The Transverse: Golarion and the Walking Dead (Inactive)

Game Master BloodWolven

Desna's Temple for the night?

QuickFights!!! On the path.


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The road has been tough on everyone. The undead have claimed many lives of those you cherished. Cultists still perform evil sacrifices to their dark god and the undead come to their call with little restraint.

You have heard that in Sandpoint is a safe haven from the undead and have done your best to get there quickly since it has been in your region. There have been many sacred sites to Desna along the way and clear of undead and cultists. In between those sites is very different with undead and mutated creatures along the way. One of the modern towns you passed through which seemed to be teeming with just houses (Suburbia), cultists live there with their minions. Luckily most of you did not attract their attention as you stealthily passed by the now evil site.


Male
Vitals:
HP 22; AC 17_T 13_FF 14; Perception +8; Initiative +4; Fort +5_Ref +7_Will +3; CMB +4, CMD 18; Speed 30'
Rgr 2

Savaric moves quickly from cover to cover, stopping to scan as he moves along, slowly making his way to the little town of Sandpoint.

Telarania was sending him there - it was a safe place for him and his sister, and he would be able to start his investigation from there. Ryada, as always, followed more casually. She could be stealthy when she wanted to, but it always seemed to amuse her to flirt with danger.

Savaric kept his eye on Teriah, the falcon he'd bonded with. She'd know if there were undead ahead, and Savaric preferred to not be surprised.

Ryada - the road isn't all that safe. I really wish you'd be more careful. What would I do without your smile in the morning?


Male Human Mage Hand 0/3, Free K(any) 1/1 AC/Tch/FF 19/15/14, HP 17/22, f/r/w save +3/+8 with evasion/ +2 Initiative +4 Rogue 2
Trained Skills:
bluff, climb disguise: +5 linguistics, perception, sense motive: +6,acrobatics, sleight of hand, stealth: +7, disable device, escape artist, k(dungeoneering): +8

Hardish and Fatima advance using a rubber-banding pattern that herds the undead as desired. Whenever the undead bear down on them, Hardish hides Fatima with the majority of the supplies, while he leads the undead away from them and then stealthily doubles-back. At night, they find a bottle-necked cave, or doorway, and hide their bear trap at the entrance. This generally allows them to sleep easy, but Hardish has more than once awoken from sleep walking dangerously close to that trap.


Vital:
HP: 15/16, AC: 18 _ T: 15 _ FF: 13_ Perception +8, Sense Motive +9, Initiative: +8, Fort +3_ Ref +5_ Will +6, CMB: +3, CMD: 18, Speed: 30
Skills:
Acrobatics +10, Bluff +20, Climb +2, Craft (We/Ar) +5/4, Diplomacy +1, Escape Artist +5, Handle Animal +1, Heal +7, Intimidate +8, K (Everything but Religion) +0, K. (religion) +4, Ride +5, Stealth +13, Survival +9, Swim +2

Lucas feels strangely depressed every time he comes across a sacred site to Desna.

May I still be following your will Desna. May I still be following your will.

His feelings when he passes by the now cultist controlled Suburbia is nothing but anger and contempt.

Cursed Merging humans. Golgarion was fine until they came along and brought the Harvest Day upon us. Most of them are probably cultists anyway.


Traveling takes time and most stick to the woods for cover rather than the ease of travel on a road. Soon cries of the undead can be heard coming from the East, from the suburbia you know that the housing complex is at least three miles back and the roar of the horde cannot be a good sign.

Daniel:
Some undead may have been distrubed from your crossing and been attracted to what you carry like before but this is like like the last times. Hundreds of zombies, of all sorts pour out from the suburbia, undead animals, undead humans, and even abominations fused beings of multiple undead come forth. Then the cultists whip them into a further fury to run after you.

In the distance light seems to be shining through the woods. As if true daylight has returned. Between the miasma that seems to just hang in the air and clouds that swirl above light has been something that has not been seen for the last month since the Harvest Day.

Perception DC 10:
A spire or tower of some kind appears in the distance. The light comes from the top of the tower. Perhaps one of the best chances of getting out of the woods from the coming horde. Also any other living individuals in the surrounding woods would likely head there. Will you brave it or try to find another place to hide?

Perception DC 15:
There must be hundreds of undead that were stirred for some reason and heading this direction.


Male Human Mage Hand 0/3, Free K(any) 1/1 AC/Tch/FF 19/15/14, HP 17/22, f/r/w save +3/+8 with evasion/ +2 Initiative +4 Rogue 2
Trained Skills:
bluff, climb disguise: +5 linguistics, perception, sense motive: +6,acrobatics, sleight of hand, stealth: +7, disable device, escape artist, k(dungeoneering): +8

perception: 1d20 + 6 ⇒ (5) + 6 = 11

Hardish looks to his companion and hears the growing moans of the horde behind them. "That looks like as good a place as any to bunk up for the night. Umm...Let me do the talking..."


