. But he keeps such depressing thoughts to himself.

"Is this at all like what Ekat Kassen and his allies must have felt as they journeyed here to fight the bandits? If these skeletons are actually the remains of some of the bandits, it's almost like the same thing."

Silvio prays to Erastil in gratitude for all his god had provided, and for his continued presence as they continue the fight against whatever evil had taken root. May you cleanse this crypt so that it is as pure as the sanctuary here.


In the room with the strong skeletons, the party is able to retrieve a lucerne hammer, a greataxe, 2 longbows, 10 arrows, a longsword, a heavy steel shield, 3 chain shirts, and 5 broken chain shirts. Nothing from the room was magical or made of unique materials. Please note the weight and encumbrance should you decide to take anything with you.

Liberty's Edge

Loot | Map | Female Human Crossblooded Draconic/Phoenix Bloodline Sorcerer 2 | HP 8/24 | AC 12 / T 12 / FF 10 | Fort +1 / Ref +2 / Will +2 | CMB 2 / CMD 14 | Initiative +2 | Perception +4 | Claws 5/6 | Spells 1L 3/5 | Mage Armor 8/10 | Magic Missile 8/10

Added that stuff to the loot sheet, except the broken bits. We can drop it off if we can't carry it though.

If any of the rest of you can use a bow, those arrows won't do much against a skeleton, but we found many blunt ones.

If anyone decides to use a bow, she'll share the blunt arrows.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 1 | HP 13/13 | AC 19 TAC 11 FF 16 | CMB +4 CMD 15 | F+4 R+1 W+4 | Per +6 Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 7 Perception* 6 Ride* 1 Sense Motive* 1 Handle Animal* 7 Craft Brewer* 5

"Let's pile the stuff in the central chamber. Once we find the way out we can grab it and haul it out to load on the donkey later." Garen says. "Shall we go west then? It seems to be the last place to look."

Liberty's Edge

Loot | Map | Female Human Crossblooded Draconic/Phoenix Bloodline Sorcerer 2 | HP 8/24 | AC 12 / T 12 / FF 10 | Fort +1 / Ref +2 / Will +2 | CMB 2 / CMD 14 | Initiative +2 | Perception +4 | Claws 5/6 | Spells 1L 3/5 | Mage Armor 8/10 | Magic Missile 8/10

Sounds good.

Median helps pile stuff in the central area so they can get it on the way out, and then they go west.


Sledge can still offer his reflections, but it seems like the rest of the group is ready to move on. I have placed you in your established marching order and updated the map.

* * * Moonday, 9th of Neth, 4709 AR * * *

On waking, the adventurers pray, meditate, study for spells, and drag potentially useful items into the central chamber for retrieval later. Perhaps there is a bit of breakfast as well, though rations are beginning to run low. When they are ready, they move to the west.

As the party approaches the western passage, their noses are assailed by the stench of rot, getting stronger as they enter. They forge ahead through the corridor, which 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 immediately evident.

Go ahead and move yourselves (a single move action, up to your speed) into the room; and while you're at it, roll for Initiative. The three structures in the middle are about five feet tall, provide total cover, and have to be moved around. You can also attempt to jump over them with Acrobatics (DC 20, high jump) or scale them with Climb (DC 10). Note appropriate modifiers for needing a running start or having an armor check penalty.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

After a light breakfast, Silvio goes to riding Winter again--his companion was very good at compensating for Silvio's slow legs.

"Don't trust this rot smell, better be ready." Pulling out his wand, he channels the blessing of Erastil. Bless! 7 charges left.

Winter and Silvio then move in slowly. Moved 20 feet to just enter the room.
Initiative: 1d20 + 4 ⇒ (16) + 4 = 20

Liberty's Edge

Loot | Map | Female Human Crossblooded Draconic/Phoenix Bloodline Sorcerer 2 | HP 8/24 | AC 12 / T 12 / FF 10 | Fort +1 / Ref +2 / Will +2 | CMB 2 / CMD 14 | Initiative +2 | Perception +4 | Claws 5/6 | Spells 1L 3/5 | Mage Armor 8/10 | Magic Missile 8/10

If we can buff beforehand, then I use the Mage Armor wand again, but if that isn't possible before the single move action, then Median chooses not to enter the room at this time. If that is allowed, then I'll move to the corner square to the right of Silvio.


