[PBP GameDay XI] GM Silbeg's March of the Dead

Game Master Silbeg

Slide Deck | Macros |Sign In


451 to 500 of 602 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Dark Archive

Fury's Toll | MotD

Correct about Zeldana. She uses her scroll and heals up fine.

Hour 1:
Ernie repairs his tool, and a window.
Andagard does a lot of healing.
Zeldana repairs a window
Gregoth repairs a window.
Knight Night Repairs a window.

Hour 2:
Ernie critically succeeds at a window
Zeldana starts, but does not finish a window.
Andagard heals a lot.
Gregoth repairs another window.

(waiting on Knight Night)

Andagard gets a Hero Point for all the healing (which he can reassign) -- not many hero points getting used!

Dark Archive

Fury's Toll | MotD

State of the time is showing on the map. The window by Zeldana cannot be worked on. I assumed materials were being gathered with the first checks. Still waiting on Knight Night.


Poppet Thaumaturge Soul Warden 3 39/39 | AC 19 | F +9 R +7 W +8 | Perc +8 | Stealth +0 | Speed 20ft | Focus 1 | Success vs Emotion/Fear becomes Crit Success | Fire Weakness: 1 | Darkvision

Sorry, was a very active weekend.
Knight Night gets to work on the window near Zeldana.
Craft: 1d20 + 7 ⇒ (20) + 7 = 27

Dark Archive

Fury's Toll | MotD

While the previous assaults came in small groups, the dead amassing now do so with a singular purpose. They move together in a solid mass of rotting flesh, their moans and snarls making their approach obvious. But far off to the east, there is hope. The night is nearly over, and dawn is only a few hours away!

You figure you have 2 rounds before the zombies break in


Human| HP 47/47 | AC: 21 | F: +9 R: +6, W: +7 | Perception: +5 | Default Exploration: Search

Andagard calms himself and his breathing. "Just a few more hours." he prays they do not come at them all at once.

All ready.


LN M Human Barbarian 3 | HP 53 | AC 20 (-1 Rage) | F +9 [E] R +6 [T] W +8 [E] | Perc +8 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

Gregoth motions for Ernie to join the rest of the group in the western room, then grips the broken wood with both hands.

Ready!

The Exchange

Dhampir Thaumaturge 3 HP 32/41 | AC 19 | F +9 R+9 W +7 | Perception +7 (Low-Light)

Weapon in one hand and wand in the other this time, Zeldana nods that she's ready.


The Extractonator (modified Longsword) +8, 1d8+3 S, trip, versatile P/B LG M Human Inventor 3 | HP 32/35| AC 20 | F +7 [E] R +6 [T] W +8 [E] | Perc +6 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

Ernie gets ready for the next assault, with his steam powered cutting blade in one hand and one of the alchemist fire flasks in the other.

"We might not make it out of here today but I'm going to take as many of these meatbags down as I can before I fall!"


Poppet Thaumaturge Soul Warden 3 39/39 | AC 19 | F +9 R +7 W +8 | Perc +8 | Stealth +0 | Speed 20ft | Focus 1 | Success vs Emotion/Fear becomes Crit Success | Fire Weakness: 1 | Darkvision

Knight Night nods.
"Gentlemen, if I fall tonight, it has been an honor to fight alongside you."

Dark Archive

Fury's Toll | MotD

Coming in from both sides are two gigantic troops of shamblers! They move as a unit! In addition, a pair of husk zombies crawl up from below, as does a single bloated zombie.

Note, there just isn't room for troop #2, so it will flow in as it can, as it diminishes in size, or what have you.

init:

Andagard's Initiative: 1d20 + 5 ⇒ (19) + 5 = 24 2
Ernie's Initiative: 1d20 + 6 ⇒ (15) + 6 = 21 4
Gregoth's Initiative: 1d20 + 8 ⇒ (6) + 8 = 14 8
Knight Night's Initiative: 1d20 + 8 ⇒ (2) + 8 = 10 9
Zeldana's Initiative: 1d20 + 7 ⇒ (11) + 7 = 18 6

troop #1: 1d20 + 7 ⇒ (12) + 7 = 19 5
troop #2: 1d20 + 7 ⇒ (16) + 7 = 23 3
husk #1: 1d20 + 5 ⇒ (12) + 5 = 17 7
husk #2: 1d20 + 5 ⇒ (19) + 5 = 24 1
bloated: 1d20 + 3 ⇒ (6) + 3 = 9 10

Husk #1 attack Gregoth, but is misses twice with its short sword.
short sword vs AC20: 1d20 + 11 ⇒ (4) + 11 = 15
short sword vs AC20: 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 9

And no one's gonna save you from the beast about to strike
Andagard is/are up.
Conditions:
reactions:
kn: Religion
Saves Pending:

4am: rd 1:


  • x Husk 1
  • => Andagard
  • Troop 2
  • Ernie
  • Troop 1
  • Zeldana
  • Husk 2
  • Gregoth
  • Knight Night
  • Bloated

Conditions:
Andagard: 47/47
Ernie: 35/35
Gregoth: 53/53
Knight Night: 39/39
Zeldana: 41/41

Enemy Conditions
Troop 1:
Troop 2:
Husk 1:
Husk 2:
Bloated:


Note: Shambler troops can enter the squares of others and vice versa — their squares are considered difficult terrain


Human| HP 47/47 | AC: 21 | F: +9 R: +6, W: +7 | Perception: +5 | Default Exploration: Search

Andagard gulps as literal hordes begin busting down through the walls. "This is it..." Raising his staff he begins to smash inot the horde of undead to try and hold them at bay. Target Troop 2.