Vital:
HP: 15/16, AC: 18 _ T: 15 _ FF: 13_ Perception +8, Sense Motive +9, Initiative: +8, Fort +3_ Ref +5_ Will +6, CMB: +3, CMD: 18, Speed: 30
Skills:
Acrobatics +10, Bluff +20, Climb +2, Craft (We/Ar) +5/4, Diplomacy +1, Escape Artist +5, Handle Animal +1, Heal +7, Intimidate +8, K (Everything but Religion) +0, K. (religion) +4, Ride +5, Stealth +13, Survival +9, Swim +2

Perception: 1d20 + 8 ⇒ (4) + 8 = 12

Lucas quickly waves to his fellows and points out the tower.

"If we can beat the undead there we should be able to hold out. Keep up now."

Lucas then begins traveling with his followers making sure they keep up.


Some were closer to the tower but those closer to the undead gained a boost to their speed with adrenaline kicking your body into overdrive.

As you get closer you can see the tower better.:
It seems to be about five stories tall, and is lit with lanterns and all sorts of lights hanging from every window and eave, then there is the daylight spell on the very top that sheds the most light. The tower itself looks like it came from the modern world, a Japanese imitation with each level looking like its own house from the dynasty times. It looks to be in good shape and there are several folks at the front door.

Now 150 feet away from the tower, Perception DC 16:
Walls appear to be around the tower, 20 foot walls, and much of the trees and undergrowth seems to have been chopped away from the walls.

Now 150 feet away from the tower, Perception DC 24:
Two heavily armored individuals stand at the front doors with polearms. Two short towers stand behind the gate and there is a walkway between them. Three archers stand ready and alert there.


Male
Vitals:
HP 22; AC 17_T 13_FF 14; Perception +8; Initiative +4; Fort +5_Ref +7_Will +3; CMB +4, CMD 18; Speed 30'
Rgr 2

Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Perception: 1d20 + 8 ⇒ (15) + 8 = 23

Wow. Go fig. Just missed three of them by one.

Come on...we need to move a bit quicker!

Savaric breaks into a jog, making sure that Ryada keeps up, and continuously scanning the area.


Just to let you know, when I put two or more spoilers up that are the same check, you should only make one check, if you get the higher DC look at both of them. Please label your perception checks if you do more than one. I can understand if you are catching up. Make sure to use some kind of description of what you see especially with multiple checks.

Sounds of wolves howling behind and to the sides of you can be heard. Also humanoid shapes start to being seen, likely walkers who are becoming aware of movement.

Savaric:
You can see two zombies up ahead, starting to stand.

Daniel:
Three zombies are close to you, they are about 30 feet behind you now and look to be sprinters. Fast, agile and weak. Your guiding light keeps up with your pace and shoots off a ray at one of them, burning it but it keeps coming.

Lucas:
Off to your right, perhaps 50 feet, you can see a couple, likely human and not undead heading in the same direction, towards the tower. They seem to be in just as much of a rush as you.

Hardish:
Off to your left, perhaps 50 feet, you can see a trio, likely human and not undead heading in the same direction, towards the tower. They seem to be in just as much of a rush as you.


Male Human Mage Hand 0/3, Free K(any) 1/1 AC/Tch/FF 19/15/14, HP 17/22, f/r/w save +3/+8 with evasion/ +2 Initiative +4 Rogue 2
Trained Skills:
bluff, climb disguise: +5 linguistics, perception, sense motive: +6,acrobatics, sleight of hand, stealth: +7, disable device, escape artist, k(dungeoneering): +8

Hardish and Fatima quicken their pace significantly upon seeing the competing groups, sprinting the last 100 or so yards to the tower. Hardish calls ahead to the group already at the tower. "Please, there is a young child with me. May we find shelter here?"

perception upon getting closer: 1d20 + 6 ⇒ (11) + 6 = 17


Now closer, Once you are 50 feet or closer you can see:
Walls appear to be around the tower, 20 foot walls, and much of the trees and undergrowth seems to have been chopped away from the walls.

Two heavily armored individuals stand at the front doors with pole arms. Two short towers stand behind the gate and there is a walkway between them. Three archers stand ready and alert there.

Here is the Map of the Tower to help make things more clear.

As Hardish comes up to the guarded gate, the two guards brandish their pole arms in your direction as the archers above pull on their bows ready to let their arrows fly if needed. In a gruff voice he yells out, "Keep your weapons at your side, let us inspect you, and two rations each to come in. If you don't care for any of the conditions move along."

Everyone subtract 3 rations from your equipment for each medium or small creature in your retinue. This represents eating for the last week, sometimes you can't forage enough and rations seem to always get used.

New Perception check at the gate. DC 10:
You can see two large tree branches off to the right and the left which seem to be placed oddly about 15 feet away from the wall. Another 20 feet or so there seems to be a pit. (Black square)


***Edited
New Perception check at the gate. DC 20:
There appears to be hidden pit traps around the outside of the gate, 15 feet away from the wall. They have done a rather good job at setting up the camouflage.


Male Human Mage Hand 0/3, Free K(any) 1/1 AC/Tch/FF 19/15/14, HP 17/22, f/r/w save +3/+8 with evasion/ +2 Initiative +4 Rogue 2
Trained Skills:
bluff, climb disguise: +5 linguistics, perception, sense motive: +6,acrobatics, sleight of hand, stealth: +7, disable device, escape artist, k(dungeoneering): +8

Oh my... I knew I forgot something when getting equipment...

