GM Silbeg |
As the adventurers watch, at first, it looks as though only a single zombie notices the living intruders, but steadily, more and more join it in turning the same slow, shambling direction. Soon, hordes of the dead come swarming out of the darkness, advancing from all directions!
They batter against the barriers, and you can hear them shambling around downstairs. Then, suddenly, four zombies burst through the reinforced stairs, while four more climb in through the hole in the wall! Just as you are all about to react, two more burst up through the other stairway!
Andagard's Initiative: 1d20 + 5 ⇒ (9) + 5 = 14 10
Ernie's Initiative: 1d20 + 6 ⇒ (18) + 6 = 24 1
Gregoth's Initiative: 1d20 + 8 ⇒ (9) + 8 = 17 4
Knight Night's Initiative: 1d20 + 8 ⇒ (7) + 8 = 15 5
Zeldana's Initiative: 1d20 + 7 ⇒ (12) + 7 = 19 3
shambler 1: 1d20 + 0 ⇒ (6) + 0 = 6 14
shambler 2: 1d20 + 0 ⇒ (14) + 0 = 14 6
shambler 3: 1d20 + 0 ⇒ (14) + 0 = 14 7
shambler 4: 1d20 + 0 ⇒ (13) + 0 = 13 11
shambler 5: 1d20 + 0 ⇒ (14) + 0 = 14 8
shambler 6: 1d20 + 0 ⇒ (4) + 0 = 4 15
shambler 7: 1d20 + 0 ⇒ (19) + 0 = 19 2
shambler 8: 1d20 + 0 ⇒ (10) + 0 = 10 13
shambler 9: 1d20 + 0 ⇒ (12) + 0 = 12 12
shambler 10: 1d20 + 0 ⇒ (14) + 0 = 14 9
It's close to midnight and something evil's lurking In the dark!
Ernie is/are up.
Conditions:
kn: Religion
Saves Pending:
- => Ernie
- 2
- Zeldana
- Gregoth
- Knight Night
- 2,3,5,10
- Andagard
- 1, 4, 6, 8, 9
Conditions:
Andagard: 47/47
Ernie: 35/35
Gregoth: 53/53
Knight Night: 39/39
Zeldana: 41/41
Enemy Conditions
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Ernie "The Extractor" Ozmaut |
Ernie starts up his weapon and swings it at the zombie in front of him.
#3
Crafting, Overdrive: 1d20 + 11 ⇒ (13) + 11 = 24
Standard success, +2 damage for 1 minute
Strike: 1d20 + 8 ⇒ (11) + 8 = 19
Slashing: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
If our PCs were allowed to draw their weapons once we heard the banging noises, Ernie would have drawn his melee weapon. If not, then his first action would have been drawing the sword.
2nd Strike, if allowed: 1d20 + 8 - 5 ⇒ (7) + 8 - 5 = 10
Slashing: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8
GM Silbeg |
Having weapons out would make sense
Ernie boosts his weapon, and slashes twice at zombie #3. He hits once, doing massive damage (but it doesn't fall).
Zombie #7 punches Night Knight!
fist vs AC19: 1d20 + 7 ⇒ (10) + 7 = 17
fist vs AC19: 1d20 + 7 - 5 ⇒ (2) + 7 - 5 = 4
Under the moonlight you see a sight that almost stops Your heart!
Zeldana, Gregoth, Knight Night is/are up.
Conditions:
kn: Religion
Saves Pending:
- x Ernie
- x 7
- Zeldana
- Gregoth
- Knight Night
- 2, 3,5,10
- Andagard
- 1, 4, 6, 8, 9
Conditions:
Andagard: 47/47
Ernie: 35/35
Gregoth: 53/53
Knight Night: 39/39
Zeldana: 41/41
Enemy Conditions
1:
2:
3: -15
4:
5:
6:
7:
8:
9:
10:
Knight Night the Hero Bear |
Knight Night studies the zombie while avoiding the punches, finding a weakpoint that he can take advantage of.
Esoteric Lore: 1d20 + 10 ⇒ (14) + 10 = 24
He finds a way to exploit the zombie and strikes hard at the stomach, hoping to strike against the spine.
