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980 posts. Alias of mbauers.


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Hey guys, first let me apologize for my absence. I didn't mean to leave you hanging, I've just been super busy at work and home and I can never find the time to update. I feel like I can't do it justice right now, so I think I have to regrettably put the game on hold. I really appreciate the time and effort you've all put into this game, and I hope when I have more availability we can pick this back up. But I don't want to keep people coming back looking for updates. Sorry again and I hope you all understand!


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Lol :-)

Oh and the hand is 3k gp


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Petra, Mirri, and Say'ri make short work of the remaining zombie. Panic Level: 16

Mad Dog punctuates the kill with an emphatic belch, then sits down to rest.

I hope you don't mind me inserting a few actions here on y'all's behalf to keep the story moving. I've been busy at work, so I take the blame for the slower pace. Things should get a little better now on my end!

Inspecting the wagon, it takes Mirri all of 3 seconds to determine that the goods remaining in it—half-filled sacks of moldering grain, shoddy pottery, and jugs of long-hardened paint—are a false front. A large hidden compartment beneath it all has been burst open from within.

Following Mirri, Petra can smell from within the hidden compartment the unmistakable scent of cedar oil and incense—both used in traditional Osirian mummification rituals. Mirri squeezes in regardless, and comes out with a smile on her face, holding an assortment of jewelry (worth 850 gp). She also finds a mummified hand attached to twine like a pendant and shrugs, throwing it to Ibrahim to identify. It is indeed magical.

Hand of the Honest Man:

This mummified human hand comes from an honest man punished for a crime he didn’t commit, and is dried and hung from a simple twine thong around the neck. The hand’s scapegoat origins offer some protection to its wearer. When the wearer of a hand of the honest man is targeted by a curse or a misfortune effect such as a witch’s misfortune or evil eye hex, the curse is instead transferred to the hand with no ill effects to the wearer. The hand retains the curse (even if it normally expires after a set duration) until the effect is removed with a remove curse spell or similar effect.

A spellcaster receives a +2 bonus on her caster level check to remove a curse stored in a hand of the honest man. Removing a hand of the honest man while it holds a curse instantly transfers the curse to its wearer. A hand of the honest man can hold only one curse or effect at a time. If the wearer is targeted by another curse while the hand is currently storing a curse, the new curse takes effect normally. A hand of the honest man has no effect on curses already affecting a creature.

The wearer of a hand of the honest man is riddled with guilt over any untruths she utters, and takes a –2 penalty on all Bluff checks while wearing the hand.

Meanwhile, Say'ri inspects the body of the wagon driver, who has 50 gp still in his belt pouch. In addition, he wears a crude silver chain worth 50 gp wrapped around his left wrist. Say'ri knows this to be a symbol of the Silver Chain, Wati’s most powerful gang of grave robbers and artifact smugglers.


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Say'ri's flail glows with divine power, nearly shearing through the zombie's neck. 10 straight through

Ibrahim and Mirri finish off the two previously-damaged zombies, leaving only 2 foes. Ibrahim is bludgeoning over the head, rattling his teeth. 10 more damage--these are some tough zombies

Mad Dog runs up with a yell and strikes the red zombie in the head, completing the decapitation started by Say'ri. The head sails onto the roof of the nearby building to the north, and Mad Dog guffaws uncontrollably.

Finish that last zombie, y'all!

Yellow vs Ibrahim: 1d20 + 4 ⇒ (16) + 4 = 20

damage: 1d6 + 4 ⇒ (6) + 4 = 10

Red vs Say'ri: 1d20 + 4 ⇒ (10) + 4 = 14

damage: 1d6 + 4 ⇒ (2) + 4 = 6

attack, PA, rage, drunk: 1d20 + 9 + 2 + 1 - 2 ⇒ (13) + 9 + 2 + 1 - 2 = 23

Damage: 1d8 + 6 + 6 - 2 ⇒ (3) + 6 + 6 - 2 = 13


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Mirri slices through one with a sound reminiscent of wet paper tearing. Ibrahim's cut is less precise, hacking partway through another corpse's neck. Purple dead, Green minus 5 HP. And sure, Akhentepi can fly to Petra to get healed .