+1 Disrupting Staff: 1d20 + 10 ⇒ (16) + 10 = 26
Damage (Bludgeoning): 1d10 + 4 ⇒ (6) + 4 = 10
Damage (Pos vs Undead): 1d6 ⇒ 6

+1 Disrupting Staff: 1d20 + 10 - 5 ⇒ (4) + 10 - 5 = 9
Damage (Bludgeoning): 1d10 + 4 ⇒ (8) + 4 = 12
Damage (Pos vs Undead): 1d6 ⇒ 6

+1 Disrupting Staff: 1d20 + 10 - 10 ⇒ (8) + 10 - 10 = 8
Damage (Bludgeoning): 1d10 + 4 ⇒ (9) + 4 = 13
Damage (Pos vs Undead): 1d6 ⇒ 4

Retributive Strike to first ally damaged within 15':

5 damage resistance.
+1 Disrupting Staff: 1d20 + 10 ⇒ (14) + 10 = 24
Damage (Bludgeoning): 1d10 + 4 ⇒ (1) + 4 = 5 +4 Damage if Undead.
Damage (Pos vs Undead): 1d6 ⇒ 2

Status:

HP 47/47
AC 21
Focus Points 1/1
Hero Point 1/1

Dark Archive

Fury's Toll | MotD

Andagard strikes with his first blow, but misses with his other two.

Troop number two moves forward and then performs a Shambling Onslaught, where the lash out at enemies within 5' (all PCs)

[bludgeoning, basic reflex DC18: 2d6 + 5 ⇒ (1, 5) + 5 = 11

Andagard lashes out, blocking some damage to Ernie, and hitting the troop! Several of the zombies collapse, and the troop shrinks!

You know it's thriller, thriller night
Ernie is/are up.
Conditions:
reactions:
kn: Religion
Saves Pending: Everyone, DC18 basic reflex vs 11 bludgeoning/b]

4am: rd 1:


  • x Husk 1
  • x Andagard
  • x Troop 2
  • => Ernie
  • Troop 1
  • Zeldana
  • Husk 2
  • Gregoth
  • Knight Night
  • Bloated

[b]Conditions:
Andagard: 47/47
Ernie: 35/35
Gregoth: 53/53
Knight Night: 39/39
Zeldana: 41/41

Enemy Conditions
Troop 1:
Troop 2: -37
Husk 1:
Husk 2:
Bloated:


Note: Shambler troops can enter the squares of others and vice versa — their squares are considered difficult terrain


The Extractonator (modified Longsword) +8, 1d8+3 S, trip, versatile P/B LG M Human Inventor 3 | HP 32/35| AC 20 | F +7 [E] R +6 [T] W +8 [E] | Perc +6 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

I wish that it was a good idea to throw that alchemist fire, but I think the splash would hit all of us.

Reflex Save: 1d20 + 6 ⇒ (18) + 6 = 24

Ernie shoves some of the zombies back with a kick and ends up with some bruising instead of being crushed by their weight. His blade lets out a gust of steam as he starts it up and starts slashing through the pack.

Overdrive: 1d20 + 11 ⇒ (12) + 11 = 23

Strike 1: 1d20 + 8 ⇒ (19) + 8 = 27
Slashing: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11

Strike 2: 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20
Slashing: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Ernie will slash at the horde first, and then move onto that solitary husk zombie if he somehow takes it down on the first strike.

Dark Archive

Fury's Toll | MotD

Ernie charges himself up, so as to strike harder!

His first strike hits hard, as does his second! It appears that these shamblers are as vulnerable to slashing weapons as their single counterparts! May more of the zombies drop under Ernie's assault.

FYI - I took too many away the first time, but we are now accurate.

Troop #1 shambles forward, and gets within reach of Gregoth and Zeldana.
They reach out to attack!