Hardish complies with the first two parts of the request, and begins talking it up as the search continues.
"Thank you very much. You show great kindness in a world where very little is left. It appears that you have quite a set-up here. I would be happy to provide any other services I can while here. I'm a decent shot if you'd like me up on the tower, and I have some other supplies to trade."

If the guards are satisfied, Hardish will quickly move out of their sight, hoping they will forget the rations request before he can set himself up. If not, he will ask them to take just the girl while he "returns with the rations stored nearby"

perception at the gate: 1d20 + 6 ⇒ (17) + 6 = 23
bluff, if needed: 1d20 + 5 ⇒ (7) + 5 = 12


"Come forward then and come between the branches over there." The gruff man says indicating the North branches laid on the ground.

There will be a small edit on the perception check info above in a moment.

Once you are over the speaker brings both of you into a killing zone in between the towers and the gate. He checks Hardish out first. Looking for bites, occult symbols or signs of rot. Then he checks the girl, he is not rough but does a good job checking both of you over.

"Ok, rations please." He asks and as Hardish bluffs he continues, "Well I guess that will be fine. Hurry up the wolves are hungry and they can be worse than the undead."

Does the girl have an obvious weapon? If so they grab some rope and peacebound it.


Male human Here is an image for Daniel Fighter 2 |HP: 28/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(22 vs trip/grapple)) | Init: +2| Perc: -1

It had been months since the ritual, and still they pursued him. Thanks to his lookout , the raven maia Daniel has managed to avoid most of the trouble so far.

Maia
really. You should just drop that thing in a river and be done with it! You already broke it! Besides its power has been used already! Just drop the holy act and ditch it! Doesn't matter what this talking lantern says!

The chipped endlessly while perched on the mans shoulder. Then a briht light appeared with fuming intensity.

leave it! Are you daft bird?! Who knows what foul things it could be for! It must be taken to a powerful holy cite and completely destroyed. No exceptions. I don't remember much but that was an order from Sarenrea. I also am not a lantern! I'm an archon of Sarenrea!

The raven ruffles her feathers.
yeah. Would be more HELPFUL if you remembered the way to actually get to the place we've been lost for weeks! The only reason we have an inkling of bearings is my scouting ability. Which Mr. Forgetful here seems to forget!

Daniel had, at this point had enough.

quite the both of you. Your blabbering will only draw more attention . and quite frankly, its hard to focus on running in this armor with the two of you fussing about. We cannot leave it as clearly the artefact retains power which draws them to us. Thankfully your vilgilance maia has saved us more than once, but without lite we would have no idea this place exsisted nor in what direction it was. Now if you don't mind for SARENREA'S SAKE GET OUT OF MY FIELD OF VISION

With that Daniel rushes off into the forest outside the surbubia, momentarily escaping the horde.


Male NG Human Mystic (Healer) 2 | SP 12/12 HP 13/13 | RP 5/5 | EAC 12; KAC 13 | Fort +2; Ref +1; Will +7 | Init: +1 | Perc: +9, Sense Motive: +9 | [ooc]Spells: 1st-3/3; 2nd-0/0; 3rd-0/0; 4th-0/0; 5th-0/0; 6th-0/0[/ooc

Background story:
"Dammit, that was too close." Brock exclaimed to himself as he ran through the woods. A large black dog ran ahead of him, and a teenage girl followed doggedly behind. A human male in his mid-forties, he looked at the empty magazine of his M4 and just shook his head. "And I expended the last of my 556 rounds. Those were hard enough to find in Suburbia before those fricken cultists over-ran it. Now that they control it - and are looking for me, I guess this rifle is just a really expensive club for now..."

He glanced back at the girl to see if she was still with him. He was scavenging for supplies in Suburbia and had stumbled upon her in a cage. After rescuing her, the cultists found them and had released their walkers to chase the pair down. Which was why he no longer had any ammunition for the M4... "Hey - what's your name, anyways?" he called back, just loud enough for her to hear.

"Kayla," she gasped. She was obviously sucking wind, but she didn't stop running. And she didn't complain. Her experiences as a slave to the cultists drove her on. Brock wasn't sure he wanted to be responsible again, but it seems Fate had a wry sense of humor. And so they ran, hoping to escape Suburbia...

First Perception: 1d20 + 3 ⇒ (5) + 3 = 8 In the distance, Brock noticed a light. He decided to angle towards it - perhaps it was another encampment or town where they could find refuge. Or maybe it was another cultist nest. He had to check it out but decided to slow down and do some recon. "Kayla, can you move quietly through the woods? We're going to check out that light but I don't know what it is. Can you do that?"

Second Perception-150': 1d20 + 3 ⇒ (19) + 3 = 22 Brock sees the tower and walls - a fort! The Japanese structure reminded him of his tour in Sasebo - and he immediately clamped down hard on his mind before the emotions came flooding back...before the memories of his family crashed him to the ground...

At the gate: 1d20 + 3 ⇒ (20) + 3 = 23 Brock circled around at the edge of the woods, noting the fortifications and the pits dug around. Yes, this would be a secure area. They should be safe here for a while. Maybe the girl could find a nice family to take her in, and he wouldn't have any reminders of his life before the Merge...