Say'ri swings defensively to allow time for her winged companion to retreat.

The zombies surge forward, hungry for flesh. Taking savage bites out of Ibrahim and Say'ri 7 and 15 damage, respectively

Mad Dog swings his club upward and strikes the nearest zombie under the chin, setting its head at a weird angle, but not slowing its advance. 10 Damage after DR

Party Up

Green vs Mirri: 1d20 + 4 ⇒ (2) + 4 = 6

damage: 1d6 + 4 ⇒ (4) + 4 = 8

Yellow vs Ibrahim: 1d20 + 4 ⇒ (15) + 4 = 19

damage: 1d6 + 4 ⇒ (3) + 4 = 7

Red vs Say'ri: 1d20 + 4 ⇒ (20) + 4 = 24

damage: 1d6 + 4 ⇒ (5) + 4 = 9

Red vs Say'ri, confirm: 1d20 + 4 ⇒ (19) + 4 = 23

crit damage: 1d6 + 4 ⇒ (2) + 4 = 6

Teal vs Mad Dog: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15

damage: 1d6 + 4 ⇒ (1) + 4 = 5

attack, PA, rage, drunk: 1d20 + 9 + 2 + 1 - 2 ⇒ (2) + 9 + 2 + 1 - 2 = 12

Damage: 1d8 + 6 + 6 - 2 ⇒ (5) + 6 + 6 - 2 = 15


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The zombies shamble forward, only two of them close enough to lunge toward the party. Ibrahim ducks under a lazy swipe, but Akhentepi is hit with a wild haymaker, rattling the majestic bird fiercely. 12 damage

Party Up

Teal vs Akhentepi: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26

damage: 1d6 + 4 ⇒ (2) + 4 = 6

Teal vs Akhentepi, crit confirm: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24

damage: 1d6 + 4 ⇒ (2) + 4 = 6

Purple vs Ibrahim: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10

damage: 1d6 + 4 ⇒ (4) + 4 = 8


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I'm not sure any of you were in range, but it's just one zombie. No big deal. Take it down! And Mirri, I now understand what you were getting at. The guy with the orange outline is the corpse that they were eating. Feel free to adjust your positioning if needed.

The halflings advance while Petra blesses the others. Say'ri and Akhentepi strike the first of the foes down, swiftly and savagely.

Next up: Ibrahim


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I'm not home and it took a long time to load on my phone, but Mad Dog is the character one square below Say'ri currently on the map. Can you see it? Or is the Google drawing messing up for you? And yeah, he left Marrna behind to guard all of the civilians. A moment of wisdom somehow shining through his drunken haze ;-) I'll check out the rest when I can get on my computer!


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Khammayid looks relieved to be assigned a task other than going off into the night searching for undead, and nods at Ibrahim. You know best, of course. I will stand guard vigilantly. He says with firm resolve. To Say'ri he smiles, and puts a hand on her shoulder. And thank you, for all of your assistance in these dire times.

Mad Dog for his part takes what feels like an eternity to make a decision before he, too, nods. Ok, one sec, he says, finishing his drink. He totters over to Marrna and takes her head in his hands, talking softly, albeit with a heavy slur, until the dog blinks awake.

Now you be a good girl an' kill any dead things tha' come here while I'm gone, ok? I'll be right back! He kisses her on the top of the head while she responds with a loud bark and jumps to her feet, standing watch over the threshold.

Khammayid motions to a few of the others, who help him replace the barricade and bid you farewell.

The tracks are numerous and easy to follow, meandering through the alleyways. Though it is not a long journey, Mad Dog needs to be shushed several times as he continuously asks when you're going to find the dead ones. And then you see it: A cart lies on its side in the alley ahead, though most of its load appears to be firmly in place. A body lies beside it, covered in blood and twisted in death.

Several zombies mill about the cart, while two of them work together to feast on the dead man.

Finally! Mad Dog yells, running towards the dead. C'mon ya ugly sacks, come and get me!

The zombies turn slowly and eye the drunken halfling hungrily.

