Gobbo's Savage Tide


Play-by-Post

1,951 to 2,000 of 2,313 << first < prev | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | next > last >>

Yes, 25 should do it.

You bash through the hastily reinforced door with a hellish clamor, sending splinters and bent metal clattering into the next room, a fifteen-foot square chamber with an open doorway across from you which leads into a long, single file hallway.

In the middle of the room is a bulky oaken table surrounded by a half dozen chairs, one for each side. Covering the north wall is a stunning topographical map of Sasserine, out of which poke at least a score of red, blue, and gold flags. Directly across from the map (and to your right) stands a five by ten chalkboard plastered by a tangle of scribbling.


Male Wood Elf (+2str,+2dex,-2con,-2int) Druid/4

The Beast pads forward to the map, looking closely at the details and trying to ascertain it's function. "Puuurrrrrrrrr..."


Male Human Wizard 8

Marius can't help moving over to examine the chalkboard. He doesn't intend to linger here, but this represents a potential insight into the thought process which has led them to this juncture.


Male Human Fighter 3

Tyndal moves to block the hallway door, while the rest of the party figures out the maps and chalkboard.


As Terin studies the map dotted with the tiny tinted flags, Penkus relates the color scheme to him: Blue for allies, Red for enemies, Gold for income producing ventures. You note several places you have visited or passed by within the city have flags affixed to them, including the Islarin estate (red), the Kellani estate (blue), several of the watch garrisons (blue and gold), and the Vanderboren estate (gold).

Attempting to make sense of the chalkboard, Marius notes a detailed log of harbor activity, including footnotes detailing which ships are scheduling for “holing.” Written in Aquan (which Marius understands) in the lower left corner is a small note which translates to, “Make sure to pay Ixitxs by month end!” Sequestered within a boxed off section in the upper right of the board are the names: Anders, Eldin, Harven, Seann, Terin, and Tyndal, accompanied by a notation reading, “VANTHUS! FIX THIS NOW!”

Tyndal, make a listen check if you would, please.


“Well. That is interesting,” muses Eldin, looking at the chalkboard over Marius’ shoulder. He then looks to the long passageway.

“I’m not an expert in combat tactics – but would that narrow passage by a good place to make our stand – or perhaps a wider room I hope may be at the end of it?”


Male Wood Elf (+2str,+2dex,-2con,-2int) Druid 3 Experience points-3000

*shifts to elf*Penkus related the color scheme to me: Blue for allies, Red for enemies, Gold for income producing ventures. I see several places we have visited or passed by within the city have flags affixed to them, including the Islarin estate (red), the Kellani estate (blue), several of the watch garrisons (blue and gold), and the Vanderboren estate (gold).
*Shifts back to beast-form*


Male Human Wizard 8

Marius blinks, "Penkus? I'd thought he was either dead or - come to think of it, I'm not sure what the alternative was after so long." Nor is there much point in speculating when Terin or somebody else can simply give him the answer.

Marius has no trouble matching names to the chalkboard; it seems his new friends have already made an impression on the higher-ups. Nor are at least three of the flags on the board a surprise. With knowledge of the colour-coding system, Marius takes a closer look at the map, putting his knowledge of the noble houses of the city to good use. It will be interesting to see just how far the guild's reach extends.

Not that any of it will hold up in court, of course. The various allies will simply deny any involvement and go on about their business.


Male Human Fighter 3

Ack! Sorry for the delay, had a busy weekend

Listen Check
1d20-1=4


Taking a few moments to track down the locations of the major players in Sassarine’s noble council, Marius notes the following:

Arabani - Red
Draktus - Blue
Kellani - Blue
Knowlern - Red
Lidu - Red
Lorchester - Blue
Meravanchi - Gold
Toregson - Gold
Taskerhill – Red

Tyndal tilts his head to the side at something he thought he heard, but the party’s excited conversation rides overtop of whatever it might have been.


Male Wood Elf (+2str,+2dex,-2con,-2int) Druid/4

The Beast nudges Tyndal's leg and motions with it's head to move on before beginning to pad softly and slowly down the unexplored hall.


Male Human Rogue 2/Swashbuckler 1

Ardan quirks an eyebrow slightly upon seeing the map, but is clearly more interested in maintaining the party's forward momentum, following the beast onward... Is the table bare?


The Beast -Terin wrote:
The Beast nudges Tyndal's leg and motions with it's head to move on before beginning to pad softly and slowly down the unexplored hall.

