DM EngineHouse - Smoke and Shadow (Inactive)

Game Master EngineHouse


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Male Human Paladin 3

"I know these are corpses someone made walk again with magic. The bodies also have been violated by cutting off the top of the head and putting in some gears, seemingly at random. Hitting those gears would damage the entire head of one of these creatures. But at least one of these was slain just by hitting the spine."

The paladin points to the excellent shot made by Obidiah. Salvin pauses at that point, not wanting to ruin the delicate peace of the moment. He does, however, glance at the two would-be mercenaries from the village to see how they are taking all this.


Dwarf Ranger (Trapper)/3

"I'm tellin' ya Sten it don't sit easy with me either, but learnin' how to kill 'em ain't the same as learnin' how to make 'em."

Damrang looks at him sternly.

"Now we've saved your boys a bit of trouble tonight an' we're off to cause more. I'd rather your wishes for us be good and not bad."


Male Dwarf Oracle 3

Brigh these villagers are paranoid. I'm going to be careful around them until we learn more. These others make Damrang look like an arcanist.

Odol wearily adds, "Damrang and Salvin have the right of it. Hopefully, this will help you in defense of the town while we're taking out the tower."

"Unless anyone needs something else, let's get moving. We've got an even longer day ahead of us today."


Male Half-Elf Oracle of Time (Dual-Cursed) 1 (HP 9/9) (AC 16/11/15) (CMD 15) (Fort +1, Ref +1, Will +0) (Init +3) (Perception +5)

By the Whisper in Bronze! These villagers *are* paranoid techno-phobes... I can't wait to get out of here.

Gregory nods.

"Indeed. The sooner we make a start, the sooner we will get there..."


Male Human Engineer 1/Gamer 4

Sten seems mollified.

"Yeah, you're right. Your the ones that's got to face them, you do whatever you need to do to win through. Sorry. I really am thankful for the respit. Good luck, and Eristal guide you"

You say your goodbyes and set off over the bridge.

You spend the morning marching along the wide lane that leads through the farmland. Boundaries are marked with ditches which bring water from the river, irrigating the surrounding land. At first the scenery seems plesant, but gradually you start to see the horrors inflicted by the ceaseless raids. Groups of cattle lie clawed to death. Farmhouses that look intact from a distance have their doors torn off and no moments or light visible within. Every now and then, a corpse lies in the road - some unfortunate left behind by their friends or family as they fled for the safety of Iadenveigh.

Typically, after five hours the medows are replaced by fields of wheat left to stand unharvested. The lane passes through them and you can see the begining of the wasteland in the distance. You've got about a mile of fields to cross before you get there though, and should a zombie pack happen upon you now you'll get little warning amongst the long golden stalks.

As if that wasn't enough, the overcast sky starts to spit rain

I need a marching order from you all. The bridge fight worked quite well, so I will continue to do without maps for now. You character can be placed on point, in the centre or in the rearguard. The characters in the centre are in the least danger - the zombies will either attack stragglers (the rearguard) or ambush the first targets they see (those on point).

The distance between the zones is 30 feet. Fighting within the zones will work much like the gatehouse - you can make melee attacks against any enemy within the zone you are in.

Moving out of a zone that still has enemies in it provokes an attack of oppertunity from two of them.

I know this is a map based game. I will have a map ready for the next fight. I am still getting round to working out how to use MapTools


Male Half-Elf Oracle of Time (Dual-Cursed) 1 (HP 9/9) (AC 16/11/15) (CMD 15) (Fort +1, Ref +1, Will +0) (Init +3) (Perception +5)

No worries, EngineHouse! Gregory will be in the 'on point' zone.


Gnome Wizard (Familiar Adept) 3

Centre for me please :) Protect your Squishies!!!


Male Dwarf Oracle 3

Odol limps along, weary from the night before and suffering from the difficulties of walking a long distance. Eager to get to the tower, he started the day toward the front, but over the course has fallen toward the back.

At least if any come on us from the rear, I can make my axe useful defending our softer targets.

Odol calls out as quietly as he can, but loud enough to hopefully reach the front ranks, "Any of you tall folk able to see above the wheat? I'm used to the tunnels and rock blocking my sight, but I don't like these fields. I worry that we could be hunted instead of hunters."

He keeps on, keeping eyes and ears open for danger from the sides and back.