+1 Longsword Attack: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
+1 Longsword Damage (Imp. Emp.)+Antithesis: 1d8 + 3 + 2 + 3 ⇒ (2) + 3 + 2 + 3 = 10
+1 Longsword Attack: 1d20 + 8 + 1 - 5 ⇒ (19) + 8 + 1 - 5 = 23
+1 Longsword Damage (Imp. Emp.)+Antithesis: 1d8 + 3 + 2 + 3 ⇒ (1) + 3 + 2 + 3 = 9
Gregoth Paalas |
Gregoth’s legs jerk him into the fray. Brilliant tears begin to trickle down his face, sizzling like tiny fires as they weave through his beard and fall to the ground. The broken wood likewise burns with white light, leaving a faint afterimage as his arms swing it through the air.
Greatclub vs #10: 1d20 + 10 ⇒ (19) + 10 = 29
Bludgeoning damage, Positive damage: 1d10 + 4 + 3 ⇒ (4) + 4 + 3 = 11
Stride [A], Rage [A], Strike [A]. AC 19, 5 temp hitpoints.
GM Silbeg |
These are just run of the mill zombie shamblers... so weak to slashing
I am assuming that Night Knight is attacking #7
The poppet misses with his first strike, but nails the zombie with his second! Actually, the zombie's weakness to slashing is higher than the antithesis.
Gregor then goes into a rage, and smashes his club into the face of the zombie, exploding it like a watermelon struck by Gallagher.
You try to scream, but terror takes the sound before you make it
Zeldana is/are up.
Conditions:
kn: Religion
Saves Pending:
- x Ernie
- x 7
- => Zeldana
- x Gregoth
- x Knight Night
- 2, 3,5,10
- Andagard
- 1, 4, 6, 8, 9
Conditions:
Andagard: 47/47
Ernie: 35/35
Gregoth: 53/53
Knight Night: 39/39
Zeldana: 41/41
Enemy Conditions
1:
2:
3: -15
4:
5:
6:
7: -14
8:
9:
10: splatted
GM Silbeg |
Zeldana throws her fire at a zombie. It does not avoid any of the fire, and in fact seems to lean into the blast! It incinerates into a pile of ash.Crit fail!
1d20 ⇒ 5
Zombie #2 shambles over and attacks Gregoth. It looks like it wants to hold on to Gregoth, but does not act quite fast enough.
fist vs AC19: 1d20 + 7 ⇒ (16) + 7 = 23
bludgeoning: 1d6 + 3 ⇒ (2) + 3 = 5
#3 attacks Ernie twice, but misses twice.
fist vs AC20: 1d20 + 7 ⇒ (8) + 7 = 15
fist vs AC20: 1d20 + 7 - 5 ⇒ (13) + 7 - 5 = 15
#5 shambles up to Night Knight, and tries to pummel the diminutive hero. It also appears to try and grab hold, but too slowly
fist vs AC19: 1d20 + 7 ⇒ (15) + 7 = 22
bludgeoning: 1d6 + 3 ⇒ (2) + 3 = 5
You start to freeze as horror looks you right between the eyes
Andagard is/are up.
Conditions:
kn: Religion
Saves Pending:
- x Ernie
- x 7
- x Zeldana
- x Gregoth
- x Knight Night
- x 2, 3, 5
- Andagard
- 1, 4, 6, 8
Conditions:
Andagard: 47/47
Ernie: 35/35
Gregoth: 53/53 [0 temp]
Knight Night: 34/39
Zeldana: 41/41
Enemy Conditions
1:
2:
3: -15
4:
5:
6:
7: -14
8:
9: Incinerated
10: splatted
Andagard Daesyn |
Andagard steps to the side to better protect his copanions. "Stay close together. Don't spread out too far." He calls out as he swings his staff at the undead to try and clear a path.
Target #1.
+1 Disrupting Staff: 1d20 + 10 ⇒ (5) + 10 = 15
Damage (Bludgeoning): 1d10 + 4 ⇒ (10) + 4 = 14 +4 Damage if Undead.
Damage (Pos vs Undead): 1d6 ⇒ 2
+1 Disrupting Staff: 1d20 + 10 - 5 ⇒ (7) + 10 - 5 = 12
Damage (Bludgeoning): 1d10 + 4 ⇒ (6) + 4 = 10 +4 Damage if Undead.
Damage (Pos vs Undead): 1d6 ⇒ 4
◆ Step
◆ Strike
◆ Strike
5 damage resistance.