The tight confines of the hallway will only allow you to traverse single file. It is murky here, but your new eye allows you to pierce the veil of darkness. The farther down the passage you travel the less uncomfortable and damp it becomes, though there is a smell here like cured meat. A room is ahead; big enough for the group, but just barely. The door is ajar.

Ardan wrote:
Is the table bare?

Though covered in mug stains and graffiti, the table is otherwise bare.


Male Human Fighter 3

"Let's roll"

Tyndal readies his shield and flail and moves on down the hall.


Male Human Wizard 8

Marius swiftly falls in, not wishing to be left behind.


Eldin nods and follows. He brings up the rear, crossbow ready and constantly glancing behind, keeping an eye and ear out for signs of pursuit.

Spot 14+4 = 18, Listen 20+4 = 24


M Human (Oeridian) Wizard (Transmuter) 1 / Favored Soul 2 (Lirr)

Seann takes his usual position slightly behind Tyndal, spear at the ready.


I have, in a line: Terin, Ardan, Tnydal, Seann, Marius, and Eldin.

Eldin does not spot any pursuit at this time, but he does hear a peculiar shuffling sound coming from up ahead.

The wary group moves farther down the hallway. Alert as they are and with weapons at the ready, none of them demonstrates any particular surprise at the appearance of a guardian in the subsequent area.

A pair of malevolent crimson points materialize at the end of the hall as a hairy, ample bodied man-beast stumbles into view. A creature the size and mean of a grizzly but possessing human hands and figure lumbers its bulk between you and the next door to the right and back of this chamber. Settling in place, the pseudo ursine raises a wicker heater shield illustrated with the Lotus Dragon emblem and a blackened steel morning star, awaiting your next move. Glowing red eyes aside, something is not right with the way this creature looks, smells, and moves.

Spot DC 10:

Spoiler:
Large areas of fur have been rubbed off, and the patches beneath look like the skin of a prune. You can’t be positive, but you don’t think you’ve see it breathe yet.

Spot DC 15:

Spoiler:
Around the armor of this monstrosity, you note curious runes or carvings that seem to glow ever so slightly.

Spot DC 20:

Spoiler:
This thing’s dead for sure. Break out the cleric!

Knowledge Arcana DC 13:

Spoiler:
This guardian lives no more, the poor thing reanimated by necromancy most foul!

Knowledge Arcana DC 20:

Spoiler:
Eldritch runes of power evanesce about this corpse-fiend. You believe it may be warded or have the potential to unleash magics.

Knowledge Nature DC 12:

Spoiler:
These walike despoilers of nature are known as “bugbears.” Goblinkin, with all that comes with the moniker.

Knowledge Nature DC 15:

Spoiler:
The soul of this creature wishes to become one with the living earth, but dire magic binds it to this plane against its will.

Knowledge Religion DC 10:

Spoiler:
This abomination reeks of the grave. Locomated by dark power, whatever it once was, it is now a zombie.

Knowledge Local DC 12:

Spoiler:
You’ve seen a few of these creatures around town. They are called “bugbears.” An untrustworthy, scheming lot, these.

Knowledge Local DC 20

Spoiler:
By the distinctive shield, you note this is / was Zhanther, a known associate of the Lady of the Lotus. Looks like he got caught with his hand in the cookie jar.

Init 1d20 = 15


Fiendish Symbiont

I think that’s Zhanther, the lady’s bodyguard. He looks like hell!


Male Human Fighter 3

"That's an ugly sonofab@$**..."

Initiative
1d20=6

Tyndal: 8


M Human (Oeridian) Wizard (Transmuter) 1 / Favored Soul 2 (Lirr)

Knowledge (arcana): 10 + 8 = 18
Knowledge (religion): 17 + 8 = 25
Knowledge (nature): 13 + 5 = 18
Spot: 17 + 0 = 17

"Zombie! Bugbear, and it appears to have some sort of additional necromancy imbedded in its flesh! We must be careful!"


Male Wood Elf (+2str,+2dex,-2con,-2int) Druid/4

What is beyond the beast? A room or something?


Male Human Wizard 8

Marius raises his crossbow for a shot at the creature. He's not sure how effective it will be, but it's better than anything else he might muster.

Initiative (1d20+2=19)
Spot: 1d20+1=3, Knowledge: Arcana: 1d20+7=9


Male Human Rogue 2/Swashbuckler 1

"And I thought the last abomination smelled bad..."
Initiative 1d20+2=6


The Beast -Terin wrote:
What is beyond the beast? A room or something?

