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DM Addison  d6=4 ;
Tuesday December 28th, 2010 12:10:38 AM

I wish you all a very happy holidays. I'm watching the saints game with my roomie right now. Been spending the days running around the university lakes with my puppy.

So lets get to business.

The Aftermath: RiddlePort Ba-Bombing

The group sets forth, taking the prisoner Duergar with them I presume? Tied and shackled?

Devlin stays ahead of the group as the 6Dwarves move into the city. Visibility is low as dirt and dust rule the air.

Its all you can do from choking on the dust. Everyone gimme a DC 14Fort save or take 4 subdual damage from coughing up a lung from a random woodchip flying into your trachea.

Devlin suggest finding the guardhouse. That's a good idea. You can probably tell by finding a building with a banner on it that looks liike the insignia on Captin Roger Redforge and his men's armor.

With the group's various perception checks, they locate what seems to be a standing map of the entire city, including your current location.

MAP OF RIDDLEPORT

You are on the Street named Queen's Quest, and you are currently near the Q of the card that is the streetsign on the map.

You can tell from the shape of the buildings and the way they are leaning, that the blast came from the center of the city, probably inside the large Capitol building.

Boomy suggests that the group stay alert as the attackers could still be close by.

Nobody can see any attackers or any movement at all. Everything seems to be still now. No life as far as you can see.

From what you can hear, just barely above the howling wind are moans coming from the direction of Gravick's Inn. Or at least what is left of it. It seems several large blocks of stone that were dislodged from the Capitol building crashed into the inn, tearing it asunder.

You look about and find that the Guard Tower on the far side still stands. Perhaps someone was on duty and saw what happened?

I want a vote from everyone. WOuld you guys be into doing a Hex grid for the next funsies encounters?



Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Daya  d20+6=9 ;
Tuesday December 28th, 2010 12:47:39 AM

The smoke and dust stick in Tahni's throat, and cause her to cough heavily. Fort Save vs DC14 - 9. Fail. She looks about for some cloth to fashion some makeshift bandannas for the party and prisoners. If none is freely found in the ruins, then she will cut one of her hessian sacks into strips.

"The moaning is coming from that way" she says pointing towards Gravick's Inn, in between coughs. "I think we should head there and look for survivors. Devlin, you seem to know your way about the world, what do you suggest?"

OOC: My vote for square vs hex grids - whatever is easiest for the DM. Having DM'd my first Tap in the Wold, I have no preference either way as a player :)

====================
Spells Currently in effect:

Energy Channels: 4
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Bless, Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Tuesday December 28th, 2010 12:51:08 AM

We could check the guard towers, they may be unstable after the blast though. I think I can see the insignia you all described to me flying to the south and east of us.

ooc: I am willing to try hex but as far as I know 3.5 and pathfinder were created around the square grid format. Not sure if hex will change things too much or not.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=18 ;
Tuesday December 28th, 2010 12:51:53 AM

fort save = 18

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Tuesday December 28th, 2010 1:00:01 AM

Devlin looks to Tahni. In devastation like this lass we could spend all day perhaps all week finding the wounded. I be wantin ta help but we may still meet some resistance before the day is out. Let us find out what is going on and offer our help. Ifin they can use us than we stay and help. We may help more by following the trail of whoever did this and stopping them from doing more. Devlin is ready to head off to the "Guards Men".

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Daya 
Tuesday December 28th, 2010 1:19:49 AM

Tahni nods in agreement to Devlin's suggestion. "From the map, it appears the Inn is on the way to the guardhouse. I'm not saying we scour the entire city for survivors straight away, but if we find any clear signs of survivors at the Inn, then we should aid them first before continuing."

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+9=17 ;
Tuesday December 28th, 2010 9:57:42 AM

Fort: 17

OOC: I have used hex before and it was fine. Sounds good Addison, whatever is easier.

Bruagh coughs and tries to clear his throat. He then begins helping Tahni fashion bandanas out of what ever is availible. "Since we are near the inn and can hear moaning from there let's head there first, maybe go to the building with Redforges insignia after that."

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Tuesday December 28th, 2010 10:02:07 AM

"Ta do this would take more than power, it would take will. Ya don't spend this much energy lightly. This be only tha first move." He looks around at the destruction.

"We need ta find out why."

He moves with the party, looking for the towns food stores. Knowing how hard it is to grow things out here, food is likely a precious commodity and a high value target.

OOC:
Hex is ok with me, though it makes some spell lines a bit wonky.

Signi Harvaldar 
Tuesday December 28th, 2010 10:05:45 AM

OOC: I'm fine with hex grids.

Boomy HP 9/11 AC 17/17/13  d20+5=11 ;
Tuesday December 28th, 2010 1:30:51 PM

Cough, cough.Boomy gasps as he inhales the debris and quickly ties a piece of cloth around his mouth to filter the air as he breaths. I agree with Devlin. The Inn may be a trap and there is likely to be another attack ot raid. We need to find what resistance is still available and lend our aid to them first. They are also the most likely to be able to tell us what happened here.

ooc:I am fine with a hex map.

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38  d20+8=24 ;
Tuesday December 28th, 2010 2:36:59 PM

Not worried too much about the smoke/debrie filled air, having been through worse in the dwarven mines, Frootloop continues marching forward.

Going to the sound of the moans, getting some info from those there, before purging onward is the best course of action. Going in blind and dumb is not my idea of a good strategy.

*hex, square, squiggly makes no difference to me*

DM Addison 
Tuesday December 28th, 2010 11:13:09 PM

Devlin and Boomy feel that finding out what happened is more important than finding survivors, but alas, Tahni ,Frootloo, and Braugh feel that since the Inn is on the way to the Guard's Barracks, that it wouldn't hurt to check it out. Information from survivors could help.

Usually in situations like this, if someone doesn't just up and say, "I go here and do this." Then I take what more people said and form a group decision from it. From what I can tell, 2 say no Inn, 3 say yes Inn.

I also recommend that you guys can elect a "Leader" for each module to make decisions such as these that need to be made in a 1-post timeframe. I also want everyone who is not elected "Leader" to just swallow your pride and follow the group's decision, even if you disagree with it.

Like I said, I don't care what you do, as long as you do it together, even if you disagree on what your doing! Confusing? Mwahaha.

Kreyton also suggests that the group check out Rotisserie's Food Storage Warehouse, as this is the place that likely raiders are first to go. But this is on the other side of the explosion site it seems

And so the group marches forward, taking a sidewalk that leads around the Inn and towards the Guard's Barracks. Please note that the Black Lines on the map are walls set up to protect the Dwarven HQ/ Guard's Barracks, the Gnomish Guards, and Mercury's Landing/ Mayor's Squat. You don't know if you will have to go around these walls a ways before you find the entrance or if the walls are destroyed as well.

The group can clearly hear from the rubble of the Inn, "Heeeeeeelp" in a low rumble/moan, as if whoever is there had been saying the word for days.

He's a good bit inside the building, so getting to him is gonna take some time, effort, and locating skills as you can't see much. You may have to get the person's attention to pinpoint his position.

You can clearly see that the sidewalk is designed to go from the Queen's Quest street in front of the Inn, around the Wall of the Dwarven HQ, and to the beach, but you can probably turn somewhere else.

MAP OF RIDDLEPORT

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Daya  d20+7=25 ;
Tuesday December 28th, 2010 11:41:01 PM

Tahni bites her tongue to stop herself from immediately calling back to the request for help. She looks to the rest of the group "It could be a trap, but we can't leave someone buried there to die. They may be the last survivor of this town"

She looks as best she can at the rubble, and tries to pinpoint where the noise may be coming from (Perception: 25)

OOC: Question to DM: Judging from the debris, is it obvious where the epicenter of the blast may have been or come from? "The Arms of War Laboratory" may be a suspect. The blast may have just have been an accident...

====================
Spells Currently in effect:

Energy Channels: 4
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Bless, Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

Addison: Yes, you can totally tell that the buildings are all leaning away from the center of the city, where the huge mega-trading post building was located. Now its a big smoldering crater in the ground. The buildings closest to it (including the Guard Barracks) are also heavily damaged. That's about what you can see right now.

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 
Wednesday December 29th, 2010 12:46:06 PM

If we think everything is a trap we will never get anywhere in time.
With that said, Frootloop begins the search of the inn, moving obstacles that wont bring down more, so a safe location of said individual can be found.



Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20=6 ;
Wednesday December 29th, 2010 2:43:21 PM

Bruagh says nothing but begins helping FrootLoop move debris to make a path to where it sounds like the yell is coming from.

Perception: 6 (Not gonna help much.)

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+4=12 ; d20+6=20 ; d20+8=24 ;
Wednesday December 29th, 2010 2:49:23 PM

Looking devlin finds a broken wall that seems sturdy enough to hold him. How about I keep watch while you all search. That said he scales the wall readies the heavy crossbow and kneels down useing the rubble and smoke for cover.

Climb = 12
Perception = 20
Stealth = 24

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Daya 
Wednesday December 29th, 2010 6:48:20 PM

"Well, as long as we're searching for them..." Tahni thinks to herself. "We're here to help!" she calls out "Can you hear us?"

DM Addison 
Wednesday December 29th, 2010 10:16:02 PM

So thus together, the group takes some time to search through the rubble.

Tahni calls out as Frootloop and Braugh begin slowly tiptoeing through the heap of twisted metal, and stone.

Together the heroes pinpoint the target of the shouts for help. The Warriors begin heaving blocks of stone and metal, digging for the voice.

Enter James Rosse with his character please give me an escape artist or strength check to burst out of the pile of rubble your under. Everyone else can assist in the usual fashion.

Meanwhile, Devlin finds a sturdy stairwell on the far side of the Inn and climbs to get a better view.

He can see before him a huge crator that had been created, possibly several days ago. Gimme a Trapmaking check DC 14 Highlight to display spoiler: { You know from his experience with explosives that this is equivilant to what is known as a "fallout". Life may not be present for a distance."}

Kreyton meanwhile gimme a DC 15 Knowledge nature Highlight to display spoiler: { You can feel that the earth is deeply scarred here. Something unnatural is happening.}

And also... Tahni and Braugh can feel a strange presence. Give me Knowledge Religion DC 15 Highlight to display spoiler: { You sense there is a negative energy about you.}

Then, Devlin's eye view catches something... movement. In the distance...

Then, what seems like one, becomes more. As a matter of fact, there are dozens of them! Walking, shambling forms. And they are walking towards you! They are coming from the streets you have already traveled, blocking off the way you came. There are also some, though fewer coming from the southern beach area. Humanoid as far as you can tell.


Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Daya  d20+8=12 ; d20+8=17 ; d20=16 ;
Wednesday December 29th, 2010 11:58:53 PM

Tahni can feel something strange in the area, but can't pinpoint the feeling (Knowledge Religion check vs DC15 - 12 = Fail)

The female dwarf squints her eyes towards the shambling humanoid forms, trying to determine if they are hostile or not. (Perception: 17). She calls Daya to the safety of her shoulder. "Frootloop, Bruagh, over here! What are they? Are they more survivors?" she asks, pointing at the humanoid forms.

Feeling outnumbered, and with the roads seemingly blocked, Tahni deems that aiding the injured person may be her best course of action. "You guys want to see what's going on? I'll try and help this injured person" she says to her colleagues, as she reaches out an arm into the rubble (Aid Another - Escape Artist: 16)

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+8=14 ;
Thursday December 30th, 2010 12:14:38 AM

We got movement and lots of it. If what I know about explosives means anything there should not be this many survivors. We may want to be ready to leave very quickly. Devlin scans the surroundings trying to see if the walls by the guard house are still up. If so he will suggest that now would be a good time to get there. He shouts out to the figures Identify yourselves

Trapmaking: 14


Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+1=16 ; d20+9=22 ; d10+4=9 ; d10+4=9 ;
Thursday December 30th, 2010 6:22:42 AM

"I feel it too Tahni, reminds me o' the negative energy we experienced back at the tavern. Get him out, and now. We'll hold them off, I don't 'spect they're friendly.. Bruagh pulls his sharpened waraxe out and readies the modified shield of the dark cleric. He moves into a position to best defend the newfound dwarf and those trying to extracate him.

Bruagh will ready an action to charge any creature who gets within 10ft of one of Bruaghs allies or himself AND appear to be hostile.

Knowledge (Religion): 16
Ready Action Attack: 22
Ready Action Damage: 9

OOC: I just realized that I haven't taken any ranks and may not be able to roll higher than DC 10. Of course he might recognize it from what he experienced at the tavern.

Boomy HP 9/11 AC 17/17/13 
Thursday December 30th, 2010 8:56:20 AM

ooc: Sorry for the delay. I am having some difficulty in my character conversion.

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Daya 
Thursday December 30th, 2010 9:32:43 AM

OOC: No worries, Boomy :) If you need a hand with anything, just drop me (RobC) a line.

Boomy HP 9/11 AC 17/17/13 
Thursday December 30th, 2010 11:50:27 AM

I think I'm good. This is my first monk so I had to do some reading to figure out which stats to lower when I leveled up.

DM Addison 
Thursday December 30th, 2010 12:07:43 PM

Lee Carrol- can you please bump your character up to level 2 as well? Feel free to use a Hero point to reroll your hit points in the LnB if you don't like the original roll. Same goes for you James Dietz with Boomy.

And Lee - You say Battle Axe, but your character sheet says Great Axe. Which way you plan on going with the Ranger, bow or two-weapon?

Naldin AC17 HP 13/13 
Thursday December 30th, 2010 12:26:47 PM

ooc: Okay, I'm upping my character to lvl 2. Also, he's using a greataxe, and I'm planing on selecting the archer option. I'll have the new character sheet up soon.

Naldin AC17 HP 26/26 
Thursday December 30th, 2010 1:49:50 PM

ooc: Updated character sheet

Addison: Lee, please feel free to buy the higher end armors. Your starting at level 2, so if you wanted a Breastplate instead of scalemail, then thats fine. If not, then don't worry about it. You should be getting pleanty of stuff soon. ;)

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 
Thursday December 30th, 2010 2:29:26 PM

continues to remove rubble from the person(s) inside.

Naldin AC18 HP 26/26 
Thursday December 30th, 2010 11:18:03 PM

ooc: Changed armor (thank you). Still wondering about a masterwork great axe??

DM Addison  d100=14 ; d20=1 ;
Friday December 31st, 2010 3:13:46 AM

Hey guys. Let's just go ahead and have Naldin enter here. Go ahead and burst forth from the rubble Naldin! With your red braids and cool hat!. You will have to earn your masterwork greataxe though. ;)

Character Key

While the rest of the group helps Naldin out from the rubble, Devlin remains vigilant and shouts to the approaching humanoid forms.