If smelling the rot would cause Median to use her wand, then go ahead. Also, please roll Initiative.

GM Screen:
ZR: 1d20 ⇒ 19
ZB: 1d20 ⇒ 2
ZG: 1d20 ⇒ 12
ZY: 1d20 ⇒ 4

Liberty's Edge

Loot | Map | Female Human Crossblooded Draconic/Phoenix Bloodline Sorcerer 2 | HP 8/24 | AC 12 / T 12 / FF 10 | Fort +1 / Ref +2 / Will +2 | CMB 2 / CMD 14 | Initiative +2 | Perception +4 | Claws 5/6 | Spells 1L 3/5 | Mage Armor 8/10 | Magic Missile 8/10

Whoops, sorry.

Initiative: 1d20 + 2 ⇒ (10) + 2 = 12

Liberty's Edge

1 person marked this as a favorite.
Aasimar Paladin Oath of Vengeance-Warrior of Light 1 | HP 13/13 | AC 19 TAC 11 FF 16 | CMB +4 CMD 15 | F+4 R+1 W+4 | Per +6 Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 7 Perception* 6 Ride* 1 Sense Motive* 1 Handle Animal* 7 Craft Brewer* 5

Garen moves forward, cold iron longsword at the ready.

Init: 1d20 + 3 ⇒ (20) + 3 = 23


HP:23/37|BaB:2|AC:15 T:11 FF:14|Fort:4 Ref:3 Will:3(+2 vs enchantment, see drawback)|

Earlier...

"Garen, you should take one of the longbows, and maybe the luceurn? It's good for you to have options."

Silvo wrote:
"Could Asar somehow be alive? Or if not alive . . . then undead?"

"Don't be ridiculous Silvo. It was probably just parroting it's final thoughts. A tiny bit of psychic residue sticking to the inside of it's undead skull after untold years. I'm sure that if Asar is up and kicking, he'll be no more dangerous than any of the other skeletons that we've fought." He pauses for a second, "Which isn't to say not dangerous, but certainly manageable if we remain diligent." He continues thinking. "If this water is friendly towards us, perhaps it will be an enemy to undead. Silvo, you're good at throwing things, perhaps fill a spare waterskin with some, and try throwing it at the next skeleton we see?"

Inspired by his own idea, Sledge tromps back into the last room, grabs a bone fragment from one of the skeletons, and tries pouring some fountain water over it to see what happens. You are a mage after all, Sledge, he thinks to himself. The others are looking to you for answers, and it's up to you to provide them. Emboldened by that thought, he is immediately smacked back down to earth by Silvo's commentary on his fighting. "And you fought well too. For a halfling. Perhaps we should push onwards so that Damira doesn't end up like your old friend Tolly? Even as Sledge said it, he knew he had gone too far. Still, he was disappointed by everyone's desire to set up for the night instead of pushing on. Damira could be dying at this moment, and Silvo was joking? Trying to push his buttons? Sledge couldn't tell, but he always had a knack for finding people's insecurities. He wished he hadn't played his hand just then.

"It's been a long day, and I'm more concerned about why we in particular were sent here." he says shortly. "If we're going to rest, so be it. I'll be over there. Wondering if we were sent to die,."

Meanwhile, in the present

Init: 1d20 + 1 ⇒ (16) + 1 = 17
Sledge moves into the room, deciding to stand behind Garen this time. "Smells awful. Means recent dead. Not a good sign."


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage
Sledge Potterson wrote:
Inspired by his own idea, Sledge tromps back into the last room, grabs a bone fragment from one of the skeletons, and tries pouring some fountain water over it to see what happens. You are a mage after all, Sledge, he thinks to himself. The others are looking to you for answers, and it's up to you to provide them. Emboldened by that thought, he is immediately smacked back down to earth by Silvo's commentary on his fighting. "And you fought well too. For a halfling. Perhaps we should push onwards so that Damira doesn't end up like your old friend Tolly? Even as Sledge said it, he knew he had gone too far. Still, he was disappointed by everyone's desire to set up for the night instead of pushing on. Damira could be dying at this moment, and Silvo was joking? Trying to push his buttons? Sledge couldn't tell, but he always had a knack for finding people's insecurities. He wished he hadn't played his hand just then.

