[LPF] Kostry Kopec

jkason

First Post
[sblock=ooc]Looks like the map's in place again. Let me know if you still can't see it.

I'm still trying to get back in the swing after the board shutdown. I'm assuming I'm not the only one thrown a bit by the break. [MENTION=95784]jackslate45[/MENTION] and [MENTION=6667193]sunshadow21[/MENTION] , I'll give you another day to give a yea or nay on Kalgor's plan, then we'll push forward. [/sblock]
 

log in or register to remove this ad


jackslate45

First Post
With a small nod, Anaerion gets his crossbow ready. He knows the stench will be smelly, but he wanted to keep his mouth free incase he has to start casting spells.

His soul sighs aloud and says "Well? Get on with it!"


[sblock=Stats]
Initiative: +9 Perception: +2 (low-light vision)
AC: 17 (10 flat-footed, 13 Touch )
HP: 44 Current: 44
CMB: +1 CMD:14(10ff) Fort: +4 Reflex: +5 Will: +5
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: Mage Armor
Current Weapon in Hand: Crossbow +6 1d8

School Focus:
Shift: 15' Teleport as Dim Door. Does not Provoke AoO (8/8 remaining)
Summoner's Charm: Summoning Spells Last a total of 9 Rounds

Malkovian: Is Temperamental. Does not gain access to the following abilities.

Timely Inspiration: 3/3 Immediate Action, +2 Bonus, Range 60', Immediate action
Mage Hand: At will. Controllable by Malkovian
Bonus Power: Anaerion does not know this power.
Bonus Boon: Anaerion does not know this power.


Spells Prepared:
Level 0: Detect Magic, Read Magic, Acid Splash, Mending
Level 1: Mage Armor, Greasex2, Protection From Evil, Magic Missile, Silent Image
Level 2: Glittedustx2, Invisibility, Web, Create Pit
Level 3: Haste,SM3x2, Fly
Arcane Bond: Available
[/sblock]
 

Satin Knights

First Post
"Simple enough. If a problem starts we have the high ground morally and physically." Rylidak takes the right stairwell and starts across the slippery catwalk slowly, holding the rail as she goes. Weapons sheathed, she does not portray a threat. Kalgor follows, also holding the rail in one hand, and a wadded up and concealed sling and bullet in the other. Gragnor slinks along on the opposite wall, intending to meet them at the far end.

[sblock=actions]Both, holding the rail and moving slowly, attempting quietly. Gragnor moving stealthily on the other side.[/sblock][sblock=mini-stats]Kalgor AC 16 HP 54/54, Init +2, Perception +9/+11 vs human, Darkvision, Move 20' STR 18 Dex 14
+1 Greatsword +9, 2d6+7+1 dirty fighting trait when flanking, or
Handbo +8, d6+4
Comp Longbow, +7, d8+4..... Arrows 7 Normal, 5 CI, 3 Blunt, 2 Smoking
Sling +6, d4+4........ Sling bullets 16
Fort: +5, Reflex +5, Will +6, CMB +8, CMD 20
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt
...... . . Mage Cantrips: Read Magic, Prestidigitation, Umbrella
.,....Summoner 1st Lvl: 4/4 remaining; Lesser Rejuvenate Eidolon, Shield, Magic Fang, Expeditious Retreat
.,....Summoner 2nd Lvl: 1/1 remaining; Haste, Lesser Evolution Surge
..,,,Mage 1st Lvl Spells: 3; Mage Armor(3hr), Vanish(3r), Mage Armor*(3h), Bonded Amulet
...,,......,..Racial Spells: 1/day, not used; Daylight (60 minutes)
,.Summoner Monster II:
4/4 remaining; std action SLA summon, (3 min), Celestial Hyena, d3 Celestial dogs, d3 celestial eagles
.,,.........Battle Shaper: 4/4 remaining; swift action to grow a claw, bite or gore attack

...,,.......Combat Feats: Precise Strike
.............Consumables: 2 Alchemist's Fires, 1 Cure Light Wounds potion
Party Supplies: Wearing the Ring +1 Protection
...........Party Supplies:
1 of 2 scrolls of Umbrella (1 successfully used), 2 scrolls of Create Treasure Map, Scroll of Devolution, Scroll of Unfetter, 3 scrolls of See Invisibility, Scroll of Comprehend Languages, 1 potion of lesser restoration (1 also carried by Tyrien), 2 scrolls of remove curse, 1 scroll of invisibility purge, 4 Cure Light Wounds potions (each carrying one)

Effects: In hand, sling

Gragnor HP: 26/26, AC 25 ..... Move 40'
Bite +8, d4; Claw +8, d3; Claw +8, d3 +1d6 Shock damage each
Fort +3, Reflex +7, Will +1, CMB +2, CMD 16, Evasion
Perception +14, Stealth +22, Darkvision
Acrobatics +18, Init +4, Precise Strike
Effects: STR 11-1
, Mage Armor 2.70 hours