Next up: Party

They are standard zombies


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Mad Dog closes one eye and squints at Petra really hard when she asks of "incursions". When Mirri clarifies the question in a more colloquial manner understanding dawns on his face, albeit still slowly.

Wha'? Nah, we're good! See? he swirls around and points to just beyond the threshold, where Marrna slumbers.

Marrna can't stan' the smell o' the dead. If she's sleepin', we're safe. You comin' in or what?

When Say'ri moves past Mad Dog without a word, he blurts out to the rest of you: Whassa' matter with her? She thirsty? He sloshes his mug to emphasize the point.

Meanwhile Khammayid shoulders past the opening in the barricade and sighs with relief when we see you, hugging Ibrahim.

Thank the gods you've returned! Listen, we're safe for the moment, but I think we should find where the first group of the dead came from, in case others will follow. The tracks lead off towards that alley. Will you all come with me to see if any more are lurking? We need to be prepared...


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The journey from the gate back to the auction house is fraught with tension, but no undead interfere. Upon approaching the makeshift barricade, a thoroughly drunken voice from within inquires: Whassat? Who's there? Yer back all safe an' sound, huh?

With a grunt, some of the wood and debris is shoved aside and you are greeted with a wave by Mad Dog, who has not stopped imbibing.


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Apologies for the delay! I'll try to get us back online this week.


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It'd be 800, since it's 700 plus the 100 material component cost. Unfortunately, the church will not sell any such scrolls at this time. :-(

Unable to do anything for Say'ri's plight, the group returns to the gate with the much-needed weaponry. The trip through the streets is stressful but free from interruption. Captain Themm is elated upon your return, and she takes the weapons with zeal, calling the soldiers to her and arming them anew. You can see the return of hope on their faces and they run back to their posts with a rallying cry. Panic Level: 17

Thank you, friends! Without your aid, we may have been overrun. Please, take this and go forth with my gratitude.

The captain hands you a full wand of cure light wounds, as well as a bag of donations given to her by some townspeople: 5 pp, 483 gp, 358 sp, a gold ring worth 35 gp, and an outlandish silk hat worth 75 gp.

Where to next?


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Congratulations! Take your time, though. Me and Ibrahim are headed to gencon tomorrow, so the game will be paused for a few days


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Inside the Grand Mausoleum are several civilians in various states of injury. The church efficiently funnels people through triage into appropriate avenues, offering both mundane and magical aid. The priests and acolytes set to their work clinically and effectively, which does much to reduce the level of panic inside.

A young acolyte greets you and, upon hearing Petra and Mirri's requests, sends you to the two you seek.

Petra and Mirri are led to a small room lit by a continual flame enchanted gem suspended from the ceiling. Seated at the sturdy wooden desk is a woman with graying hair and bloodshot eyes, who looks up at you politely. Upon hearing your request, she sets aside her current project and finds a fresh sheet of parchment, recording your words with a steady hand.

Say'ri and Ibrahim are led to the Armory, where two guards bar their path. At the recitation of the password, they allow you entry to find a balding, hairy, barrel-chested man with a mustache. He is barking orders to two acolytes when you enter. He reads the letter, nods, and starts loading up holy symbols, arrows and bolts, vials of holy water, and all manner of alchemical weapons.

It's bad out there, and with this order it seems the gate is in sore need. Be careful with these, and watch your back out there. The man places all of the items in a small chest marked with the spiral of Pharasma. He locks it, hands the key to Say'ri and the chest to Ibrahim.


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I assume you also deliver the letter, so...

The commander's eyes widen at Petra's recitation. He then hastily reads the letter.

Thank you. I need you to recite that again for our scribes, at once. Go inside and find Brother Husef. Tell him what you told me so a scribe can record it. He will take you to Sister Iana in the armory. Tell her authorization code "Lurking Asp". She will provide you with the weaponry requested by Captain Themm. I trust you are well enough to deliver these items back to the gate. Wati thanks you for your service.

He doesn't wait for you to reply and whistles sharply, calling the two skull creatures back to his side as he rallies his troops to reform the perimeter.


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Local for Say'ri: 1d20 + 6 ⇒ (3) + 6 = 9

Say'ri tries to recall who this man is, but can't.