+1 Disrupting Staff: 1d20 + 10 ⇒ (14) + 10 = 24
Damage (Bludgeoning): 1d10 + 4 ⇒ (2) + 4 = 6 +4 Damage if Undead.
Damage (Pos vs Undead): 1d6 ⇒ 5
HP 47/47
AC 21
Focus Points 1/1
Hero Point 1/1
GM Silbeg |
Andagard's staff smashes into #1, causing terrible damage, as his bludgeoning damage is compounded in a burst of positive energy! The zombie drops... his head completely obliterated.
Andagard then swings at #4, striking her. He doesn't quite destroy this zombie.
Andagard... where is the extra +4 coming from? If from Shining Oath, that is only on retributive strike.
#4 swings back at the paladin, but misses, twice.
fist vs AC21: 1d20 + 7 ⇒ (8) + 7 = 15
fist vs AC21: 1d20 + 7 - 5 ⇒ (18) + 7 - 5 = 20
#6 swings at the stuffed bear, missing twice.
fist vs AC19: 1d20 + 7 ⇒ (9) + 7 = 16
fist vs AC19: 1d20 + 7 - 5 ⇒ (2) + 7 - 5 = 4
# 8 moves around, saying, "BRAAAAAIINNNNNSSSS"
You're paralyzed, ’Cause this is thriller, thriller night
Ernie is/are up.
Conditions:
kn: Religion
Saves Pending:
- => Ernie
- x 7
- x Zeldana
- x Gregoth
- x Knight Night
- x 2, 3, 5
- x Andagard
- 4, 6, 8
Conditions:
Andagard: 47/47
Ernie: 35/35
Gregoth: 53/53 [0 temp]
Knight Night: 34/39
Zeldana: 41/41
Enemy Conditions
1: SMUSHED
2:
3: -15
4: -19
5:
6:
7: -14
8:
9: Incinerated
10: splatted
Ernie "The Extractor" Ozmaut |
Ernie steps through the doorway to aid Knight Knight who is getting swarmed, spinning his steam powered weapon at the neck of one of the zombies.
"Anda, you don't mind cleaning up in here, do you? We don't want to let our little bear get eaten."
Strike, vs 8: 1d20 + 8 ⇒ (7) + 8 = 15
Slashing: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Strike, vs 8: 1d20 + 8 - 5 ⇒ (2) + 8 - 5 = 5
Slashing: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
GM Silbeg |
Ernie slashes once into the zombie, leaving it worse for ear (but how can you tell?), but manages to miss with his second strike.
Number 7 moans out, "Brraaaainnnnssss!" as he tries to pummel the Night Knight. Apparently its brains are too rotten to let it connect.
fist vs AC19: 1d20 + 7 ⇒ (3) + 7 = 10
fist vs AC19: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14
And no one's gonna save you from the beast about to strike
Zeldana, Gregoth, Knight Night is/are up.
Conditions:
kn: Religion
Saves Pending:
- x Ernie
- x 7
- => Zeldana
- => Gregoth
- => Knight Night
- x 2, 3, 5
- x Andagard
- 4, 6, 8
Conditions:
Andagard: 47/47
Ernie: 35/35
Gregoth: 53/53 [0 temp]
Knight Night: 34/39
Zeldana: 41/41
Enemy Conditions
1: SMUSHED
2:
3: -15
4: -19
5:
6:
7: -14
8: -15
9: Incinerated
10: splatted
Gregoth Paalas |
Gregoth is lost in a howling storm of fire and darkness and pain. His arms twitch and jerk, sending the broken wood clutched in his hands flying back and forth.
Greatclub vs #2: 1d20 + 10 ⇒ (16) + 10 = 26
Bludgeoning damage, Positive damage: 1d10 + 4 + 3 ⇒ (6) + 4 + 3 = 13
Greatclub vs #2(?): 1d20 + 10 - 5 ⇒ (11) + 10 - 5 = 16
Bludgeoning damage, Positive damage: 1d10 + 4 + 3 ⇒ (4) + 4 + 3 = 11
Greatclub vs #2(?): 1d20 + 10 - 10 ⇒ (18) + 10 - 10 = 18 +1 if previous attack missed)
Bludgeoning damage, Positive damage: 1d10 + 4 + 3 ⇒ (1) + 4 + 3 = 8
Attacking #2. If it falls, replace the next Strike with a Stride through the doorway and the target of any subsequent Strikes to #4
Knight Night the Hero Bear |
The bear tries to recollect if zombies have disease filled bites, and ponders what that would do to him.