He gets no response at first, but the forms just keep moving closer.

Then, Devlin spots the real horror. The eyes of the people are glowing red. Their jaws are moving up and down methodically. Their arms clutch to various weapons if they have them, or just jut out forward. They limp, and respond with a loud, Moan.

But... Devlin spots something else too.

About 50feet in front of the moving mass of bodies, a sewer manhole opens up.

Enter Signi. As the Dwarven female pulls herself through the manhole, scarred and green hands reach up at her. That way is clearly blocked.

Signi and Naldin please post what your character looks like, introducing yourself and all.

RiddlePort Encounter

Then, the Duergar Cleric Doven speaks, "And yet another of the Heroes come into being by popping out of the ground."

Humphrey laughs and then eyes Frootloop, he speaks, "Give me my sword and untie me so that I may die fighting! I swear I will not strike at you or your brethren until this new threat has been averted. What say you, Barbarian!?"

Decision time.

Everything North of you is the path you came from. The orange is fire. Black smouldering boulder too...

Here's a zoomed-out view: Bigger map


Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Blessed  d20+6=7 ;
Friday December 31st, 2010 4:58:20 AM

OOC: Let's hope those two low rolls by the DM are good news for the party :)

"At least there seem to be two LIVE survivors in this town" Tahni notes to herself on seeing the two dwarves appear.

"Over here!" she calls out to the female dwarf that rose from the sewers, before following up with "Look out!" and pointing towards what look to be undead.

Humphrey's request catches Tahni's ears. She tries to anticipate how honest the Duergar is being (Sense Motive: 7) before speaking "The decision is yours, Frootloop. Personally, I think victory could be achieved with this Duergar fighting on our side. Should you choose to rearm him, then I would suggest that the others remain bound, and that he not be provided his armor - for the time being at least. Should he aid us, then in turn, I would speak on his behalf of his deeds at any future trial. Should he prove to have no honour to his words or heart, then your axe can decide his fate"

Finally, Tahni calls upon Alemi to aid the party in helping these undead souls find rest. Cast Bless. The party - with the exception of Devlin and Signi (sorry guys!) - get a +1 morale bonus on attack rolls and on saving throws against fear effects. Duration: 6rnds

====================
Spells Currently in effect: Bless (Rnd 1/6)

Energy Channels: 4
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 *Bless 
Friday December 31st, 2010 10:29:34 AM

Frootloop cuts the bonds to Humphrey and points to the weapon/armor pile.

Waits for him to arm himself.
Then moves to a fighting position beside the Druegar.

To Humphrey Highlight to display spoiler: { We kill together my brother, then afterwards, if the fire is still there, we kill each other }.

Signi Harvaldar 
Friday December 31st, 2010 1:21:37 PM

Scrambling out of the nearby manhole cover staggers a female dwarf wearing banded mail armor. She kicks at the grasping hands reaching from the shadows and rolls to safety. She comes toward the party, looking ragged and out of breath. She is young, with auburn hair and blue eyes. A longsword and shield are strapped to her back. "Oh, thank goodness you are here! I thought I was the only living creature left in the city! Please, let's help each other defeat these abominations."

ooc: Signi makes a double move action north and should end 15 feet south of Kreyton.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28 
Friday December 31st, 2010 5:22:25 PM

Bruagh is going to continue holding an action, figuring it's best to hold our ground (Now with a +1 to hit and Damage.)

Bruagh seeing the dwarven woman running from the sewer grate and yelling in the groups direction gives her words of encouragement. "That's it lass, come on, we'll work together and see that all of us get through this. Hurry!"

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+6=13 ; d10=8 ;
Saturday January 1st, 2011 12:40:11 AM

Devlin spits on the wall and shouts Zombies, too many of them for a fair fight if you ask me. We need to find a better place to defend or just get out of here. Devlin sights up the Zed closest to him and fires.

Attack closest Zombie = 13
Damage = 8

Addison Devlin, can you look up the rules for called shots? I wonder if you can like roll an extra attack roll or something to pinpoint a particular spot you want to hit.

Intro: Max Silverhammer 
Saturday January 1st, 2011 5:47:10 PM

"Greetings. I am Max Silverhammer."

He stands before you, dressed in scale armor, a black tabbard over it. Both the tabbard and the shield held firmly in his left hand are garrbed, with the following arms: Sable a gavel per pale, azure.

OOC:
Character Sheet
https://docs.google.com/document/d/1y71oFRNWW_ilJNHAk73QpbaejxsAefmhCc3Wxi6Npa8/edit?hl=en&authkey=CN2n_P0G#

RobC - Welcome to party Max (Hawk). I've updated your post to change the < > brackets to [ ]. Also, here's a format you can use for your header. Just remove the spaces by the [ ] brackets:
[ link href="your google link" ]Max Silverhammer[ /link ] -- ACnn/nn/nn -- CMD nn -- HP nn/nn

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Saturday January 1st, 2011 8:07:34 PM

OOC: Welcome to the Group Max glad to have you aboard, insert witty Beatles music comment here. If you need any help let us know.

Naldin AC18 HP 26/26 
Saturday January 1st, 2011 8:36:13 PM

With the last pieces of rubble removed, Naldin is finally able to escape and stand upright again for the first time in...he's not sure how long.
Naldin is a large dwarf. As he dusts himself off, you can see he wears a breastplate under his cloak. He also had a pack on his back and a greataxe slung over his shoulder. But the most notable feature is his bright red hair, tied in two leather braids which dangle behind him, while two more braids of his beard hang in the front -- all down to his waist, at least. He continued to dig in the rubble until his recovered his bow, but he seemed much more relieved to find his hat; a black leather hat with a very wide brim.
After dusting himself off and getting everything in its place, he turned to introduce himself, "Thank you friends! You have saved me from a truly dreadful death. My name is Naldin Stonehearth and I am at your service."


Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Blessed 
Saturday January 1st, 2011 10:23:49 PM

"I don't know about saving you from a dreadful death just yet. Look!" responds Tahni, gesturing to the undead horde.

DM Addison 
Sunday January 2nd, 2011 1:19:29 PM

Tahni cats Bless on the group as she sees the horde approaching from all sides.

Please everyone put Bless in your header or in a footer to remind yourself to apply it to attack rolls and damage. I found its the easiest way.

Frootloop unties Humphrey and points to the weapons. I suppose that since Frootloop took his adamantium breastplate, that he will get Frootloop's old armor? Which was like scale mail or something? ALso, I don't think anyone claimed his Adamantium Greatsword, so he will gladly retake that if possible.

Humphrey begins putting on his armor and grabs his sword once again, "Ahh, It feels good to have it back in my hand. What about my comrades? Are they to die too with their hands tied behind their backs?" he asks as he levels his sword and points it at the skull of a walking corpse about 60feet away.

Signi emerges from the sewer outlet and runs to the group, thanking her Lucky Stars that there were other living beings in the city still.

Devlin takes aim and fires a crossbow bolt squarely through the neck of a Zombie. The Undead stumbles back a bit, but then continues walking forward with a bolt through its neck... like its not a big deal. It's jaw still moves methodically up and down.

The group helps Naldin up out of the rubble, which he is grateful for. (You have been under the rubble for a few days from what you can tell)

Then, a door to a nearby room in the inn burst open, and forth steps Max, who introduces himself.

From the rubble, a moan is heard. Then a green fleshy arm pops up, and up stands an undead dwarf.

Braugh's ready action takes suite and he charges the undead, and cleaves its head off.

The jaw is still moving up and down and the eyes are still darting around as the decapitated head rolls on the ground. The body is limp though and thus it is harmlessish... If your wearing shoes.

SO what does the group do now? You can spot through the various windows, that a mass of undead are arriving at the opposite side of the building. They are trying to get in through the windows in the rooms, but most of the doors to the rooms are closed, so they may be trapped. But its only a matter of time before they work their way through... unless you do something about it.

And remember, based on your memory of the map of the un-blown up city, the Guard's Barracks are southeast of you. But the wall still stands, you may have to go around it the southern way to gain entry into the guardpost... if it still stands. Also, several towers sill stand as well that could have guards posted.

Character Key

RiddlePort Encounter 2



Naldin AC18/16/12 CMD17 HP26/26  d20=7 ;
Sunday January 2nd, 2011 8:27:13 PM

Naldin was stretching a bit to work out the kinks and noticed the oncoming creatures about the same time as Tahni pointed them out. "Pantheon be praised" Naldin thought to himself.
"First I'm rescued from this tomb of rock and steel, and then given a whole horde of undead to kill. It is truly a blessed day to be alive my friends!"
With that, Naldin nocks and arrow and moves to a point where he can clearly fire at the zombies coming from the east, starting with biggest creature (Zombie Horror2, d20=7+7).

Comp Short Bow TH: +4+2(undead)+1(bless) = +7
DM: 1d6+3+2(undead)+1(bless) = 1d6+6

GreatAxe TH: +5+2(undead)+1(bless) = +8
DM: 1d12+4+2(undead)+1(bless) = ad12+7

---------------------------
Rob C: Hi Naldin. Players typically roll their own attacks and damage, and the DM will tell them if they hit or not - have a look at Devlin's earlier post as an example. In this case, it looks like you rolled a 7 (So Hit AC14). Please roll your own damage in case you've connected with that big brain eater :)

Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13  d20=1 ;
Sunday January 2nd, 2011 9:46:17 PM

"There is nothing here worth saving, gentlemen. These souls have been judged and found wanting, let us not also be the same."

Maxwell looks to the others for a route to freedom, while attacking one of the undead.

Dwarven War Axe: 1+4, 1D10+2, +1[bless]

---------------
Rob C: Alright, now we've got a party forming! Welcome again Max (Hawk). You need to remove the spaces before the square brackets in your header for it to appear correctly. I've updated this one for you :) Also, rolling a natural 1 when attacking is an automatic miss - ouch!

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Bless, Mage Armor 
Sunday January 2nd, 2011 10:23:01 PM

Tahni waves her hands before her, and is covered by a bright magical light that quickly fades away. Cast Mage Armor. +4 to AC - Duration 1hr.

"There's too many of them!" Tahni calls out "We need to move. Bruagh, come on!". With that she makes off towards the southeast. She keeps the still bound (and gagged) Douglass to her right, and the bound Lila to her left, helping to move them along. "Don't worry" she tells Humphrey "When the time comes, I will cut them free myself so that they may die with honour. You have my word! Unless of course, they swear to aid us in this battle?" With that, she looks for a response from the two still bound captives.

OOC: I'm assuming they may also slow us down having their hands bound behind their backs

====================
Spells Currently in effect: Bless (Rnd 2/6), Mage Armor (1hr)

Energy Channels: 3
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Monday January 3rd, 2011 12:10:22 AM

RIGHT!! Lets make this a fighting withdraw to a more defensible area, preferably one with some extra "live" bodies to even the score. I pray that Wardd allows us a little luck. Devlin than hops down from the wall slinging the heavy crossbow on his back. In one quick motion he draws his lighter crossbows and loads them both while following Tahni. As he runs he says rather loudly and sarcastically Sure let the dark bloods have weapons and armor they can hold the horde off for us, go down fighting blah blah blah.

Actions:
Move action down wall (free action to sheath H crossbow)
Move action towards the SE (free action draw both light crossbows)
Swift action load both crossbows.

Signi Harvaldar 
Monday January 3rd, 2011 8:42:02 AM

Drawing her sword and shield, Signi follows the others toward the southeast. She knows she needs to keep her spells ready until the undead are within range.

Addison Can you please post your spells selected below each post. Just copy and paste from day to day for easyness. That was you can keep track of which ones were cast too! Makes it easier.

Boomy HP 20/20 AC 17/17/14  d20=1 ; d20+9=24 ; d20+4=19 ; d20+4=5 ; d6+3=9 ;
Monday January 3rd, 2011 9:22:39 AM

The South East, are you MAD??? That's where they are all coming from! We should move South West and circle around the market if we are heading to the guards post! If we plan to fight we should move to an area we can more easily defend.

Boomy will follow the group, although he would perfer to head away from the zombies or to move into a bottle neck region to funnel the enemies in to a single file. He will keep his eyes open for any weakness the zombies may have, anything that may be controlling them, or how the group seems to be attracting them (Percetion = 24 Spell Craft = 1). If anything comes within range he will attack it as it approaches.

Spell Craft = 1
Perception = 24
Hit AC 20 for 9 dmg
(Ignore 2nd atk roll. I forgot I Furry Blows was a full attack action).

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Monday January 3rd, 2011 9:22:57 AM

"Ya, this day just keeps getting better."

He looks over to the fire. "They mostly mindless. Lure them inta tha fires?"

He moves with the party.

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 *Bless 
Monday January 3rd, 2011 10:55:41 AM

Reaches over and cuts the bonds of the remaining Druegar.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28 -- Bless  d20+10=14 ; d10+4=14 ;
Monday January 3rd, 2011 2:58:09 PM

[b]"Alright! Lead the way, I'll cover the rear." Bruagh sighs contemplating the fact that they may now have as many enemies among them as they do surrounding them.

Bruagh follows the group manning the rear in case any of the undead horde catch them from the rear.

Ready Action to attack any undead that is about to threaten the group from the rear while continuing the tactical retreat.

Readied Attack: 14
Readied Damage: 14



DM Addison  d6+6=8 ; d20+6=14 ; d20+6=24 ; 2d6+4=9 ;
Monday January 3rd, 2011 3:33:00 PM

Hex Grid: Ok guys, this is my first time using a Hex grid, and there is a problem with it already. It's that there are no letters and number for the coordinate system for hexes in the program that I use. So, what I need you to do (otherwise I gotta start all over on the map), is that when you want to move, you count each Hex as 5feet, so just think of your movement as 4 hexes (for 20feet, Frootloop has 30feet so 6hexes).

The best way I can devise for you guys to tell me specifically where you want to move (and what path you want to take to get there) is to tell me directions from these choices: West, East, SouthEast, SouthWest, NorthEast, and NorthWest.

So an example would be if Lila, the Duergard Crossbowess, wanted to move, she could say: "Move SouthEast for 2 squares, and then East for 2 more"

That way I can find out AOO from movement. Deal? And we'll go back to square grid after this one eh?

if you survive...

Action

So, from what I gather, the group has just made two important decisions:
1. The Duergar would be a hindrance if you kept them tied up.
2. This should be a "fighting withdraw". Thank you for the wording Devlin.

Both decisions are focused on one thing: Survival. This will be fun.

Naldin pops up from the concrete tomb and is immediately overjoyed at the chance to kill some deserving undead abominations. He fires an arrow (hitting AC 14) at the hulking Undead Horror that is approaching from the East. The arrow plugs into the folds of the creature's flesh, but it seems to be barely noticed. (I rolled 8 for your damage.)