Silvio is stung as Sledge fires a backhanded compliment of his own, and frowns. Though the mention of Tolly isn't what bothers him the most. "Don't joke about Damira like that," he says, quite seriously. "It's already been so many days. But we can't run on empty." Silvio's pessimism about their quest leaks out.

Sledge Potterson wrote:
"It's been a long day, and I'm more concerned about why we in particular were sent here." he says shortly. "If we're going to rest, so be it. I'll be over there. Wondering if we were sent to die."

Why would anyone do such a thing? Silvio almost says aloud. Surely Sledge was just being paranoid, right?


* * * The Previous Night * * *

As Sledge pours some water over the bone fragment, he waits and watches as...nothing happens. The water still detects as magical, but the bone does not. Any lingering necromantic energy that had animated it has long since dissipated.

Garen and Silvio both know although this water has healing properties, it is not the same as holy water. Median and Sledge could confirm through Knowledge (arcana) that holy water requires the use of powdered silver and transmutation magic, while the conjuration magic associated with channeling positive energy only functions appropriately if applied directly through touch or specifically brewed into a potion and subsequently imbibed.

But experiments are well worth the time.

* * * The Present * * *

Bracing their noses against the stench, the party cautiously enters the room. So far, they don't see or hear anything. But that smell is just offensive.

Round One
Garen: 34/34
Silvio: 26/26
Winter: 36/36
Sledge: 28/28
Median: 24/24, mage armor
Active Group Buffs: Bless: +1 morale bonus on attack rolls and on saving throws against fear effects, 10/10 rounds
Map

The party is up. I have noted your starting positions. If you find anything during your movement and have any actions remaining to do something about it, or if your action requires a save, I will call for it. This means that there may be some changed actions during the first round or two.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 1 | HP 13/13 | AC 19 TAC 11 FF 16 | CMB +4 CMD 15 | F+4 R+1 W+4 | Per +6 Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 7 Perception* 6 Ride* 1 Sense Motive* 1 Handle Animal* 7 Craft Brewer* 5

Garen enters and moves south, looking for the source of the smell, suspecting a zombie.


Garen advances into the chamber, moving around the corner. As he walks, he sees a pool of dried blood in the corner of the room, where a pack lies drawn shut. He notes the pack and continues advancing forward towards a door to the south. But as he reaches the door, he turns to his right and sees the source of the smell: a bloated, suppurating corpse dressed in tattered, decaying clothing, ambling towards him. He looks up to see one sunken eye fixing on him before it opens its mouth in a snarl.

Go ahead and give me a Knowledge (religion) check, Garen. Silvio, Sledge, and Median can do the same when they can see the creature. DC 9. If you succeed, feel free to pose a question. Garen and Silvio can ask additional questions if they meet DC 14, 19, or 24.

Round One
Garen: 34/34
Silvio: 26/26
Winter: 36/36
Sledge: 28/28
Median: 24/24, mage armor
Zombie
Active Group Buffs: Bless: +1 morale bonus on attack rolls and on saving throws against fear effects, 10/10 rounds
Map

Silvio, Winter, Sledge, and Median are up! Garen, speaking is a free action.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Posting part of a move action here.

As Garen advances along the southern hallway, Silvio and Winter move along the northern hallway. Unless anything catches their attention first, they end up noticing a foe in the hallway. Silvio and Winter consider whether to attack.
K. Religion: 1d20 + 5 ⇒ (4) + 5 = 9 Defenses, please.


Silvio urges Winter on and quickly discovers his own trouble. As he rounds a corner, he sees not one but two shambling corpses in the hallway. They growl at him as he and his dog come into their field of vision.

Silvio passes by one zombie (red) after 20 feet and can get to another (blue) after 30 feet. They do not have combat reflexes and are after you in initiative, so you don't provoke any AoOs with the movement that you have depicted so far.