The man waits a bit, then sighs.

I am in charge here. I'm Commander Shepses, leader of the Voices of the Spire. I am tasked with the defense of the city, a task made even more difficult when hordes of undead attack multiple locations at once, or when people whose lives I just saved withhold information with me. If you have pertinent information about the uprising, or news from the gate, I would hear it now. I have little time to wait for your comfort.

Sorry, y'all didn't do anything wrong. This dude is just kind of a dick.


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Say'ri: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16

wights: 1d20 + 1 ⇒ (16) + 1 = 17

Ibrahim hoists Mirri up, who strains with all of her might to haul her two friends over the wall. Say'ri and Petra jump the fence mere seconds before the wights.

The party breaks into a run towards the Grand Mausoleum with the wights in pursuit. One of the defenders turns to his comrade, discussing something you can't overhear. He then runs towards you and the wights.

Alongside the armored priest, and quickly surging past him and you, are two stout, hunched quadrupeds. A ruff of dirty feathers adorns their hairless, muscular bodies just below their crocodilian skulls.

DC 18 Knowledge Planes to ID

The priest intones a spell and a radiant burst of holy power explodes onto the wights just as the strange, skull-headed beasts crash into their ranks.

The divine assault melts the flesh from their bones, and many of the wights stumble around, trying to flee blindly. The creatures tear some to pieces, pinning others to the ground and drawing the very spirits from their reanimated bodies. A small contingent of riders from the church hunts down the stragglers.

The creatures eat the flesh of the (re) dead, a disturbing sight.

The soldier who loosed them approaches you and lifts the visor of his helmet.

Quickly now, come inside our perimeter. What did you do to raise the wights' ire?

Knowledge (Local) 15 or Religion 12:

This is Nakht Shepses, Commander of the Voices of the Spire


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Well, you see several heavily armed Pharasmins nearby ;-) But as for staying at the fence and helping, Ibrahim could boost Mirri up and she could help them over. So if you both want to take your actions aiding another, I would just give an automatic plus 2 to Say'ri and Petra.


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damage: 1d4 + 1 ⇒ (4) + 1 = 5

Petra finds her way through and Say'ri loses sight of her for a moment, as some wights close in. One grabs her arm and steals some of her lifeforce. Say'ri swings her flail, keeping them at bay and dives through the barricades in Petra's wake.

The wights explode through the debris, once again closing in on Petra and Say'ri who, literally, have their backs against the wall.

Y'all up

5 damage and a negative level to Say'ri

GM:

survival: 1d20 + 1 ⇒ (11) + 1 = 12

survival: 1d20 + 1 ⇒ (16) + 1 = 17


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Congratulations! Seconding gelato.

I will try to update tonight. Heads up that me and Ibrahim are going to gencon the 16th, so we'll have a little break around when Say'ri returns.

Dien, is there a way to change the number that credit was assigned to? Because now Kara is #6 (because of my character creation snafu), so id need this credit to be assigned to number 5). Is that doable?


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Mirri and Ibrahim find their own paths through the debris, and when it leads back down to ground level, Mirri dives through a small opening in the junk pile while Ibrahim scurries over the top.

Both of them are greeted by a magnificent sight--the Grand Mausoleum, surrounded by guards and priests circling the entire perimeter of the temple.

With the wights breathing down her neck, Say'ri leaps to the other rooftop, but one of the pursuers grabs her foot as she jumps. She just manages to get a hold of the ledge, and Petra pulls her up to safety.

The wights leap awkardly, some of them crashing to the ground and trying to take the long way around, while others grab handholds and pull themselves up after Say'ri.

About half of the wights are on the roof with you, only a few steps behind.

GM:

acro: 1d20 + 1 ⇒ (8) + 1 = 9

climb: 1d20 + 1 ⇒ (16) + 1 = 17


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So, since you only failed by 4 (phew) and Petra only used one action, I will have you miss the jump but grab the ledge and Petra help pull you up. So that way you both are on the rooftop step (and we'll see if the wights catch up or not). Petra and Say'ri, that good for you?

