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64 posts. Alias of Vissigoth.


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Kurt delays. Joe is up.

If a player goes more than two days without posting his turn, he delays his action and the next player can post his turn. You don't have to wait for my prompt. Let's try to get moving.


Kurt is up.


Kurt barely manages to evade the zombie's grabing arms. Sprocket's bolt strikes true but the hit doesn't seem to phase the creature. The piercing and ballistic weapons you've been using don't seem to be very effective.


Both Kurt's and Joe's attacks hit, but your weapons seem to deal very little damage. One of the zombies moves to grab at Kurt. Kurt, make a grapple check. The other two continue to chew on the still screaming gaurd. The rest continue to shamble forward. I'll update the battle map tomorrow.

Sprocket is up.


OK, Kurt is delaying and it is now Joe's turn. I've been having internet troubles guys, sorry it took so long to post.


Kurt's up.


One of the zombies (J4) takes Joe's bullet in the chest, stumbles, then conties its shamble forward. The zombies shamble into the town. Three stop at H6 and begin to eat the screaming gaurd. Two others move toward the houses. The last three shamble toward Sprocket.

New zombie positions: 3 zombies are squeezed into H6, the rest are at H5, I4, I5, I6, & J6

Sprocket's turn. BTW, you can crit these zombies.


The Battle Map is up. Your positions are on the map except for Kurt, who is 20ft west of A5. There are wounded townsfolk lying on the ground at H6 and F8.

Initiative Order and Positions
Kurt (20 west of A5)
Joe (H5)
Zombies (I7, J2, J4, J7, K3, K4, K8, & L7)
Sprocket (F6)

Kurt is up.

I'm done working overtime for the time being, so my posts will pick up. Sorry about that guys.


I've been working a lot of overtime at work. Please bear with me.

Sprocket leaps form the tower as the RPG impacts in a fiery blast. She hits the ground hard (Take 5 points of falling damage). As the tower goes up in flames, the winch that holds up the drawbridge-style gate gives and the gate comes slamming down, crunching several zombies.

Kurt's bolt impacts the man in the shoulder. The man clutches at the wound as he half-falls into the cab of the Humvee. He stomps on the gas and the truck peels through the gate.

Sprocket and Joe manage to dodge out of the way of the truck, but get a good look at the driver. You recognize him as Richard Killans, the trader and distiller.

However, you have more pressing matters as zombies begin streaming through the gate, filling the air with their hungry moans.

Roll initiative. I'll get a battle map up as soon as my work schedule allows.


Sprocket:

Spoiler:
You hear someone shouting behind you. As you turn to look, you hear a WHOOSH and see a rocket speeding toward the guard tower you are standing in. Make a Reflex Save.

Joe:

Spoiler:
You hear a loud WHOOSH and turn to see an RPG flying toward the tower.

Kurt:

Spoiler:
The man barely glances at you as he fires off his RPG. Take your shot.


Sorry it took so long to post this guys.

Kurt:

Spoiler:
You notice a man pushing a stripped down humvee toward the west gate. As you watch, the man picks up an RPG launcher and takes aim at the guard tower. You have one standard action before the man fires. There is 20ft of open ground between you and the man.

I'll post for Sprocket and Joe once Kurt posts his actions.


The guard returns a few moments later carrying three bolt action hunting rifles, an air compressor, and a metal case.

Sprocket grabs the case from him and carries it up the ladder into tower. The guard sets up the air compressor as Sprocket opens the case and begins assembling a strange looking rifle. After it is assembled she attaches it to the air compressor and hands it to Sergent Kord. He loads several three-inch long steel spikes into the rifle and takes aim over the wall.

With a metallic clank, the flachette gun launches a metal spike. The flachette shears through the zombies head and buries itself in the hard packed earth.

Make a listen check and state your position (in the tower or on the ground).


The wall is the only defense the town has.

Kord motions to one of the guards,"Go to the armory and break out the flachette gun and the rifles." The guard acknowledges the order and runs off toward the armory.

"I'll go home and get the serum ready, just in case," says Dr. Villard, "Mayor, I could use your help." The two of them walk away towards the Dr.'s home.

Just then, a loud BANG echoes through the town, followed by several more. Soon the air is filled with the cacophony of rotting fists banging against the steel plate of the west gate.

Sergent Kord glances in your direction. "Don't worry," he says, "They can't get through."


By the time you get to the west gate, Sergent Brandon Kord is already there. Mayor Tillman and Dr. Villard arrive just a moment later.

"What is the situation Sergent?" Mayor Tillman asks.

"Greg Johnson spot was sleeping out with his heard and spotted about fifty zombies out by the old well," he replies, "We got everyone inside the walls, already did a head count. We also got all of the herds inside. Thank Greg for that, he went around and rounded up all the herds before bringing them in."