He offers up the rations - a fair price for a secure town. The morningstar and dagger at his side are easily recognized by the guards and peacebound. Brock wasn't going to make any special recognition of his 9mm Baretta strapped in its holster or the M4 carbine slung across his back next to the backpack. If they didn't know what his modern weapons were, he sure wasn't about to tell them.

He also kept Kayla close by. He had been in this world too long to leave a 14 year girl to the "goodwill" of these people...


Male Human Mage Hand 0/3, Free K(any) 1/1 AC/Tch/FF 19/15/14, HP 17/22, f/r/w save +3/+8 with evasion/ +2 Initiative +4 Rogue 2
Trained Skills:
bluff, climb disguise: +5 linguistics, perception, sense motive: +6,acrobatics, sleight of hand, stealth: +7, disable device, escape artist, k(dungeoneering): +8

"Thank you again." Hardish looks to his companion and give his usual good-bye "À toute à l'heure" . He leaves her with the majority of the supplies and quickly makes his way out. If the other group behind him is still present, he will engage them out of earshot of the tower guards.
"That's far enough. I'll take your rations as payment. four each to come in. The others will inspect you once you arrive"
bluff: 1d20 + 5 ⇒ (2) + 5 = 7

No weapon for Fatima at this point.


Male human Here is an image for Daniel Fighter 2 |HP: 28/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(22 vs trip/grapple)) | Init: +2| Perc: -1

Once maia scouts the skies and deems their trail cold Daniel takes a moment of respite. He pulls out his holy symbol.
And let's out a quick prayer
mighty Sarenrea, please her my plea. Please show me the way.

perception : 1d20 + 7 ⇒ (11) + 7 = 18

As he opens his eyes he is blinding as a bright light comes through the tree line.

well. See there? Ask and Sarenrea shall provide. Maia, fly up and Tell us what you can see. I have a feeling a light that bright can only be good.

With that he starts off in that direction.

I only hope I don't bring doom upon it...

After sprinting his way there he is stopped by hardish.

sense motive: 1d20 + 5 ⇒ (4) + 5 = 9

Daniel merely smiles certinaly I will share my rations with you.

Gives the man two rations andnl continues to the gate.
[B] although you should not lie or try to trick others into helping you. In times like these it is I'll advised.

Once at the gate he will hand over two rations. One friend is a bird babbering in elvish. The other merely a floating light.


Male Human Mage Hand 0/3, Free K(any) 1/1 AC/Tch/FF 19/15/14, HP 17/22, f/r/w save +3/+8 with evasion/ +2 Initiative +4 Rogue 2
Trained Skills:
bluff, climb disguise: +5 linguistics, perception, sense motive: +6,acrobatics, sleight of hand, stealth: +7, disable device, escape artist, k(dungeoneering): +8

Hardish looks to Daniel in astonishment and then bows deeply in thanks.
"I am glad that you understand that people are willing to do whatever it takes to survive here."

If he can spot another group coming from the same direction, he will attempt the same tactic again to get the 2 rations left that he needs for Fatima. bluff to be a tower guard: 1d20 + 5 ⇒ (16) + 5 = 21


Male
Vitals:
HP 22; AC 17_T 13_FF 14; Perception +8; Initiative +4; Fort +5_Ref +7_Will +3; CMB +4, CMD 18; Speed 30'
Rgr 2

Savaric stops, seeing the dead rise, and fires - attacking one until it drops, then the other. He uses both Rapid Shot and Deadly Aim. Ryada will Inspire Courage.

Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 7 ⇒ (6) + 7 = 13

Crit on the first?

Crit?: 1d20 + 7 ⇒ (3) + 7 = 10
Extra Damage: 2d8 + 14 ⇒ (3, 1) + 14 = 18

Darn doubtful. :p


Brock they surprising do know what a modern gun looks like. "Sorry sir we will need to peace bound your guns after you unload them. Are you from our world? We will overlook the slave tattoos of the cultists for an extra ration or some extra armor you might have."

______________________

Savaric the zombies drop faster than they stood up and you feel more at ease.
Do you advance fast to get to the light or do you take your time to make sure you draw less attention. You know that many undead are following from the East but are far off right now.

______________________

Hardish waits for the next person to show up...

_______________________

After looking over Daniel for any of the signs, they actually smile at you. "A cleric or what? We just need to peace bound your weapons and you can be let in for the day. Do you still have your powers? Really I don't believe you. Well our mistress would love to meet you." The main guard says and the other one kicks in, "Yeah she sure would! You might be able to stay in the tower and stay without ever having to pay again, what would that be three now, he being the fourth."

"Yup that's right." The main guard says.


Daniel:
You chose to not fight the undead and that will have severe ramifications later on. Somehow you lost them, perhaps the light protected you.


Male
Vitals:
HP 22; AC 17_T 13_FF 14; Perception +8; Initiative +4; Fort +5_Ref +7_Will +3; CMB +4, CMD 18; Speed 30'
Rgr 2

Savaric approaches slowly - cautiously. He's not sure what to expect - but then Ryada strolls right past him, chuckling musically.

Savaric shakes his head, then takes a quick scan for Teriah, making sure she seems comfortable with the tower, and then heads on in.


Male human Here is an image for Daniel Fighter 2 |HP: 28/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(22 vs trip/grapple)) | Init: +2| Perc: -1

As the man moves toward his weapons Daniel merely presents his holy symbol. The lantern archon. Then says.

