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Larma's page
65 posts. Alias of D-Kal.
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Well I built Larma here (juju oracle) for a different campaign that never got off the ground. I would personally say that a campaign like this really needs a channeling cleric, but if none appears, I could always bring in Larma.
In the meantime, I'll be working on a Ranger build on the assumption that a channeling cleric will eventually appear.
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
Survival (find supplies): 1d20 + 4 ⇒ (11) + 4 = 15
Larma searches for supplies as he goes through the market on the way to the town square. Hoping any other survivors get the same idea, he will tack a note to the town post and doors of the town hall suggesting survivors take refuge at Wolfcap Estate.
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
Dot
-Posted with Wayfinder
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
Larma collects his things and prepares to head off. "Well fellows, it appears we have fallen upon grave misfortune, if you will pardon the pun." he says as he draws his sickle and considers the world outside. "We should investigate the market for survivors, since it is nearby. Being such a frequented area, it seems unlikely many would have been able to defend themselves there. However, at very least there should be valuable supplies."
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
So we're starting in the evening, but you're giving out player knowledge that the morning will be relatively safe.
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
I can't seem to post in discussion for some reason.
Anyway, here's my intro post.
Spending a few of his last coppers at the Fat Pony, Larma couldn't help but overhear talk of an estate owner needing some help. Although the man speaking appeared to be extremely intoxicated, Larma had been out of work long enough that he couldn't afford to ignore any lead. Besides that, working on a private estate might allow him to avoid working with the public, more for their sake than for his, given the unsettling nature of his curse.
As he approached the gate, absentmindedly grumbling about the poor upkeep, Larma noticed some activity within. He also noticed at least one shadowy figure poking around outside, and he appeared to be carrying a rather large weapon of some exotic nature.
"I'll never forgive you for this, Kimeo! You left us to die!"
Good luck @ school though.
Larma channels energy to control Ghost of Hallow's Eve!
DC 15 Will save or start gameplay & discussion threads.
It might sound crazy, but Larma is not really good at killing zombies...
Yeah I think your teammates would be upset if they fended off the zombies only to get eaten by you.
Nothing worse than will happen with zombies and humans in the same setting.
I suppose we're the proverbial herbivores.
Make the wizard do it.
Wait. Why don't we have a wizard?
Does Clyde have any non-suicidal tactics?
Just curious.
I could make a barrel of holy water to similar effect, but my spell selection is rather limited. And for some reason holy water costs significantly more than alchemist's fire. Which is especially odd since it takes a spell, whereas with enough money the alchemist can craft fire all day long.
Morningstar is a very good dungeon weapon. Cheap, good one-handed damage, simple weapon, B and P for skeletons and oozes. And if you don't carry at least one dagger, you probably deserve what you get.
I decided it would be good to have a mace, a sickle, and five daggers. I like to be prepared.
Well then I guess it's a good thing I didn't say I was the grim reaper, isn't it?
Also, yes, newsflash. Worst part is, advanced forms of skeletons & zombies may not have the same DR as their lesser counterparts. Better have one of everything.
Bash? These are zombies. We should be cutting!
As for me, I plan to main my sickle. I'm like the grim reaper reaper.
Looks like we have so far:
Clyde McClod: Greataxe Fighter (lumberjack) - Andrea1
Jaxson Crane: Fighter (melee) - Ashe
Jense Cruit: Falconer Ranger (melee + bird) - TL03
Oni-Kanabo: Samurai (melee) - Zotsune
Larma: Juju Oracle (divine + undead control) - D-Kal (that's me!)
Tex "Arcana" Johannson: Musket Master Gunslinger (heavy artillery) - RainyDayNinja
Eric Duponte: Cleric (divine + channel) - WerePox47
Menton 'Mr. Dino' Rushhec: Saurian Shaman Druid - Stargaizer
Kaleo Timoti: Mad Dog Barbarian (combat tank) - Jelani
Other Submissions:
Grizwold Beergut - illegal dwarf race
Azure Zero's paladin in progress
Looks like Tex "Arcana" is our only focused ranged submission. Plenty of melee and a couple of divine.
Average wealth, as mentioned in OP. 105 gold for Barbarians.
Dunno how I missed Jelani posting in here.
Man, Andrea1, RainyDay, Jelani... there's some big posters here.