As Rob C said, you can roll the attack and damage yourself, but I do greatly appreciate the damage and to-hit breakdown that you provided Lee. =)

Max states that the Inn is abandoned and that the group should get going.

Tahni asks the prisoners to declare that they will assist in the battle as she casts her Mage Armor.

Doven, the Duergar Cleric of Marteaus responds, "I promise that we will fight for survival and will not impede your group in any way. Duergar-Dwarf relations can be settled after the matter."

He turns to Lila, Douglass, and Humphrey with an eye that seems to say "As I have said, it shall be done.". They nod in agreement.

Frootloop begins untying the rest of the bound Duergar, and they seem thankful for it.

Lila walks up to Devlin as he loads both of his crossbows in preparation for what will probably be one hell of a run. She says to him, "If you plan on using two Light Crossbows, then could I have my Masterwork Heavy back? That is... unless you want to bring it back to me tonight?" she says with a wink. Her hair is jet black, her lips have black lipstick, and her skin is smooth like alabaster. Her bone structure is both symmetrical and agreeable. She's pretty, but still a Duergar.

Doven sees that his Adamantium Breastplate was broken down and used for parts to repair Braugh's armor. He hears Boomy state that circling through the Market Square may be the best option. Doven says, "I agree with the Old one with the hard head. Perhaps I can "shop" for some new armor on the way eh?" He eyes Braugh with a bit of anger.

Kreyton and Boomy think that if the creatures will mindlessly walk into the fire, then perhaps the group can filter them that way and let nature to all the hard stuff.

Boomy asks all the right questions about the nature of the Zombies and he inspect them, looking for something. He can't see anything that could be controlling them, and they do seem rather dumb, just walking forward to the group. How did they notice you? How did they not? Smell, sound, but probably not visual based on the fact that visibility is still only to about 60feet max.

There is a large fire in front of the Tavern (orange on the map). The Zombies seem to ignore it, but the Zombie Horror, after getting plugged by Naldin, seems to clearly avoid the fire and instead charges him over the rubble.

Zombie Horror 2 charges Naldin and thrusts a large humunculous hand to grab the Dwarven Ranger. It only hits AC 14, so that's a miss.

This creature looks like a stitching together of dozens of corpses to one huge monstrosity.

Braugh responds to this by charging the Undead Horror2 and slices deeply into the undead flesh, sending guts and blood everywhere.

So, where to now? There is a large rock that you cannot cross (gray and red smouldering boulder). But to the west of it and south is the Market Square. South and East is the direct path to the Guard's Barracks.

Then Humphrey speaks up, "Well. I suppose I should be the first to dig my blade into one of these things."

Then he charges forward and swings his greatsword down in a verticle arc. The blade hits the top of the Dwarven Zombie's head, and continues down to the midsection (hit AC 24 for 9 damage).

The zombie falls to the ground, split in twain. He laughs and looks back at the group, See, sometimes you just gotta kill a Stump twice to get em down right?'

Douglass looks petrified, but he gathers a crossbow, a dagger, and will gladly accept someone's old Chain Shirt or perhaps leather armor.

RiddlePort Encounter3



FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 *Bless  d20+5=24 ; d12+4=7 ;
Monday January 3rd, 2011 4:24:51 PM

**Addison: 2 posts ago when I said I was releasing Humphrey I also stated I would be fighting along side him. In your above post you have me on the other side of the combat map. I will be staying within striking range of him at all times. Not that I don't trust him or anything............**

Not bad for a dwarf wannabe.

MOVE TO THE SOUTH. Let's get to the guard wall.

Addison: My bad Archie. I didn't take "Fighting along side him" literally. =) Good call though keeping him close. When you say "Move to the South", can you say how many squares you intend to move? At least whenever your around enemies (zombies atm) and within AOO range.

Naldin AC18/16/12 CMD17 HP26/26  d20+8=17 ; d12+7=11 ;
Monday January 3rd, 2011 7:05:42 PM

Take that Naldin thought when his arrow hit it's mark, even though it didn't seem to do as much damage as he'd liked. Then, as the undead creature started to charge, Naldin drops his bow and quickly brings his great axe into play (quick draw feat). Come on you vile abomination! I shall return you to your grave! Once in range, he does his best to cleave the beast in twain. (17 to hit, 11 points damage)

Comp Short Bow
TH: +4+2(undead)+1(bless) = +7
DM: 1d6+3+2(undead)+1(bless) = 1d6+6

GreatAxe
TH: +5+2(undead)+1(bless) = +8
DM: 1d12+4+2(undead)+1(bless) = 1d12+7

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28 -- Bless  d20+8=16 ; d10+4=5 ;
Monday January 3rd, 2011 7:50:13 PM

Bruagh moves Southeast 10 ft (2 Squares) and 25 ft East (5 Squares) as a double move. He will then attack the Large Vile, stitched together Zombie Horror.

"Return to the grave you unnatural abomination!!!"

Attack: 16
Damage: 5 sigh.

Addison: Can you please give me permission to view your character sheet? aplai13@tigers.lsu.edu is my email.

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Bless, Mage Armor  d20=3 ; d4=1 ; d20+8=9 d20+8=23 d20+8=13
Monday January 3rd, 2011 7:58:49 PM

OOC: Sorry DM, it may have been unclear in my previous post but I wanted Tahni to be standing beside Douglass, helping him along while he was restrained. Tahni isn't very strong, and hopefully the wimpy Douglass won't give her too much trouble. Can we assume on the map that Tahni is on the hex directly to the right of Douglass?

Tahni holds her silver dagger towards Douglass by the tip, the handle in his direction. "I will hold on to yours" she says holding his adamantine dagger in her other hand "for the time being. You will find mine just as effective against these unnatural beings, should you wish to get close to them.". Precious adamantine continues to fuel dwarven greed. "And you don't need any armor to shoot them from range. Come. We must support our people" and gestures that he follow her. Assuming Tahni was standing to the right of Douglass on the map, she will move East 1, Southeast 3. This should put her to the hex to the NE of Max

Testing out her new arcane powers, Tahni tries to hit the nearest zombie with a telekinetic fist Aiming for Dwarf Zombie 6. Hit AC4 (3+1Bless) with a Ranged Touch Attack. DMG 2(1+1Bless)

Tahni looks over the zombies, trying to determine if they are just your average run-of-the-mill walking dead, or specific type of zombie.
Knowledge (Arcana): 9, Knowledge (Religion): 23, Spellcraft: 13

====================
Spells Currently in effect: Bless (Rnd 3/6), Mage Armor (1hr)

Energy Channels: 3
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat

Addison: Certainly. During the initial round of combat, you can decide where you are positioned. Frootloop next to Humphrey and Tahni next to Douglass; got it.


Boomy HP 20/20 AC 17/17/14  d20+3=11 ; d4=4 ;
Tuesday January 4th, 2011 9:14:59 AM

I am assuming that Humphry is free, or else he would be closer to the group. Does he have a weapon?

Boomy sees Humphry fighting and moves to assist him. As he moves he pulls out his sling and fires it at the zombie next to Humphry. (Unless Humphry is unarmed, in which case he will toss the adamantine guirsame shouting You better not betray us.)

Actions
=========
Move South 15ft
West 5ft
Atk Dwarf Zombie 6 hit AC 11 for 4
or
Arm Humphry



Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13  d20=15 ;
Tuesday January 4th, 2011 9:49:43 AM

Max heads south east 4 hexes, which should place him next to "Dwarf Zombie 6" and attacks.

Dwarven War Axe: 15+4=19, 1D10+2, +1[bless]

OOC: Thanks for all the advice, working on making the changes.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=11 ; d20+1=20 ; d8=8 ; d20+1=15 ; d8=7 ;
Tuesday January 4th, 2011 10:30:33 AM

Devlin smiles grimly at the crossbowess and drops his shoulder low allowing the crossbow to fall to the ground. We live through this lass and I may just let you live He says in a low tone. Looking around the field he steps to the side to clear a shot past Tahni and fires at the slowly advancing form of a small zombie. One shot goes wide but the second shot takes it right in the eye and punches out the back of its rotting head. Devlin winks at the dark blood next to him and say. Looking at things I am going to have to agree that south east may not be the best way to go. We can out distance these things so the long way around looks like our best option. He nods to the west. Lets head that way, finish off anything close to us and run.

Actions:
5' step to the right of Tahni
Drop heavy crossbow (free action)
Fire at Gnome Zombie 2: First shot = 11 miss
Second shot = 19 hit(crit) 8 damage
Confirm crit = 15 hit 7 damage (15 dmg total)

OOC: I looked in the undead traits section, Undead are no longer immune to crits! Finally a rogue can do some damage against them. :)



Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Tuesday January 4th, 2011 10:34:40 AM

ooc: Forgot to add that I am reloading both weapons as a swift action and that second shot hit on a 20 (rolled a 19). I will get it right sooner or later.

Naldin AC18/16/12 CMD17 HP26/26 
Tuesday January 4th, 2011 2:25:33 PM

ooc: I'm not sure what order we should post in, if any. I don't want to post out of turn or too often. In other words, this newbie needs some guidance.

Addison: No problem Lee. Generally in combat you only have to state your actions (standard, move, swift, free, and roll dice accordingly). But if you want to modify those actions in any way, or you can state that you want to place your action after or before someone else's.

Don't be afraid to post too much, I greatly appreciate in-combat roleplay posts. Just be sure to read everyone's actions so that you know whats up. Also, don't be afraid to roll a skill check that you think applies to something.

So, you can say, "Naldin holds his action until after Braugh's swing to see if the Paladin brings down the monster."

OR you can post options based on other things, like
Option A: Naldin attacks ZombieHorror2
Option B: If the ZombieHorror 2 is killed first, then Naldin does blank.

This allows you to post when its convenient for you, and not have to worry about combat order.

Overall, I will always try to maximize your actions and give you extra standard actions if your post gets overridden by someone else's somehow (like lets say they casts invisibility on you, changing a lot of options)

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28 -- Bless 
Tuesday January 4th, 2011 6:08:37 PM

OOC: Changed the permissions. Sorry I thought I'd already done that.

Bruagh does his best to keep and eye on the Duergar while still remaining effective against the undead.

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 *Bless 
Wednesday January 5th, 2011 10:37:38 AM

Addison, I am not moving yet. Just yelling to go south, Im staying beside Humphrey. One, to offer flanking and two, well, you know why.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+3=8 ; d6+2=7 ;
Wednesday January 5th, 2011 2:02:18 PM

The dirty dwarf moves south, casting a quick spell to produce fire in his hand, which he launches at the zombie horror.

OOC:
Move south 20'
Cast Produce Flame: Touch Attack 8 for 7 fire damage.

Buff's
Produce Flame (Cl 2, 1/2 mins)

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Bless, Mage Armor 
Thursday January 6th, 2011 1:12:41 AM

OOC: Checking in. C'mon guys, let keep the posting frequent, particularly during combat!

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Thursday January 6th, 2011 1:50:54 AM

OOC: Cant sleep checking in.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28 -- Bless 
Thursday January 6th, 2011 5:08:39 AM

OOC: Checkng in... I meant to check in last night but I forgot to do so when posting in other threads.

Naldin AC18/16/12 CMD17 HP26/26 
Thursday January 6th, 2011 9:24:48 AM

Naldin will continue to attack any undead nearby as he moves to follow the rest of the group. He isn't very concerned with where they are going as much as he is with doing away with the undead. As they fight, the group will hear Naldin yelling at the undead and seeming to enjoy the fighting as someone else might enjoy a rather wild party.

DM Addison  d10+3=4
Thursday January 6th, 2011 2:03:00 PM

(OOC: Ok guys, sorry for not posting for a bit. I was waiting for Kreyton at first, and then Real Life just kinda happened in the form of 3 friends from Greece, Kansas, and Italy came down to Baton Rouge for a few nights. Needless to say they all wanted to see Bourbon Street and madness ensued. The DM post will come in a few hours. Again, sorry for my slacking, all is well.)

The Action

Naldin draws his Greataxe and swings it in a horizontal arc in front of him. The stomach of the stitched horror is split open and a green goo spills out. It eyes Naldin hungrily and dives to take a bite, just as Braugh's axe splits the skull of the creature in two.

The two warriors stand there with a huge zombie horror on the ground in front of them. More are coming though.

Frootloop positions himself next to Humphrey in the marching order. He responds to your "wannabe dwarf" crack with, "Well, shall the warriors take the lead?" and he points his blade to the gap in the horde to the southwest, through the Market square.

He then begins moving.

Douglass gladly gives his Adamantine dagger to Tahni, he says "I'll just stick next to you for now." holding his little weapon and shaking.

Tahni's telekenetic fist goes wide and dissipates into air though.

Boomy and Max step up to a Dwarven Zombie and pummel/ slice the thing's face into oblivion. (It says in the above posts that Humphrey has his Adamantium Greatsword, because nobody objected to him reclaiming it. He's wearing Frootloop's old armor too.)

Devlin fires two crossbow bolts at a Gnomish Zombie and one sticks right through the eye, shooting green and red goo out the back of the head. It slumps to the ground motionless. He suggests that the group get moving.

Kreyton casts a spell to envelop his hand in fire. He throws it at the horror, but the flame peters out into nothing before reaching it. Womp womp womp.

The group heads SOUTH. It seems that a large number of Zombies are coming from the center of the town, but fewer on the outskirts - the Slums to the North being the exception.

You walk for a bit and start to notice the Pavillions, shops, and forges of the Market square. You will need to traverse at least some of it to get to where your going though because there seems to be a large fire - almost magma-like spanning the area in front of the wall.

Look at the formation I have you in. Any changes requested?

You walk towards the market and can smell embers and smoke on the air. The fire to your left that you are trying to avoid and ultimately go around is incredibly hot.

Then, suddenly, you hear a ....

thump thump thump thump at about the pace of a man's running speed. But where could it be coming from?

You look to the right and see little. To the left, fire. To the back, the inn. To the front, the Market. Gimme perception rolls.

Doven, the Duergar Cleric of Marteaus sees a random slow human zombie walking towards him. He puts his hand up to it and it stops. He seems to be concentrating intently on it.

Tahni knowledge of religion tells her that it is very possible all these zombies could be the result of an act of a god. They don't give much clues as they are slow and seemingly uncoordinated, just stumbling about mindlessly. The Stitched Horrors are something to behold though, as they obviously took some time to create.

Any knowledge checks you like would be cool, just tell me how they apply in your head.

You can plainly see a number of walking dead siloughets in the market, but they have not noticed you yet.