Shambling Onslaught, bludgeoning, basic reflex DC18: 2d6 + 5 ⇒ (4, 2) + 5 = 11

You're fighting for your life inside a killer
Zeldana is/are up.
Conditions:
reactions:
kn: Religion
Saves Pending: Andagard, Gregoth, Knight Night, Zeldana DC18 basic reflex vs 11 bludgeoning, Gregoth & Zeldana DC18 vs 2nd 11 bludgeoning

4am: rd 1:


  • x Husk 1
  • x Andagard
  • x Troop 2
  • x Ernie
  • x Troop 1
  • => Zeldana
  • Husk 2
  • Gregoth
  • Knight Night
  • Bloated

Conditions:
Andagard: 47/47
Ernie: 30/35
Gregoth: 53/53
Knight Night: 39/39
Zeldana: 41/41

Enemy Conditions
Troop 1:
Troop 2: -65
Husk 1:
Husk 2:
Bloated:


Note: Shambler troops can enter the squares of others and vice versa — their squares are considered difficult terrain

The Exchange

Dhampir Thaumaturge 3 HP 32/41 | AC 19 | F +9 R+9 W +7 | Perception +7 (Low-Light)

Zeldana fires her wand at troop #2

fire damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8
Basic Ref DC 19 for #2

Zeldana then examines troop #2 for weaknesses.

exploit weakness vs troop #1: 1d20 + 11 ⇒ (19) + 11 = 30

Dark Archive

Fury's Toll | MotD

reflex #1 for Zeldana: 1d20 + 9 ⇒ (11) + 9 = 20
reflex #2 for Zeldana: 1d20 + 9 ⇒ (17) + 9 = 26
Both save for half damage

reflex troop #2 DC19: 1d20 + 8 ⇒ (16) + 8 = 24

The troop manages to avoid some of Zeldana's blast.

Zeldana recalls that shambler troops are weak to positive damage.

Zombie #2 tries to attack Gregoth with its shortsword, though the barbarian has some cover from the door. It misses him twice.

shortsword vs AC20 + cover: 1d20 + 11 ⇒ (2) + 11 = 13
shortsword vs AC20 + cover: 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14

Thriller tonight
Gregoth, Knight Night is/are up.
Conditions:
reactions:
kn: Religion
Saves Pending: Andagard, Gregoth, Knight Night, DC18 basic reflex vs 11 bludgeoning, Gregoth DC18 vs 2nd 11 bludgeoning
Please do remember to make your saves!

4am: rd 1:


  • x Husk 1
  • x Andagard
  • x Troop 2
  • x Ernie
  • x Troop 1
  • x Zeldana
  • x Husk 2
  • => Gregoth
  • => Knight Night
  • Bloated

Conditions:
Andagard: 47/47
Ernie: 30/35
Gregoth: 53/53
Knight Night: 39/39
Zeldana: 31/41

Enemy Conditions
Troop 1:
Troop 2: -65
Husk 1:
Husk 2:
Bloated:


Note: Shambler troops can enter the squares of others and vice versa — their squares are considered difficult terrain


Poppet Thaumaturge Soul Warden 3 39/39 | AC 19 | F +9 R +7 W +8 | Perc +8 | Stealth +0 | Speed 20ft | Focus 1 | Success vs Emotion/Fear becomes Crit Success | Fire Weakness: 1 | Darkvision

The Bear starts swinging his blade hoping to take out a few spinal columns!
1st +1 Longsword Attack: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
+1 Longsword Damage (Imp. Emp.): 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11
2nd +1 Longsword Attack: 1d20 + 8 + 1 - 5 ⇒ (18) + 8 + 1 - 5 = 22
+1 Longsword Damage (Imp. Emp.): 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
3rd +1 Longsword Attack: 1d20 + 8 + 1 - 10 ⇒ (3) + 8 + 1 - 10 = 2
+1 Longsword Damage (Imp. Emp.): 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Reflex Save: 1d20 + 7 ⇒ (14) + 7 = 21 Half for 5 Damage


LN M Human Barbarian 3 | HP 53 | AC 20 (-1 Rage) | F +9 [E] R +6 [T] W +8 [E] | Perc +8 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

Reflex vs DC 18: 1d20 + 6 ⇒ (6) + 6 = 12
Reflex vs DC 18: 1d20 + 6 ⇒ (17) + 6 = 23

The pain of so many arms and hands and snarling mouths doesn’t seem to wound Gregoth greatly, but something about them still causes the tall man to flinch back. Brilliant tears leak from the corners of his eyes, and he howls as the club in his hand swings carelessly through the crowd.

Greatclub vs Swarm #2: 1d20 + 10 ⇒ (6) + 10 = 16
Bludgeoning damage, Positive damage: 1d10 + 4 + 3 ⇒ (3) + 4 + 3 = 10

Greatclub vs Swarm #2: 1d20 + 10 - 5 ⇒ (8) + 10 - 5 = 13 (+1 Backswing?)
Bludgeoning damage, Positive damage: 1d10 + 4 + 3 ⇒ (5) + 4 + 3 = 12

Rage [A], Strike x2 [AA].

Dark Archive

Fury's Toll | MotD

Knight Night swings thrice, hitting twice, but that is enough, as the zombie troop is defeated!

Gregoth turns to go after the zombie in the doorway, but misses twice.