Silvio easily recognizes these creatures as zombies, the animated corpses of dead creatures. While the most commonly encountered zombies are slow and tough, others possess a variety of traits, allowing them to spread disease or move with increased speed. Based on their pallid skin and bloating, Silvio believes that these are the disease-spreading variety. That means that they lack the rubbery skin of some of their brethren (i.e., they do not have DR). Zombies are unthinking automatons and can do little more than follow orders. When left unattended, zombies tend to mill about in search of living creatures to slaughter and devour. Zombies attack until destroyed, having no regard for their own safety.

Undead Immunities:
Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.

Silvio still has a standard action remaining and can adjust his move action as desired. Sledge and Median are also up.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 1 | HP 13/13 | AC 19 TAC 11 FF 16 | CMB +4 CMD 15 | F+4 R+1 W+4 | Per +6 Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 7 Perception* 6 Ride* 1 Sense Motive* 1 Handle Animal* 7 Craft Brewer* 5

"Zombies!" Garen calls out.

Know religion: 1d20 + 5 ⇒ (4) + 5 = 9


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Revised movement to halt upon encountering the first zombie.

"Two more up here!" warns Silvio as he ventures to the northern path. Winter instinctively attacks the nearest threat, and Silvio doesn't stop him. Instead, he draws his magical dagger and slashes!

Winter Bite: 1d20 + 4 ⇒ (11) + 4 = 15; Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Winter trip?: 1d20 + 4 ⇒ (7) + 4 = 11
Silvio Dagger +1: 1d20 + 7 ⇒ (10) + 7 = 17; Damage: 1d4 + 4 ⇒ (4) + 4 = 8


GM Screen:
Red Zombie Slam vs Silvio AC 20: 1d20 + 4 ⇒ (17) + 4 = 21 Dmg: 1d6 + 4 ⇒ (4) + 4 = 8

Garen requested weaknesses. Zombies have no specific weaknesses, though they are as susceptible to positive energy as any undead creature.

Winter and Silvio dive in to attack the first zombie that they encounter. The sheepdog savages the walking corpse but is unable to bring it down. Silvio's magical dagger almost succeeds in taking the creature's head clean off, but the corpse gurgles as its head lingers by a few bits of sinew. It lunges for Silvio and delivers a savage counterblow for 8 damage, giving about as good as it got.

Round One
Garen: 34/34
Silvio: 18/26
Winter: 36/36
Zombie: Red -17
Sledge: 28/28
Median: 24/24, mage armor
Zombies: Green, Blue
Active Group Buffs: Bless: +1 morale bonus on attack rolls and on saving throws against fear effects, 10/10 rounds
Map

Sledge and Median are up!

Liberty's Edge

Loot | Map | Female Human Crossblooded Draconic/Phoenix Bloodline Sorcerer 2 | HP 8/24 | AC 12 / T 12 / FF 10 | Fort +1 / Ref +2 / Will +2 | CMB 2 / CMD 14 | Initiative +2 | Perception +4 | Claws 5/6 | Spells 1L 3/5 | Mage Armor 8/10 | Magic Missile 8/10

Median hears the yells of her group, and moves over to be able to see... and there is a zombie, way too close. She won't be able to use her fire spell without hitting Silvio, so she shoots it instead.

Attack Red: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16 (bless)
Damage: 1d8 ⇒ 1


I'm going to remind the group that if you have a BaB of 1 (which all of you do now) that you can freely use the risky strike function (i.e. power attack/deadly aim) to take an attack penalty to increase your damage.

Median lets an arrow loose, which sinks into the zombie's bloated torso. It's distended abdomen shakes slightly, but it remains standing, if only barely.

Sledge is up!


HP:23/37|BaB:2|AC:15 T:11 FF:14|Fort:4 Ref:3 Will:3(+2 vs enchantment, see drawback)|

Knowledge Religion: 1d20 + 3 ⇒ (2) + 3 = 5
Smack Red: 1d20 + 5 + 2 + 1 ⇒ (5) + 5 + 2 + 1 = 13
Damage: 1d8 + 5 ⇒ (8) + 5 = 13

"Cut them down, let Pharasma sort them out!"