Undead Lore: 1d20 + 5 ⇒ (2) + 5 = 7
In the heat of the battle though, he is too distracted to continue such a thought process. He swings his blade into the 7th zombie and hopes to destroy it.
+1 Longsword Attack: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
+1 Longsword Damage (Imp. Emp.): 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8
+1 Longsword Attack: 1d20 + 8 + 1 - 5 ⇒ (11) + 8 + 1 - 5 = 15
+1 Longsword Damage (Imp. Emp.): 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9
GM Silbeg |
Gregoth crushes in the skull of #2! Crit and dead
He then strides in to attack #4. He smashes his club into #4, finishing her.
The bear doesn't remember anything special about zombies but keep attacking with slashing weapons... and HEAD SHOT.
So, instead, he slashes with his blade, hitting #7, cutting off his head. He then goes after #6, cutting deeply into it.
Zeldana then fires at #3, since her first two targets were down. Somehow, it shambles to the left as the her blast moves to the right! saves
reflex DC17: 1d20 ⇒ 18
#3 bounds on Gregoth. It pounds him, and hangs on!
fist vs AC19: 1d20 + 7 ⇒ (18) + 7 = 25
B: 1d6 + 3 ⇒ (1) + 3 = 4
#5 tries again on Night Knight. The crafted bear is finally hit again!
fist vs AC19: 1d20 + 7 ⇒ (1) + 7 = 8
fist vs AC19: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
B: 1d6 + 3 ⇒ (3) + 3 = 6
And no one's gonna save you from the beast about to strike
Andaran is/are up.
Conditions: Gregoth is Grabbed
kn: Religion
Saves Pending:
- x Ernie
- x 7
- x Zeldana
- x Gregoth GRABBED
- x Knight Night
- x 3, 5
- => Andagard
- 6, 8
Conditions:
Andagard: 47/47
Ernie: 35/35
Gregoth: 49/53 GRABBED
Knight Night: 28/39
Zeldana: 41/41
Enemy Conditions
1: SMUSHED
2: SPLAT!
3: -18
4: SPLOT
5:
6: -12
7: BEHEADED
8: -15
9: Incinerated
10: splatted
Andagard Daesyn |
Andagard shifts his weight and moves to the other side of the room. "There are too many of them! You doing alright Knight Night?"
Target #3 then #4
+1 Disrupting Staff: 1d20 + 10 ⇒ (6) + 10 = 16
Damage (Bludgeoning): 1d10 + 4 ⇒ (1) + 4 = 5
Damage (Pos vs Undead): 1d6 ⇒ 6
+1 Disrupting Staff: 1d20 + 10 ⇒ (19) + 10 = 29
Damage (Bludgeoning): 1d10 + 4 ⇒ (10) + 4 = 14
Damage (Pos vs Undead): 1d6 ⇒ 2
◆ Step
◆ Strike
◆ Strike
5 damage resistance.
+1 Disrupting Staff: 1d20 + 10 ⇒ (6) + 10 = 16
Damage (Bludgeoning): 1d10 + 4 ⇒ (8) + 4 = 12 +4 Damage if undead
Damage (Pos vs Undead): 1d6 ⇒ 4
HP 47/47
AC 21
Focus Points 1/1
Hero Point 1/1
GM Silbeg |
Did we get Andaran’s Retributive Strike resolved?
No, and I need to add something to the tracker to remember it.
Andaran is able to block the damage caused to Gregoth, but it does not stop the zombie from grabbing. It looks like it is ready to eat some brains!
Then, Andaran steps and strikes. He smushes in the skull of #3, which was grabbing Gregoth. He then swings at the other zombie next to him, knocking its head clear across the room!
Unaware of what is going on in the other room, #6 swings at Night Knight. Andaran is able to prevent some of that damage, but not all. THe zombie then grabs hold of Night Knight!
fist vs AC19: 1d20 + 7 ⇒ (14) + 7 = 21
bludgeoning: 1d6 + 3 ⇒ (6) + 3 = 9
#8 tries to punch Ernie, as Night Knight is already being eaten (soon). However it misses.
fist vs AC20: 1d20 + 7 ⇒ (4) + 7 = 11
fist vs AC20: 1d20 + 7 - 5 ⇒ (8) + 7 - 5 = 10
You know it's thriller, thriller night
Andaran is/are up.