RiddlePort Market


Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor  d20+7=27 ; d20+8=20 ; d20+6=25 ;
Thursday January 6th, 2011 10:12:21 PM

OOC: Looks like I can make some half decent rolls outside of combat, it's the combat ones that seem to be letting me down. Assuming the Bless spell has expired, and say 45mins of the Mage Armor left?.

Tahni steadies her breathing to keep her senses alert, and takes in her surroundings. (Perception: 27! - 30 if the smoke has cleared). Daya, too, seems alert (Perception: 25)

The zombies seem to have been created from a number of races, she observes. (Knowledge - Local: 20. Wondering if it would be normal for Riddleport to have such a variety of races normally inhabiting it? Are there any Duergar zombies? Also, trying to judge what the population of the town normally would have been)

The sight of so many undead pains her. "Who would do this?" she utters to noone in particular.

====================
Spells Currently in effect: Mage Armor (45mins)

Energy Channels: 3
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat

Addison that movement was just one turn. Keep your bless and mage armor for now.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+6=12 ; d20+1=19 ; d20+1=7 ; d8=2 ;
Friday January 7th, 2011 12:06:38 AM

Devlin scans the scene looking for the source of the odd thumping sound. He also keeps a wary eye on the dark bloods now traveling freely about. Seeing Doven stop the zombie in its tracks causes some alarm. He drops to one knee and fires his crossbows at the undead human. One of the bolts grazes its arm. He gets back up and reloads. We need ta keep moving every time we stop they get closer ta surrounding us. I could scale the walls surrounding the area we are headed, but I'm not sure who else can. We could spend more time looking for the gate out here. What do ye all think?

Perception = 6
Attack human zombie 1: First shot = 19 hit 2 damage
Second shot = 7 miss
swift action reload both crossbows

Naldin AC18/16/12 CMD17 HP26/26  d20=7 ;
Friday January 7th, 2011 1:25:28 AM

Naldin quickly retrieved his bow and returned his axe to its place. He spends little time pondering his downed enemy. But he does give Braugh a hardy thanks.
Nothing better than ridding the world of this kind of evil! Thank you, my friend for your help.
Then Naldin heads off to follow the group southward, with an arrow nocked and ready to fire as more undead get within range. He's presently eying a small undead creature (Zombie Gnome 1) and moves toward it, trying to close the distance to get off a few arrows into its head.
As they move, Naldin stops for a moment to listen to the thumping sound to see if he can tell where it's coming from. (Perception: 7+7)

Comp Short Bow
TH: +4+2(undead)+1(bless) = +7
DM: 1d6+3+2(undead)+1(bless) = 1d6+6

GreatAxe
TH: +5+2(undead)+1(bless) = +8
DM: 1d12+4+2(undead)+1(bless) = ad12+7

Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13  d20=1 ;
Friday January 7th, 2011 10:29:24 AM

"Come, Boomy, let us be the vanguard."

Max continues south.

Perception roll 1+3=He's looking the other way.

Boomy HP 20/20 AC 17/17/14  d20+9=17 ;
Friday January 7th, 2011 12:16:51 PM

I am a ilttle confused as to where we are in location to our destination. Is it to the South or the East of us at the moment?

Boomy goes with Max heading in the direction of thier destination and keeping his eyes open for the cause of the unusual thumping.

Perception = 17

Addison: Boomy- my apologies. The confusion comes from my penchant to make maps as asymetrical as possible. I hate the run-of-the-mill 20x20 square foot room, so I overcompensate and the confusion is the result. There is a wall of fire to your East. South is the only way to go to get around it as the fire can't possibly make it to the ocean. The Market is South and spreads to the West.

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 *Bless 
Friday January 7th, 2011 1:39:37 PM

Of course, the warriors always lead says Frootloop in reply to Humphrey.

And out comes his greataxe, and moving in the same direction as the Druegar.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Friday January 7th, 2011 4:54:03 PM

Kreyton moves with the group, pondering the implications of this undead horde.

OOC:

Buff's
Produce Flame (Cl 2, 1.1 / 2 mins)

Question: you said the flame petered out before it hit the horror? As in something killed the effect thats not part of the monsters defenses.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+7=12 ; d10+3=7 ;
Friday January 7th, 2011 6:19:26 PM

OOC: I am on my phone so I can't access the awesome map won't be for a few days it looks like... I'll tr and access a computer to make a decent post but please make rolls for me and keep things moving in case I can't.

Bruagh will stay in back and attack in undead that threatens the group from the rear and will keep pace with the rest of the group.

Attack: 12
Damage: 7

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor 
Sunday January 9th, 2011 9:25:14 PM

OOC:

Posts made by:
Tahni
Boomy
Devlin
Frootloop
Bruagh
Max
Kreyton
Naldin

Waiting on posts from:
Signi


DM Addison  d20+5=13 ; d10=2 ;
Sunday January 9th, 2011 10:31:44 PM

(OOC: Yeah, the weekend is more relaxed posting. So no worries.)

Tahni considers the zombies and where they could have come from. Her knowledge of local things does her well, she remembers that RiddlePort was originally a port that pirates used for various things- storage, hiding, trading, recruiting crews etc. That was like 40years ago. Since then, Dwarven clans have succeeded themselves from the main continent and taken over RiddlePort, instilling a strong law and kicking out all the pirates. Gnomes soon followed and the port became a village, which then became a town, and now the population is about 2,000.... or was

Devlin takes two shots at the human zombie in front of him. One bolt sticks in its forearm, which catches its attention.

The Human Zombie raises its hands and begins to drag its feet forward towards Devlin. It moves to the NorthEast 6 hexes. This also gets the rest of the surrounding Zombies' attention. They all follow suit and start walking towards Devlin. Your perception reveals that there are 1,2,3.... 14 or so moving corpses coming at you.

Naldin thanks Braugh, knocks an arrow, and runs south with the group to the market square. I'll take your post as a double move action. Now your like 80feet from the zombie, fire away! (or any other action you want)

Max, Frootloop, and Boomy run south, leading the left flank of the group. Boomy and Frootloop moves 30feet, so they get abit further. Boomy's inquiry is answered in his post. Big wall of fire to your east, gotta go around.

Kreyton's flame is powerful enough to harm the undead, but his attack roll was bad. You only hit Touch AC8.

Doven, the Duergar Cleric, walks with the group, but slower, his eyes are fixated on the Human Zombie before him. His hand is raised and the zombie is standing still, returning his stair. Then, suddenly, Doven turns to the group and begins walking along like nothing happened. The Zombie stands there stupidly, stairing into oblivion, and then collapses into ash!

Tahni is the first to see it, then Devlin and Boomy

Several black humanoid figures are running through the wall of flames to your east. And they are running at YOU! You look and see two sets of red eyes inside of empty skulls. The creatures are running so fast that they jump right out the flame, taking the fire with them!

Flaming Skeletons

Lila, the Duergar Crossbowess says, "Screw this. I'm not waiting for those to get to me!" She fires a bolt from her crossbow. The bolt from Lila's bow hits the chest of the Flaming Skeleton.

The skeleton explodes on impact, sending a fireball-like flame in all directions! The heat from the inferno does not reach you, but you can feel the heat on your face.

Humphrey says, "Woah, I'm not getting near those things." He eyes the Zombie Horror in front of him and smiles.

Douglass looks scared and says, "Were getting surrounded." very blankly.

(OOC: Remember. Every round the enemy will move too. The zombies seem to move at about 20-30feet per round, depending on what kinda undead your dealing with. You can do a double move and move 40, or 60 for Boomy and Frootloop. Firey Skeletons run at like 80feet per round)

RIddlePort Encounter5



Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=3 ; d20+1=16 ; d8=1 ;
Sunday January 9th, 2011 11:15:37 PM

Seeing the skeletons burst through the flames and how easily they are dispatched Devlin lines up and fires at two of them. One bolt flies wide but another is able to nick one on the ribs. Right, take down the exploding skeletons and than move.

Actions:
Fire at firey skeleton 3 = 3 miss
Fire at firey skeleton 2 = 16 hit dam = 1

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 *Bless 
Monday January 10th, 2011 11:56:42 AM

Nods in confirmation to Humphrey's comment.

Continues witht he group, weapon ready.

Addison: just so ya know, you do have enough move to charge the Human Zombie in front of you. Next round it will be 30feet closer though if you wanna wait. You could also move 30feet and then ready an action to attack and roll it ahead of time. Just some ideas. I like specific instructions. =)

Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13 
Monday January 10th, 2011 4:54:26 PM

Max puts the Dwarven War Axe in his shield hand, and pulls a throwing axe from the pair hanging at his belt, and keeps moving in the direction that the team was moving, but staying back from the <b>Firey Skeletons</b>, yet still between them and the rest of the team.

OOC: Hold action, except for movement

Boomy HP 20/20 AC 17/17/14  d20+3=12 ; d4=4 ;
Monday January 10th, 2011 5:22:44 PM

As the undead close in around them Boomy realizes that his martial capabillities are not the best tactic against the flaming skeletons. He holds his ground until the skeletons are within reach and fires his sling at a flaming skeleton.

Actions:
Hold action until skeletons are within range
Atk nearest Fire Skeleton Hit AC 12 for 7dmg.
If none are within range after they move he will move just close enough to fire at them.

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor -- Bless  d20=11 ; d100=88 ; d3=3 ; d20+8=19 ;
Monday January 10th, 2011 6:03:30 PM

OOC: Next round is the last round of the bless guys. Make it count :)

"Yeah, we have them just where we want them" Tahni responds sarcastically to Douglass, and encourages him to continue moving. She is unnerved by how calm Doven seems

"Daya, take flight. It's getting too dangerous here for you. See if things look safer ahead" Tahni abruptly orders her familiar before following up with genuine concern "But please be careful"

Continue moving south. Ready an action to cast Acid Splash should any enemy get within 25ft. Arcane Spell Failure % = Ok. Hit AC12 (11 + 1Bless) Ranged Touch Attack for 4 DMG (3 + 1 Bless)

Tahni eyes the firey skeletons, and considers whether they are from the elemental plane of fire or just more evil undead. Knowledge Arcana: 19. Curious as to whether a water spell might be a weakness

====================
Spells Currently in effect: Bless (Rnd 5/6) Mage Armor (1hr)

Energy Channels: 3
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat


Naldin AC18/16/12 CMD17 HP26/26 *Blessed  d20=2 ; d20=14 ; d6=5 ;
Monday January 10th, 2011 8:15:13 PM

Naldin follows Devlin's lead and prepares to fire a few arrows of his own. He will give the skeleton's a few seconds before firing, just to better his odds of hitting them. (hold until one comes within 70')
Once in the desired range, Naldin lets go with his first arrow (to hit:2+7-2(rapid shot)=9) but that shot sails unimpeded into the flames behind the skeletons. With determination, Naldin fires a second arrow (to hit: 14+7-2(rapid shot) = 19, Dam: 5+6=11) which strikes its target faithfully.

Boomy HP 20/20 AC 17/17/14 
Monday January 10th, 2011 8:54:10 PM

I forgot to add +1 for bless

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28 
Monday January 10th, 2011 9:13:20 PM

OOC: Still have the flu. Still on meds. Afraid of making another dumb post. Please move me as you feel Bruagh would Addison or maybe have rob do it. Really sorry guys but his is the worst shape I've been in in years.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Monday January 10th, 2011 9:56:57 PM

Once the flaming skeletons are taken care of Devlin will move with the rest of the party crossbows at the ready to take out any other skeletons or fast moving opponents.

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor -- Bless  d20+8=23 ; d10+4=8 ;
Monday January 10th, 2011 10:49:54 PM

OOC: No worries Zach. Hope you feel better soon!

Bruagh decides that life is not worth living and kills himself... kidding ;)


RobC posting for Bruagh (Zach):
Bruagh continues to bring up the rear of the group. He still considers the duergar a threat, but for the time being, the horde of undead are his main concern. This is the first time he has seen a skeleton explode when struck, and considers how he will deal with them, should they get close. He grits his teeth and tightens the grip on his axe in anticipation of his next strike. Continue moving south with the rest of the group, but guarding the rear. Should any zombie get within striking distance: Hit AC23 for 8 damage

DM Addison 
Tuesday January 11th, 2011 2:43:48 AM

Evie? Troy? DM post will be tomorow. No worries though, things will progress quickly soon enough.

My apartment people are trying to raise hell about damages they claim I am liable for... ugh. Bad day all around.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+3=18 ; d6+2=3 ;
Tuesday January 11th, 2011 9:08:54 AM

Kreyton fires his last bit of flame at the Zombie Horror, hoping for better aim.

"We gotta keep moving. he calls out as he moves south.

OOC:
Hit touch AC 18 for 3 Woo!
Continue moving south 20'.

DM Addison  d20+5=8 ; 3d6=9 ; d20+5=16 ; 2d6+5=14 ; d20+5=15 ;
Tuesday January 11th, 2011 9:00:02 PM

(OOC: Guys. I just realized how badly I screwed up the combat system by using hexes instead of squares. Don't worry, next map will be a lot easier to play on. For now, just roll with it.)

Devlin, Boomy , Tahni, and Naldin see the incoming Skeletons and line up their respective weapons. The monk puts a rock in his sling and starts twirling it about his head. Tahni feels arcane might gather in her hands as a caustic acidic orb comes into being, Naldin puts one arrow in his teeth and knocks another, and Devlin loads his nifty crossbows and takes a knee to get the right angle from the back of the group.

At the same time, the three heroes unleash their volleys upon the charging insane undead.

Boomy's shot connects first, shattering the undead's skull. A split second later, a crossbow bolt rattles the ribs of another. The acid flies from Tahni's hands and slaps upon the creature, causing a sizzle. Finally, Naldin shoots one arrow wide, but luckily learned how to keep another close by and removes the arrow from his mouth, lines up the shot, and cleanly takes off the fourth skeleton's head, right at the neckbone.

They explode.... a wall of fire rushes forward getting pretty close to Boomy and Max. You guys can feel the heat on your faces.

(Tahni had to move up some to get within range, hope that's ok)

Knowledge Arcana DC 15 Highlight to display spoiler: {The firey skeletons are definitely blowing up in a fireball-like pattern. This has some magic behind it. They even have a 20foot radius!}. If you already rolled it, then just look. =)

One of the fireballs lights a little stumpy Gnomish Zombie on fire. It raises its arms in defeat and falls over, limp and smelling like roasty corpse (9 damage).

Lila goes woah.

Max grabs his throwing axe and walks forward some more. As does Frootloop.

Kreyton throws some fire of his own, and scorches the face of the Stitched Horror. It eyes the little druid with one bulging, disgusting, burnt eye and then lurches forward, locked on its target!

The Stitched Horror charges 60feet.