I sir am a humble paladin of Sarenrea. I ask that my weapons not be bound as you have my word to do no harm to any goodly folk. I would also like to speak to this strongholds leader. It is a matter if grave import. Danger is coming.

diplomacy: 1d20 + 10 ⇒ (10) + 10 = 20

Daniels hand glows with a soft light as he places a gentle palm and the man feels slightly rivigorated.
lay on hands on the guard.

The Raven (maia) in common.

bloody fool of a paladin if you ask me. Though he saved me from death....


Savaric, Sense Motive DC 21. Otherwise you believe him to be a guard and it will cost you 4 rations each to get into the walled tower complex.

________________

"Paladin, roughly the same as a cleric right Bert." The main guard asks his friend. "Well his word is law if he really is a paladin. Still a divine caster. I am sure we can believe him. Mistress Kidova will gladly see you. Once through the gate go around the tower and present yourself as you have done here. Danger is always coming." They eye the bird and shrug at its talking. They let you keep your weapons stay free and the other gate opens up, with a wheel above. The first gate they brought you in through a small door in the side of the big gate doors.

________________

Within there is about three dozen folks about. Several lean-tos have been made but living conditions are definitely poor. The guards look to be the only men in the walled complex and only a few young boys. Several fires are set about at each wall, some with stew being cooked up and others with strange blue or green liquid bubbling. No one sits next to the strange colored liquid filled cauldrons except for a few old crones.


Vital:
HP: 15/16, AC: 18 _ T: 15 _ FF: 13_ Perception +8, Sense Motive +9, Initiative: +8, Fort +3_ Ref +5_ Will +6, CMB: +3, CMD: 18, Speed: 30
Skills:
Acrobatics +10, Bluff +20, Climb +2, Craft (We/Ar) +5/4, Diplomacy +1, Escape Artist +5, Handle Animal +1, Heal +7, Intimidate +8, K (Everything but Religion) +0, K. (religion) +4, Ride +5, Stealth +13, Survival +9, Swim +2

Perception: 1d20 + 9 ⇒ (4) + 9 = 13

Lucas and his allies rush forward to speak with the guards at the gate.

Lucas "There's a horde of undead approaching it won't be easy to stop them."

After informing the guards about the horde, and paying the price of entry Lucas will speak to the guards again.

Lucas "I am not a bad shot with the bow and Desna grants me some magic to deal with undead and heal. I can help with guarding this wall until the threat has passed as long as you promise to look after my two companions."


Hold up Lucas you are getting ahead of yourself. Do you literally rush forward? Do you speak with Hardish or do you brush him off? There are many factors involved right now.

As Lucas approaches the compound he can see them close the gate. Likely some guards and others. The gate is closed though.

A man approaches you and says he is a guard, for the price of 4 rations you can be admitted into the compound. Sense Motive DC 12 otherwise you believe him, if beating it and very near you see through the ruse that the payment is likely less. 15 or more means you know he is no guard.

There is also a female elf that just got done talking with the man and is slowly approaching the compound.

_______________

Savaric:

Ryada walks up to him and believes that he is a guard.

What does she do?


Male
Vitals:
HP 22; AC 17_T 13_FF 14; Perception +8; Initiative +4; Fort +5_Ref +7_Will +3; CMB +4, CMD 18; Speed 30'
Rgr 2

I'm assuming we've been living off the land, so 'rations' would be nuts, berries, fruits, and whatever game I've managed to bag, at first - but Savaric won't be far behind. If he's demanding food, Savaric steps up.

Sir. If you have need for food, here, I can get it.

Sense Motive: 1d20 + 3 ⇒ (13) + 3 = 16


Savaric your DC was 21, so you failed, go ahead and edit your post accordingly.

Ryada looks at the man (Hardish) and smiles pleasantly. "Hold on a moment as my brother comes and deals with you, so why is a guard here near the trees rather than in the protective complex, towers, or what not?"


Vital:
HP: 15/16, AC: 18 _ T: 15 _ FF: 13_ Perception +8, Sense Motive +9, Initiative: +8, Fort +3_ Ref +5_ Will +6, CMB: +3, CMD: 18, Speed: 30
Skills:
Acrobatics +10, Bluff +20, Climb +2, Craft (We/Ar) +5/4, Diplomacy +1, Escape Artist +5, Handle Animal +1, Heal +7, Intimidate +8, K (Everything but Religion) +0, K. (religion) +4, Ride +5, Stealth +13, Survival +9, Swim +2

Lucas feels like something is off and his divine powers try to guide him in the right direction.

Using Inspired for a once per day roll twice and take the better result on the sense motive check.

Sense Motive: 1d20 + 9 ⇒ (5) + 9 = 14

Sense Motive: 1d20 + 9 ⇒ (14) + 9 = 23

Lucas glares daggers at Hardish.

"Lying and trying to steal from travelers are some very serious crimes. Back off or I will tell the guards about your lies and we will both get to see what they do to people who impersonate guards."

Seeing the elf woman walking away Lucas will call out to her.

"Ma'am, this man is no guard so I hope you gave him no food."