GM Screen:
Green Slam vs Garen AC 21: 1d20 + 4 ⇒ (5) + 4 = 9 Dmg: 1d6 + 4 ⇒ (4) + 4 = 8
Yellow Move
Blue Charging Slam vs Silvio AC 20: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 Dmg: 1d6 + 4 ⇒ (1) + 4 = 5

Sledge brings his flail down, forcefully severing the last tangles of flesh holding the zombie's head on its shoulders, but creature then explodes in a fountain of foul fluids that showers Silvio, Sledge, and Winter all. The wizard's apprentice unfortunately knows little more about these horrors than that they are zombies, as Garen and Silvio already pointed out. And now that they others seem to have noticed them, they turn upon them snarling.

The zombie in Garen's face swings a clumsy limb at the armored warrior, but the paladin is far too well-trained to allow the creature any quarter, simply stepping out of the way. Another zombie comes staggering around the corner to Garen's other side, its nose seeming to twitch as though sensing the paladin beneath his armor. Finally, the zombie further down the hall lurches, lunging at Silvio with surprising speed, but ultimately unable to lay its hands on the halfling or his sheepdog.

Round Two
Garen: 34/34
Silvio: 18/26
Winter: 36/36
Sledge: 28/28
Median: 24/24, mage armor
Zombies: Green, Yellow Blue
Active Group Buffs: Bless: +1 morale bonus on attack rolls and on saving throws against fear effects, 9/10 rounds
Map

The party is up!

Liberty's Edge

Loot | Map | Female Human Crossblooded Draconic/Phoenix Bloodline Sorcerer 2 | HP 8/24 | AC 12 / T 12 / FF 10 | Fort +1 / Ref +2 / Will +2 | CMB 2 / CMD 14 | Initiative +2 | Perception +4 | Claws 5/6 | Spells 1L 3/5 | Mage Armor 8/10 | Magic Missile 8/10

Despite the disgusting mess, Median moves forward to shoot blue, firing over the shorter pair of blood-spattered halfling and sheepdog.

Attack Blue: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20 (bless)
Damage: 1d8 ⇒ 5

She reminded herself that she could easily clean all the blood off later. It didn't matter that it was squishing under her feet, or that some got on her as she was moving past Sledge. This was definitely not a good time to get squeamish.


Even with the cover provided by Silvio and Winter, Median's arrow finds its mark, lodging deep in the zombie's abdomen. It gurgles and flails, perhaps hungry.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

"Ugh, zombie guts!" Lacking time to worry about whatever disease the zombies may bear, Winter and Silvio fight back against the next undead foe.

Winter bite, Bless: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6; Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Silvio dagger, Bless: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17; Damage: 1d4 + 2 ⇒ (4) + 2 = 6

They then dance out of the way so that Sledge might advance. 5-foot step.


HP:23/37|BaB:2|AC:15 T:11 FF:14|Fort:4 Ref:3 Will:3(+2 vs enchantment, see drawback)|

Tactics!

To hit: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Crit confirm: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
damage: 1d8 + 5 ⇒ (2) + 5 = 7


Winter seems momentarily disgusted after being showered with guts, and his bite is more timid than usual. But Silvio's dagger flashes out, cutting into pallid flesh and spilling viscera onto the floor. As the mounted pair slip to the side, Sledge moves in to fill the gap and brings his flail down, caving in part of the zombie's head. Teeth crumble and flow out with thick fluid from the creature's ruined mouth.

Beautifully done. If only it didn't have 1 hp left after all that, it wouldn't try to smack you now. I'll have Blue go now as Garen's action won't affect it.

GM Screen:
Slam, Risky Strike: 1d20 + 4 - 1 ⇒ (19) + 4 - 1 = 22 Dmg: 1d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8

Even as it gurgles its final clarion call, the zombie seems to wind back before it slams into Sledge with all its might. The wizard's apprentice is unable to brace properly for the blow and takes 8 damage, ouch.