1d3 ⇒ 3

The bloated zombie in the corner swings at the bear. Swings at is correct, as it misses twice.
fist vs AC19: 1d20 + 9 ⇒ (8) + 9 = 17
fist vs AC19: 1d20 + 9 - 5 ⇒ (3) + 9 - 5 = 7

The zombie in the doorway suddenly surges with speed, and catches Gregoth off guard as it attacks. Flat footed

short sword vs FFAC17: 1d20 + 11 ⇒ (18) + 11 = 29
piercing + precision: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (5) = 13 doubled

It stabs again!
short sword vs AC19: 1d20 + 11 - 4 ⇒ (15) + 11 - 4 = 22
piercing: 1d6 + 4 ⇒ (2) + 4 = 6

And again!
short sword vs AC19: 1d20 + 11 - 8 ⇒ (8) + 11 - 8 = 11
piercing: 1d6 + 4 ⇒ (5) + 4 = 9

Gregoth is looking the worse for wear.

I'm gonna thriller tonight
Andagard. Ernie is/are up.
Conditions:
reactions:
kn: Religion
Saves Pending: Andagard, DC18 basic reflex vs 11 bludgeoning,
Please do remember to make your saves!

4am: rd 2:


  • x Husk 1
  • => Andagard
  • => Ernie
  • x Troop 1
  • x Zeldana
  • x Husk 2
  • x Gregoth
  • x Knight Night
  • x Bloated

Conditions:
Andagard: 47/47
Ernie: 30/35
Gregoth: 9/53
Knight Night: 34/39
Zeldana: 31/41

Enemy Conditions
Troop 1:
Troop 2: -96
Husk 1:
Husk 2:
Bloated:


Note: Shambler troops can enter the squares of others and vice versa — their squares are considered difficult terrain


Human| HP 47/47 | AC: 21 | F: +9 R: +6, W: +7 | Perception: +5 | Default Exploration: Search

Reflex DC 18: 1d20 + 6 ⇒ (18) + 6 = 24

Taking a few bruises Andagard shifts his focus to the shambler next to him. "Too many of them. We need to push through the door."

Target #1

+1 Disrupting Staff: 1d20 + 10 ⇒ (9) + 10 = 19
Damage (Bludgeoning): 1d10 + 4 ⇒ (5) + 4 = 9 +4 Damage if Undead.
Damage (Pos vs Undead): 1d6 ⇒ 3

+1 Disrupting Staff: 1d20 + 10 - 5 ⇒ (14) + 10 - 5 = 19
Damage (Bludgeoning): 1d10 + 4 ⇒ (7) + 4 = 11 +4 Damage if Undead.
Damage (Pos vs Undead): 1d6 ⇒ 6

+1 Disrupting Staff: 1d20 + 10 - 10 ⇒ (13) + 10 - 10 = 13
Damage (Bludgeoning): 1d10 + 4 ⇒ (10) + 4 = 14 +4 Damage if Undead.
Damage (Pos vs Undead): 1d6 ⇒ 6

Retributive Strike to first ally damaged within 15':

5 damage resistance.

+1 Disrupting Staff: 1d20 + 10 ⇒ (5) + 10 = 15
Damage (Bludgeoning): 1d10 + 4 ⇒ (10) + 4 = 14 +4 Damage if Undead.
Damage (Pos vs Undead): 1d6 ⇒ 1

Status:

HP 42/47
AC 21
Focus Points 1/1
Hero Point 1/1

Dark Archive

Fury's Toll | MotD

Andagard manages to hit the bloated zombie three times completely destroying it!

Ernie?


The Extractonator (modified Longsword) +8, 1d8+3 S, trip, versatile P/B LG M Human Inventor 3 | HP 32/35| AC 20 | F +7 [E] R +6 [T] W +8 [E] | Perc +6 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

Ernie takes a step up to Gregoth and applies the searing heat of his steam powered weapon to the warrior's wounds.

Searing Restoration: 2d10 ⇒ (8, 1) = 9
Unstable, Dc 17: 1d20 ⇒ 13

Then Ernie lobs the alchemist fire in his hand over the head of the zombie in the doorway and into the crowded horde behind it.

Strike: 1d20 + 6 ⇒ (2) + 6 = 8
Fire damage, +2 Persistent damage, +2 splash: 2d8 ⇒ (4, 7) = 11

1 action to move, 1 to searing Restoration Gregoth and one to throw the alchemist fire in hand.

Does Ernie have a hero point? He'd use it if he could

Dark Archive

Fury's Toll | MotD

Ernie heals Gregoth.

Ernie, you may not have noticed that the troop is also spread to the doorway.

Ernie probably has 1 hero point left.


The Extractonator (modified Longsword) +8, 1d8+3 S, trip, versatile P/B LG M Human Inventor 3 | HP 32/35| AC 20 | F +7 [E] R +6 [T] W +8 [E] | Perc +6 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

It still seems worth it, but if Gregoth objects to risking the splash damage, then Ernie wont throw it. I'm banking on a guess that a horde might have a weakness to splash damage.