Rylidak Kel
Initiative: +1
Speed 20/30 (Heavy armor)
AC: 20 (Touch 11, Flat 19)
HP: 56 Current: 56
CMB: +10 CMD: 21 Fort: +8 Reflex: +5 Will: +6
Special: Immune fear, disease


Conditions:

In Hand: +1 aberration bane longsword

Consumables
Arrows: 20/20
CLW Wand charges: 50/50
Acid: 1/1
Alch Fire: 2/2
Liquid Ice: 2/2
Antitoxin: 2/2
Holy Water: 3/3
Tanglefoot bag: 1/1
Universal Solvent: 1/1
Scroll Bull's Str: 1/1

Melee: +1 Longword +11/+6 (1d8+5/19-20) (+2 dmg two-handed)
Ranged: MW Composite Longbow +4 STR +8/+3 (1d8+4/x3)

Divine Weapon +1
Smite Evil: +2 to hit, +6 dmg, +2 deflection AC
Combat Feats: Power Attack (-2/+4), Furious Focus (ignore attack penalty 1st power attack ea round w/ two hands)

Lay on Hands: 7/7 (3d6; Mercies: Sickened, Staggered)
Smite Evil: 2/2 (Special: 2 LoH for extra Smite - Oath of Vengeance)
Divine Weapon: 6 minutes
Orc Ferocity: 1/1
Spells:1st (DC 15): Lesser Restoration, Bless[/sblock]
 
Last edited:

jkason

First Post
With the half-orc Crow in the lead, the party moves up the stairs and onto the walkways, keeping slow and steady, and attempting to be stealthy. Rylidak and Kalgor balk at the stench, but both manage to hold up under it. Ausk and Anaerion (and, if the squirming in Ausk's shirt is any indication, Alfred) aren't as lucky. All three feel a powerful nausea overtaking them.

Despite best efforts, Rylidak's full plate armor doesn't play well with the metal walkways, and the party has barely entered the room when the workers turn ponderously to look up in their direction.

Kalgor, Ausk, and Anaerion all notice, then, that the workers are not ordinary men who've simply had the life wrung from them via the drudgery of their profession. They have, in fact, no life in them at all; only undeath. While they've been somehow preserved to appear living, the trio can see through the cover-up and recognize the workers for the Zombies they actually are.

Rylidak, however, doesn't seem to have seen through the ruse.

[sblock=ooc]Here's how I figured it: normal zombies would be a DC 5 for Gragnor (especially since he's encountered them before). These, however, have been alchemically preserved to appear to be living humans. Raised the DC under the logic that such a variety was a much rarer breed of Zombie, and Gragnor failed his Know check. So did Rylidak. Ausk and Anerion auto-succeeded, though, and Kalgor made his, so none of you three are fooled any longer.

Ausk, Anaerion, and Alfred failed their Fort saves. They're all sickened while in the room like Gragnor. Kalgor and Rylidak made their saves this round, so they're currently unaffected. You'll have to continue making saves each round, though (Dc 15 Fort) to avoid becoming sickened, as well. [/sblock]

[sblock=Environmental notes]* The squares on B2 are all on the same level, but are 10 feet above the blue areas. I've screened the workers who are down the level.

* Fumes in here are much more potent than out in the lobby. Base save Fort DC is 15 each round you're in the room to avoid being sickened while there (Rylidak and Kalgor are the only ones who need to worry about this at this point).

* The walkways are slick. Moving at more than half speed requires a DC 5 Acrobatics check to avoid falling prone. Failing by 5 or more means you slip entirely off the walkway and fall to the vats below.

* You can use a free hand to make use of rails and chains to help steady you for a +5 on the Acro check, but that means the hand is not considered free for any actions during the round.

* Moving at full speed on the walkways gives a -5 on the Acro check.

* Area B3 is another 15' above the walkways in B2.[/sblock]

[sblock=Status]Anaerion: 44/44, Mage Armor, Sickened
Ausk: 82/82, Sickened
Gragnor: 26/26, Mage Armor, Unfettered, 1 STR damage, Sickened
Kalgor: 54/54
Rylidak: 56/56

* Sickened: -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Zombies:
Z1: Undamaged
Z2: Undamaged
Z3: Undamaged
Z4: Undamaged
Z5: Undamaged
Z6: Undamaged
Z7: Undamaged
Z8: Undamaged[/sblock]

GM: Party won initiative, so you're up. No surprise round due to Clanky McPaladin.
 

