Malvoisin's Savage Tide, Act 1 - There Is No Honor

Anar Tovanni

"We'll keep our eyes peeled, my friend. And luckily, those nasty zombies make all kinds of noise with their chumping teeth and sloshing feet."

Anar steps over to the western door, ready to follow Chongo through once he is finished with his search.
 

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Bael, now tiring of the damp rooms and its inhospitable inhabitants, takes up a position directly behind Chongo at the west door so that he can see in when it is opened.
 

GwydapLlew said:
"Chongo think we should keep eye behind us. If Walking Dead went past in the night, Chongo not want to be surrounded."
"I do believe we did be check'n, me savage friend."
 

Keoni centers himself for a moment, closing his eyes and trying to focus on the sounds of the surroundings. Much danger has lurked in these tunnels, they must all be alert.

[sblock=ooc]Aura = senses
+1 spot, listen, initiative[/sblock]
 

Chongo grunts at Col's words. The savage is visible shaken by the Walking Dead, and he is quite unwilling to leave an encounter with them to chance.

He tests the door to see if it is easily opened and, with a nod to the others, he opens it.
 

Having exhausted the available options in this room, the party resolutely prepares to press on to the west.

With Anar having already cleared the door as safe, Chongo gives the swollen wood a hard shove, and the door swings open with a slow groan. Anar steps through, carefully peering ahead into the gloom.

Beyond, the party discovers that the sloshing sound comes from the churning waters of a sea cave. Fueled by what must be powerful submerged currents, the water laps and splashes against the walls of the twisting natural cavern that leads to the west. A sandy slope descends from the door down to the edge of the subterranean tide. Dozens of purple and red sea urchins glisten in shallow divots along the ground and lower walls here, their spines glittering with water.

Unfortunately, no further exploration can take place now, because two more of the dreaded bucaneer zombies stand upon the sand. At the door's opening, they immediately turn toward the intruders, their oversized jaws slavering with hunger!

COMBAT!

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Round 1 Initiative

17: Col
16: Kalen (Mage Armor)
15: Anar
11: Chongo
11: Zombies
10: Keoni (Aura: Senses)
7: Bael

Please state actions for Round 1
 

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With a grim look of determination, Keoni draws his dagger once more and braces himself for the oncoming zombies. He holds the blade firmly in his hand and shifts his focus to war once again, ready to rend the zombies apart.

[sblock=ooc]Dagnabbit, what use is having +7 to initiative if you roll a 3! I would like to file a formal complaint against whatever dice you're using for me. :mad:

Draw dagger
Aura = power (unless someone is already below half by his turn, then vigor)
If there's a zombie within reach, attack +2 (whee!), 1d4+1 dmg[/sblock]
 

How did Anar get in front? Yikes!


Seeing the zombies, a chill runs down the rogue's spine. Anar decides quickly that the safety of his companions is of great value, and he quickly withdraws back through his friends to stand next to Col. Now the zombies would bottleneck as they came on, and that would allow Chongo to deal with the foul undead with extreme prejudice.
 
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Keeping a tight grip on his spear, Col waits for the milky whites of the zombies eyes before he stabs at them. He knew he couldn't hurt them, but perhaps he could distract them from Chongo. "Wait fer them to come to yar, big Chongo!"

OOC: Ready an action to Aid Another (AC) for Chongo to help ward off those pesky grapples.
 

"Anar! Come back!" Chongo tightens his grip on his hand axe and holds his ground. Hopefully Anar will retreat and allow them to take on one zombie at a time.
 

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