Humphrey sees it charging and takes a step to intercept it. He swings high digs his blade deeply into the large creature's side (hit AC 16 for 14 damage). He grunts as his blade gets stuck on the ribcage inside the creature.

The creature looks down at Humphrey and opens a huge mouth that could possibly eat him in one bite. A green vomit explodes from its open oraface and covers Humphrey's arms and face. He begins to vomit and flexes to pull his sword free in a jerk.

Humphrey then stumbles backwards a bit and falls to his knees, coughing and gagging, trying to blow the stuff from his nostrils. (fort save was 15. did he make it or no? i shall never tell! Find out the hard way. mwahaha)

Doven rushes to see what Humphrey got himself into and says, Be calm and purge yourself, brother.

The Undead Horror is still eyeing Kreyton.

RiddlePort Aftermath

Perception DC 20 Highlight to display spoiler: {You see something running really fast from hut to hut beyond the horde.}



Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+8=15 ; d10+4=10 ;
Tuesday January 11th, 2011 11:05:32 PM

Bruagh moves about as fast as his feet can carry him, doing his best to draw the ire of the undead horror from Humphrey and the others to himself. Bruagh swings wildly with his War Axe.

Double Move to the Zombie Horror.

Attack: 15
Damage: 10

OOC: Still not back to health, but he antibiotics are helping. A little. Thanks Rob.

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor -- Bless  d20+7=11 ; d20+6=10 ; d20+9=16 ; d100=91 ; d20=15 ; d3=1 ;
Tuesday January 11th, 2011 11:45:33 PM

OOC: Yep, the hex map is a bit painful. Nice job with the graphics though. Happy with where you moved me - move me anywhere that kills something other than me and I'll always be happy lol :) Also, not sure if the map is before or after Humphrey takes a few backsteps. I'll assume he has already moved, and that I can't reach him this round. Also, where is Doven on the map?
Knowledge Arcana roll made specifically on the flaming skeletons in the previous post was a 19 - Success.
Perception check: 11 - Fail
Perception Check (Daya): 10 - Flying south, scouting ahead. Tahni monitoring Daya's emotions - fear, despair, hope?


*** Last round of Bless ***

"Undead magic is typically of a twisted divine nature, but elemental powers are arcane. Based on the type of these creations and their number, there are powerful forces at work here. Perhaps the Duergar and Dwarves now have a common enemy against which to unite?" Tahni's thoughts are broken by the large zombie's attack.

Tahni winces as Humphrey is ... "assaulted". It would be quite easy to make a break for the southeast and leave the duergar to fend for himself, but, perhaps Alemi is simply providing opportunities for her to bring the duergar back on to the right path? "Keep moving south!" she calls to Douglass as she leave Douglass' side and makes a hurried move toward the now kneeling Humphrey. Despite the green, phlegm like substance covering the duergar, Tahni considers whether she is able to offer him any aid or even just a wash(Heal check to identify his condition: 16. If she deems through her healing check that she is able to aid Douglass through either Creating Water to wash him down, or using her Restorative Touch next round, she will - warning him it is coming first though. Otherwise, an Acid Splash at the big zombie - Arcane % - 91 = ok. Hit AC16 (15+1Bless) for a Ranged Touch Attack. Damage 2 (1+1Bless) )

Daya meanwhile continues flying south through the thick smoke. The smoke impairs her normally excellent vision, though provides cover for the dark bird. Out of range for verbal communication, the shared bond allows Daya and Tahni to feel the others emotions. Right now, Daya senses that Tahni is scared - and with all these undead around, it's no wonder. Daya will continue flying south until she reaches 500ft, before circling back

====================
Spells Currently in effect: Bless (Rnd 6/6) Mage Armor (1hr)

Energy Channels: 3
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat

Naldin AC18/16/12 CMD17 HP26/26 *Blessed  d20+7=17
Wednesday January 12th, 2011 3:07:28 AM

Naldin readies another arrow and heads southwest to remain with the rest of the group, As targets come into range, he will fire another arrow.

Perception roll: 20+7 :o

To no one in particular, Naldin points to the huts and yells, "There's something else over there, running around. Not like the rest, I don't think."

Addison: Um. You gotta click the roll die button. PUt +7 into the d20 thing and click roll. Like... this! 17. Also, several targets are in your range, which one do you wanna hit? Also, roll your attack and damgage

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+6=22 ;
Wednesday January 12th, 2011 8:18:22 AM

OOC: Is skeleton 5 on the map one of the flaming skeletons?

Addison: Uh, no. That was put there for funsies. My bad. =) Unless you want to peg it and watch it explode.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+10=24
Wednesday January 12th, 2011 8:36:45 AM

"Ya I saw it too. Go for the bottleneck between the flames."

Kreyton casts Shillelagh, and moves south east towards the gap in the fire.

"Ya common fat boy, right this way" he calls out to the Zombie Horror, hoping to bottleneck it between the flames.

OOC:
Perception 24
cast Shillelagh
Move SE 20'.

Buffs:
Shillelagh: (CL 2, 0.1/2 mins)



Boomy HP 20/20 AC 17/17/14  d20+3=15 ; d4=2 ;
Wednesday January 12th, 2011 10:10:36 AM

Boomy moves 10 feet to the West and lets fly another stone from his sling, launching it at HUman Zombie South of FrootLoop

Atk Human Zombie Hit AC 15 for 5 dmg.

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 *Bless  d20+6=24 ; d12+4=6 ;
Wednesday January 12th, 2011 11:24:19 AM

Seeing the beast put Humphrey on his knees, and his sword stuck to it's ribcage, Frootloop moves to a flanking position on the creature and unleashes fury upon it.
hitac24 for 6dam.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Wednesday January 12th, 2011 12:16:36 PM

With his options for targets all blocked by his companions and the dark bloods Devlin heads south yelling as he goes. Lets move these things cant keep up with us. I know y'all want to put these monstrosities down but there be too many of them. Upon seeing the undead Dwarves he lets out a sigh of frustration and shakes his head slowly.

Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13 
Wednesday January 12th, 2011 3:04:00 PM

Max slipped the haft of his throwing axe back into the loop on his baldric, and returned his war axe to his right hand. He followed the direction that the others were going.

--Max

DM Addison 
Thursday January 13th, 2011 2:06:53 PM

Oh snap. I just realized that was everyone except Evie. I thought we were waiting for someone else to post, bah! Post will come ina few hours.

DM Addison  d20+5=8 ; d20+5=21 ; d10=4 ;
Friday January 14th, 2011 2:12:03 AM

Braugh charges through the ranks of his allies at the undead horror (double move is two move actions, so ya couldn't attack, but a charge fits, you double move and attack basically).

The paladin digs his axe into the horror. It hooks on a thread and he pulls the stitching out.
At the same time, Frootloop runs around the kneeling Humphrey and Doven and places his own greataxe into the beast.

The great creaure has taken enough damage from the combined attacks of the Duergar and Dwarves to look like a pile of moving chopped mince meat. Braugh and Frootloop hack away at it and pieces fly in every direction. The smell is absolutely horrid. It stops moving.

Tahni runs to help Humphrey alongside Doven (who I forgot to move last time).
She thinks its quite ironic that the Create Water technique she used to harass the Duergar in the last battle might just be the solution to the problem. Get the green crud off him right? Makes sense. She casts the spell, dousing the downed Duergar with water, then she begins to concentrate on a Restorative touch, but Doven stops her with a hand.

Doven speaks, "Allow me." his voice is even and calm. No malice or hatred, but no sign of thanks either. The Duergar cleric simply raises his sign of Marteus and places his hand on Humphrey's head. Immediately, the correct gray color returns to his face.

Meanwhile Daya is flying to the south. Tahni can feel that the raven is equally afraid... at least for a while. Eventually, the Raven feels relieved, like a fresh breeze just hit its face. She must be several hundred feet away by now though. What could she be seeing?

Naldin knocks an arrow to fire at the next undead. WHich one you want? Roll the attack and damage.

Kreyton] moves to the bottleneck between the flames, but the creature has already been slain by the two front warriors. Nonetheless he casts Shilleghla.

Boomy moves west and slings a bullet at the approaching undead human. THe bullet thuds into its chest, encouraging a frustrated groan, but it walks on.

Max re-equips his dwarven axe and Devlin tries to get a shot. Wanna move around?

The zombies are approaching quicker than ya though and they will be attacking next round. They all advance 30 or 20 feet.
Douglass throws an alchemist fire from his pocket and it splashes onto the Human Zombie south of Boomy. It smells roasty.

Then Lila loads her crossbow and runs to the west to get a shot. She pegs a bolt at Dwarf Zombie 8, and it continues walking with a bolt sticking from its chest, dragging a greataxe behind it.

Now I want to see how many zombies you can kill in one round. I will crunch the data and we will have another one of these slaughterfests around level 10 and see the improvement.

GO

RiddlePort Aftermath



Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=15 ; d20+1=15 ; d8=8 ; d8=3 ; d20+6=19 ;
Friday January 14th, 2011 9:02:55 AM

Devlin hops over a bit to get a better shot on his target. Kneeling he brings his crossbows up and fixes his sights on a wretched dwarven zombie. He says a quick prayer to Wardd for the dwarfs soul and fires. The twang of the crossbows are simultaneous and suddenly two bolts are sprouting from the zombies chest. He quickly reloads his weapons and scans the area.

Actions:
5' step south
Fire twice at the Dwarven zombie next to skeleton 5: (full attack action)
First shot = 15 to hit and 8 dam
Second shot = 15 to hot and 3 dam
Reload crossbows (swift action)
Perception check = 19


Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13 
Friday January 14th, 2011 1:12:25 PM

Max moves west, attempting to catch up to Boomy.

--Max

Boomy HP 20/20 AC 17/17/14  d20+4=24 ; d20+4=6 ; d20+4=22 ; d6+3=9 ; d6+3=9 ;
Friday January 14th, 2011 1:32:18 PM

Boomy cracks his neck, his whole body trembling with excitment and anticipation. He had necer been a fan of lranged weapons, perferring to rely on his fists. Now that the exploding zombies are gone Boomy he feels his adrenaline pumping and wishes the zombies would move a little faster. Hey, over here you mindless walking flesh bags. By the grace of Domi I will see you all dead.

The old monk is is litterally shaking as his body jumps into high gear and prepares for the fight, and he has to fight to hold himself back, trying to draw the shambling abominations closer to him. No sense in wasting energy moving to them when he can save it all for his attacks...if he can wait....but the longer they take the less likely that is to happen.

Actions
==========
Taunt the zombies to come to him as fast as possible

Hold Action:

if they come to him use flurry blows
Hit AC24 (Nat 20!!! Crit missed) for 9 dmg
Hit AC 22 for 9 dmg

If they aren't coming or won't be within reach
Move to closest Zombie
Hit AC 25 for 9 dmg

(This is what I'm talking about, rolled a Nat 20 and two max damage rolls)

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+9=28 ; d10+3=10 ;
Friday January 14th, 2011 4:54:31 PM

After helping hack the large Undead Horror apart, Bruagh charges south staying out of range of one zombie and unleashing on a Dwarven Zombie, driving his War Axe deep into it already dead body. "May they be allowed to rest in piece this time"

Move South and maybe slighty South East to avoid AoO from Zombie PC charging Dwarf Zombie7.

Attack: 28
Damage: 10

Naldin AC18/16/12 CMD17 HP26/26 *Blessed  d20=17 ; d6=4 ;
Friday January 14th, 2011 10:23:46 PM

Naldin looked around and saw that he was now pretty much at the back of the pack. It wasn't a bad place to be, if there were some bad guys to fight back there. So, he decided to move to the west, but just enough to get a shot off at Skeleton 5.

For a moment, Naldin's mind went back to a time in his past where there were other skeletons, in another place. There, the battle wasn't going so well and the skeleton's were advancing on a small stone blacksmiths hut.

Naldin blinked his eyes a few times and focused on the present skeletons. When he can see the creature through or around the fire, Naldin pulls bow taught and and lets an arrow fly. Die again foul creature. Join those that I've already destroyed, and wait patiently on the ones I will soon send to join you.

Comp Short Bow TH: +4+2(undead) = 17+6 = 23
DM: 1d6+3+2(undead) = 4+5 = 9

Addison: I like flashbacks. It gives us relevant information into your character. But please keep things that are happening now in present tense and the past in past tense so I don't get confused. So, you want to move west? HOw many squares?


Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor  d6=4 ;
Friday January 14th, 2011 11:44:21 PM

OOC: Tahni doesn't seem to have moved on the map. As I understand it, she should be right near Douglass

Tahni tries to hide her disgust at the symbol of Marteus produced by the cleric Doven. Now is not the time to settle differences though.

"On your feet soldier" she says to Humphrey, helping him up by his elbow "If you're going to meet your maker today, be sure and take some of these creatures down with you!". This is not said out of malice, but out of encouragement.

The feelings she gets from Daya give her hope, but she has no way to recall her familiar to her to provide an update on what she has seen. Tahni will have to wait until Daya returns of her own will. Daya was previously requested to fly to about 500ft from Tahni before returning. DM to determine what Daya will do based on what she may have seen

Tahni then steadies herself for the wave of undead approaching.

Ready an action to channel an energy wave against the undead. If one of more undead get within 30ft of Tahni, each must make a Will Save vs DC11. Success = 2 DMG. Failure = 4DMG.

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-1=2
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor 
Sunday January 16th, 2011 6:36:30 PM

OOC: Posts from everyone except for Archie and Troy

DM Addison 
Sunday January 16th, 2011 10:05:39 PM

Yeah. I've been waiting on them all weekend. Though weekend posting is not required.

I apologize for my lack in posting too. I wanted to get you guys killing these zombies about 5 posts ago, so I've been like inching yall forward... lol

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor 
Sunday January 16th, 2011 10:09:40 PM

OOC: Want me to post for them?

Addison: Ehhh. I don't know, it makes me uncomfortable without asking them. But the only other option is to just skip em and go on with combat without their input this round...

sure, go for it.

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor  d20+5=21 ; d12+4=5 ; d20+2=17 ; 2d6+1=11 ;
Sunday January 16th, 2011 11:31:27 PM

RobC posting for Archie and Troy

Frootloop holds his ground. Whilst crazy enough to singlehandedly engage a zombie horde on his own, he doesn't trust the duergar to leave them unattended. He stands his ground ready to attack the next zombie that advances. Hold attack action. Hit AC21 for 5 DMG

With no enemies to the north or east, Kreyton will move to fight alongside Boomy. Readying an action to attack any zombie that gets close enough. Hold attack action. Hit AC17 for 11DMG - Shillelagh

Addison: I'll give em until some time tomorow. Happy MLK day! I was just up all night writing my research proposal... ugh.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28 
Monday January 17th, 2011 8:20:52 AM

I've been attentively watching for new posts all weekend. Checking in and all. No worries though, by the nature of PbP there will occasionally be times like this.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+2=21 ; 2d6+1=9 ;
Monday January 17th, 2011 8:55:28 AM

Kreyton moves up and attacks the human Zombie to his south west.