Conditions:
reactions: Andaran (ret strike)
kn: Religion
Saves Pending:
- => Ernie
- x 7
- x Zeldana
- x Gregoth
- x Knight Night
- x 5
- x Andagard
- x 6, 8
Conditions:
Andagard: 47/47
Ernie: 35/35
Gregoth: 49/53 GRABBED
Knight Night: 28/39
Zeldana: 41/41
Enemy Conditions
1: SMUSHED
2: SPLAT!
3: SMUSH
4: SPLOT
5:
6: -12
7: BEHEADED
8: -15
9: Incinerated
10: splatted
Ernie "The Extractor" Ozmaut |
Ernie drives the blade of his extractonator right into the zombies in front of him. He grimly grips the whirling blade as it neatly slices through the rotting flesh and bone.
Strike, vs. 8: 1d20 + 8 ⇒ (12) + 8 = 20
Slashing: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Assuming that hits and probably kills the zombie, Ernie will move so that he is flanking 5 with Knight Knight. Otherwise, he'll direct his next strike at 8.
Strike, vs. 8 or 5: 1d20 + 8 - 5 ⇒ (18) + 8 - 5 = 21
Slashing: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Either way, he will spend two actions on Strikes and one action on Striding
GM Silbeg |
Ernie first slashes #8, and then does grievous harm to #5.
You're fighting for your life inside a killer
Zeldana, Gregoth, Knight Night is/are up.
Conditions:
reactions: Andaran (ret strike)
kn: Religion
Saves Pending:
- x Ernie
- => Zeldana
- => Gregoth
- => Knight Night
- x 5
- x Andagard
- x 6, 8
Conditions:
Andagard: 47/47
Ernie: 35/35
Gregoth: 49/53 GRABBED
Knight Night: 28/39
Zeldana: 41/41
Enemy Conditions
1: SMUSHED
2: SPLAT!
3: SMUSH
4: SPLOT
5: -13
6: -12
7: BEHEADED
8: EXTRACTONATED
9: Incinerated
10: splatted
Gregoth Paalas |
Gregoth follows Andaran into the last room, makeshift club swinging in a wide, unsteady arc.
Greatclub vs #5: 1d20 + 10 ⇒ (1) + 10 = 11
Bludgeoning damage, Positive damage: 1d10 + 4 + 3 ⇒ (1) + 4 + 3 = 8
Greatclub, Backswing vs #5: 1d20 + 10 - 5 + 1 ⇒ (20) + 10 - 5 + 1 = 26
Bludgeoning damage, Positive damage: 1d10 + 4 + 3 ⇒ (2) + 4 + 3 = 9
Stride [A], Strike [A], Strike [A].
Knight Night the Hero Bear |
Knight Night is thankful to be free from the zombie's grip, and he returns the favor against the sixth zombie.
+1 Longsword Attack: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
+1 Longsword Damage (Imp. Emp.): 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
+1 Longsword Attack: 1d20 + 8 + 1 - 5 ⇒ (3) + 8 + 1 - 5 = 7
+1 Longsword Damage (Imp. Emp.): 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
+1 Longsword Attack: 1d20 + 8 + 1 - 10 ⇒ (18) + 8 + 1 - 10 = 17
+1 Longsword Damage (Imp. Emp.): 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9
GM Silbeg |
reflex: 1d20 ⇒ 7
Zeldana uses her wand against #5. It explodes when the fire hits it, and ends up a pile of ash! It must have been a particularly dry zombie.
Gregoth moves up to the final zombie. He swings hard, not quite judging how slow the thing was moving. On his recovery stroke, he knocks its block right out through the hole in the room's wall!
Combat over
You now have time to repair. Please give me one hour's actions. Any previous work has been reset, and several barricades have been destroyed, as shown on the map. Remember, doing a 10-minute activity like Treat Wounds can be done, but it will make it a DC20 activity to repair.
Also note that on rereading, even gathering supplied to remake a barricade takes a check, which can be critted.