Hero point reroll strike: 1d20 + 6 ⇒ (7) + 6 = 13

Dark Archive

Fury's Toll | MotD

Ernie misses the strike with the fire, but the splash hits a lot of targets! The troop, both Husk Zombies, and, of course, Gregoth and Zeldana. The troop does take a little more damage from the splash.

The zombies then surge forward, flowing over the party, getting in the way, and generally making a rather odoriferous nuisance of themselves, before they start swinging.

Shambling Onslaught DC18 Reflex - bludgeoning: 2d6 + 5 ⇒ (6, 4) + 5 = 15
This affects everyone

Killer, thriller
Zeldana, Gregoth, Knight Night is/are up.
Conditions:
reactions:
kn: Religion
Saves Pending: Andagard, Ernie, Gregoth, Knight Night, Zelda, DC18 basic reflex vs 15 bludgeoning,
Please do remember to make your saves!

4am: rd 2:


  • x Husk 1
  • x Andagard
  • x Ernie
  • x Troop 1
  • => Zeldana
  • => Gregoth
  • => Knight Night

Conditions:
Andagard: 42/47
Ernie: 30/35
Gregoth: 16/53
Knight Night: 34/39
Zeldana: 29/41

Enemy Conditions
Troop 1: -4
Husk 1: -2
Husk 2: -2


Note: Shambler troops can enter the squares of others and vice versa — their squares are considered difficult terrain


LN M Human Barbarian 3 | HP 53 | AC 20 (-1 Rage) | F +9 [E] R +6 [T] W +8 [E] | Perc +8 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

Reflex vs DC 18: 1d20 + 6 ⇒ (2) + 6 = 8

Gregoth collapses under the undead onslaught. (Unless he got a surprise hero point somewhere, not much he can do at this point except…)

Then, an arm breaks through the horde. A broken club smashes open a gap in the crowd. Inside, Gregoth somehow still stands - but his face is a no longer streaked with glowing tears, instead twisted into an unnatural snarl.

@GM, Gregoth will use Entity’s Resurgence. Have fun!

The Exchange

Dhampir Thaumaturge 3 HP 32/41 | AC 19 | F +9 R+9 W +7 | Perception +7 (Low-Light)

reflex vs onslaught: 1d20 + 9 ⇒ (9) + 9 = 18

Zeldana dodges at least some of the zombies

Zeldana steps back away from the troop and holds her blade up like a cross, channeling positive energy into her attacks with her shortsword.

sword vs troop #1: 1d20 + 8 ⇒ (1) + 8 = 9
slashing: 1d6 + 3 ⇒ (1) + 3 = 4

sword 2 vs troop #2: 1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 11
slashing: 1d6 + 3 ⇒ (4) + 3 = 7

Have mortal weakness on them to trigger highest weakness each strike.


Poppet Thaumaturge Soul Warden 3 39/39 | AC 19 | F +9 R +7 W +8 | Perc +8 | Stealth +0 | Speed 20ft | Focus 1 | Success vs Emotion/Fear becomes Crit Success | Fire Weakness: 1 | Darkvision

Reflex: 1d20 + 7 ⇒ (11) + 7 = 18

The bear once again does as it did before; fight desperately and hope to land some decisive attacks. He flails his sword!
+1 Longsword Attack: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
+1 Longsword Damage (Imp. Emp.): 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9
+1 Longsword Attack: 1d20 + 8 + 1 - 5 ⇒ (15) + 8 + 1 - 5 = 19
+1 Longsword Damage (Imp. Emp.): 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9
+1 Longsword Attack: 1d20 + 8 + 1 - 10 ⇒ (7) + 8 + 1 - 10 = 6
+1 Longsword Damage (Imp. Emp.): 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Dark Archive

Fury's Toll | MotD

Zeldana withstands the press of the troop,, but is unable to land a blow on any of them.

Knight Night also proves resilient to the onslaught, and slashes mightily at the horde, hitting twice. Enough of the troop fall to give the heroes a momentary respite.

Gregoth roars in rage, screaming in a language that none of you understand. He looks at his club in disgust before beating down upon the zombie hordes.

club: 1d20 + 10 ⇒ (8) + 10 = 18
bludgeoning+positive: 1d10 + 4 + 3 ⇒ (3) + 4 + 3 = 10

More zombies go flying, as Gregoth continues to yell, his voice taking what seems to be a slightly feminine timbre. More of what must be swearing in some ancient, unknown language as he keeps swinging.

club: 1d20 + 10 - 5 ⇒ (14) + 10 - 5 = 19
bludgeoning+positive: 1d10 + 4 + 3 ⇒ (3) + 4 + 3 = 10
More zombies go flying, as he swings at the husk zombie at the door.
club: 1d20 + 10 - 10 ⇒ (10) + 10 - 10 = 10
bludgeoning+positive: 1d10 + 4 + 3 ⇒ (7) + 4 + 3 = 14

The husk at the door stabs back at Gregoth(?).
short sword: 1d20 + 11 ⇒ (2) + 11 = 13
short sword: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21
stabby: 1d6 + 4 ⇒ (2) + 4 = 6

The blade stabs into Gregoth with the sound of metal scraping on stone. No blood drips from the newest wound, though it definitely had an effect.