OOC:
Attack Human zombie: Hit AC 21 for 9.

Sorry, I hadnt realized there was a DM post Friday. I checked but must have missed it.



DM Addison  d20+4=20 ; d20+4=9 ; d20+4=12 ; d6+2=3 ;
Monday January 17th, 2011 5:20:33 PM

(OOC: Map got screwed up and reverted back to a previous version. BLAH. I'll get the hang of it one day.)

Devlin's aim is true, but the bolt's effect seems to be lacking. One shot nails the Dwarven Zombie in the chest, and the second clips into the neck region, cutting off the zombie's head halfway. It continues to march forward, but only by a thread....

Kreyton steps up and delivers a whallop to the side of the Human Zombie's head. It grunts and steps sideways as the skull cracks and brains begin to leak from the ears, but is still stable.

Boomy stands his ground and focuses himself on the dirty duty to come. He waits for the opportune moment. When Kreyton damages the Human Zombie to his right and Devlin damages the Dwarf Zombie to his left, he unleashes a flurry of blows to either side. First, a karate chop cleans off the head of the dangley zombie, decapitating it. Then a swift boot the the head turns the Human Zombie's skull further into mush.

The druid and the monk stand side by side, two dead zombies about them.

Naldin steps to the side and decides to continue his bow work. His arrow shatters the middle 3 vertebrae of the spinal chord of the Skeleton, but the top part simply falls in place on the bottom part, reconnecting, albeit shorter.

Tahni tries to get Humphrey on his feet so he can continue fighting. The Duergar responds, "Blast it, I'll fight when I'm good and ready and not a moment before! I know what's at stake."

And with that, he raises his sword and stands next to Frootloop. He looks at the zombies before him and says, "Only 3 here. I'll get two if you can handle the small one."

Braugh charges Dwarf Zombie 7 and proceeds to chop the top half of the head clean off, right above the eyes.

But the Paladin quickly finds himself in hot water as three nearby zombies take notice of him and charge, arms outstretched. Braugh puts up his shield to defend himself for some time as the scraping claws and biting jaws team about him. The Zombie PC rushes from the back and sinks its teeth intro Braugh's arm for 3 damage.

RiddlePort Aftermath



Kreyton | HP 24/24 | AC 16/11/14 | CMD 12 Character Sheet  d20+2=18 ; 2d6+1=6 ;
Monday January 17th, 2011 5:47:46 PM

The power of plants flows through his beat stick, and Kreyton delivers another strong hit to his foes head.

OOC:
Charge Skeleton 5: AC 20, 6 damage.

Addison: It's already dead. Boomy finished it off like I said. And it has a big X on it on the map. Any other actions?

Sorry, missed that. Charge Skeleton 5. Hit AC 20.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=17 ; d20+1=17 ; d8=3 ; d8=2 ;
Monday January 17th, 2011 7:24:53 PM

Devlin steadies his breathing and once again lines up his shots. Both crossbows are pointed at the nearest zombie, its resemblance to a dwarf all but rotted from its frame. Breathe in... steady, breath out....fire He thinks firing both bolts at the rotted corpse. His shots strike true but the damage looks minimal. With a snarl he says Fine we do this the hard way! He prepares to take the brute on up close and personal.

Actions:
Full attack action fire at dwarf zombie 8
First shot = 17 hit dam 3
Second shot = 17 hit dam 2
Reload crossbows (swift action)



Naldin AC18/16/12 CMD17 HP26/26  d20=16 ; d6=5 ;
Monday January 17th, 2011 8:45:35 PM

Seeing his arrow strike true with little effect, Naldin lets out a curse, "Damn you, cursed creatures?" Still far enough away to make another ranged attack, Naldin pulls out another arrow and lets it fly, hoping for better results than the last assault on the dead bones.

Also, Naldin continues to move south and west to keep up with the biggest part of the group and not to let everyone else do all the killin'.

Comp Short Bow TH: +4+2(undead) = 16+6 = 22
DM: 1d6+3+2(undead) = 5+5 = 10

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor  d6=4 ;
Tuesday January 18th, 2011 1:10:46 AM

OOC: I think the map may still be wrong for Tahni. For the past 2 rounds she has been near Humphrey, but on the map is quite a bit away from him. I'll assume the map is wrong and post her actions as I think they might be. DM, please let me know if this is not ok and I'll adjust.

The undead seem to be dropping quite rapidly now, but a growl from the south east draws Tahni's attention to the zombies that have closed in on Bruagh. With Humphrey back on his feet, Tahni makes her move towards the zombies attacking Bruagh. She feels somewhat conflicted between wanting to send these souls peacefully to the afterlife, and between wanting to protect her friend with all her might. The young dwarf calls upon Alemi's divine grace as her holy symbol glows with a bright white light. Move SE to finish 5ft West and 5ft NW of ZombiePC. Tahni will then release a channel burst against the 3 zombies attacking Bruagh. Each must make a Will Save vs DC11. Success = 2 DMG. Failure = 4DMG.

Daya - meanwhile - feels Tahni's sense of panic and fear replaced by feelings of anger and determination.

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-1=2
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat


Boomy HP 20/20 AC 18/18/14 (-2 for charging)  d20=4 ; d20=8 ; d20=1 ; d20=15 ; d6=2 ; d6=1 ; d6=3 ; d6=1 ;
Tuesday January 18th, 2011 11:29:49 AM

Filled with excitement as his last attack severs a zombie's head and takes out another, Boomy lets out a battle cry of DOMI!!! and grabs the undead skull by what remains of it's matted hair and charges towards the surrounded Bruagh. As he nears the closest zombie he jumps in the air, swinging the head with both hands, and hits the other abomination in the face with a satisfying cack. As he lands turns his head to the side, cracking his neck, and daring the undead to approach him. God, if feels good to fight again....

Actions:
Grab Zombie Head, Charge Zombie PC North of Bruagh (move West 25 ft), jump in air,
Hit AC 17 (used 2 hero points) for 6 dmg

2 Hero Points Used.
-4 Penalty was given to atk for improvised weapon
-2 to armor for 1 round for charging

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 *Bless  d20+6=8 ;
Tuesday January 18th, 2011 12:42:44 PM

*not feeling well so my posts wont be something to write home about*

Attacks the "small" opponent Humphrey points out. ....
and misses.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+7=18 ; d10+3=11 ;
Tuesday January 18th, 2011 3:01:28 PM

Bruagh grimaces as he feels the creature bite into his shield arm and rip out a chunk of flesh. He answers with a swift swing of his axe to the offending creature.

At roughly the same time he feels the warmth of healing energy wave over him. With out even having to look he calls out behind him. "Thank ye Tahni!"

Attack: 18
Damage: 11

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor 
Tuesday January 18th, 2011 8:37:20 PM

OOC:

Bruagh Sorry, Tahni's energy burst can be used for either healing live creatures, or harming undead. She has to choose before using it though, and in this instance, I chose to harm the undead. Sorry, but you're not healed of that 3 points of damage. Although with DR2, does this mean only 1 pt damage? Don't worry though, I'll make sure you're taken care of when needed :)

Frootloop - Hey mate, hope you're feeling better! I think I might be off to the doctors soon. I think I've caught whatever my daughter has. Just a note to remind you to remove the "bless" from your header :)

Addison - Can you advise whether Bruagh takes 1 point of damage or 3? Does the zombie's bite bypass the adamantine DR?


Addison: You hijacked my bold name thingy! yeah, damage redux =1 damage. No heal, you fried a Dwarf Zombie some. thanks.

DM Addison  d20=13 ; d20=2 ; d20=15 ; d20=19 ; d6+2=4 ; d20+5=24 ; 2d6+4=12 ; d20=12 ; d20+4=17 ; d20+4=21 ; d6+2=4 ; d6+2=5 ;
Tuesday January 18th, 2011 8:46:46 PM

The combat continues

Kreyton charges across the battlefield and promptly delivers his cudgel to the skull of the Naldin-shortened skeleton.

Devlin fires two more bolts into Dwarf Zombie 8, which is starting to look like a walking pincushion. It continues marching to its imminent demise though.

Luckily, Naldin has his back. He sees that Kreyton turned his skeletal target to dust before he could get his shot off, so he runs southwest and fires his shortbow at the Dwarven Zombie 8 to the far left. The arrow plugs straight into its head, dropping it to the ground with a thunk. (OOC: Sorry buddy, with everyone else's attacks, this was the best place to put yours... which is also an advantage to using ranged weapons. If you like, you can put alternate targets for each attack just incase one dies.)

Tahni runs up to Braugh (yeah, I forgot you went to help Humphrey) and then persist to fire holyness from her symbol of Alemi. Two of the (3 Zombie will saves = 13, 2, 15. One gets fried). Dwarf Zombie 11 is rather toasty, but standing.

Tahni can also feel that Daya is eager to return from her voyage.

The Dwarven Zombie 11 eyes Tahni and makes a break for her as the rest of the world combats.
It runs faster close range than it did further away. It slams into Tahni with a thud that almost knocks the Dwarveness on her back. The creature claws at her face and sinks its teeth into the side of her neck, ripping off a tad of flesh. (Hit AC 19, damage =4)

Tahni can even smell the burnt holyness that her attack left on the beast, but it doesn't make it hurt any less.

Boomy decides to throw it all on the line and grabs the head of one undead and charges the Zombie PC biting on Braugh's arm. He jumps into the air (coulda rolled acrobatics for funsies) and smashes the skulls of the creatures together, but apparently the one Boomy is wielding is more rotted than the skull of the Zombie PC as it splinters and smashes in a goey mess all over the Zombie PC's face and chest.

And don't forget that it is still latched onto Braugh's arm, and he gets face full of brain and spinal chord fluid. Hero Point for Boomy for getting Braugh completely disgusting early in the Zombie adventure!
But it does get the thing's jaws off of Braugh's arm. (Sorry man, the DR of the Zombies reduce blunt damage)

Braugh, although completely covered in sick, manages to focus enough to counter-attack the bewildered Zombie PC. He plants the axe right in the shoulder and continues the slice to the hip diagnally, severing the thing in two pieces. The top half lies on the ground, still reaching up at Braugh with the one attached arm.
Braugh hears in his head a boomingly deep voice, Finish Him!

... then roll a DC 14 Fort save or vomit from the nastyness of it all.

Frootloop misses his target while Humphrey charges the skeleton, puts down his greatsword and then smashes its face to bits with his gauntlet hand. (Hit ac 24 for 12 damage)

Humphrey laughs at his accomplishment as a human zombie comes up to him and clamps its jaws on his greatsword (Missed AC12). Humphrey places his sword blade in the mouth of the undead and says, "Hey Doven, Think I can make this one dance?" he laughs maniacally as he plays with the thing, keeping it at bay with his sword.

Then, Zombie PC 3 and 4 come sprinting out from the back, running full speed at Tahni, eager to join in the cleric feast. The first one adds to the impact of the Dwarven Zombie and the force throws her to the ground.

The two Zombie PCs hit AC 17 and 21 for 4 and 5 damage! They rip into Tahni's flesh again and again, scratching at her eyes all the way. Tahni has taken 13 damage this round right? Plus the 4 subdual. That's unconscious right? Her screams become muffled by the sound of chewing. (Sorry Rob, they saw an opening and took it)

(OOC: OK guys, cleaning up all the corpses, they were cluttering stuff.)

The wind begins to slow down, allowing for more visibility. The dist is slowly starting to fall.

Perception DC 20 Highlight to display spoiler: {You can clearly see a mass of Zombies gathering at two different locations - one at a large wooden structure, and another at a log cabin to the far west.}

RiddlePort Encounter


Tahni -- AC17/10/17 -- CMD 10 -- HP 0/17 (unconscious) -- Familiar: Daya -- Mage Armor 
Tuesday January 18th, 2011 9:18:58 PM

OOC: No probs DM :) The way I see it is that Tahni is still only level 2, and with her inexperience will make some unwise decisions. Let's hope the rest of the gang can get these things off me! Oh, and even though 2 of the zombies made will saves, they still take 2 pts damage - a little frying :)

The impact of the first zombie expels all air from Tahni's chest. Her small frame is unable to stop the force of the other two undead, as she is knocked to the ground. Unconsciousness is swift, and perhaps a blessing that she will not feel any pain as the zombies continue their attack Is that glass-half full, or what? :) .

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-1=2
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+9=12 ; d6=5 ; d20+3=11 ;
Wednesday January 19th, 2011 7:45:44 AM

Bruagh looks in horror as Tahni is overwhelmed by the undead and is taken to the ground. While fighting revulsion and and the wretching in his stomach as he tries to fight his way to Tahni. "Tahni!!! Rally to Tahni, she needs help!!!" Bruagh fights toward his fallen friend, caution out the window and undead be damned.

Once in range Bruagh tries to lay a healing hand on Tahni before taunting and harassing all of the surrounding undead in an effort to get them to attack him as opposed to his fallen comrade.

Fort save rolled a 12 which is a fail but if it's considered a poison I make it with 14.

If I can I will do the posted action healing 5 hitpoints to Tahni.

Inimidate: 11 to draw the undeads agression.

Boomy HP 20/20 AC 18/18/14 (-2 for charging)  d20=20 ; d20=18 ; 2d4+25=31 ; d20+5=15 ; d6+3=5 ;
Wednesday January 19th, 2011 10:05:50 AM

Boomy looks down at the handful of hair and small chunk of scalp remaining in his hand before throwing it onto the ground. Dang, that would have made a great souvenir[/b]. When he hears Bruagh yell to aid Tahni, he turns around and sees the girl surrounded by the undead. Don't worry lass, I'll save ye. Once Braugh's healing is done the grizzled monk grabs the girl under the arms with one arm and turns while taking a 5 foot step West before dropping her back down behind him (West of him, standing if she has regained consciousness). As he is turning to [i]put the lady behind him, he steps back and draws "his" adamantine guisarme while spitting on the zombies, I am your opponent now, it's time to die...again.

Boomy will hold his attack, guarding Tahni, until a zombie is within reach. He will also take any attacks of opportunity that present themselves (He threatens squares both 5 and 10 feet away).