Perception check 1d20 - 1 ⇒ (16) - 1 = 15


Gnome Wizard (Familiar Adept) 3

Annoyingly cheerful despite the long night and march "Why Odol, why don't you carry me piggyback upon your shoulders? That way I can act as your lookout and point which way they are coming from."


Male Dwarf Oracle 3

"Hmm, actually not a terrible idea Vhailor though I fear me and you are shorter together than the tall ones here alone.


Dwarf Ranger (Trapper)/3

Point

Damrang walks in the front, axe and shield equipped, the long night having little effect on him.

"We should hear the noise of their gears a fore they hear the tramp of our boots."

Perception +5
1d20 + 5 ⇒ (5) + 5 = 10

Survival +5 to take an easier route for the fatigued.
1d20 + 5 ⇒ (18) + 5 = 23


Male Human Paladin 3

Rearguard

Salvin keeps a watch from his position at the rearguard. His boots feel like lead weights and the splint mail seems to be pushing down on his shoulders. Even the sound of the rain seems to be lulling him ever closer to sleep.

"I'll give word if I see any of them, but I never was good at hide and seek."

Perception check 1d20 + 0 ⇒ (11) + 0 = 11

"At this point, all I'm looking for is a place to sleep. These creatures seem to attack on schedule. Let's tell them to make an appointment for tomorrow."


Male Human Engineer 1/Gamer 4

Point: Damrang and Gregory

Center: Vhilor and Obadiah

Rearguard: Salvin and Odol

Knowing how effective his bow was in the previous encounter, Obadiah elects to stay in the center nad provide supporting fire

Odol and Vhilor: If Odol gives Vhilor a piggyback Vhilor will get +2 to perception checks. However, as long as Vhilor is up there both he and Odol are flat footed. Vhilor can get down as a move action, Odol can put him down, also as a move action.


Gnome Wizard (Familiar Adept) 3

Heh - I'm assuming that Odol took Vhailor's piggyback request in jest?
Besides, I've not any skill points in Handle Dwarf - and I've heard they can be ornery animals at the best of times. I think I'll stick to walking :)


Male Dwarf Oracle 3

Yes, definitely in jest for Odol. But, if we get +4 for a human ;-)

"Aye Salvin, it's the seeking part that bothers me. Especially in this grain."


EngineHouse - that's me back from vacation and Obadiah in full swing. He has the Heart of the Fields racial ability which allows Obadiah to ignore fatigue 1/day, so he'll invoke that to avoid last nights penalty.

As the group trudges along Obadiah mulls over the nights events and revelations, and can hold his silence no more;

"Lads, while pokin' at the 'eads o' these fell creatures might grant us some knowledge... Let us not forget that there's t'aint o' evil in t' cogs and corpses. Such knowledge might also corrupt..."

His bow shouldered, the young preacher raises the battered book that is its replacement in his hand, tapping its deer hide cover as he speaks;

"T'Parables say "A man who reaps too much knowledge, risks losing his common sense"... Let us keep our 'eads and sense while we deal with this evil eh brothers? Fight first, destroy second and once our community is safe then ye can poke and prod."

He looks around the group as they march, his eyes fiery and jaw set.

EngineHouse:

Glad to be back. Were any of Obadiah's arrows recoverable? Know I lost 1 that missed but others had 50% chance of surviving


Male Human Engineer 1/Gamer 4

Good to have you back Obadiah. You retrieve half (rounding up) of the arrows you are eligible to recover. Life's too short to roll D%s for each shot.

Formed up and ready for attack you begin to walk into the overgrown corn field. The rain gets harder and soon you're all wet as well as exhausted. You get three quarters of the way along the remaining track and can see the muddy desolation of the Numerian wilderness. Jagged, unnatural shapes break the horizon - the distant wreckage that is your goal. You cannot see the sun but you all know it is the early afternoon. Damrang, I'm afraid there's not a lot you can do to make the trek easier. You're already following the road.

Sure enough, the clatter of gears precedes gargling shrieks as another pack of undead burst from the undergrowth. They did not approach with tremendous stealth - a DC10 perception check denies them their surprise round.