Darkness falls across the land
Andagard, Ernie is/are up.
Conditions:
reactions:
kn: Religion
Saves Pending: Andagard, Ernie DC18 basic reflex vs 15 bludgeoning,
Please do remember to make your saves!

4am: rd 2:


  • x Husk 1
  • => Andagard
  • => Ernie
  • x Troop 1
  • x Zeldana
  • x Gregoth(?)
  • x Knight Night

Conditions:
Andagard: 42/47
Ernie: 30/35
Gregoth: 2/53 [something wierd is happening]
Knight Night: 27/39
Zeldana: 22/41

Enemy Conditions
Troop 1: -62
Husk 1: -2
Husk 2: -2


Note: Shambler troops can enter the squares of others and vice versa — their squares are considered difficult terrain


The Extractonator (modified Longsword) +8, 1d8+3 S, trip, versatile P/B LG M Human Inventor 3 | HP 32/35| AC 20 | F +7 [E] R +6 [T] W +8 [E] | Perc +6 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

Ernie is going to use his ability as a Medic to use Battle Medicine on an immune ally to heal Gregoth.

Ernie moves up to Gregoth and starts stitching up the wounded warrior.

Medicine, Battlefield Medicine: 1d20 + 9 ⇒ (4) + 9 = 13

Ugh. At least it's not a critical failure.

The spool holding the stitching thread tangles up and fails to close up any of Gregoth's wounds. Cursing, Ernie steps up to the door and swings at the husk zombie in the doorway.

Strike: 1d20 + 8 ⇒ (18) + 8 = 26
Slashing: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Dark Archive

Fury's Toll | MotD

While Ernie fails to heal Gregoth, or whomever he is now, he does strike the husk zombie!

Ernie reflex: 1d20 + 6 ⇒ (2) + 6 = 8

Ernie is dramatically struck by the hordes!
Critical fail, Ernie is down. His attack doesn't happen.

Reminder to check to see if you have a pending save...


Human| HP 47/47 | AC: 21 | F: +9 R: +6, W: +7 | Perception: +5 | Default Exploration: Search

Is it just the single door near Gregoth going in and out of the room?

Reflex DC 18: 1d20 + 6 ⇒ (11) + 6 = 17

Andagard reaches down and slowly heals Ernie. [b]"Get back on your feet. We need to hold out just a little bit more."[/]b He then steps to the side, trying to jab his staff into the undead's brain.

+1 Disrupting Staff vs #1: 1d20 + 10 ⇒ (6) + 10 = 16
Damage (Bludgeoning): 1d10 + 4 ⇒ (5) + 4 = 9
Damage (Pos vs Undead): 1d6 ⇒ 1

Spoiler:
Status]
HP 27/47
AC 21
Focus Points 1/1
Hero Point 1/1

Dark Archive

Fury's Toll | MotD

Andagard's attack bounces off the door frame.

Dark Archive

Fury's Toll | MotD

And because Ernie's crit-failed damage was technically last turn, he is now up, his previous turn never happening. Ernie is prone, and has dropped everything, and has 12 hp.

Dark Archive

Fury's Toll | MotD

Will take a bot for Ernie


Human| HP 47/47 | AC: 21 | F: +9 R: +6, W: +7 | Perception: +5 | Default Exploration: Search

Ernie stands, grabbing his longsword as he tries to end the husk zombie blocking the doorway.

Strike: 1d20 + 8 ⇒ (9) + 8 = 17
Slashing: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13

Dark Archive

Fury's Toll | MotD

Ernie hacks into the husk zombie, but it does not go down.

The troop shambles forward, slowly. It then attacks everyone around it.

Ernie, Gregoth, Andagard, Knight Night
Shambling Onslaught Ref DC18: 2d6 + 5 ⇒ (6, 4) + 5 = 15

Gregoth? reflex: 1d20 + 6 ⇒ (20) + 6 = 26

Gregoth (or whomever it is controlling his body) manages to avoid all of the damage!

The midnight hour is close at hand
Zeldana is/are up.
Conditions:
reactions:
kn: Religion
Saves Pending: Ernie, Andagard, Knight Night DC18 basic reflex vs 15 bludgeoning,
Please do remember to make your saves!