It is in a 10' x 15' room with a single (closed) door at the far right rear.

As far as initiative goes this round, feel free to take Tyndal’s roll, or roll yourself, but if it’s worse than his you’re stuck with it. ;)

Seann Eoghan wrote:
"Zombie! Bugbear, and it appears to have some sort of additional necromancy imbedded in its flesh! We must be careful!"

Good to have you back. Wasn’t sure what the crap I was going to do.


“Far traveler, lend me a measure of your light and grace against this undead menace that here we face,” prays Eldin, reaching for his holy symbol, and (on his turn, init 7):

Spoiler:
holding it aloft against the zombie goblinoid. “Return to your grave,” he commands, “your journey on this Oerth is over.”

Turning check: 19+2 = 21 – may turn undead of max. 5 HD.
Turning Damage: 7+2+2 = 11 HD worth.


Marius (crossbow)
Zhanther
Terin
Tyndal
Seann
Eldin (turning)
Ardan

In case Marius doesn't get his attack roll in before others start moving, could you please post a reflex save with your actions? Thanks.


Male Human Wizard 8

Shifting slightly to make sure he has a clear line of fire, Marius takes a shot at the zombie. There's a certain satisfaction to be had in breaking the guild leader's toys.

Attack: 1d20+3=20 Damage: 1d8=7


Leaning to the left side and hugging the carved cavern wall, Marius takes careful aim at the eyesore before them, snapping off a bolt from his light crossbow. The bolt sails just to the right of the thing’s raised shield and punctures into what should be the stomach. A low groan escapes, not from the mouth of the beast, but from the wound as an accumulation of rotten air and putrefied organ oozes around the bolt’s shaft.

Responding to the attack in accordance with its preprogrammed commands, blue light dances along the hide of the creature, arcing, sizzling, and burning off even more patches of desiccated hair. A horrific shower of pork fat and greasy oil rain down from above, pooling around Terin and Ardan and coating the stone floor with a layer of slippery slime as the two men fight to remain upright.

Grease spell, DC16 reflex save to remain standing for anyone within the squares currently occupied by Terin and Ardan. Moving through the squares at half speed requires a DC10 balance check.

MAP!

One of these days, the party is going to line up perfectly and spell something.


Male Human Rogue 2/Swashbuckler 1

"Gah!" Ardan barely maintains his footing in the disgusting slime. "What kind of sick creep thought up grease lobbing zombies?!" Reflex 1d20+4=17, Balance 1d20+6=9 Ardan is unable to move this round.


Ardan wrote:
"What kind of sick creep thought up grease lobbing zombies?!"

Wherever he is, I can guarantee he’s not quietly cackling inside with sadistic glee.

Though you can’t move this round, you may still act, if there is something you’d like to do.


Male Wood Elf (+2str,+2dex,-2con,-2int) Druid/4

1d20 7=12 Reflex, 1d20 3=4 balance. The Beast spends the round falling and fumbling around in the grease.


Male Wood Elf (+2str,+2dex,-2con,-2int) Druid/4
G'mork wrote:


MAP!

One of these days, the party is going to line up perfectly and spell something.

TeAM STyE!


M Human (Oeridian) Wizard (Transmuter) 1 / Favored Soul 2 (Lirr)

Seann attempts to push past TeAM STyE into closer range.

"Aim for the head!"

"Why pay for one X, when you could buy 100 Y's for the same price and kill a thousand times as many Z's?"
- Max Brooks


Male Human Fighter 3

Tyndal crouches and attempts to leap past the greased area.

Jump Check (Needs 20) (1d20 4=12)

Only made it 5'!

Balance Check (1d20-1=11)

Will finish pushing on through with final move action. Will get as close to zombie as possible.


Seann Eoghan wrote:
"Why pay for one X, when you could buy 100 Y's for the same price and kill a thousand times as many Z's?"- Max Brooks

Why pay for sausage when you can get the pig for free?

Pelt matted with glossy oil, the beast’s legs splay and drop Terin to the cavern floor without grace or warning. Tyndal attempts to leap past the fumbling force of nature, but finds the ceiling too low and his armor too heavy to cover the distance. Fortunately, he manages to recover his footing and moves through the doorway, just beyond the dangerous gloss.

Seann puts his head down and attempts to push through, but trips over the flailing Terin, causing him to slide down the slick cavern wall and onto the floor. His attempts to recover find Seann making slow, laughable revolutions in a mock backstroke.