Actions
-------------------------------
Pick up Tahni (Move Action)
Take a 5 foot step (Free Action)
Drop Tahni into an adjacent square (Free Action)
Draw Weapon (Free Action, if Bab is over +1)

AoO Hit AC 20 (Nat 20!!! Confirm Crit = 18) for 10 dmg (16 if crit) (it was supposes to be 2d4+4, not +25)

Hold Action
Atk hit AC 15 for 5 dmg


FrootLoopAC 17, Touch/Unarmored 11, HP 38/38  d20+6=8 ;
Wednesday January 19th, 2011 10:21:48 AM

Moves to assist with Tahni

Attacks Zombie PC4
and misses.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Wednesday January 19th, 2011 10:39:43 AM

Kreyton sees his cleric succumb to enemy attacks, and moves in to help her.

OOC:
Double Move to the hex 2 east of the Zombie to Tahni's immediate east.

Naldin AC18/16/12 CMD17 HP26/26 
Wednesday January 19th, 2011 12:40:17 PM

OOC: Oh no, no labels on the map. I didn't study enough to remember the images of everybody else :(

Addison: Yeah, just use the last map. The labels make everything hard to see when you guys are in melee with enemies.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Wednesday January 19th, 2011 12:47:00 PM

I had the same issue. Being color blind sucks. I just picked the thing that was clearly bad and moved toward it.

Boomy HP 20/20 AC 18/18/14 (-2 for charging) 
Wednesday January 19th, 2011 1:21:55 PM

ooc: I couldn't remember for sure what my character looked like, fortunately the previous map is still up and you can use that for a reference.

Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13  d20=3 ;
Wednesday January 19th, 2011 3:50:29 PM

Max spits on the ground and continues to run due west, placing himself behind a zombie.

A 3, doesn't cut it for an attack, unless they're very very unlucky.

Tahni -- AC17/10/17 -- CMD 10 -- HP 0/17 (unconscious) -- Familiar: Daya -- Mage Armor 
Wednesday January 19th, 2011 5:59:25 PM

OOC: Awesomeness :) Thanks guys, it looks like Tahni might not get to meet Alemi today. In terms of your attacks, one (maybe two) zombies might be prone from the charge/attack on Tahni, so you might get a bonus to hit. That and they may be flanked too. Let's see, what other straws can I grasp at...

DM Addison  d20=1 ; d20=1 ; d20+5=9 ; d20=5 ; d20+1=9 ; d20+5=16 ; d10=5 ; d20+5=6 ; d20+4=24 ; d20+4=9 ; d20+4=16 ; d20=14 ; d6+2=5 ;
Wednesday January 19th, 2011 9:40:10 PM

Braugh vomits his guts up (i'm keeping a running total of how many people vomit during this adventure) and then takes a step to lay his hands upon Tahni. (I think when doing lay on hands on another person, it provokes an AOO right? And you have to be adjacent? Either way, the zombie rolled a 1.. it begins gnawing on its own leg).

5 points of healing juice to Tahni. She's conscious, but still prone and surrounded.

Tahni awakens to feel the pull of Boomy's arm wrap around her torso, ripping her from the grips of death (I'll get you one of these days little dwarf!).

The monk places Tahni behind him and then draws the adamantium guirisame that Bartholemew once wielded.

Frootloop charges across the battlefield to help Tahni, ignoring the Gnome Zombie in front of him (Again, that movement provoked an AOO... which the zombie rolled a 1...)... The Zomie bites its own hand instead.

Humphrey responds to Frootloop's movement, "Fine, go help your friend. I can take care of these."
Then he releases the Zombie from the tip of his sword and takes a swipe at it (miss AC9). The now alone Humphrey gets attacked by the two Zombies to the west (miss AC 5 and 9). He prevents any attack, but looks frustrated.

Lila and Douglass decide to help their Duergar friend and fire bolts at the Gnome Zombie (hit AC 16, 5 damage, miss AC 6).

Doven walks to help Humphrey (but has short stubby little legs)

Kreyton and Max run to help as well, the latter's axe missing the Zombie PC 4 wildly.

Naldin and Devlin can take two standard actions this upcoming round if he wants since they missed the last one.

It now appears that the three Zombies are surrounded by living creatures, how unfair! They retaliate in kind.

Zombie PC 4 jumps on Frootloop and sinks its teeth into his shoulder (Hit AC 24, confirm crit 9,fail. Damage 5), ripping off some skin in his teeth.

nom nom nom

Zombie PC 3 takes a step to Kreyton and tries to get some dirty-dwarf for a snack, but catches nothing but wooden shield (misses AC 16 close one there)

Dwarf Zombie 11 tries to bite Braugh, but gets a mouth full of metal armor (miss AC 14)

RiddlePort Aftermath



Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Wednesday January 19th, 2011 10:10:08 PM

ooc: Sorry about the late post. Crazy busy day in the ER. I will have a full post with two rounds of action when I get home tonight.

Naldin AC18/16/12 CMD17 HP26/26  d20=16 ; d6=3 ; d20=20 ;
Wednesday January 19th, 2011 10:27:07 PM

Naldin is going to take this opportunity to move so that he can get a better shot at more oncoming enemies as well as turn his attention to farther off in the general direction the group is moving to get an idea of what my be ahead of them.

Naldin will move south/southwest, staying close enough to the group to help with his bow if needed, while looking for another undead creature to dispose of. If that opportunity arises, his rolls are below. He'll use his perception skill to see what's ahead. Rolled a 27!

Comp Short Bow
TH: +4+2(undead) =16 +7=23
DM: 1d6+3+2(undead) = 3+6=9

Tahni -- AC17/10/17 -- CMD 10 -- HP 5/17 -- Familiar: Daya -- Mage Armor  d100=40 ; d20=2 ;
Wednesday January 19th, 2011 10:43:22 PM

Tahni's eyes open in a flash. It takes a moment for her to recall exactly what happened. She can still feel a lot of pain on her neck and shoulders, and there is still some smoke in the air. The sound of combat and the smell of rotting flesh remind her of her situation. She groggily gets to her feet, before patting Boomy on the shoulder "Go. I'm alright" she gasps out.

Ready an action to cast an Acid Splash should Tahni get a clean line of sight at a zombie. Arcane Spell Failure% = 40. Ok. Hit Touch AC2. Assume a miss

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-1=2
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=7 ; d20+3=7 ;
Thursday January 20th, 2011 12:21:52 AM

Watching Tahni go down Devlin looks at his crossbows and realizes now is not the time to play. He drops the ineffective weapons letting them hang from their tethers and charges into the fray drawing his battle axe along the way. He uses his momentum to take a swing at the zombie threatening Kreyton but misses. Devlin shuffles a bit to get into a good flanking position on the creature and attempts to strike again but to no avail.

Actions:
(free action) drop crossbows
Full round action charge Zed pc 3 (free action durring charge draw battle axe) = 9 miss (forgot the charge bonus)
5' step to flank Zed pc 3 with Kreyton
Attack Zed pc 3 = 7 miss

Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13  d20=16 ;
Thursday January 20th, 2011 9:26:25 AM

Max shifts his axe haft in his hand, orienting the blade's edge to where it was supposed to be, and swings again.

--Max

Boomy HP 20/20 AC 22/22/18 (+2 for Fighting Defensively)  d20=9 ;
Thursday January 20th, 2011 10:09:29 AM

Hearing that Tahni is alright, Boomy moves into the center of the fight. Although he would love nothing more than to tear off one of the zombie's arms and beat it to death with its own fist, he decides the group needs to use a little more tactics if they want to avoid more of the group ending up as zombie chow. Carefully he steps up to Zombie PC3, Flanking it and Zombie PC 4) and kicks it in the back of the knee.

(Frootloop and Kreyton get a flanking bonus, as does Braugh if he moves 5 ft. South)

Actions
---------------------
Move East 15 ft
Fight Defensively (-4 atk +2 AC)
Hit AC 12 for......yeah, it missed

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Thursday January 20th, 2011 10:33:53 AM

OOC: Posted my submission on the BG for a new feat. Thanks Addison for the help. Hopefully soon our foes will taste the wrath of a deadly hail of crossbow bolts!

FrootLoopAC 17/15(rage), Touch/Unarmored 11/9(rage), HP 37/42(rage)  d20+7=17 ; d12+7=9 ;
Thursday January 20th, 2011 12:23:03 PM

Eyes get bloodshot...
Armor gets tighter...
Grip on axe increases...
Drool begins seeping from the corners of the mouth...
A Snarl emits from the throat...

Frootloop, upon being bitten, growls into action and swings his greataxe against the interloper.
Hit ac17 for 9 damage.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+9=10 ;
Thursday January 20th, 2011 6:18:27 PM

Bruagh moves into a flanking position behind Dwarf Zombie 11 and attacks while trying to keep and eye on the rest of the party members, especially the wounded Tahni.

Big Whiff, Natural 1.

Tahni -- AC17/10/17 -- CMD 10 -- HP 5/17 -- Familiar: Daya -- Mage Armor 
Thursday January 20th, 2011 8:04:56 PM

OOC: Just waiting on Kreyton

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+2=5 ;
Thursday January 20th, 2011 9:58:23 PM

Kreyton swings at the horror next to him, but fails to connect with the abomination.

OOC:
Hit AC 5 (miss)

Shileligah: 5/20 rounds:

DM Addison  d20+4=17 ; d10+2=8 ; d20=7 ; d20=11 ;
Friday January 21st, 2011 1:51:12 AM

Naldin moves southwest and plugs an arrow into the Gnome Zombie to the west. His perception skill allows him to see a lot of the landscape of the Market Square. There are a number of tents, huts, and forges about that were used to sell wares. Apparently most of the vendors are now zombies though. The most noticable things are two masses of Zombies. One is a bunch of them attacking the windows and doors to a cabin, it seems they are trying to get inside. A second group are in the far southwest by a wooden platform. You can hear screams for help coming from the Cabin.

Tahni comes to from Braugh's healing hands and she tries to shoot an orb of acid, but the orb flies into the distance hitting a passing bird. Imagine the surprise.

Devlin draws his axe as he charges Zombie PC 3, he attacks twice, but the Zombie is quite limber and avoids both swipes.

Max continues his assault on the Zombie PC 4 in front of him. Your attack roll should be like 1d20+4 or so right? yeah that's a hit. Your damage is 1d10+2 right? Thats what I'm rolling for ya. His axe bites into the Zombie PC 4, spilling intestine all over his feet. Yuck.

Then, Frootloop gets something done! He gets really angry and brings his greataxe down on the Zombie PC 4. He finishes what Max's axe started, and the Greataxe splits the Zed down from the top of the skull to the base of the navel. It falls into a pile of nastyness. (Moving dead zombie to the east a bit to get it out of the way)

Boomy intends to move to flank Zombie PC 3 with Kreyton, but alas Devlin beat him to the punch (which is a good thing considering that the last 5feet of movement would have provoked some AOO from the zombies)... SO you wanna attack Dwarf Zombie 11 instead? Either way, it missed. =(

BTW, I think Boomy discovered an interesting tactic I haven't considered before. A monk can unarmed attack with feet and head, so why not wield a reach weapon? There is like no penalty to it (except the non-proficiency, but hey w/e you threaten more that way). Another Hero Point for Boomy for thinking of something I never have... and I think of D&D a LOT.

Braugh and Kreyton attack the Dwarf Zombie 11, but their arms fail them as their weapons bounce off the rubbery undead flesh...

Then, Doven does something. He raises his hammer into the air and shouts, NOW!

Lila, Humphrey and Douglass look at him with wide eyes.

And as Doven snaps his fingers, he becomes invisible! Humphrey smirks, stairing at Frootloop, and does the same. Lila looks at Devlin and blows him a kiss as she disappears.

Douglass looks at Tahni and mouths the words, I'm sorry as he vanishes from sight.

Perception DC 25 Highlight to display spoiler: {After they vanish, you can hear the pit-pat of feet running.}

The Zombies that Humphrey was holding at bay are confused, but hungry, and they charge Tahni! The Human Zombie misses AC 7. (note that Naldin's arrow is sticking from the jaw of the Gnome Zombie, its hurt)

The two Zeds remaining within the group attack as well. The Dwarf Zombie 11 bites at Braugh, but misses AC 11. The Zombie PC 3 attacks Kreyton again, but misses AC 17.

Yikes! Now what!?

RiddlePort Aftermath



Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+2=3 ;
Friday January 21st, 2011 2:17:03 AM

You can almost hear the Itoldyaso in Kreyton's sigh as the dark dwarves run.

He remains focused on his foe, attacking again with even less luck.

OOC:
Attack Nat 1 (miss)

Shileligha: 6/20 rounds

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+3=22 ; d8=4 ; d6=3 ; d20=7 ;
Friday January 21st, 2011 8:03:16 AM

Devlin grunts in agreement to Kreyton and swings with fury at the zombie before him slashing for and area of exposed bone and muscle. Gore sprays and bodies shuffle, Devlin is unable to track where the deceitful dark bloods have gone.

The disappearance of the dark bloods is surprising but expected. Cries for help in a town so obviously destroyed furrows Devlins brow even more. I suppose we should finish our foes and go help those in the cabin.

Actions:
Attack zed PC 3 = 22 hit dam = 7 (4 weapon 3 sneak)
Perception check = nat 1

Tahni -- AC14/10/14 -- CMD 10 -- HP 5/17 -- Familiar: Daya -- Mage Armor, Sanctuary  d20+7=15 ;
Friday January 21st, 2011 9:08:20 AM

Perception: 15. Fail

Tahni gives a nod in Douglass' direction. Had the situations been reversed, she toowould have looked for a means of escape. "May you find peace in sons passing" she says quietly in the Doven's direction, or at least, in the direction he was.

"Uh, guys?" Tahni calls to the warriors, as the zombies again focus their attention on getting to her brain. She takes a step backwards and prays for some protection.

Take 5ft step SE. Cast Sanctuary. Any attempt to attack Tahni must get past a Will Save DC15 first

====================
Spells Currently in effect: Mage Armor (1hr), Sanctuary

Energy Channels: 3-1=2
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat

Naldin AC18/16/12 CMD17 HP26/26  d20=5 ; d6=5 ;
Friday January 21st, 2011 9:19:30 AM

Naldin is going to try and get another shot off at the gnome zombie he hit before, if he can do so without endangering anyone else. That's when he sees that there are several people that just seemed to disappear.
What the hell? he thought.
What's going on now? Naldin yells to his remaining companions. Is there something I should know about?

Comp Short Bow
TH: 1d20+4+2(undead) = 5+7=12
DM: 1d6+3+2(undead) = 5+6=11

Boomy HP 20/20 AC 18/18/14 (-2 for Charging)  d20+9=10 ; d20+7=22 ; d20+7=26 ; d6+3=4 ; d6+3=4 ;
Friday January 21st, 2011 10:01:38 AM

Boomy stares in amazement as the darkbloods disappear. Blast! That was the very reason I made sure to search the bugger and take his cursed Holy symbol! It takes all of Boomy's will power no to chase after the captives, but with their head start he would likely never catch them. He then wonders why none of the zombies attacked the cleric as he was casting his spell.