4am: rd 2:


  • x Husk 1
  • x Andagard
  • x Ernie
  • x Troop 1
  • => Zeldana
  • x Gregoth(?)
  • x Knight Night

Conditions:
Andagard: 35/47
Ernie: 12/35 [Wounded 1]
Gregoth: 2/53 [something weird is happening]
Knight Night: 27/39
Zeldana: 22/41

Enemy Conditions
Troop 1: -62
Husk 1: - 20
Husk 2: -2


Note: Shambler troops can enter the squares of others and vice versa — their squares are considered difficult terrain

The Exchange

Dhampir Thaumaturge 3 HP 32/41 | AC 19 | F +9 R+9 W +7 | Perception +7 (Low-Light)

Zeldana steps up and hacks away at the horse before backing up again.

sworded: 1d20 + 8 ⇒ (14) + 8 = 22
slashing: 1d6 + 3 ⇒ (3) + 3 = 6

Mortal weakness for highest vulnerability

The Exchange

Dhampir Thaumaturge 3 HP 32/41 | AC 19 | F +9 R+9 W +7 | Perception +7 (Low-Light)

*horde (troop)

Dark Archive

Fury's Toll | MotD

Zeldana carves a large chunk out of the zombies, but it does not go down.

Yelling again in the unknown language, Gregoth smashes into the troop!
club: 1d20 + 10 ⇒ (13) + 10 = 23
bludgeoning + positive: 1d10 + 4 + 3 ⇒ (3) + 4 + 3 = 10

When they don't collapse, he swings again, but misses.
club: 1d20 + 10 - 5 ⇒ (7) + 10 - 5 = 12
bludgeoning + positive: 1d10 + 4 + 3 ⇒ (1) + 4 + 3 = 8

Screaming in frustration, he screams and swings again.
club: 1d20 + 10 - 10 ⇒ (19) + 10 - 10 = 19
bludgeoning + positive: 1d10 + 4 + 3 ⇒ (3) + 4 + 3 = 10

This time they actually finish the troop off.

Creatures crawl in search of blood
Knight Night is/are up.
Conditions:
reactions:
kn: Religion
Saves Pending: Ernie, Andagard, Knight Night DC18 basic reflex vs 15 bludgeoning,
Please do remember to make your saves!

4am: rd 2:


  • x Husk 1
  • x Andagard
  • x Ernie
  • x Troop 1
  • x Zeldana
  • x Gregoth(?)
  • => Knight Night

Conditions:
Andagard: 35/47
Ernie: 12/35 [Wounded 1]
Gregoth: 2/53 [something weird is happening]
Knight Night: 27/39
Zeldana: 22/41

Enemy Conditions
Husk 1: - 20
Husk 2: -2


Human| HP 47/47 | AC: 21 | F: +9 R: +6, W: +7 | Perception: +5 | Default Exploration: Search

Reflex DC 18: 1d20 + 6 ⇒ (15) + 6 = 21

Andagard tries to push back against the horde as best as he can, but his body grows tired. It has been a long night and there are just never ending undead that keep coming through.

Spoiler:

Status]
HP 20/47
AC 21
Focus Points 0/1
Hero Point 1/1


The Extractonator (modified Longsword) +8, 1d8+3 S, trip, versatile P/B LG M Human Inventor 3 | HP 32/35| AC 20 | F +7 [E] R +6 [T] W +8 [E] | Perc +6 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

Sorry, didn't realize I was up!

Reflex Save: 1d20 + 6 ⇒ (15) + 6 = 21

This time when the horde swarms forward, Ernie is ready and leaps out of the way as they reach out to grab him.


Poppet Thaumaturge Soul Warden 3 39/39 | AC 19 | F +9 R +7 W +8 | Perc +8 | Stealth +0 | Speed 20ft | Focus 1 | Success vs Emotion/Fear becomes Crit Success | Fire Weakness: 1 | Darkvision

Knight Night, being further in the back and unable to get to the front line, calls upon the divine powers that brought him to life to bring judgment down on the undead husk.
Soul Warden Disrupt Undead: 2d6 + 3 ⇒ (6, 4) + 3 = 13 Husk 1, Fort DC18
The bear then draws a potion of healing.
Reflex Save: 1d20 + 7 ⇒ (20) + 7 = 27Crit Success!

Dark Archive

Fury's Toll | MotD

Andagard and Ernie avoid the brunt of the pounding, while Knight Night manages to avoid it all!

The bear then casts a spell, some of which is avoided, but still burns it hard due to what appears to be an obvious weakness. However, the husk still stands.

fort DC18: 1d20 + 7 ⇒ (15) + 7 = 22

Husk #1 stabs at Gregoth!
shortsword vs AC19: 1d20 + 11 ⇒ (12) + 11 = 23
piercing: 1d6 + 4 ⇒ (3) + 4 = 7

With this attack, Gregoth screams with a tortured scream, definitely not with his own voice, as he collapses to the ground.
Andagard cannot protect Gregoth as at this time he is not an ally

The husk zombie then stabs at Ernie, who does have a little cover from the door.
shortsword vs AC21: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21
piercing: 1d6 + 4 ⇒ (4) + 4 = 8

Andagard does protect Ernie, keeping the inventor on his feet, if only barely! Unfortunately Andagard's retributive strike misses.

To terrorize y'awl's neighborhood
Andagard, Ernie, Zeldana is/are up.
Conditions: Gregoth Dying 1
reactions:
kn: Religion
Saves Pending:
Please do remember to make your saves!