"Sarge!" one of the watchmen in the tower whispers loudly, "You better get up here."

Kord quickly climbs the ladder and looks through the low-light binoculars. "Damn," he says before handing the glasses to Sprocket.

Looking through the binoculars. You see several dozen rotting, shambling corpses moving at a slow gait toward the town. Joe and Kurt see this too. Everybody gets a turn with the binoculars.


The day continues with the usual business of the town. As night falls the town settles down. The generator kicks on to power street lights and allow the people to charge the batteries of their electrical devices.

Sometime around midnight:

If you are awake:

Spoiler:
The town is quiet and still except for the two guards in each tower. Suddenly the guards in the west tower leap into silent action. One quickly lowers the west gate to let in a group of people and a small herd of goats before sealing it again. The other guard runs into town, slowing as he approaches you.

"Shamblers on the outskirts. Keep quiet, no lights, pass it on," he says before continuing to the mayor's house.

If you are asleep:

Spoiler:
You are woken by a militiaman. "Shamblers on the outskirts. Keep quiet, no lights, pass it on," he says.


As soon as Sprocket posts we'll carry forward. We're down to three players, but that's fine with me.


For Travelers:

Spoiler:
Across the dusty plains of the American south-east you have traveled, finally ending up in the small settlement of New Allenville. After a tense moment, the farmers decided that you meant them no harm and let you into the gates.

The food was bad and the trading post was nearly bare, but at least the wooden palisade kept the wandering zombies at bay. You decide to stay the night and unroll your bedroll underneath the awning of one of the ramshackle buildings in town.

For Locals:

Spoiler:
Today was an odd day. Never before has more than one traveler appeared at the town gates in the span of a month. Today, three showed up.

After the militia leader Brandon determined that they did not pose a threat, he let them into town. You spent most of the day talking to the travelers. Heading home as night fell.

I've updated the Backdrop section of the website. You can assume your characters know all of this info.


Myrkar, you can not recall any information on this strange creature.

Myrkar, it's your turn

I'm not sure if I made this clear in my earlier posts, but the monster is medium size and is levitating.


Sorry to hear your leaving, it's been fun. If your computer situation gets worked out, let me know and I'll work back into the campain.

Still waiting for Laucain. I'll give him another day or two.


The items are:

  • +2 silver short sword of hunger: The sword takes the alignment of the first creature it damages for 1d4 hours, becoming anarchic, axomatic, holy, unholy, or a combination. The effect fades after that time and the sword can "feed" again
  • ring of the druid: +2 to CL when casting druid spells, -1 to druid level when determining wild shape abbilities
  • bracers of the marksman: +2 to ranged attacks and +1 to ranged attack damage, -2 to melee attacks and -1 to melee attack rolls
  • +2 vicious adamantine battle fist
  • +1 flaming gloves: adds +1 to unarmed attack and damage rolls plus 1d6 fire damage
  • amulet of eldritch power: +2 to eldritch blast damage

If you want to sell them when you get to Cloud Reaver Citadel, let me know so I can give you the market value. I'll post the letter later, I'm going to bed now.


Is everybody ok with turning the furs over to the City Watch? I'll post what the items are tomorrow and you guys can divide them up then.


Ok, just to speed things up and get the adventure back on track:

The six bags, the furs and the items are the only things in the cave.

What you can do with the furs:
1)Sell them. They are worth 3000gp total.
2)Give them to the smugglers.
3)Give them to the City Watch.

What ever you decide to do with the furs, you've got very little time to do it in. We'll skip that RP encounter, just let me know what you guys want to do with them.

When you get to the docks:

Gerard is standing near the docks with his Sheild Guardian. When he sees you approaching, he says, "It's about time. I was beginning to think that you had decided to skip out on me. Come along, come along, the captain is in a hurry to be off."

He leads you to a large, sturdy looking zeplin at the far end of the docks and introduces you to a large man dressed in leather armor and a gnome dressed in fine silks with a dozen wands sticking out of every pocket. "This is Captian Narth Belovure and Renauld Oroven, the ships artificer."

Renauld steps forward and says, "Plesure to meet you all." Then turns and leaps aboard the ship, dissapearing beneath the deck. Captian Belovure introduces himself and welcomes you on board.

Gerard hands you an envelope and says, "You are not to open this until you reach Cloud Reaver Citadel. It explains your mission and provides some guidance in how to complete it. I've paid for your passage, so you won't be expected to work. Good luck and good by."

As you step onto the ship, you glance down and see the cliff face fall away from the city, plunging into the deadly mist 500 feet below. The deck hands cast off the lines and push off of the docks, out and away into the open sky. Black smoke pours out of the stack at the rear of the ship and the propellers begin to turn, pushing the ship southeast.