Ibrahim still up


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No worries, Mirri!

Petra, Ibrahim, and Mirri leap across the gap to the next rooftop, with Say'ri a few steps behind since she stopped to help Petra over the wall. The wights scurry up the wall just behind her as she approaches the edge of the roof.

So, Say'ri still has Obstacle 4: Mind the Gap
Leap, Acro 15
Short Cut, Know (Local) 18

Everyone else has 5 and 6 remaining

On the second roof, a resident has built up a clutter of debris, perhaps as a barricade to would-be intruders. Someone familiar with the area can figure out how best to navigate the debris and get back to the street level.

Obstacle 5:
Possible Shortcut?
Survival, 17
I know where this goes!, local 15

Obstacle 6:
Cluttered Alleyway
Up and Over, Climb 15
Squeeze Through, EA DC 20


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Also, Say'ri, since you essentially did 3 actions last turn (2 obstacles plus an aid), you can only do one this turn. Sound good?


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For the next 2 obstacles, there will be consequences if you fail by 5 or more, heads up!


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Yes, no taking 10 in chases, or whenever any "stress" is involved, unless you have an ability that allows otherwise

Mirri hops the ruined street and over the fence quickly, with Ibrahim in tow.

Petra leaps for the top of the fence and misses, but Say'ri catches her by the wrist, hauling her up awkwardly as the wights crash into the fence, just a hair behind Petra.

As the pack of wights scrabble over the fence, the only way to avoid them appears to be a rusty drainpipe that leads to the top of the nearest building.

There is not much time, the hungry undead are nipping at your heels...

Rusty Drainpipe
"Before it breaks away!", Acro DC 10
"Stuff keeps falling off!", Climb 20

After that is a leap of faith to the roof of the next building:
Mind the Gap
Leap, Acro 15
Short Cut, Know (Local) 18

GM:

acro: 1d20 + 1 ⇒ (20) + 1 = 21
climb: 1d20 + 1 ⇒ (3) + 1 = 4
climb: 1d20 + 1 ⇒ (19) + 1 = 20
acro: 1d20 + 1 ⇒ (10) + 1 = 11


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GM stuff:

Unexpected Fence
Boost and a Hop, Climb 10
Bust on Through, Bull Rush CMD 20

Rusty Drainpipe
Before it breaks away!, Acro DC 10
Stuff keeps falling off!, Climb 20

Mind the Gap
Leap, Acro 15
Short Cut, Know (Local) 18

Possible Shortcut?
Survival, 17
I know where this goes!, local 15

Cluttered Alleyway
Up and Over, Climb 15
Squeeze Through, EA DC 20


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Hmm, I thought I responded to Mirri's question ("Are you like that"). Apparently, I didn't include it. Sorry about that! In response to her query, Mirri hears a sibilant reply, barely above a whisper. Yessssss, and no...

Petra K. Rel.: 1d20 + 8 ⇒ (9) + 8 = 17

Traveling together this time, Mirri leads the party on an indirect path towards the Grand Mausoleum, sticking to the back roads and alleys with which she is so familiar. As you get closer to your destination, something feels off. The hair on the back of Mirri's neck stands up, and Say'ri feels an impulse of warning from Akhentepi up above.

You turn the corner to see a grisly sight: a pack of undead, at leaset a dozen, feasting on human remains. The flesh of these walking corpses is rotting and putrid, their bodies skeletal in places and their eye sockets glowing with red light. Thin wisps of mist exhale from their noses and mouths as they turn and notice you, ready to pursue.

Petra has heard of such creatures before. They can only be wights, energy-draining undead who are cunning, ruthless, and create spawn to serve them. A group of this magnitude is too strong for you to fight.

(gandalf)Run, you fools! (/gandalf)

I thought I'd spice this random encounter up and do it like a chase scene, except y'all are the quarry and are trying to get to the Grand Mausoleum before you get killed.

Rules shamelessly stolen from another game I'm in

Choose one of the listed skills, or come up with an applicable one of your own choice, or use any spells/abilities that you can think of. Creativity is good!

Obstacle 1: A massive pothole in the street, sign of some big disaster.