Initiative rolls
Damrang: 1d20 ⇒ 11, passed percetion
Gregory: 1d20 + 3 ⇒ (18) + 3 = 21, perception: 1d20 + 8 ⇒ (20) + 8 = 28
Vhilor: 1d20 + 1 ⇒ (14) + 1 = 15, perception: 1d20 + 3 ⇒ (7) + 3 = 10
Obadiah: 1d20 + 2 ⇒ (12) + 2 = 14, perception: 1d20 + 7 ⇒ (5) + 7 = 12
Salvin: 1d20 + 2 ⇒ (10) + 2 = 12, passed percetion
Odol: 1d20 ⇒ 2, passed percetion
Zombies: 1d20 + 2 ⇒ (5) + 2 = 7

Initiative Order
Gregory
Vhilor
Obadiah
Salvin
Damrang
Zombies
Odol

1d2 ⇒ 2 (1 = attack the point, 2 = attack the rearguard)

Zombies burst from the corn from the north, some distance behind your column. They start to sprint with their trademark inhuman speed towards Salvin and Odol, and at the start of the initiative chain are a mere 5 feet away from them. You have your weapons drawn. The middle characters are 35' away from the zombies, the point-men are 65' away.

You can't help but notice how much more lethal the agile undead look without fortifications shielding you from them...


Male Half-Elf Oracle of Time (Dual-Cursed) 1 (HP 9/9) (AC 16/11/15) (CMD 15) (Fort +1, Ref +1, Will +0) (Init +3) (Perception +5)

Round 1:

9/9 hp, no buffs

Alarm etched into his features, Gregory quickly turns around, and rushes back towards the rear-guard...

"I am coming!"

Double move (55', not 60', so that I am 10' away, and they cannot 5' and full-attack) towards the zombies...


Dwarf Ranger (Trapper)/3

Round 1 Initiative 11

Status
HP = 13
AC = 17
Weapon Equipped = Dwarven Waraxe
Status Effects = None

Damn

"I'm coming fellows!"

Double move 40 feet towards rear-guard.


Gnome Wizard (Familiar Adept) 3

Round 1:

Staff clasped firmly in his right hand, Vhailor incants "ไฟจะเผาไหม้" and a beam of light springs from his left hand pointed at the closest of the creatures.

Ranged Touch (Disrupt Undead): 1d20 + 1 ⇒ (7) + 1 = 8 for 1d6 ⇒ 5 Assuming they count as undead.


Male Human Paladin 3

Round One
Initiative bonus +1 (reflects Fatigued penalty) So my Initiative is lower
AC 16 (reflects Fatigued penalty)
CMD 13 (reflects Fatigued penalty)
Melee attacks +4 for 2d6+8 (reflects Fatigued penalty)

Salvin hears the others running up behind him and takes some comfort in their aid. The greatsword in his hands already feels 10 pounds heavier than normal. He takes a 5-foot step and brings the iron weight down hard on the creature in front of him.

Greatsword Power Attack: 1d20 + 4 ⇒ (13) + 4 = 17 Damage: 2d6 + 9 - 1 ⇒ (2, 5) + 9 - 1 = 15

After the swing, Salvin will try to listen to see if he can hear any other undead coming from a different direction. (If I can't do that this round, I'll do this action next round if possible)

Perception: 1d20 ⇒ 4


Male Human Engineer 1/Gamer 4

I should have mentioned this before. There are six zombies.


Male Half-Elf Oracle of Time (Dual-Cursed) 1 (HP 9/9) (AC 16/11/15) (CMD 15) (Fort +1, Ref +1, Will +0) (Init +3) (Perception +5)

That is both important, and useful, information ;-)


Cheers EngineHouse - will say I recovered 2 arras

Round 1

HP: 11/11 CONDITIONS: -

Cursing under his breath Obadiah calmly steps towards the oncoming undead and draws a bead on one of the cog-zombies...

Not this day. Our journey 'as just begun. Not this day Elk Father.

Takes 5 ft. step so the zombies are within his 30ft. range

Longbow Attack: 1d20 + 3 ⇒ (19) + 3 = 22

Longbow Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Male Human Engineer 1/Gamer 4

I'm going away for the weekend, gents. I'll check the thread again tomorrow morning. After that I'll be offline until Sunday evening.