Round Two
Garen: 34/34
Silvio: 18/26
Winter: 36/36
Sledge: 20/28
Median: 24/24, mage armor
Zombies: Green, Yellow, Blue -18
Active Group Buffs: Bless: +1 morale bonus on attack rolls and on saving throws against fear effects, 8/10 rounds
Map

Garen is up!


Botting Garen.

Garen Mwk Cold Iron Longsword, Power Attack, Bless: 1d20 + 5 - 1 + 1 ⇒ (4) + 5 - 1 + 1 = 9 Slashing Dmg: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11

GM Screen:
Green Zombie Slam vs Garen AC 21: 1d20 + 4 ⇒ (6) + 4 = 10 Dmg: 1d6 + 4 ⇒ (2) + 4 = 6
Yellow Zombie Slam Charge vs Garen AC 21: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 Dmg: 1d6 + 4 ⇒ (1) + 4 = 5

The paladin lifts his sword to try to cut down the undead horror in front of him, but his elbow hits the wall behind him and his sword clangs against the sarcophagus instead. The two zombies near Garen swarm around him, but their staggering blows are unable to get past his nigh-impenetrable defenses.

Round Three
Garen: 34/34
Silvio: 18/26
Winter: 36/36
Sledge: 20/28
Median: 24/24, mage armor
Zombies: Green, Yellow, Blue -18
Active Group Buffs: Bless: +1 morale bonus on attack rolls and on saving throws against fear effects, 8/10 rounds
Map

The party is up!

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 1 | HP 13/13 | AC 19 TAC 11 FF 16 | CMB +4 CMD 15 | F+4 R+1 W+4 | Per +6 Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 7 Perception* 6 Ride* 1 Sense Motive* 1 Handle Animal* 7 Craft Brewer* 5

Garen merely weighs into the beasts, ”How is everyone? I have two zombies here.”

longsword, PA, bless: 1d20 + 5 + 1 - 1 ⇒ (7) + 5 + 1 - 1 = 121d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6


On his second swing, Garen's blade finds its mark, opening up a savage wound in the northern zombie's side from which black tar-like blood spills out.

Yup, they have very low AC. All right, Silvio, Winter, Sledge, and Median are up. If any of you hit Blue (AC 12, or 16 for Median with cover from Sledge), it'll die, so feel free to describe your takedown. Silvio/Winter could try to climb on the sarcophagus with a DC 10 Climb check and gain a +1 height advantage and be able to target it.


HP:23/37|BaB:2|AC:15 T:11 FF:14|Fort:4 Ref:3 Will:3(+2 vs enchantment, see drawback)|

Feeling somewhat backed into a corner, Sledge takes a swing at the blue zombie.

Swing: 1d20 + 5 ⇒ (2) + 5 = 7

Too bad that it once again goes hopelessly out of control. A flail truly isn't a precision weapon.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 1 | HP 13/13 | AC 19 TAC 11 FF 16 | CMB +4 CMD 15 | F+4 R+1 W+4 | Per +6 Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 7 Perception* 6 Ride* 1 Sense Motive* 1 Handle Animal* 7 Craft Brewer* 5

Following his ineffectual strike, Garen takes a step back to force the monsters to face him one at a time.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

As Winter appears ready to climb up the sarcophagus, Silvio appears ready to leap off and let him do so! Winter fails, however, and attacks successfully around the bend anyway. Hopefully finishing the job.

Silvio drops his sling staff, stows his dagger, and climbs up.

So the exact sequence of actions is:
Silvio fast dismounts (free)
Winter tries to climb and fails (move)
Winter attacks and hopefully kills the thing (std)
Silvio drops his sling staff (free)
Silvio stows his dagger (move)
Silvio climbs successfully (std).

Silvio Fast Dismount DC20: 1d20 + 8 ⇒ (18) + 8 = 26
Winter Climb DC10, ACP: 1d20 + 1 - 1 ⇒ (7) + 1 - 1 = 7
Winter Bite, no PA, Bless: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16; Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Silvio Climb, ACP: 1d20 + 1 - 2 ⇒ (17) + 1 - 2 = 16

1 to 50 of 1,934 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Crypt of the Everflame All Messageboards

Want to post a reply? Sign in.