Reflex, Balance (1d20+4, 1d20+2=[1, 4], [14, 2])

Seann, I rolled a set of reflex / balance checks for you to wrap the round, but it didn’t go so well.

Eldin issues a brazen challenge to the menace, backed by the power of his God. The decomposing man-bear’s glowing red eyes dim for a moment as its countenance wavers, the creature visibly shrinking away. Shaking with the effort of throwing off Eldin’s positive energy wave, the zombie’s eyes glow bright again, and it raises shield and weapon without a sound.
Ardan manages to maintain traction in the slippery chaos by stepping on Seann, but is unable to make any forward progress using this unique method, for Wizards make dismal surfboards.

Marius up!


Eldin, looking at the creature as written and as I modified it slightly, in both instances I noticed that you’d only be able to turn the thing on a 20, which I feel is pretty unfair in this instance. Therefore I’m going to adhoc the zombie and give it the shaken condition as you rolled high (19), if that’s ok with you?


G'mork wrote:
Eldin, looking at the creature as written and as I modified it slightly, in both instances I noticed that you’d only be able to turn the thing on a 20, which I feel is pretty unfair in this instance. Therefore I’m going to adhoc the zombie and give it the shaken condition as you rolled high (19), if that’s ok with you?

Sounds good!

That's the problem with turn undead (from a DM perspective); it's either all or nothing, particularly when you're dealing with only one critter.

"Be warned friends," calls the priest, "the vile magic that holds this mockery together is strong indeed. I feel that I have weakened it little, if at all."


Male Human Wizard 8

Deciding that traversing the grease would only end badly for him, Marius reloads and fires again, aiming high so as to avoid any chance of skewering one of the people now struggling to regain their footing (and also hopefully to strike the head).

Attack: 1d20+3=21 Damage:1d8=1


Marius strikes with a second bolt, but only manages to graze the zombie’s temple. A line of dark fluid seeps from the late bugbear’s forehead before congealing in the open air.

Flaring to life a second time, the runes now blaze yellow, allowing Tyndal a split second to react before the zombie discharges its unclean magics.

Tyndal is the only one close, at a diagonal, allowing him to make an AoO against the spell like ability.

Concentration check to remain casting:


Seeing that the recovery is an auto-success, the second spell is cause fear. DC 16 will save or Tyndal (only) will be frightened for 1d4 rounds. If save succeeds, he is only shaken for 1 round.

Condition description:

Spoiler:
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.


Male Human Fighter 3

AoO 2pt PA (1d20 4=12, 1d8 5=6)

Will Save (1d20-1=17)

"Its going to take more than roadkill to make me run" Tyndal growls.

Since I won't be able to post until tomorrow and I'm up after Terin, here's my attack:


Male Wood Elf (+2str,+2dex,-2con,-2int) Druid/4

1d20 3=21 balance.
The beast carefully crawls through the slippery area and moves to engage the zombie-thing.
Between getting up and moving I can't attack.


The Beast -Terin wrote:
Between getting up and moving I can't attack.

The good news is it also only receives half-moves. Traditional “slow-zombie.”


Still watching; just waiting on Seann, Eldin, and Ardan's actions this round.


Eldin moves forward to the edge of the grease, holding his holy symbol up again and calling on the power of his god to this time send the abomination back to its grave.

Turning check roll: 6

It does not work.


Eldin Farstrider wrote:
It does not work.

Don't forget, you guys still have Action Points tucked away.


G'mork wrote:
Eldin Farstrider wrote:
It does not work.
Don't forget, you guys still have Action Points tucked away.

Why yes we do. I had forgotten, thanks for the reminder. It would probably help if I noted them on my character sheet ... It's 5 at 2nd level, isn't it? Not sure how many I've used ... I'll assume 2.


Eldin Farstrider wrote:
It would probably help if I noted them on my character sheet ... It's 5 at 2nd level, isn't it? Not sure how many I've used ... I'll assume 2.[/ooc]

I think we decided to give everyone three to try it out, can't remember if anyone has actually used any yet...


Male Human Rogue 2/Swashbuckler 1

I believe there's still room for one in melee?
Ardan manages to move through the grease Reflex 1d20+4=17, Balance 1d20+6=14 to engage the gruesome creature, but apparently it's still hindering his grip on the cutlass... 1d20+3=11 1d6+1=3


Ardan wrote:
I believe there's still room for one in melee?

Should be. Just waiting on Seann now.

1,951 to 2,000 of 2,313 << first < prev | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gobbo's Savage Tide All Messageboards

Want to post a reply? Sign in.