Engaged: Gregory, Salvin and Odol

20' from melee: Damrang

30' from melee: Obadiah and Vhilor

Salvin once again carves into the torso of one of the attackers, felling it in a spray of foul-smelling blood. Obadiah's arrow hits one in the thige - it bleeds but doesn't slow. As the preacher fires Vhilor levels his magical powers at one of the creatures, but it somehow twists aside (Yes, they do count as undead). The crude instincts of the zombies have them attacking Gregory (1), Salvin (2) and Odol (3) at random. They each charge into their chosens targets raking at them with grafted metal talons:

1d3 ⇒ 2
1d3 ⇒ 2
1d3 ⇒ 3
1d3 ⇒ 1
1d3 ⇒ 3

One of the creatures mindlessly lunges at Gregory as he re-enforces the rear-guard. He gets an attack of oppertunity due to his wide threat range. Note: This is the zombie Obadiah wounded. If Gregory fails to drop his attacker:

Charge Attack: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Meanwhile, Salvin and Odol are ferociously attacked by two zombies each

Salvin
Charge Attack: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Charge Attack: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Odol
Charge Attack: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Charge Attack: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

The armour of the two warriors holds - just.

Odol may now act, then it's the end of round 1. Please wait for Odol to post before declaring you actions for the next round - in the last fight the rounds sort of merged into each other.


Male Half-Elf Oracle of Time (Dual-Cursed) 1 (HP 9/9) (AC 16/11/15) (CMD 15) (Fort +1, Ref +1, Will +0) (Init +3) (Perception +5)

Never one to ignore an opening, Gregory delivers a powerful blow to the zombie as it tries to close with him...

AoO, Earthbreaker: 1d20 + 4 ⇒ (16) + 4 = 20, for 2d6 + 6 ⇒ (4, 2) + 6 = 12 Bludgeoning damage.


Male Human Engineer 1/Gamer 4

You smash the monstrosity to the floor in a quivering heap. It never gets the chance to strike at you.


Male Dwarf Oracle 3

Odol grimaces as the zombies slam into them, Thank Brigh that the armor held he thinks to himself.

He sets his feet and swings his axe at the zombie closest to him.

Attack roll modified for fatigue 1d20 + 2 ⇒ (11) + 2 = 13
Damage roll modified for fatigue 1d10 + 2 ⇒ (3) + 2 = 5


Round 2

HP: 11/11 CONDITIONS: -

As his fellow crusaders against the machines withstand their fell attacks, and drop a cog-dead in return, Obadiah nods as he draws forth another arrow...

"Brave 'earts boys! These foul mechanisations WILL fall..."

... and calmly lets fly at a new target engaging his brothers in arms:

Obadiah's Precise Shot means he takes no penalty for firing into melee. (I'll target the cog-dead engaging Odol unless he dropped it)

Longbow Attack: 1d20 + 3 ⇒ (15) + 3 = 18

Longbow Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Dwarf Ranger (Trapper)/3

Round 2 Initiative 11

Status
HP = 13
AC = 17
Weapon Equipped = Dwarven Waraxe
Status Effects = None

Move to the nearest zombie and engage.

Dwarven Waraxe +5
1d20 + 5 ⇒ (14) + 5 = 19
1d10 + 4 ⇒ (10) + 4 = 14


Male Half-Elf Oracle of Time (Dual-Cursed) 1 (HP 9/9) (AC 16/11/15) (CMD 15) (Fort +1, Ref +1, Will +0) (Init +3) (Perception +5)

Round 2:

9/9 hp, no buffs

Gregory moves to assist Salvin, taking another powerful swing at one of the undead...

Earthbreaker: 1d20 + 4 ⇒ (16) + 4 = 20, for 2d6 + 6 ⇒ (4, 5) + 6 = 15 Bludgeoning damage.


Male Human Paladin 3

Round two
AC 16
HP 3 of 13

Salvin grimaces as the undead creature rips into him. He looks back to see others moving forward and takes a withdrawl action to get as far away from the zombies as possible. He'll do this in a manner that avoids provoking attacks of opportunity. If that's not possible, he'll take the full defense action to attempt to keep from being knocked unconscious.

"These things can hit really hard!"


Gnome Wizard (Familiar Adept) 3

Round 2:

Seeing his last bolt go wide, Vhailor frowns and tries again incanting "ไฟจะเผาไหม้" Targeting whichever is closest.

Ranged Touch (Disrupt Undead): 1d20 + 1 ⇒ (12) + 1 = 13 for 1d6 ⇒ 3


Male Human Engineer 1/Gamer 4

Odol's axe attack is dodged by his undead assailant. As it prepares to lash back it is struck in the gut by Obadiah's arrow causing it to briefly double over such that Vhilor's bolt of magic narrowly misses it.