A hand shows you to your quarters. Each of you gets a small stateroom with a bunk and a table and chair.

If Renauld sees anyone studying the items from the cave he offers to identify them for you, free of charge. Other wise you've got about a month before the first scheduled stop at Cloud Reaver Citidel. You'll be able to do some trading there.

Any one who wants can get in on the crew's gambling game. Make up to 10 DC 25 Bluff checks. For each success, you win 10sp. If you fail by more than 10, you lose 10sp.

Everyone should also level up. I'm not keeping track of XP so I'll just have you guys level up when the story allows it. Don't worry about XP penalties for multi-classing.

Renauld has a workshop and a modest library on board for anyone who wants to do some crafting or research.

Sorry for the rail road. I just wanted to get the story headed back in the right direction.


Sorry about taking so long to post this.

The wall slides away to reveal a chamber. Inside the chamber are piles of dust and junk.

DC 28 Search check:

Spoiler:
Buried in the piles of junk are:
  • a short sword
  • a ring
  • a pair of bracers
  • a large metal hand
  • a pair gloves
  • an amulet

If any one has Detect Magic active:

Spoiler:
The auras from the items are:
  • the sword emits a necromantic aura
  • the ring emits a transmutation aura
  • the bracers emit a transmutation aura
  • the metal hand emits a nercomantic aura
  • the gloves emit an evocation aura
  • the amulet emits an evocation aura


Anyone with Detect Magic active sees the aura from Revans spell being drawn into the door. It starts to glow slightly. Getting warm.


I'm back guys.

Myrkar, the door is just absorbing the magical energy, not taking on any of the properties of the magic it's absorbing. You also are able to copy the runes on the door so the others can read them.

Anyone who can read Draconic, the runes describe a draconic parable that makes no sense to your puny mortal minds.

Dahak, make a DC 25 Will Save.
If you suceed:

Spoiler:

Nothing happens

If you fail:

Spoiler:

You compianions fade from view and are replaced by two dragons. One is rather large, nearly filling the cave. The other, much smaller dragon you recognize as a very young Zeranthex. They do not seem to hear or see you.

The bigger dragon seems to be instructing Zeranthex in the arcane arts. It has just finnished the parable that Myrkar scratched in the dirt. It then walks over to the door. Your vision fills with glowing lights and auras and you can now see the door and the runes etched on it.

The larger dragon casts a spell and the arcane magic flows from it to the door. The door slides open, revealing a huge cave beyond, filled with piles of coins and golden treasures.

The dragons fade from view and your compianions return to your sight. The glowing aruas and the door are gone. Every one seems to be staring at you.


Hey guys, I won't be able to post again til Saturday. I have to go into work early all week. Sorry.


*cough*take20*cough*


All six bags are full of exotic furs and skins from a variety of strange creatures.

For Myrkar

Spoiler:
Make a Decipher Script check (you can make this one untrained if need be) to see if you can copy the runes in the dirt, or on a scrap of paper so someone else can read them.


Myrkar

Spoiler:
The bags are Hevard's Handy Haversacks.


Myrkar

Spoiler:

You see a moderate conjuration aura emanating from the bags. The auras are being draw to the "door". The "door" seems to be sucking the magic from the bags. Any other magic items the PCs are carrying seem to be effected in the same way.
The door emits no aura, but you now see silvery writing carved into the stone.
Do you read Draconic? Was the Know(arcana) directed at the door or the bags?


There are no hinges, knobs, keyholes, or traps on the door.


The "door" seems to be made of solid stone. Dahak's blows hardly scratch the surface.


Know(arcana) to recognize the acronym.

I'm making Laucian's Search check for him.
Search Check (1d20+8=25)

Laucian walks over to the wall of the cave, "Hey, there's something here. It looks like a door, but I don't see a way to get it open."


Still waiting on Laucian's Search check.


Ashur, in each of the three crates, you find two back packs bearing HHH in large letters.


Uhh..., you don't need the STR check if you walk around behind the waterfall.

The cave is dark and damp (being behind a water fall). Sitting in the middle of the room is a stack of wooden crates.

Laucian and Ashur, make Search checks.


Laucian is now at 16 hp. Anybody want to look in the cave behind the water fall?


Ashur, you and Jed round the corner to see Dahak smashing the heads of a large, seven-headed, reptilian beast into a pulp. Myrkar is picking the ninja up off the ground, and Revan is going behind Dahak, pouring Alchemist Fire on the stumps.