YoricksRequiem wrote: I kind of had in mind of doing an Oracle (either Dark Tapestry or Bones) with the Wasting Curse, the idea being that the character acquired the zombie disease, but has a certain degree of immunity to it (rotting the body but not the mind). Why not Juju?
Look at this profile I made for the original of this game
D-Kal here. I've prepared my Juju Oracle for this adventure.
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
Larma picks up a few stones and draws his sling, staying some distance away.
magic stone SLA
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
"Perhaps if the lot of you hide and I get their attention? If they be foes, you could surprise them and surround them. But if they be friendly, we'd have not killed any."
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
Larma thoughtfully considers the point, and seems satisfied.
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
"How do we know they are foes? Perhaps they are guards of the lady out searching for her as we are."
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
Larma looks disappointed by the contents of the box.
"It seems you were right, hasty Paladin."
He packs the box back into his gear and considers their present situation.
"Should we perhaps step some distance away and spring the trap?"
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
"Who indeed? Likely bandits. And who has taken the lady? Likely bandits, yes?"
At Sven's words, Larma turns and gives him a big, sincere, stony grin.
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
Larma frowns at the stubborn box, and attempts to break it open with his club.
Club: 1d20 + 3 ⇒ (14) + 3 = 17, Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
"I am of the mind that this place may be worth investigating. Perhaps our discoveries may overlap to reveal some insight." Larma says as he pulls out the box from the wagon.
STR (open box): 1d20 + 3 ⇒ (1) + 3 = 4
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
I suppose now we're just waiting to see if:
A) we need to roll more Survival to track
2) we find who we're looking for
3) we enter another combat or non-combat scenario of interest (like a burning house or mysterious statue, or perhaps just a cliff).
4) it gets dark and we need to camp for the night.
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
"Humph." Larma packs the box away and goes on tracking.
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
"Hasty fellow, that one." Larma says, turning to Aksum. "You seem a clever fellow. Open this for us." he requests as he pushes the box into Aksum's chest.
Survival (track): 1d20 + 9 ⇒ (12) + 9 = 21
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
As Larma emerges from the wagon, he speaks to the big Paladin. "You see, Sven. Good things come to those who are thorough."
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
And in the wagon? *poke poke*
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
"Is everyone alright?" Larma asks before poking around in the wagon to see what else might have been inside besides the undead.
*poke poke*
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
Larma swings his scythe hard at the zombie attacking him.
Scythe: 1d20 + 3 ⇒ (1) + 3 = 4, Damage: 2d4 + 4 ⇒ (3, 2) + 4 = 9
But once again can't seem to remember how battle works.
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
Just waiting on the zombies.
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
Larma has not acted for round two. I've only taken one turn. ?
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
Larma steps out from between the two zombies and swings his scythe at one of them.
Standard - Attack with scythe
Move - 5-foot step to avoid being flanked
Scythe: 1d20 + 3 ⇒ (2) + 3 = 5, Damage: 2d4 + 4 ⇒ (3, 1) + 4 = 8
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
Larma lets out a big, heavy sigh.
"Very well... Magnauk, Hege, keep him safe. The rest of us will catch up in a moment."
Once Winter's Breath is prepared, Larma takes the spear out and opens the doors, scythe ready.
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
"Not so hasty man. Let us first look in these wagons for information or supplies." Larma examines the turned-over wagon but waits to remove the spear until he feels enough of his companions are paying attention, in case something dangerous should leap out.
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
"Perhaps the attackers left survivors? Or perhaps the survivors were able to trap something dangerous..."
Perception (guess contents of wagon): 1d20 + 3 ⇒ (7) + 3 = 10
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
Oh yes, worth mentioning, Larma uses his scythe as a walking staff.
Kno(nature): 1d20 + 5 ⇒ (6) + 5 = 11 To determine Fey or animal involvement.
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
Larma looks for anyone that might still be alive and need help.
Perception (take 20): 20 + 3 = 23
Heal (take 20): 20 + 3 = 23
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
Survival (track missing party): 1d20 + 9 ⇒ (19) + 9 = 28
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
We shouldn't need to track right away. Probably not until we get into the woods to the Southwest. So should we fast-forward to then & start rolling Survival checks, or...?
Human 6 | D&P: 7, T: 5/5 | F: 5, W: 7 | Init: +5 | Senses: perception +8
Oh. Right. We're kind of in flux, but I think we're basically all outside now. I'm guessing the dying guy is going to have to fill you in.
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