The threat of the bolt does, however, grab the instinctive attention of the zombies. This momentary distraction is all Salvin needs to break out of combat and safely join Vhilor and Obadiah. A split second later Damrang charges in to take his place, cutting a zombie in half across it's withered torso. Meanwhile, Gregory stands firm and crushes the skull of another of the monsters.

Engaged: Gregory (1), Damrang (2) and Odol (3)

30' from melee: Salvin, Vhilor and Obadiah

Salvin could withdraw further, but I assumed he would want to join the second line rather than just flee as fast as possible

Only two zombies remain standing. One is wounded by Obadiah's arrow. One again they attack randomly:

1d3 ⇒ 1 - one attacks Gregory
1d3 ⇒ 2 - one attacks Damrang

Though they no longer have the momentum of their charge, the zombies attacks become even more intense, their withered limbs raining down blows heedless of the weapons arrayed against them:

Gregory
attack: 1d20 + 4 ⇒ (3) + 4 = 7
damage: 1d6 + 4 ⇒ (3) + 4 = 7
attack: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d6 + 4 ⇒ (6) + 4 = 10

Damrang
attack: 1d20 + 4 ⇒ (20) + 4 = 24
damage: 1d6 + 4 ⇒ (5) + 4 = 9
attack: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d6 + 4 ⇒ (2) + 4 = 6

Gregory's ducks one claw swipe and his chain shirt turns aside a second. Damrang's armour stops one attack but a second gets past his guard and catches him on the kneck...

Crit confirm: 1d20 + 4 ⇒ (4) + 4 = 8

But cuts it only lightly before gouging a set of deep but survivable cuts in his chest


Male Dwarf Oracle 3

Round 2

Odol, increasingly frustrated by his inability to do any damage to the zombies in combat brings his axe up and then slams it down on one of the remaining zombies.

Attack roll 1d20 + 2 ⇒ (17) + 2 = 19
Damage roll 1d10 + 2 ⇒ (1) + 2 = 3


Male Half-Elf Oracle of Time (Dual-Cursed) 1 (HP 9/9) (AC 16/11/15) (CMD 15) (Fort +1, Ref +1, Will +0) (Init +3) (Perception +5)

Round 3:

9/9 hp, no buffs

Gregory winces as the blow from one of the zombies, rather then ripping him to shreds, merely knocks the wind out of him.

Thank Brigh I am wearing armor! Those things feel like they pack a wallop...

He then attempts to finish-off the zombie attacking him...

Earthbreaker: 1d20 + 4 ⇒ (20) + 4 = 24, for 2d6 + 6 ⇒ (4, 6) + 6 = 16 Bludgeoning damage.

Crit Confirmation: 1d20 + 4 ⇒ (18) + 4 = 22, for 4d6 + 12 ⇒ (2, 5, 2, 5) + 12 = 26 Extra Bludgeoning damage.


Gnome Wizard (Familiar Adept) 3

Round 3:

"Gah! Stand still you blighter, ไฟจะเผาไหม้" as a lance of light arcs out from his finger once more. Targeting whichever is closest.

Ranged Touch (Disrupt Undead): 1d20 + 1 ⇒ (19) + 1 = 20 for 1d6 ⇒ 3


Dwarf Ranger (Trapper)/3

Round 3 Initiative 11

Status
HP = 7/13
AC = 17
Weapon Equipped = Dwarven Waraxe
Status Effects = None

If anything is left

Dwarven Waraxe +5
1d20 + 5 ⇒ (16) + 5 = 21
1d10 + 4 ⇒ (6) + 4 = 10


Male Human Engineer 1/Gamer 4

Unfazed by his wound Damrang strikes down his attacker. Odol's axe cuts a shallow gash into his assailant - already wounded by Obadiah. It is further punished as Vhilor's disruption attack strikes it causing a chunk of it's chest to crumble away as black ash. It remains standing - just - though blood runs freely from it's three wounds.

Then Gregory's earthbreaker connects with it's head. Battered as it is, it's neck gives way with a wet snap and it's head lands with a rustle somewhere amongst the corn. The body spasms and falls, kicking for a few seconds before going still.

Combat Over

The rain seems to ease off slightly after the initial downpour. Mud squelches under your feet as you make your way slowly to the edge of the corn field. You can actually see the domed shape in the distance. You have a long way to go yet. Around you the grass and stray corn stalks trail off into, giving way to bare, lifeless earth. There is no cover to be seen now until the distant wreckage - a good thing, because the team's heavy hitters have seen better days.