Leap across: Acrobatics DC 10
or
Blindly Forward: Ref. DC 15

Next up:
O2: Unexpected fence
Boost and a Hop, Climb DC 10
or
Bust on Through, Bull Rush vs CMD 20

O3
O4
O5
O6


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Ibrahim's blade slices through the thick, fog-like shadow stuff and then releases a blast of energy, sending the creature back from whence it came.

Combat Over!

Bal staggers to her feet and raises her voice above the din. Where do you think you're going? Back to your posts!

At the sight of the vicious battle with the shadow, and their officer remaining despite her wound, the fleeing guards' resolve is bolstered for now, and they return to their posts.

Thank you, friends. Without you, all would have been lost. We hold for now, but as you can see, our need is great. Please, take this to the Grand Mausoleum with all haste.

She hands a sealed letter to Say'ri.


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Yep, the map is right. There's no map for this encounter, so I just put you on this one to show distance. So, the shadow comes through the gate and the guards run. Shadow wins initiative, so it moves up and attacks the priest. You all were talking to her, so I assumed you'd be close to her. If you want to change your position, feel free. Make sense?

The shadow runs a dark tendril along Say'ri's arm as she advances AoO (it has reach), 1 str damage . The cold penetrates her skin, but she continues, resolved to destroy her foe.

Shadows cannot be critically hit, so I rerolled your normal damage and got a 16

Say'ri swings the enchanted flail furiously, seeking to disperse the shade. Shadow stuff flies from her weapon and dissipates, but some of the creature still remains.

16 total damage taken

Ibrahim up

GM:

AoO: 1d20 + 6 ⇒ (9) + 6 = 15

Damage: 1d6 ⇒ 1

Say'ri damage: 1d10 + 7 ⇒ (9) + 7 = 16


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Petra knows the creature to be a shadow, warped by the mysterious unknown magic.

Shadow with the "distorted" template


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Greetings, I'm Bal Themm, and I'm in command here, for the time being. And we'll take all the help we can get--it's nice to see some guards walking toward the gate instead of fleeing in the opposite direction. But we've got this location held, for now. Instead, there's something else you can help me wi--

The cleric's words are cutoff by the panicked cries of the guards nearest the gate, who throw down their weapons and run towards the living city. The source of their fear is a creature born of darkness, who manifests amongst the flickering torchlight. The dancing shadows coalesce into a grasping creature who, undeterred by physical barriers, makes its way towards Bal Themm.

The tendrils of darkness snake forward and punch through her armor, squeezing her heart. She drops to one knee, barely able to stand.

Party Up

DC 14 Knowledge (Relgion) to Identify

GM:

MirriInit: 1d20 + 6 ⇒ (5) + 6 = 11
Petra Init: 1d20 + 6 ⇒ (11) + 6 = 17
Say'riInit: 1d20 + 4 ⇒ (5) + 4 = 9
Ibrahim Init: 1d20 + 3 ⇒ (6) + 3 = 9
Bal: 1d20 + 1 ⇒ (13) + 1 = 14
Shade: 1d20 + 4 ⇒ (18) + 4 = 22
attack Bal: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d6 ⇒ 5


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The party makes their way quickly and quietly through the rest of the district, arriving at the wall surrounding the necropolis.

Sturdy doors of iron and bronze stand in this high sandstone wall, barring entry to and egress from the city’s necropolis. Barred windows in the gates offer brief glimpses of what lies beyond.

A young acolyte of Pharasma (identifiable by the spiral sigil on her shield) and several town guards currently watch the necropolis gates, behind which a mob of undead creatures can be heard groaning and pounding on the metal. A glance through the doors’ windows reveals nearly a hundred skeletons, zombies, ghouls, and more gathered behind the gates, but for the time being at least, they are clearly unable to break through.

The young priestess in command ushers you closer as you approach.

You lot, what's your business here! This is no time to be wandering the streets!


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As Ibrahim approaches, a few more of the street toughs emerge from the shop, drawing saps from their waistbands as they do so. None attack, though, and they all listen intently to the swordsman's words.