4am: rd 2:


  • x Husk 1
  • => Andagard
  • => Ernie
  • x Zeldana
  • Husk 2
  • x Gregoth(?)
  • x Knight Night

Conditions:
Andagard: 28/47
Ernie: 2/35 [Wounded 1,]
Gregoth: 0/53 [dying 1]
Knight Night: 27/39
Zeldana: 22/41

Enemy Conditions
Husk 1: - 31
Husk 2: -2


Human| HP 47/47 | AC: 21 | F: +9 R: +6, W: +7 | Perception: +5 | Default Exploration: Search

Andagard tries to get the husk free from teh door as he watches Gregoth fall. Pinning his staff against the door he leans in and helps the man back to his feet. "Stay up, we need you."

+1 Disrupting Staff: 1d20 + 10 ⇒ (4) + 10 = 14
Damage (Bludgeoning): 1d10 + 4 ⇒ (10) + 4 = 14 +4 Damage if Undead.
Damage (Pos vs Undead): 1d6 ⇒ 6

+1 Disrupting Staff: 1d20 + 10 - 5 ⇒ (1) + 10 - 5 = 6
Damage (Bludgeoning): 1d10 + 4 ⇒ (1) + 4 = 5 +4 Damage if Undead.
Damage (Pos vs Undead): 1d6 ⇒ 1

Batte Medicine (Gregoth) DC 15: 1d20 + 5 ⇒ (18) + 5 = 23
Healing: 2d8 ⇒ (2, 7) = 9

Retributive Strike to first ally damaged within 15':

5 damage resistance.
+1 Disrupting Staff: 1d20 + 10 ⇒ (2) + 10 = 12
Damage (Bludgeoning): 1d10 + 4 ⇒ (7) + 4 = 11 +4 Damage if Undead.
Damage (Pos vs Undead): 1d6 ⇒ 5

Status:

HP 20/47
AC 21
Focus Points 0/1
Battle Medicine: Gregoth
Hero Point 1/1

Dark Archive

Fury's Toll | MotD

Andagard fails to hit the husk, though he does help Gregoth back to being awake.

The Exchange

Dhampir Thaumaturge 3 HP 32/41 | AC 19 | F +9 R+9 W +7 | Perception +7 (Low-Light)

Zeldana fires her wand at #1.

fire: 2d6 + 4 ⇒ (3, 1) + 4 = 8
basic reflex DC 19

recharge rounds: 1d4 ⇒ 1

Zeldana steps up for a better view.


The Extractonator (modified Longsword) +8, 1d8+3 S, trip, versatile P/B LG M Human Inventor 3 | HP 32/35| AC 20 | F +7 [E] R +6 [T] W +8 [E] | Perc +6 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

Ernie attempts to hook his sword around the husk zombie's legs before finishing it off with his sword.

Trip Attempt: 1d20 + 10 ⇒ (10) + 10 = 20

Strike: 1d20 + 8 - 5 ⇒ (5) + 8 - 5 = 8
Slashing: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12

Strike: 1d20 + 8 - 10 ⇒ (9) + 8 - 10 = 7
Slashing: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10

Dark Archive

Fury's Toll | MotD

Zeldana fires her wand, but the zombie avoids the worst of it.
ref dc19: 1d20 + 9 ⇒ (19) + 9 = 28

Ernie is able to trip #1, but cannot land the follow up.

Husk Zombie #2 shambles down the stairs, and Ernie can hear him coming up the spiral stairs he is standing on.

And whosoever shall be found
Gregoth (prone), Knight Night is/are up.
Conditions:
reactions: Gregoth wounded 1, Ernie wounded 1
kn: Religion
Saves Pending:

4am: rd 2:


  • x Husk 1
  • x Andagard
  • x Ernie
  • x Zeldana
    [*[ Husk 2
  • => Gregoth
  • => Knight Night

Conditions:
Andagard: 28/47
Ernie: 2/35 [Wounded 1,]
Gregoth: 9/53 [wounded 1]
Knight Night: 27/39
Zeldana: 22/41

Enemy Conditions
Husk 1: - 35
Husk 2: -2


LN M Human Barbarian 3 | HP 53 | AC 20 (-1 Rage) | F +9 [E] R +6 [T] W +8 [E] | Perc +8 | Speed 25 ft | Hero Points: 1 | Active Conditions: None

Gregoth pulls himself back to his feet. Pulls the broken wood from the floor. Pulls his arms above his head, ignoring the pain in his arms and side and legs and chest.

Greatclub vs #1: 1d20 + 10 ⇒ (18) + 10 = 28
Bludgeoning damage: 1d10 + 4 ⇒ (4) + 4 = 8

Stand [A], Interact to grab dropped greatclub [A], Strike [A].

1 to 50 of 602 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PBP GameDay XI] GM Silbeg's March of the Dead All Messageboards

Want to post a reply? Sign in.