Damrang: it was the 9 damage attack that connected, not the six damage one. In future I will make sure I note damage taken in the description of wounds.


Male Half-Elf Oracle of Time (Dual-Cursed) 1 (HP 9/9) (AC 16/11/15) (CMD 15) (Fort +1, Ref +1, Will +0) (Init +3) (Perception +5)

Gregory breathes a sigh of relief as the last of the zombies fall.

As the group continues its journey through the cornfield, he keeps an eye out for more zombies...

...however, upon reaching the edge of the wasteland, the tension lifts somewhat.

Well, at least we will be able to see them coming...

He then turns to the others.

"Right, men. Let's make a dash for that dome!"

He then, stoically, begins trudging in the direction of the wreckage.

Adopting the same position as before in the marching order.


Gnome Wizard (Familiar Adept) 3

Vhailor trudges along happily amidst the others, taking simple joy in raising his feet up high and slamming them down into any puddles that they pass - splashing most of his small frame with mud.


Pausing briefly to recover an arrow, Obadiah then falls into marching order, bow readied.

As he walks the farmer turned preacher smiles briefly at Vhailor's antics;

"I swear Master Vhailor, you are more like a childe, than a wielder of t'arcane... Tis goode to see some joy in t'wake of t'misery that machinery bring..."


Dwarf Ranger (Trapper)/3

Okies

"Well fellows that was well done to be sure."

Rubbing the wound at his neck and chest

"I don't suppose any of you has been gifted with the healing of wounds?"

HP = 4/13


Obadiah answers from behind in the march;

"Not this day friend Damrang... but if we live t'see a new day I'll have 'ealing for you then... Per'haps another in the company can 'elp thee?"


Male Dwarf Oracle 3

Odol shambles his way over to Damrang, "Aye Damrang, I have the gift. Let me see what I can do for you. Perhaps I'll have better luck patching you up than I have killing zombies."

Odol murmurs a brief chant under his breath and puts his hands on Damrang's shoulders, than in a circular motion moves them across the wounds on his neck and chest. A taste like the tang of metal briefly fills Damrang's mouth.

Cure Light Wounds 1d8 + 1 ⇒ (8) + 1 = 9

As Odol's hands pass over the wounds, the skin on Damrang's neck and chest knit back together leaving no trace of their existence other than a smear of blood.

"That should do. Anyone else?"


Dwarf Ranger (Trapper)/3

"I thank you Odol, truly you be blessed to have such power."

Damrang looks around

"Best we make haste for that dome, being in the open is not to my liking." Damrang rubs his neck as he says this.


Male Dwarf Oracle 3

"You're very welcome Damrang. Glad you've been able to slay so many of the undead. I agree about getting out of the open. Let's move as quick as we can."

Odol continues trudging in the direction of the dome with the rest.


Male Human Paladin 3

Salvin is holding his wound and breathing quickly. The blood loss paired with the fatigue is starting to drain him.

"I could also use some healing, Odol, if you have any to spare."

3/13 HP

While he waits for Odol to tend to the Damrang's wound, he'll again peer at the undead creatures, trying to see if he can remember what they are called from his religious teachings. More important, he'll try to remember any helpful information about them.

Knowledge: Religion 1d20 + 4 ⇒ (6) + 4 = 10

These monsters certainly are faster than the standard zombie, it seems.


Male Human Engineer 1/Gamer 4

Salvin:
They are just 'common' zombies with the tops of their skulls carved off. Their unnatural speed and uncharacteristic vulnerability comes from their organs being necromantically anitmated rather than just their muscles. As far as you know, a minor change to the blesphemous ritual used to create them is all that's required to make this 'modification'.


Male Dwarf Oracle 3

"Gods Salvin. I had thought your armor had stopped that blow, but that is a wicked gash in your side," he says looking through the hole in Salvin's armor.

"Here, can you hold your armor up just a little while I get to that wound. Yes, that's perfect. Hold on."

Odol's hands rub over the area of the wound, massaging it gently. Salvin tastes metal, like biting a good knife briefly fill his mouth, then it is gone.

Cure Light Wounds 1d8 + 1 ⇒ (6) + 1 = 7

"Oy, that's a wicked wound Salvin. Mostly healed, but not entirely. I can continue, but it might be better for us to wait in case of an emergency. If we don't need more before we rest, I should be able to fix you the rest of the way up."

"And, I'll try to keep in eye on you if we get in another scrap. Just in case."

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