Hearing Tahni's call the monk sees her once again fighting off a zombie by herself. Not being one to leave a damsel in distress, he quickly tumbles out of reach of his current enemies and charges the zombie attacking her.

Actions
----------------------------------
Tumble to avoid AoO = 22
Charge Human Zombie 3
Hit AC 26 for 4 damage.


Boomy HP 20/20 AC 18/18/14 (-2 for Charging) 
Friday January 21st, 2011 10:02:13 AM

forgot to mention I failed my perception check.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Friday January 21st, 2011 10:57:09 AM

Its not the clerics magic, its in their blood. They are able to render themselves invisible when they need to. Devlin spits on the ground. Just one more way they can trick and deceive honest folk.

Addison: So says the party rogue...

Boomy HP 20/20 AC 18/18/14 (-2 for Charging) 
Friday January 21st, 2011 12:07:45 PM

...darkbloods infused with dark magic, I should have known. Thinks the old monk.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+7=9 ; d10+4=12 ;
Friday January 21st, 2011 12:13:20 PM

Bruagh attacks the nearest zombie activating his smite evil then runs to help form a protective barrier around Tahni.

I provoke an AoO or two depending on creatures redeath etc.

Attack: 9 + 3 Smite Evil + 2 Flank= 14
Damage: 11 + 4 = 15 should have rolled +3 instead of +4. added +4 for smite evil vs undead.


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+5=10 ;
Friday January 21st, 2011 12:54:43 PM

OOC: Breaking the fourth wall.

Devlin looks at the DM in astonishment, You think just because me class be rogue I be tricky and deceiving. Why if I weren't fighting right now I might find a nice place to hide before misleading you into a false sense of security and bop you over the head.......Would be what I do if I were tricky and deceiving that is. Good thing for you I'm not. Devlin looks around for support but only finds undead gazes.

Bluff DM = 10

Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13  d20=13 ; d10=10 ;
Friday January 21st, 2011 1:06:44 PM

Max moves one hex to the SW, and swings at the zombie.

Attack: 13+4=17
Damage: 10+2=12



FrootLoopAC 17/15(rage), Touch/Unarmored 11/9(rage), HP 37/42(rage)  d20+7=25 ; d12+7=9 ;
Saturday January 22nd, 2011 10:39:05 AM

Becomes even more angry as the Druegar's split...(too bad that doesn't add more rage points)

Seeing a new interloper jumping on the cleric, Frootloop takes out his frustration on it. Swinging with all his might, spittle flying through curses, he connects solidly with the undead creature (hit ac25) inflicting moderate damage (dam 9).

DM Addison  d20=4 ; d20=14 ; d20=7 ; d20+5=7 ;
Saturday January 22nd, 2011 4:05:22 PM

(OOC: Rob C, can you get a headcount for me to see how many zeds each person racks up? I think I will reward an item to the person with the most.

Also, please everyone read each other's posts entirely. You get all kinda good information for making decisions with your actions. To communicate you must read each other's words. Bolding important parts helps people who read in a rush, like me sometimes.)

The Duergar make a run for it and the group is quite angry.

Devlin and Kreyton attack the Zombie PC 3 together, the former manages to chop his battleaxe right into the madula oblongata of the zed... which seems to be a major weakpoint in their construction. It would make sense, considering that it controls all the involuntary motor functions....

Tahni takes a step back and casts Sanctuary on herself (will saves 4 and 14, fail!) The glowing golden orb protects her from the two zombies.

Naldin is confused at why the others just disappeared. Knowledge Dungeoneering 14 Highlight to display spoiler: {They were Duergar, your dark-blooded evil cousins.}
His arrow flies right where the head would be IF the Gnome Zombie were a medium creature. He forgot to adjust for the height difference (Gnome Zombies have AC 13. Human ones are like 12)

Boomy wants to chase down the enemies, and wonders how the Duergar accomplished such a feat of invisibility. Knowledge Dungeoneering DC 14 Highlight to display spoiler: { All Duergar have the ability to cast Invisibility as well as some other nifty spells. As Devlin explains.}

The monk tumbles back, cutting some backwards somersaults and ending the trip with a jumpkick to the Human Zombie's skull. The undead flesh absorbs most of the impact with a sickening SQUISH.

Braugh smites the Dwarven Zombie 11 in front of him. His axe glows white hot with power and the slice opens up a wound with white light glowing from it. The white light spreads and absorbs the entire Dwarven Zombie.

Nothing remains as the light dissipates into the air.

Max intends to attack the ZOmbie to the Southwest, but Devlin and Kreyton already took care of that. So instead he walks up to the Gnome Zombie and plants his axe right in the skull, dropping the critter.

Frootloop ends the encounter by charging the zed attacking zombie. Its an old fat man zombie. The greataxe takes the entire top half of the zombie off, right at the nipple-line.

Now what?

RiddlePort Encounter

(OOC: DM's sense motive check to Devlin's bluff = 7. Yikes! Fourth wall be damned!)



Boomy HP 20/20 AC 18/18/14 (-2 for Charging)  d4=3 ;
Saturday January 22nd, 2011 4:23:07 PM

Rob C, can you get a headcount for me to see how many zeds each person racks up? I think I will reward an item to the person with the most.

Hmmmmm....is this a trick to get us to take more risks so he is more likely to kill us????

Suddenly Boomy feels Dwarven Greed in his blood, and he cannot fight his urge to kill the Zeds. THe prize shall be mine. HAHAHAHA!!!!

Addison: Now now. Hero points shall always be rewarded for playing your class creatively and effectively. A Heal in the right place for Tahni is the same as an axe in the right place for Frootloop. This is just for funsies, don't do anything you wouldn't do otherwise.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+3=20 ; d8=3 ; d6=5 ;
Saturday January 22nd, 2011 6:18:36 PM

Devlin grunts in effort unaccostumed to swinging the axe. He brings it around again and plants it in his foes side. He plants his foot on the creature and pulls his axe out.

Actions:
attack zed pc 3 = 22 to hit dam = 8

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+9=13 ; d10+3=4 ;
Saturday January 22nd, 2011 7:16:46 PM

Bruagh is beginning to fatigue, with having been on the march for days, the battle at the bridge, more marching, watching prisoners and swinging his axe for what seems like an eternity, he still connects, with the zombie between himself and FrootLoop, the one that was trying to eat Tahni, but only barely.

5ft Step to the East/Northeast to Flank Human Zombie 3 with FrootLoop.
Attack Human Zombie 3: 13
Damage: 4 (Minimum)

As a note, my rolls have really been poor lately. In the last 4 turns I have rolled a 3, 1, 2, 4, 1 with a couple of decent damage rolls.

Addison: The Human ZOmbie 3 is DEAD. It has a big X on it and I wrote that Frootloop killed it. Any other actions?

Naldin AC18/16/12 CMD17 HP26/26 
Saturday January 22nd, 2011 7:45:35 PM

Naldin curses his distant Duergar relatives for their dishonor and their lack of courage. A real dwarf would never run from a fight and abandon his fellows, Naldin thought.

With no undead creatures close by, and the cries for help coming from a cabin to the southwest, Naldin speaks up.

This has been fun, putting down these vile creatures. Not to mention being rescued from that collapsed building. Perhaps the time has come to return the favor. Naldin said, motioning in the direction of the cabin under attack by another group of zombies. He will take off in that direction, arrow nocked and ready when he gets into range.

Addison: You can help me with your actions by wording things D&D style. Do you want to take the RUN action? I think thats like 4x move speed, so like 80feet, which is 16 hexes.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28  d6=1 ; d6=3 ;
Sunday January 23rd, 2011 8:34:05 AM

OOC: My fault, I saw the X but I thought what I now believe to be Boomy to be Human Zombie 3, and what is Human Zombie 3 I thought was another dead zombie. Was just kinda hard to read them map because of how jumbled up we were. Sorry about that, I thought i was paying attention. Forget the previous post. New actions posted below.

After seeing that there is no immediate danger, Bruagh looks to the injured Tahni and uses lays his hands on her again, trying soothe some of her wounds. "There ya go lass. No offense, but you look a little worse for the wear." Bruagh gives his friend a smile, trying to encourage her, and the rest of the group.

Looking to Naldin, Bruagh continues. "I agree friend, we should go save those we can. This time, we need to stay in a formation of sorts. I'll stay in the middle to protect the healer and the ranged combatants who can do more damage from afar than up close in melee. We don't need another scare like just happened. Who is going to take point?" Bruagh asks as he cast a knowing eye towards Boomy and FrootLoop.

Lay on Hands heals Tahni for 3 points. Rerolled 1 as per healing roll rules. (at least I think that was the rule, if not its only 1.)

Smite Evils Remaining - 0
Lay on Hands Remaining - 2

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28 
Sunday January 23rd, 2011 8:45:39 AM

OOC: Bruagh now has new goals, added to his character sheet. Also, for the same reason he has taken up a new mantra. "Pity for the guilty is treason to the innocent."

Boomy HP 20/20 AC 18/18/14 (-2 for Charging)  d20+7=17 ; d6+3=6 ;
Sunday January 23rd, 2011 6:29:52 PM

Boomy charges Zed pc#3 and attacks him with all his might.
hit ac 17 for 6 dmg

Addison: Its already dead. Someone killed it last round. It has a big X on it.

Tahni -- AC14/10/14 -- CMD 10 -- HP 8/17 -- Familiar: Daya -- Mage Armor 
Sunday January 23rd, 2011 7:01:32 PM

OOC:
Tally completed. If two characters both attacked and killed the same creature in the same round - thereby both responsible for it's death - both were awarded a point.

Boomy: 6
Bruagh: 5
Devlin: 4
Naldin: 3
Max: 3
Frootloop: 3
Kreyton: 2
Tahni: 1 (2, but a -1 penalty for getting knocked out)

===========

"Thanks friend" Tahni replies to Bruagh's healing "For this healing, and for the previous. Here I was rushing to come to your aid, but turns out it was you that came to mine. Let us move quickly. I fear there may be some people who may not fare as well as we have today".

Tahni scours the skies looking for Daya.

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-1=2
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat


DM Addison 
Sunday January 23rd, 2011 10:01:09 PM

Did anyone notice that I wrote "Frootloop ends the encounter by killing the last zombie in the immediate area"?

Tahni -- AC14/10/14 -- CMD 10 -- HP 8/17 -- Familiar: Daya -- Mage Armor 
Sunday January 23rd, 2011 10:38:06 PM

OOC:
Yes. And given the immediate area is clear, Naldin suggests heading in the direction of the cabin. Bruagh suggests a better formation, and Tahni suggests getting there quickly :)


Boomy HP 20/20 AC 18/18/14 (-2 for Charging) 
Sunday January 23rd, 2011 11:01:25 PM

That's whar I thought, but the map and Delvin's post confused me.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Monday January 24th, 2011 8:30:27 AM

"Yes, tha cries from tha southwest. Let's move"

Kreyton moves to the southwest with the group.

Boomy HP 20/20 AC 18/18/14 (-2 for Charging) 
Monday January 24th, 2011 9:52:19 AM

South it is. Is everyone healed up? Good! I'll take the lead. Archers, make sure your loaded and shoot anything that comes at us. Tahni, you keep to the back for now. I think we need a little bit of a plan, everyone playing to their strengths.

I think our best bet is to make our way towards the Zombie Horror and take him our as quickly as possible. I suggest we approach to within charging range and have our archers fire while they have a clear shot. I will start on him, and perhaps Frootloop or Braugh can help me. We can then form a wall to keep the zeds back as we move forward.


ooc:did our archers collect any recoverable arrows?

FrootLoopAC 17/15(rage), Touch/Unarmored 11/9(rage), HP 37/42(rage) 
Monday January 24th, 2011 11:31:47 AM

Comes out of rage.

Breathes heavily for a minute or two, catching his bearings. And follows the group.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=15 ; d20+1=7 ; d8=3 ;
Monday January 24th, 2011 12:28:00 PM

Devlin quickly stows his battle axe and brings out his crossbows. I'll do what I can lab but these things seem to shake off everything I shoot their way. Devlin follows the group prepaired to fire on the undead horror.

Sheath axe
ready dual crossbows
attack zombie horror shot 1 = 15 hit 7 dam
shot 2 = 7 miss
reload both swift action.
if needed
attack zombie horror

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Monday January 24th, 2011 12:28:39 PM

Ooc can someone delete the last line of my post above.

Naldin AC18/16/12 CMD17 HP26/26 
Monday January 24th, 2011 12:44:16 PM

Naldin puts his 2 pence worth into the pot, as far as a strategy goes, You big guys follow us with ranged weapons. That way you won't be in our way. When the bad guys charge, you guys can step up and help finish them off. The rest can follow to support as they're able. Let's go between that big tent and the market tents. We should make easy work of these foul creatures.

Naldin nocks and arrow and puts another in his teeth, ready to attack with as many times as he can.

OOC: Naldin will RUN, and hope the rest of the group agrees, otherwise, he might have a fight on his hands until everybody else gets there. Holding off on attack rolls until he gets there. :)

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28  d20+9=28 ; d10+3=7 ;
Monday January 24th, 2011 3:22:34 PM

"Alright Boomy, I'll charge the horror on your mark. Folloing Boomy's lead abruagh will move in to range and charge the horror.

Attack: 28
Damage: 7

Boomy HP 20/20 AC 18/18/14 (-2 for Charging) 
Monday January 24th, 2011 3:42:59 PM

Seeing Naldin run off, Boomy decides to follow Naldin's plan and will stay behind the archers until the undead begin to charge. Once they begin to charge Boomy will move infront of the archers and attack the approaching undead.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Monday January 24th, 2011 7:13:59 PM

Sounds good to me. Devlin takes the lead with Naldin crossbows at the ready.

DM Addison 
Monday January 24th, 2011 7:56:06 PM

Good battle plan!

Everyone gets a hero point for charging the undead. Selfless acts do heroes make.

OOC: Tahni might have to give Frootloop a good job pat on the buttocks to get him up to speed eh?

Tahni -- AC14/10/14 -- CMD 10 -- HP 8/17 -- Familiar: Daya -- Mage Armor 
Monday January 24th, 2011 8:55:21 PM

OOC: Agreed, DM

Tahni puts her hand on Frootloops shoulder, relieving the barbarian of his exhaustion. "Wouldn't want you to miss out on the fun" she says with a wry smile. Use Restorative Touch to remove the fatigued status from Frootloop

Tahni will move with the group, but stay near the rear.

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-1=2
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat


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