Fury's Toll | MotD
your location is marked on the surface map with the group token You pull yourselves up out of the dirt, and into the large residence. Looking outside, you are on the west side of the stream. You could cross over the bridges and go back down at the Pick and Pint, Warland’s Yard, or perhaps one of the smaller buildings.
Fury's Toll | MotD
You climb up through the rough tunnel to find yourself in a large building overlooking the stream. You can deduce from the end of the tunnels on this side that perhaps you would have to cross the stream and go back down from the other side.
Fury's Toll | MotD
with the retributive strike, the zombies go down with Knight Night. Protecting Zeldana. With a combined effort, the zombie troop is dispatched. Ernie reflex: 1d20 + 6 ⇒ (15) + 6 = 21
In the room, you find a pair of backpacks. In them is enough food for a few days, some personal belongings, clothes. One has a scroll of heal, the other a vial of lesser antiplague. Also, there is a tunnel going up, much like the one you took down.
Fury's Toll | MotD
15 was a normal fail. Zeldana moves up and slashes at #2. She hits once , and her blade does more damage than normal. The troop moves forward, engulfing just about everyone. Then the zombies start punching. shambling onslaught, dc 18 basic reflex: 2d6 + 5 ⇒ (3, 1) + 5 = 9 Knight Night [34/39] dc 18 reflex for 9, GO
Fury's Toll | MotD
Ernie fails to get his chainsword working, and misses. Knight Night noes that slashing or positive damage works best against the shambler troop, so exploits that weakness. He is able to land a single powerful blow on the zombies. Andagard takes the zombies blows right to the chin, but returns the favor, hitting twice! Many zombies drop, shrinking the horde! Gregoth the finishes the troop off, but misses the other troop. Zeldana GO
Fury's Toll | MotD
ref dc19: 1d20 + 8 ⇒ (12) + 8 = 20 Zeldana uses her wand, but the troop is able to disperse away from the blast, taking partial damage. Troop #2 moves down but is unable to attack. stride, stride Knight Night (pending ref18 for 11) GO
Fury's Toll | MotD
Oh, did I miss a nat 20?
Sorry, still dealing with a lot of back pain.
Fury's Toll | MotD
Gregoth pounds troop #1 with his club. The positive energy of his club does obvious extra damage! Several of the shamblers drop with that smash! Troop #1 shambles up, engulfing Gregoth, Andagard, and Knight Night. It attacks with its Shambling Onslaught, also catching Ernie. bludgeoning, DC18 basic reflex: 2d6 + 5 ⇒ (3, 3) + 5 = 11 Zeldana GO
Fury's Toll | MotD
You keep going west, past a couple of other forks when Knight Night's sword starts to glow. You push on into a massive chamber, only to see over 30 zombies stand up and form into troops! initiative:
Andagard's Initiative: 1d20 + 5 ⇒ (4) + 5 = 9 7x Ernie's Initiative: 1d20 + 6 ⇒ (4) + 6 = 10 6 Gregoth's Initiative: 1d20 + 8 ⇒ (20) + 8 = 28 1 Knight Night's Initiative: 1d20 + 8 ⇒ (5) + 8 = 13 5 Zeldana's Initiative: 1d20 + 7 ⇒ (11) + 7 = 18 3 troop 1: 1d20 + 7 ⇒ (18) + 7 = 25 2 troop 2: 1d20 + 7 ⇒ (7) + 7 = 14 4 Will be more clever with the initiative order, but I have been fighting a bad back and am out of endurance now Gregoth GO! troop 1
Fury's Toll | MotD
Note, This underground map is a bit of a sprawl, with branches and dead ends, and all. For the sake of playability, I am only going to call out the critical decisions. After a few branches and dead ends, and a few hundred feet, you come to another decision point. GM stuff:
1d20 ⇒ 51d20 ⇒ 151d20 ⇒ 14 Again, you can go left or right. You think that likely corresponds to west and east, respectively.
Fury's Toll | MotD
There is definitely room for you all to climb down into the holes. Just poking your head down, you can tell it smells very dank, and of a good deal of rot. Knight Night's sword does not glow.... yet.