Ashur, you and Jed round the corner to see Dahak smashing the heads of a large, seven-headed, reptilian beast into a pulp. Myrkar is picking the ninja up off the ground, and Revan is going behind Dahak, pouring Alchemist Fire on the stumps.


It takes two flaskes of alchemist's fire to cauterize all seven heads.


Revan, your line of sight to Myrkar is blocked, so you cant throw the wand to her. The fight shouldn't drag out to much longer. If readying the flask if Alchemist Fire was your only action, then it's now Dahak's turn.


Yeah,that sucks. I just did the same thing in a PbP in playing in.

You flail smashes into the beasts flank as it lunges past you. The beast roars in pain.

Sorry about the confusion Revan, but you didn't need the Str check because you moved diagonaly behind the water fall. I just mentioned the Str check in case you wanted to leap through the water fall or something.

And yes, you must make a sunder attempt to affect the heads. Sunder attempts can only be made with a melee slashing or blugeoning weapon. My advice (because I know your not used to playing spellcasters) is to hang back and blast it with a AoE fire spell after Dahak lops off a head.

Myrkar, it's your turn again.


Sorry for not posting. I've gotten addicted to (I'm almost embarassed to say this) Viva Pinata.

Remember:
Sunder provokes an AoO but applies damage to head.
Normal attacks apply damge to body.

Laucian, your attack hits, piercing the beast's hide, but it doesn't seem to have the affect you hopped for.

Oh boy, seven attacks!
bite 1 vs. Laucian: hit, 7 damage
bite 2 vs. Laucian: miss
bite 3 vs. Laucian: hit, 12 damage
bite 4 vs. Laucian: hit, 11 damage
bite 5 vs. Laucian: hit, 11 damage
Laucian falls to the ground at -2 hp. Sorry
The hydra then moves toward Myrkar, provoking an AoO from Dahak.

Revan, I went ahead and let you take your turn, the only cover was inside the mouth of the cave. It's a DC 20 Str check to remain standing while moving through one of the light blue waterfall squares. The waterfall provides you with improved cover(+8 to AC, +4 to Reflex Saves) from the hydra.

Pending Dahak's AoO, the hydra will finish his attacks then it will be Dahak's turn.

Updated Battlemap


Ok, the Init order is:
Myrkar
Laucian
Monster
Revan
Dahak

Mykar, your attack hits, but does only minor damage to the scaly beast.

Laucian, it's your turn.

Updated Battle Map
Sometimes the changes don't show up for a while after I update.


Since your invisible, you'll get your sudden strike when you attack. The monster also desn't get it's DEX bonus to AC if you're invisible.

We'll wait till I get everybody's Init, then you can post your actions, but you'll probably go first Myrkar.

Sorry Laucian, I used your old avatar. I'll change it next time I update the map.


Revan doesn't see any traps.

Suddenly the water explodes, sending dropplets raining down on you. Seven long snake like heads emerge from the spray.

The heads scan the area, searching for the prey it smells, but cannot see.

Roll Initiative

Updated Battle Map
I used your character portraits on the battle map. Let me know if you like this or the colored circles better.


Shiny, since you and Dirk were going to be gone for a while, I was taking these guys on a side quest. It's not a part of the story and I'll make sure you and Dirk get caught up with XP, but if you want I'll NPC your character during the parts your gone. Let me know what you want to do.

The halfling says, "Oh!" and takes the end of the rope and leads you up the large set of stiars that traverses the city (with Jed and Ashur following at a distance). As you step onto the Fifth Tier, you take in the Cathedral of the Silver Flame. The huge gothic building dominates the cliffside. You pass through the North Gate and onto the bare mountian.

The halfling leads you up a narrow pass and after about an hour of climbing, you emerge onto a flat piece of ground. Falling from the cliffs above into a deep lake, is a hundred foot water fall. Behind the fall is an cave. The halfling turns and says, "The dragon supposed' t' live in there. I ain't goin no further. I'm sure you can find yer way back to town." He turns and heads back down the mountian toward the city.


Laucian, are making hide checks? If your all invisible, can you see each other? I wouldn't think you'd be able to see each other. I don't have my books with me right now.

"By the way, the name's....," he trails off as he turns around to see an empty tavern. The halfling looks around in confusion, then begins to walk away, "Guess they didn't wanna come."


The halfling's eyes go wide as the coins drop into his hand. "I wudn' worry 'bout that, it's not very far," He says as he shoves the coins into his pockets. "This way mi'lords." The halfling heads toward the door waving for you to follow.


Keep up the good RP!

The halfling begins to get impatient, "c'mon fellas, if we're gonna go, then lets get a goin'."

I'm in the process of remodeling the Four Baronies site. If anybody has anything they'ed like me to put up or link too, e-mail me: Vissigoth@aol.com