Male human Here is an image for Daniel Fighter 2 |HP: 28/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(22 vs trip/grapple)) | Init: +2| Perc: -1

Daniel will pause at the last thing the guard says then turn.
(Daniel)
yes, but not in this degree. An army has risen and marches this way as we speak... let all who are not infected or cultists in, we will need all the help we can get in the coming days... make sure you can enter this compound quickly, and are able to seal it shortly after. he casts a glance out into the forest.
(Daniel)
A great evil is coming. I sense it in my gut. be wary, be vigilant, and most of all, be safe.

the Lantern Lights up.
(Lite)
But fear not! The Champion of Sarenrea is here!... um not me. Him! Daniel! Chosen of Sarenrea! Things will be ok, I am sure of it!

the raven speaks again.
(maia)
you and your unwavering faith. If the gods truly had the power to handle this don't you think they would? They abandoned this world get it through your hollow lighted head!

(Lite)
Unfaithful crow! Daniel is living proof they are still fighting against it!.....

Daniel merely shrugs at the guards and gives a reassuring grin, then walks into the compound as the two strange companions chatter ever onward.

Upon entering Daniel makes a proclamation.

Everyone! line up for a free meal! He then hands out one ration to each of the civilians inside the compound that accept his offer. Saying a quick prayer and blessing of Sarenrea to each one.

DO NOT waste this. Keep it long as you can. Make it count. Daniel says to each one of them. He also ruffles the heads of the children, warmly, but a tad to forcefully.

he is intrigued by the cauldrons but has not the time to dally, though he does seek out any evil presence among the compound (detect evil)his past life experience having taught him to trust nothing at face value. He then seeks out the place the guards directed him to to meet there "mistress" and seeks an audience.


The elf woman stops and watches how this man (Hardish) will get out of this situation with her brother starting to listen to him when another says he is blatantly lying.

Hardish now has four humans and an elf around him two stalwart individuals that look like they can handle their own. Two more backing the one in studded leather, though neither of them seem that intimidating. The female elf at your back might be harder to beat than the two companions combined of the other. The human female appears to be in clerics vestments or even a frailer set of clothing, likely from the modern world. The other follower a frail man in studded leather but not much meat to him.


All three dozen women and children come and collect rations from Daniel. Many of them thank him for his generosity as others allude to offering more once most of the throng goes and eats their fill of the rations.
37 Rations gone Daniel. 39 if Brock and his companion take one too.

Daniel:
The crones are evil, all of the archers appear evil, several of the women are evil especially those who offer their bodies for more food. The two guards at the entrance to the tower are evil. Now present yourself...

The two guards standing at the door, which leads into the tower, appear ready for you. They look at you shadily, a high pitched voice comes out of the big man on the right, "How can we help you and do you have some food for us?" If food is offered they appear quite happy and the shadiness is gone.


Male human Here is an image for Daniel Fighter 2 |HP: 28/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(22 vs trip/grapple)) | Init: +2| Perc: -1

welp.. thats most of the food I bought haha. This just makes matters even more fun for good ole paladin. atm assuming brock and co. don't take any.

Before reaching the tent Daniel Speaks to Lite in a hushed voice.
Lite, disappear, now. go lantern mode or something but for Sarenrea's sake stop glowing!

Daniel Forces a smile at the two guards.
(Daniel)
Yes, I am a Paladin you see. I have come to discuss a matter of duress with your leader. Your food is with the guards at the gate I do believe. If you would Kindly allow me an audience?

diplomacy: 1d20 + 10 ⇒ (3) + 10 = 13

CURSES TO NO LIES! truth may get me in trouble o.o ah well.... if the dice roller doesn't first....


"Duress, who is under duress?" Comes from the big guard with the tiny high pitched voice. It would be hard to not laugh at the sight. Though both of them scowl at Cedric looking for an answer before they let you go anywhere.


Male human Here is an image for Daniel Fighter 2 |HP: 28/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(22 vs trip/grapple)) | Init: +2| Perc: -1

Daniel sighs.
then takes two rations out.
If you let me pass, you get food. Its a good deal right? I just need to speak to the mistress.

if I need to slow down my posts just say so, im off atm and have nothing to do other then pick up around the place... so am checking this like, every 10 mins give or take XD.


Its fine with me. The others are kinda at a stand still until Hardish comes back or I fling undead at them. Brock seems to not be doing much.

The two guards look at you then at each other, shrugging at each other. Each of them has a polearm but also a pistol at their sides. The other one speaks up in a bellowing voice that is the pure opposite of his friend, "Sure, I think you have the wrong word. Go on in and go straight then ask for Mistress Kodavi." They take the rations, open the door with a key and watch you get to the right door, they shake their heads and once you are through the door they close theirs and begin to eat the food.

The room is filled with a visible miasma of drugs. Many man are strung out around the room with hookas and other glass instruments to produce the noxious cloud that you are standing in now. A bar of sorts is across the room and stairs there as well. There is a woman on the other side of the room sitting on the bar smoking something and two bartenders behind her.

It will take an Acrobatics check DC 10 to make it across the room without falling or stepping on someone.

Perception DC 18:
Most of these men, wait all of them are men and they seem to be gaunt and sickly.