He's right, one of them says, and the others nod sheepishly in agreement. And besides, Bahtep's always been nice to me. Gave me free tea when I was small. C'mon, let's go. The youths spend a few moments cleaning up some of the mess they've made, and disperse without violence.

Panic Level: 19

The shopkeep shakes Ibrahim's hand vigorously, and enters his shop.

Here, he says, pressing two packets into Ibrahim's hands, I don't have much, but maybe this can help you. Wati needs more people like you. May the gods bless you and keep you safe!

The packets are Seer's Tea

Feel free to RP anything here, but I'm going to move you along to the Necropolis.


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Just to keep things moving, I'll take that as a consensus to go to the Necropolis now.

The road through midwife to the Necropolis is largely abandoned, with signs of discarded/broken belongings evidence of hasty flight.

Before you arrive at the gates, though, you happen upon a disturbing scene. A group of young men and women push a middle-aged man into the street from a broken-open shop door beneath a hand-painted sign that reads “Sun-Ripened Teas.” You can see and hear activity within the shop, but outside, four of the youths jeer and taunt the man.

You'll stay down if ya know what's good for ya! one says, quickly raising his hand as though he's going to strike the prone man. The shopkeep flinches, and the teen laughs loudly.

I put the shop on the map superimposed over the old map, just to maintain distance and grid.


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Mirri, to answer your question, there are no specific leads yet. This part is pretty sandboxy. All of Wati is in chaos. Wherever you want to go, go. Hopefully you can learn some things along the way.

It seems like we have a consensus on necropolis, so I'll post that when I can.


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One vote for the necropolis gates. Anyone else?


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Ben's eyes grow wide at Petra's revelation. If an artifact is truly capable of such power, it should have stayed buried. Sebti should be notified, as soon as it is safe to do so. Perhaps in the morning...

At Say'ri's concerned question, he smiles, answering her quietly: Just as Horus sent you to me now, he watches over us. And with the coming of the dawn, his wisdom and guidance will keep us safe. We will stay here until then, and light the pyre at dawn's first light. As for you--the Necropolis is perilous at the best of times. Don't be too...heroic, Ben chuckles softly, struggling to find the appropriate last word. He leans in, taking her hands in his.

Meanwhile, Jabari nods shyly at Mirri's suggestion, reaches out a hand for her to hold, and makes his way around to each of the survivors, handing them a chunk of bread. Akil produces a bottle of cider, uncorks it, and, follows after his son. Lacking any receptacles to pour into, he offers the bottle to each person in turn.

To any who accept the food and drink, both are delicious, and a welcome respite from the horrors of the night.


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Knowledge local 15 or anyone from the city knows the Voices of the Spire is the militant wing of the church of Pharasma in Wati.


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Heads up, I'm on vacation for a few days. I should be able to keep up with the RP when I get some moments, but I won't be able to do anything that requires the book or computer. So feel free to talk things out and consider your next course of action!


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Mirri does not find any valuables in the corpse pile, and soon learns why as she enters to hear Ben speaking with Say'ri.

I'm a fool--I feared for a moment that I'd lost you. Forgive me, I know you better than that. He hugs her close and she feels the salt crusted in his stubble from dried sweat, smells the familiar, metallic scent of blood flowing freely from the gash on his forehead. Ben gestures to the pile as Mirri enters.

They are churchgoers, friends, buried near with all the sanctified rights and customs. Their lives were full of love and contentment, and none had restless souls seeking to return to the land of the living. The fallen priests among them were buried long decades ago, bones blessed and sealed to prevent this fate. He casts his eyes to the floor, shaking his head.

This is no ghoul-led raid from the Necropolis. It is an uprising of the dead city-wide. Sebti herself is not capable of such a feat. Indeed, I know of no magic that could do such a thing.

At Ibrahim's words, he nods, and stands up tall and resolute. We will be safe here for the night, and I know there must be others in need. The Voices of the Spire are likely focusing their efforts on the Necropolis for now. But take care--there are worse things out there than zombies. I can feel it.

When Petra looks around the room at the dozen or so people taking refuge in the temple, it seems Ben has seen to their wounds (all but his own, that is).