Attachments

  • Vats.jpg
    Vats.jpg
    278.8 KB · Views: 75


Satin Knights

First Post
"Ah, zombies in the stink house. So that is how they get their work done. This fight will be easier in the lobby. Retreat back to there and draw them to us."

Dropping his sling and bullet, it harmlessly clunks off the head of the zombie below and into the vat. Kalgor frees his hand to point and send a bolt of electricity at one of the zombies in the middle of the room. He then high tails it out, back to the lobby.

"Does he always abandon plans this quick?" Rylidak turns around and heads back towards the lobby, using both hands on the railing.

[sblock=actions]Kalgor: free drop sling and bullet, std cast Jolt, move normal speed move back towards lobby 20' to G23.
Rylidak: slow double move to G22
Gragnor: Ready: If the zombies go the east path, Gragnor moves north 40', if some take the west path, he moves south 40'. (hope that is a kosher readied action) [/sblock][sblock=mini-stats]Kalgor AC 16 HP 54/54, Init +2, Perception +9/+11 vs human, Darkvision, Move 20' STR 18 Dex 14
+1 Greatsword +9, 2d6+7+1 dirty fighting trait when flanking, or
Handbo +8, d6+4
Comp Longbow, +7, d8+4..... Arrows 7 Normal, 5 CI, 3 Blunt, 2 Smoking
Sling +6, d4+4........ Sling bullets 16
Fort: +5, Reflex +5, Will +6, CMB +8, CMD 20
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt
...... . . Mage Cantrips: Read Magic, Prestidigitation, Umbrella
.,....Summoner 1st Lvl: 4/4 remaining; Lesser Rejuvenate Eidolon, Shield, Magic Fang, Expeditious Retreat
.,....Summoner 2nd Lvl: 1/1 remaining; Haste, Lesser Evolution Surge
..,,,Mage 1st Lvl Spells: 3; Mage Armor(3hr), Vanish(3r), Mage Armor*(3h), Bonded Amulet
...,,......,..Racial Spells: 1/day, not used; Daylight (60 minutes)
,.Summoner Monster II:
4/4 remaining; std action SLA summon, (3 min), Celestial Hyena, d3 Celestial dogs, d3 celestial eagles
.,,.........Battle Shaper: 4/4 remaining; swift action to grow a claw, bite or gore attack

...,,.......Combat Feats: Precise Strike
.............Consumables: 2 Alchemist's Fires, 1 Cure Light Wounds potion
Party Supplies: Wearing the Ring +1 Protection
...........Party Supplies:
1 of 2 scrolls of Umbrella (1 successfully used), 2 scrolls of Create Treasure Map, Scroll of Devolution, Scroll of Unfetter, 3 scrolls of See Invisibility, Scroll of Comprehend Languages, 1 potion of lesser restoration (1 also carried by Tyrien), 2 scrolls of remove curse, 1 scroll of invisibility purge, 4 Cure Light Wounds potions (each carrying one)

Effects: In hand, nothing, Bless

Gragnor HP: 26/26, AC 25 ..... Move 40'
Bite +8, d4; Claw +8, d3; Claw +8, d3 +1d6 Shock damage each
Fort +3, Reflex +7, Will +1, CMB +2, CMD 16, Evasion
Perception +14, Stealth +22, Darkvision
Acrobatics +18, Init +4, Precise Strike
Effects: STR 11-1
, Mage Armor 2.70 hours, Bless

Rylidak Kel
Initiative: +1
Speed 20/30 (Heavy armor)
AC: 20 (Touch 11, Flat 19)
HP: 56 Current: 56
CMB: +10 CMD: 21 Fort: +8 Reflex: +5 Will: +6
Special: Immune fear, disease


Conditions:

In Hand: +1 aberration bane longsword

Consumables
Arrows: 20/20
CLW Wand charges: 50/50
Acid: 1/1
Alch Fire: 2/2
Liquid Ice: 2/2
Antitoxin: 2/2
Holy Water: 3/3
Tanglefoot bag: 1/1
Universal Solvent: 1/1
Scroll Bull's Str: 1/1

Melee: +1 Longword +11/+6 (1d8+5/19-20) (+2 dmg two-handed)
Ranged: MW Composite Longbow +4 STR +8/+3 (1d8+4/x3)

Divine Weapon +1
Smite Evil: +2 to hit, +6 dmg, +2 deflection AC
Combat Feats: Power Attack (-2/+4), Furious Focus (ignore attack penalty 1st power attack ea round w/ two hands)

Lay on Hands: 7/7 (3d6; Mercies: Sickened, Staggered)
Smite Evil: 2/2 (Special: 2 LoH for extra Smite - Oath of Vengeance)
Divine Weapon: 6 minutes
Orc Ferocity: 1/1
Spells:1st (DC 15): Lesser Restoration, Bless
Effects: Bless[/sblock]
 

jackslate45

First Post
OOC: Times I wish I had fireball...