Male NG Human Mystic (Healer) 2 | SP 12/12 HP 13/13 | RP 5/5 | EAC 12; KAC 13 | Fort +2; Ref +1; Will +7 | Init: +1 | Perc: +9, Sense Motive: +9 | [ooc]Spells: 1st-3/3; 2nd-0/0; 3rd-0/0; 4th-0/0; 5th-0/0; 6th-0/0[/ooc

Hey - Brock lives on the east coast and has to sleep and work :-p

Brock frowns at the guards, but agrees that the small slave tattoo might cause some problems this close to Suburbia, and so he hands over another ration and enters the compound. Noticing only women and children inside, he does a quick scan of the walls and gate - what was the number of men to women here? Was it off, and were these women being kept against their will?
Perception: 1d20 + 3 ⇒ (11) + 3 = 14


Male Human Mage Hand 0/3, Free K(any) 1/1 AC/Tch/FF 19/15/14, HP 17/22, f/r/w save +3/+8 with evasion/ +2 Initiative +4 Rogue 2
Trained Skills:
bluff, climb disguise: +5 linguistics, perception, sense motive: +6,acrobatics, sleight of hand, stealth: +7, disable device, escape artist, k(dungeoneering): +8

Sorry, sleeping over night IRL. :)

Hardish, seeing that he is significantly outnumbered, changes tactics.
"Alright, the truth is that I am trying to get extra rations to feed a child who is with me. I have left her in the tower and I must return with enough rations to provide for us both, lest we be kicked out. The proper guards at the tower will ask two rations each of you. I am willing to trade for rations if you prefer. In either case, let's not discuss it here too long."


Male human Here is an image for Daniel Fighter 2 |HP: 28/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(22 vs trip/grapple)) | Init: +2| Perc: -1

acrobatics: 1d20 + 3 - 3 ⇒ (14) + 3 - 3 = 14

Wewt
perception : 1d20 + 8 ⇒ (1) + 8 = 9
Lel

Daniel makes his way over to whom he believes is this mistress.
(One at the bar)
(Daniel)
miss. Are you Lady Kodavi? If so I have something to discuss with you.

If it is her. Detect evil. If evil... How strong of an aura. If not. Yay!,


The guards don't care how abrupt you are and how you don't answer their questions but accept the ration and whistle. The door before you rises by a wheel above.

Brock as you enter you recognize that there are only women and children around the fires and leantos. Several women in low cut dresses stand at the entrance and smile at you, one of them speaks up in an alluring voice, "Have anything to trade for my wares deary." She cocks her head to the side and waves down her body with her hands hoping that you will like what you see. There are several women who tend the boiling cauldrons of blue and red vibrant colors, they appear to be old crones.

As you make your way around the walled complex you can see the walls are in good condition and they are manned. An archer on each wall and three at the front. Two guards stand guarding the entrance to the Tower with pole arms and a pistol sidearm at their sides. A woman fawns on each of them.

______________

No worries Hardish, I should have been sleeping too.

Hardish gets out his explainations when the group can hear the call of the undead, three sprinters come running towards the group. They are fast, agile, and weak zombies. Now only 30 feet away from Hardish.

Round 1

21 Alchemist
19 Lucas
17 Ryada
12 Salvaric
11 Nun
9 Hardish
8 Zombies

_______________

Cedric:
You are surprised that the lady nor her bartenders are evil.

"Yes I am Lady Kodavi and this is my establishment, I can sense that you don't need any of the services that I offer, perhaps you are looking for some spiritual enlightenment?" She says calmly.


Male Human Mage Hand 0/3, Free K(any) 1/1 AC/Tch/FF 19/15/14, HP 17/22, f/r/w save +3/+8 with evasion/ +2 Initiative +4 Rogue 2
Trained Skills:
bluff, climb disguise: +5 linguistics, perception, sense motive: +6,acrobatics, sleight of hand, stealth: +7, disable device, escape artist, k(dungeoneering): +8

Round 1: Hardish notes the approaching horde and curses his luck. If he is out of view of the tower guards, He will sprint back with what profit he has made, attempting to gain access again. If watched, He will move to the back of the group and seek cover.


Vital:
HP: 15/16, AC: 18 _ T: 15 _ FF: 13_ Perception +8, Sense Motive +9, Initiative: +8, Fort +3_ Ref +5_ Will +6, CMB: +3, CMD: 18, Speed: 30
Skills:
Acrobatics +10, Bluff +20, Climb +2, Craft (We/Ar) +5/4, Diplomacy +1, Escape Artist +5, Handle Animal +1, Heal +7, Intimidate +8, K (Everything but Religion) +0, K. (religion) +4, Ride +5, Stealth +13, Survival +9, Swim +2

Round 1 Alchemist: Dr. Stein knowing that this would be but a prelude to the attacking horde runs to the guards at the gate. he will explain to the guards as quickly as possible about the undead.

Dr. Stein "There are undead attacking. Some people are coming, and we can pay the two rations."

Assuming the guards allow Dr. stein in he will take up position behind them as he waits for the outcome of this small skirmish.

Round 1 Lucas: Lucas feels the need to help protect the people around him so he quickly casts Hide from Undead on Sister Lucia. Then he begins moving back to create some distance between him and the undead.

Lucas "Move back to the gate sister, and pay for your entrance. I will be there in a moment."