The portly father that Mirri helped rescue runs to Mirri and throws himself at her feet. Thank the gods, you're alive! You are a true daughter of Wati, and I cannot repay you. The man's tears flow freely as he beckons his son closer, the latter of which approaches Mirri sheepishly, holding out a wrapped bundle to the halfling.

My name is Akil, this is my son, Jabari. I am good, but he is better. He made it with his own hands.

Inside the bundle is a loaf of bread, still warm.

I know not if my shop still stands, but you will never go hungry again as long as I have something to say about it. When this nonsense is sorted out, you will come to my shop and I will make you a spice cake so delicious, you will never again ponder what life has to offer.


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Again Petra's arrow finds its mark, severing the huecuva in two at the waist.

For now, in the immediate vicinity, Wati is quiet.

Combat Over!

Ben opens the temple door and says to you in a firm, but hushed voice: Quickly, come inside!


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Ibrahim and Petra dispatch the last two zombies, sword and arrow carving through rotten flesh.

Say'ri swings mightily, but her blade is dulled by its mundane nature. The huecuva reaches for her throat, scratching under Say'ri's guard.

3 damage and possible disease

Y'all up

GM:

Claw 1 Say'ri: 1d20 + 4 ⇒ (15) + 4 = 19

Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Claw 2 Say'ri: 1d20 + 4 ⇒ (2) + 4 = 6


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Happy 4th, everyone! The huecuva is still alive and Ibrahim killed one of the zombies. Just waiting on Petra's action (no rush, it's s holiday and all)


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Ibrahim's sword deflects off the zombie's collarbone, doing no appreciable damage. 12 AC due to nat armor

Petra's arrow, despite it's diminutive size, shears an armor off the near zombie, which reaches for Ibrahim anyway. The zombies are still too clumsy to grab ahold of Ibrahim.

Say'ri blocks the last huecuva's path to Mirri, and it rakes her across the face for her troubles. 3 damage and possible disease

Huecuva and near zombie are hurt.

Party up!

GM:

Z1 I: 1d20 + 4 ⇒ (4) + 4 = 8
Z2 I: 1d20 + 4 ⇒ (10) + 4 = 14
H S: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d4 + 1 ⇒ (2) + 1 = 3


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Slash, parry, slash! Ibrahim fells another of the huecuvas with a flurry of attacks. The two remaining zombies stumble after him, but they are far too clumsy for their nimble prey.

The last huecuva, meanwhile, pursues Mirri around the wall of the temple.

Up: Y'all

GM:

H vs I: 1d20 + 4 ⇒ (8) + 4 = 12

Z1 vs I: 1d20 + 4 ⇒ (2) + 4 = 6

Z2 vs I: 1d20 + 4 ⇒ (1) + 4 = 5


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Petra can't draw a bead on the fallen priest, but Say'ri and The General dispatch the two zombies in a flurry of blade and beak.


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Yep Mirri, I fixed it. Don't forget, Ben gave you enchanted stones that do extra damage vs undead :-)

Ibrahim enchants his blade and the arcane weapon slices through the huecuva with a metallic hum, dropping it to the ground. It's lackeys lunge forward, hungry for flesh. Say'ri again deflects with her shield, protected from her ancestor's ancient armor.

Mirri darts away from the bottlenecked undead, her gambit pulled off expertly. Or so she thinks, until the injured undead gives chase and slashes her under her arm. 3 damage and you join the ranks of those who must save vs disease :-/

The remaining huecuva abandons the attempt to ferry his zombies past the gap in the wall, instead spurring them on towards new prey.

Party is up

GM:

Z vs S: 1d20 + 4 ⇒ (13) + 4 = 17

Z vs I: 1d20 + 4 ⇒ (4) + 4 = 8

H vs M: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23

damage: 1d4 + 1 ⇒ (2) + 1 = 3

8 damage on Mirri's huecuva


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Say'ri strikes what she is certain will be a killing blow to the "zombie", but there is a shock along her arm as her blade shudders when striking the unprotected, rotten skin. Petra knows why: among the standard zombies are some huecuvas (in red).

Still up: Ibrahim and Mirri

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