Anaerion, realizing that staying exposed in the open was a bad thing, takes aim at the same one as Kalgor and fires once before moving back down the stairs

[sblock=Stats]
Initiative: +9 Perception: +2 (low-light vision)
AC: 17 (10 flat-footed, 13 Touch )
HP: 44 Current: 44
CMB: +1 CMD:14(10ff) Fort: +4 Reflex: +5 Will: +5
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: Mage Armor
Current Weapon in Hand: Crossbow +6 1d8

School Focus:
Shift: 15' Teleport as Dim Door. Does not Provoke AoO (8/8 remaining)
Summoner's Charm: Summoning Spells Last a total of 9 Rounds

Malkovian: Is Temperamental. Does not gain access to the following abilities.

Timely Inspiration: 3/3 Immediate Action, +2 Bonus, Range 60', Immediate action
Mage Hand: At will. Controllable by Malkovian
Bonus Power: Anaerion does not know this power.
Bonus Boon: Anaerion does not know this power.


Spells Prepared:
Level 0: Detect Magic, Read Magic, Acid Splash, Mending
Level 1: Mage Armor, Greasex2, Protection From Evil, Magic Missile, Silent Image
Level 2: Glittedustx2, Invisibility, Web, Create Pit
Level 3: Haste,SM3x2, Fly
Arcane Bond: Available
[/sblock]
 
Last edited:

jkason

First Post
Kalgor's arc of electricity elicits a momentary shudder out of his target, but doesn't seem to have much effect before the summoner and paladin retreat to the other room.

Anaerion's bolt flies true, but slurps through the spongy flesh of the zombie without appearing to have much impact on its form. The wizard, too, moves back into the other room, where he begins to feel the better air helping him clear his head.

Ausk, not to be bowed by his enemies, moves forward, his bill at the ready. And ready he needs to be, as the full compliment of undead shamble up ladders and along the walkways in the most direct path they can take to him. Three of the shamblers fall prey to the slickness the party has moved slower to avoid; one of the group from the far end of the room falls completely off the walkway. Putrid maroon mud appears to cushion its fall, but Gragnor (having taken advantage of the distraction the louder bipeds provided to move further into the room with his stealth) sees the liquid muck has burned off noticeable pieces of the alchemically-preserved flesh, exposing the rot underneath.

The rest of the zombies manage to stay to their feet, two of the slow movers coming within range of the half-orc's bill.

With the clatter and moan of battle, a terrified shriek echoes through the room, its source quickly apparent: another humanoid hurries out from the back room. His face is covered by a cloth, and he wears a long, hooded robe. His speed marks him something more, certainly, than the zombies.

"Filthy mercenary!" he cries out, pulling a small, straight piece of metal from the pouch at his belt. "You'll lose your pay in the flesh my children eat from you!"

The newcomer points the metal at Ausk as he speaks, and the half-orc feels the charge of magic threatening to make his muscles as immobile as the metal the man wields.

[sblock=Actions and Status]The zombies have DR, bringing Anaerion's solid hit to minimal damage.

Zombies 1, 3, and 5 fail their Acro checks. 5 fails enough to fall prone in the mud, taking fire damage for his clumsiness. I've marked the prone zombies with a yellow bar.

Zombies 2 and 4 come within attack range of Ausk's bill. I'll let you decide which one you want to use your readied attack on.

The newcomer casts Hold Person on Ausk. DC 17 Will save to avoid being paralyzed.

Leaving the room allows Anaerion to lose his sickened condition the beginning of next round. He along with any others who re-enter will have to make the Fort save again to avoid regaining sickened.

Status

Anaerion: 44/44, Mage Armor, Sickened (normal beginning next round)
Ausk: 82/82, Sickened, DC 17 Will save or Paralyzed, Readied attack pending
Gragnor: 26/26, Mage Armor, Unfettered, 1 STR damage, Sickened
Kalgor: 54/54
Rylidak: 56/56

* Sickened: -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Newcomer: Undamaged

Zombies:
Z1: Undamaged, Prone
Z2: Undamaged
Z3: Undamaged, Prone
Z4: Mildly Wounded
Z5: Moderately Wounded, Prone
Z6: Undamaged
Z7: Undamaged
Z8: Undamaged[/sblock]

GM: Whew. Ausk's readied attack and Will save needed for this round, then PC's are up again.
 

Attachments

  • Vats.jpg
    Vats.jpg
    282.6 KB · Views: 70

sunshadow21

Explorer
Ausk goes into a rage and solidly spears one of the zombies as he watches the man with a befuddled look as to why he thinks blocking the path is really going to help any.
 
Last edited:

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top