11-12 AM
Conditions:
Andagard: 47/47
Ernie: 35/35
Gregoth: 49/53
Knight Night: 28/39
Zeldana: 41/41
Gregoth Paalas |
As the light fades from his eyes, Gregoth’s shoulders slump and his head hangs low. Slowly he turns to the open stairwells, then to the bedroom. Grey eyes sweep back and forth, looking for anything that could be used to plug the gaps.
Crafting?: 1d20 + 5 ⇒ (16) + 5 = 21 (+1 if Survival, +3 if Perception)
GM Silbeg |
Gregoth is able to find supplies to barricade the floor. An midnight, he will be able to actually apply them.
Andagard:
Ernie:
Gregoth: stairs
Knight Night:
Zeldana:
Ernie "The Extractor" Ozmaut |
Ernie uses his extractonor to sear Knight Night's wounds shut. The tool manages to fix some of the bears wounds before creaking to a stop. Cursing under his breath, Ernie pulls out his tools and recalibrates his invention.
Searing Restoration: 2d10 ⇒ (6, 2) = 8
Unstable, DC 17 Flat check: 1d20 ⇒ 16
10 minutes to restore the innovation
Then Ernie starts boarding up the northern window again with any supplies that have been gathered.
Crafting: 1d20 + 11 ⇒ (8) + 11 = 19
Knight Night the Hero Bear |
The bear panics for a moment when the Inventor uses fire to cauterize his wounds. Realizing he is not burning to a flame, the bear lets out a sigh of relief. "Don't ever scare me like that again!"
Knight Night then gets to work helping with rebuilding barricades, starting with the southern room window.
GM Silbeg |
I've moved you based on best guesses
Zeldana searches for supplies, but has to be careful with the zombies around. She finds about half of what she'll need in the first hour.
Ernie heals up Knight Night some, but the time taken to repair his innovation costs him, as he does not complete the barricading in the first hour.
Andagard and Knight Night both successfully reinforce a window.
12 AM
Andagard: ?
Ernie: Fortifying Window
Gregoth: ?
Knight Night: ?
Zeldana: Gathering supplies
Gregoth Paalas |
Crafting vs DC 17: 1d20 + 5 ⇒ (1) + 5 = 6
Gregoth tries to find more supplies downstairs, but without a way to see in the dark he ends up fumbling around uselessly.
GM Silbeg |
Neither Gregoth nor Andagard make any progress. Gregoth fails to find any decent boards, and Andagard drops his boards through the open window, causing him to spend more time fixing that damage than actually reinforcing the window.
Knight Night does expertly reinforce his window.
Ernie finishes his window, and Zeldana returns with boards and such for the other stairway.
The zombies haven't returned, allowing the heroes on more hour.
Gregoth Paalas |
Gregoth grits his teeth and gets back to work. Slowly, steadily, he feels around in the dark for sturdy wood or flattened metal.
Crafting vs DC 17: 1d20 + 5 ⇒ (3) + 5 = 8
GM Silbeg |
Gregoth works on reinforcing the stairs, but is not successful.
All windows are done. Please see map.
Andegard is able to patch up the other stairs, but they are not yet reinforced.
Someone can try on the first stairs, but the spiral stairs are not available for repair, yet
Ernie "The Extractor" Ozmaut |
Ernie moves on to boarding up the stairs again. "Good work everyone. We just need this to hold for a little bit longer."
Crafting: 1d20 + 11 ⇒ (9) + 11 = 20
Knight Night the Hero Bear |
Knight Night attempts to build more snares in the same room he has been building them already.
Crafting: 1d20 + 7 ⇒ (3) + 7 = 10
GM Silbeg |
Ernie is able to board up stairs, while Zeldana aids him.
Knight Night fixes up his snares, which takes the full hour.
Fiorna’s Faith grows silent as even darker storm clouds roll in, dimming what little moonlight managed to pierce their dense cover. When the faint light returns, the zombies surge forward, led by towering, bloated monstrosities.
You have one round to prepare before they burst through!
Gregoth Paalas |
Gregoth’s hands tighten around the broken wood he has carried with him since the last time he faced such a horde. Slowly his eyes begin to burn, drops of burning tears pooling in their corners , just waiting for the dam to burst.
Current position looks good. Weapon out, would love to start raging now if possible (just to save on action economy once initiative rolls), but not really any other preparations for him.