Fury's Toll | MotD
You make your way to Jacra's home. This modest home looks similar to all those surrounding it. Inside, the furniture has been tossed about, and
What sets Jacra’s home apart is the number of bird perches throughout, many of which are surrounded by droppings and the occasional raven feather. The books in this home mostly cover arcane subjects such as the nature of magic and research into boundaries between worlds. While the library alone is easily worth 100 gp to a collector, Jacra’s spellbook is not among the items here. What can be found here is a scrap of parchment on the writing desk, hastily torn from the clip. This is the rest of the missive that was sent
Fury's Toll | MotD
You were sent here for a reason.
Plus to find the source, yes. Again, I am just the GM, you can choose to end this. It is an adventure, so I think you get full rewards either way
Fury's Toll | MotD
If you want to leave that is fine.
Fury's Toll | MotD
"I stayed hidden under a bed in the servant quarters. It is smaller, but the walls were solid." says Lacera. "I don't know where Ogran hid out. "But, I know that they come from underground. From the holes in all the houses. They will keep coming until we are all dead."
Fury's Toll | MotD
"Oh, the ratty old bear survived. Guess that makes sense." calls back Lacera. "Bear, any of your friends make it through the night? I heard a lot of screaming up there!"
Fury's Toll | MotD
It is pretty clear that there are no undead about in the sun right now. You are safe to rest. I assumed that you have. Almost as soon as Ernie thinks it, you hear a loud "MWRAWR!", as the mangy cat makes his way into your hiding place. "Where did you go, Ogran?" calls out a female voice outside. "You didn't go into the manor? I am sure they are all dead up there!" There also are some pretty obvious trails where the dead came from various houses, and many, many fewer made their way back. You are all full up at this time, except for Gregoth's illness, and have had a full night's sleep.
Fury's Toll | MotD
negative energy: 1d6 ⇒ 6 This cannot be healed until the disease is cured When Gregoth gets up from his napping, he looks more than a bit grey. He does not look healthy at all. with his skin being covered with puss filled blisters. Perhaps one of the zombies encountered yesterday infected him with something.
Fury's Toll | MotD
As an FYI, you probably chose the most difficult site. You were always getting your difficulties bumped up, no matter how well you fortified, because of the stairs and the hole in the wall. Nonetheless you performed valiantly!
Fury's Toll | MotD
Gregoth Paalas wrote: [dice=Fortitude]d20+9 That is a fail, should you want to reroll that.
Fury's Toll | MotD
At this point, you realize that you'll need to get a decent sleep, unless you want to go out there fatigued, or worse. It is a little after 4am, so you can get in most of an adventuring day, and still retreat to a house over night, if you need. Take a night's rest, and, yes, Andagard can heal eveyone up in 100 minutes. That means you can head out after about 2PM Make your plans, and we'll pick up after you have recovered. Gregoth... I will need a fortitude save
Fury's Toll | MotD
Between the group of you, you kill the final zombie. It looks like as the earliest rays of the sun are peeking out, the undead hordes have left the street, and you will have time to rest and recover.
Fury's Toll | MotD
As expected, the skeleton comes up the stairs Zeldana slashes at it as soon as it pokes its head up, and Andagard lands a nasty postively charged blow. Ernie is a bit off right now, and misses. It then stabs at Andagard!
Must stand and face the hounds of hell
4am: rd 5:
Conditions:
Enemy Conditions
Fury's Toll | MotD
I forgot to take the one that fell off. The other is downstairs and Ernie heard it coming for the metal spiral stairs
Fury's Toll | MotD
Gregoth wakes up and pounds the zombie right in the face. The bear dumps a potion down Gregoth’s throat. fort: 1d20 + 7 ⇒ (10) + 7 = 17 The zombie collapses under Knight Night’s spell. Without the soul for getting down
4am: rd 2:
Conditions:
Enemy Conditions
Fury's Toll | MotD
Zeldana fires her wand, but the zombie avoids the worst of it.
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
4am: rd 2:
Conditions:
Enemy Conditions
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!
With this attack, Gregoth screams with a tortured scream, definitely not with his own voice, as he collapses to the ground.
The husk zombie then stabs at Ernie, who does have a little cover from the door.