Round 1 Sister Lucia: Sister Lucia heeding Lucas's words begins moving towards the gate trusting that Lucas would be able to deal with these undead as he had done so before.


Male human Here is an image for Daniel Fighter 2 |HP: 28/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(22 vs trip/grapple)) | Init: +2| Perc: -1

phew... at least thats somewhat of a good sign...

Not spiritual, but enlightenment I do seek..what is this place? the settlement? how have you managed to survive so close to a horde of undead and cultist... a horde that as we speak approaches this outpost.

then in a hushed tone.
and as to why you are in the company that you are.


Male
Vitals:
HP 22; AC 17_T 13_FF 14; Perception +8; Initiative +4; Fort +5_Ref +7_Will +3; CMB +4, CMD 18; Speed 30'
Rgr 2

Assuming that Savaric has had time to get the mule to the front...

Ryada, get inside with the packmule - give them whatever food we have left. I can get more!

Savaric turns and backs toward the gate - he'll fire when he gets the chance.


Cedric:
Since you are alone, I am spoiling the conversation.

Mistress Kadovi answers your questions with a quiet voice, "This is the tower of Babel, oh you are from Golarian, you might not get the reference. With our defenses and plenty of men to man the walls my benefactor has made this a fortress of her own solitude. The undead do not bother us and the cultists and my benefactor have an agreement."

She looks around and realizes what he is meaning, "Company? Oh you mean the men, they are initiates that serve my benefactor and get to enjoy all the benefits that she offers. Oh, it seems she wants to meet you. She is on the top floor, I can take you up if you insist." She seems to almost be playing with you.

Round 1

Dr. Stein goes forth to tell the guards, but he does not make it, he falls into a pit. It is only 10 feet deep but enough to make someone get slightly hurt. 1d6 ⇒ 6 fall damage.

Savaric it would make sense the Mule is near if not adjacent to you.

The guards begin to come out of the gate again and give instructions, "Quick come around between the branches, lest you fall into the pits. We can sort out payment once you are in the gate. Raise the inner door, wenches make sure they don't scamper off."

The archers above shoot arrows at the zombies as they are out in the open now. Arrows hitting the sprinters but not affecting them.

Ryada waits and follows Hardish across the safe spot, guiding the mule who follows her easily.

The three thin troglodyte zombies come bounding after the living. They charge Lucas and Sav, both of you only getting hit once by their slashing claws, Sav takes a light wound of 4 damage as Lucas takes a more grievous wound of 8.

Round 2

21 Alchemist (in pit)
19 Lucas
17 Ryada
12 Salvaric
11 Nun
9 Hardish
8 Zombies


Male Human Mage Hand 0/3, Free K(any) 1/1 AC/Tch/FF 19/15/14, HP 17/22, f/r/w save +3/+8 with evasion/ +2 Initiative +4 Rogue 2
Trained Skills:
bluff, climb disguise: +5 linguistics, perception, sense motive: +6,acrobatics, sleight of hand, stealth: +7, disable device, escape artist, k(dungeoneering): +8

Round 2: In the confusion, Hardish takes advantage of his opportunity. He crowds whoever is in front of him and uses the excuse of being pushed to try and grab something in their pack. He'll try to get next to the mule for that purpose and get into its pack, being careful to place himself opposite of whoever is leading it.
sleight of hand: 1d20 + 7 ⇒ (9) + 7 = 16


Male human Here is an image for Daniel Fighter 2 |HP: 28/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(22 vs trip/grapple)) | Init: +2| Perc: -1

AH it ate my post!

Yes, perhaps. For now my lady, perchance you could tell me who your benefactor is? as well as, what this agreement is and how it came about? Personally I haven't come across a cultist that would give me time to speak, much less make an arrangement. Also, my fair lady, is there a norm religion here? Well I guess I would very much like to hear the story behind this settlement. From your mouth I might add.

diplomacy: 1d20 + 10 ⇒ (20) + 10 = 30

BOOYAAAH


Vital:
HP: 43/63 | AC: 28_ T: 17_ FF: 21 | Perception +12, Initiative: +7 | Fort: +13 _ Ref: +16 _ Will: +11 (+2 vs. ench) | CMB: +5, CMD: 23, Speed: 40
Skills:
Acrobatics +14_Appraise +7_Bluff +14_Climb +5_Dip +9_EscArt +11_K (Nat) +13_K all +5, Perform (Sing) +14_ Ride +10_SM +14_Stealth +15_Survival +6_Swim +5_UsMag+14

Round 2

Perception: 1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6 negative for bustle of the rush.

She is not that worried and just brings the mule in and waits for the vertical door to be opened to enter the complex.


Vital:
HP: 15/16, AC: 18 _ T: 15 _ FF: 13_ Perception +8, Sense Motive +9, Initiative: +8, Fort +3_ Ref +5_ Will +6, CMB: +3, CMD: 18, Speed: 30
Skills:
Acrobatics +10, Bluff +20, Climb +2, Craft (We/Ar) +5/4, Diplomacy +1, Escape Artist +5, Handle Animal +1, Heal +7, Intimidate +8, K (Everything but Religion) +0, K. (religion) +4, Ride +5, Stealth +13, Survival +9, Swim +2

How rough do the pit walls look? Also, can Dr. Stein brace himself against two walls of the pit?

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