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
4am: rd 2:
Conditions:
Enemy Conditions
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!
When they don't collapse, he swings again, but misses.
Screaming in frustration, he screams and swings again.
This time they actually finish the troop off. Creatures crawl in search of blood
4am: rd 2:
Conditions:
Enemy Conditions
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
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
4am: rd 2:
Conditions:
Enemy Conditions
Note: Shambler troops can enter the squares of others and vice versa — their squares are considered difficult terrain
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.
Fury's Toll | MotD
Yes, they are much like swarms, though it is "within reach" instead of "in area". Just happens this troop is loose enough it can occupy the same space as people. And it is "The shamblers lash out at any enemies in their squares or within 5 feet"
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!
Reminder to check to see if you have a pending save...
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
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
The husk at the door stabs back at Gregoth(?).
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
4am: rd 2:
Conditions:
Enemy Conditions
Note: Shambler troops can enter the squares of others and vice versa — their squares are considered difficult terrain
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
Killer, thriller
4am: rd 2:
Conditions:
Enemy Conditions
Note: Shambler troops can enter the squares of others and vice versa — their squares are considered difficult terrain
Fury's Toll | MotD
Khayrat shows up to express his thanks for saving him, and offers you a personal gift of a fine bottle of elven wine. Danya Ben-Abn calls the assembled to dinner, a feast which should serve as quite the pleasant reward for a job well done! Primary objective: defealt Fasiel
And you get 2 bonus faction points for getting all the targeted guests to at least friendly You should already have your chronicles, and it has already been reported!
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.
Fury's Toll | MotD
Three bolts of energy slam into Fasiel. As he goes down, a gentle healing breeze fills the room, instantly healing the Pathfinders completely. Fasiel’s wound is fatal. That much is clear even as he clings to it, dragging himself along the ground. “Safa! Heal me! Return me to my lair, so I may plot my revenge!” Safa appears out of nowhere, descending through the air without bothering to hide their glee. “Of course.” They snap their fingers, summoning a flash of white-hot flames that cauterize Fasiel’s wound. He howls with pain, rolling in the dirt and cursing Safa’s name. The genie pins him to the ground with one foot and casts a hasty glance around the courtyard. “His wounds will heal... with time.” Safa flashes a wicked grin, but it lasts only a moment. “Fasiel has encountered the Society before, in the home of Corvius Vayn. He believes your agents prevented him from becoming a genie binder. A cruel genie twisted his wish for confidence and power by transforming him into the creature he is today. The wretched skelm is hateful and cruel, but also shortsighted—he could never match the Pathfinders. Your true foe, the one who gave him my seal, is far more powerful. They hold deep hatred in their heart and have long dreamt of the Society’s downfall. They would trade anything, even me, to further their goals. They’re angry, sinister, loathsome—your newest nemesis. Please don’t ask for a name. Just know that they’re out there, and this... man... is hardly their only puppet.” Safa stoops, hoists the mewling Fasiel over their shoulder, and salutes. “Good game, Pathfinders. I hope we meet again.” With a snap of Safa’s fingers, they both vanish. In the next blink of an eye, you are back in real Sedeq Lodge, and the party guests are gathered, all eager to speak with yoyu and congratulate you on a successful party, expressing how much they’re looking forward to the coming feast.
Fury's Toll | MotD
reflex DC18: 1d20 + 12 - 1 ⇒ (6) + 12 - 1 = 17 fail! Fasiel is singed by Camina’s spell, but does not go down! Fasiel stabs his antlers at Leaf, trying to get the nasty fungus out of the way.
Then he moves up to Gratt and Camina. ”I’ve had about enough of you, witch!”
vs AC 16: 1d20 + 15 - 4 - 1 ⇒ (19) + 15 - 4 - 1 = 29
so close!
Fasiel Attacks rd 6-7:
Conditions:
Enemy Conditions
Fury's Toll | MotD
In fact, it does appear that Gratt’s demoralizing has affected Fasiel. will: 1d20 ⇒ 20 However, the daze spell has no affect.
Fury's Toll | MotD
Andagard manages to hit the bloated zombie three times completely destroying it! Ernie?
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