[LPF] The Cave of (Un)Death

Damaris claps excited "Great job!" she looks over the two zombies "How long can they be under you control? We should move quickly in any case..." she walks beside Aedger.


[sblock=Ministats]
Damaris.jpg
Damaris - Bard lvl 1
HP 8/8
AC 16 | Touch 13 | FF 13
CMB+2 | CMD 15
Saves: F+0 | R+5 | W+1

INIT +3
Perception +3 | Sense Motive -1

Shortbow +3 1d6
Longsword +2 1d8+3 (Two-handed)

Bardic Performance: 5/6 day

Cantrips: Dancing Lights, Detect Magic, Read Magic, Ghost Sound.
Spells: Lvl1 Grease, Sleep 1/day.
Spell-like ability: Message 1/day.

Combat Feats: Point Blank Shot, Rapid Shot.

Consumables: Oil, Perfume, Firework Paper Candle (2), Vermin Repellent, Trial Rations (4), Normal Arrows (20), Alchemist Fire.[/sblock]
 

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Aedger Beinn (Aasimar Undead Lord)

"The zombies are under my control until I dismiss them, or they are destroyed," Aedger says, inspecting his new undead minions. "Let's not move hastily, though. We should look around the room before we clear out. These zombie might have been defending something. Blue, please watch our backs." After looking around for a bit, Aedger updates his map and says, "It looks like we have 3 ways we can go. Down the hall we were travelling along, down this hall, attached to this room, or back across the broken bridge. For no other reason than curiosity, I would like to move along this hall. The zombies might have simply been the first line of defense. When we do move along, I would like to send Gary here ahead as a scout." He stands up, having just pinned a handwritten tag on the undead kobold's chest that says "Hi, I'm Gary."

[sblock=ooc]I vote for moving down the hallway attached to this room after searching it, but am willing to travel in any direction somebody suggests, with no argument.

Gary is the 1HP zombie that Vax very nearly killed. Louis is the one with Full health.

Aedger wants to search the alcoves to the East and North of the room. Particularly the Green goo stuff, and the purple curtain things, along with the table.

When we do leave, Aedger gives Gary orders to walk at a steady pace, and if he sees something move or more undead, to stop. Is that too complex for him?
[/sblock]
[SBLOCK='MiniStats']
[sblock=Aedger]Aedger Beinn, Aasimar Cleric (Undead Lord) 1
Init:
+2 AC: 15, t:12, ff:13
HP: 08 Perception: +9
CMB: +0 CMD: 12 Speed: 30ft.
Fort: +2 Ref: +2 Will: +5
Resist 5: Cold, Acid, Electric
Senses: Darkvision 60ft

Current Effects: None

In Hand: Light Crossbow

Special Powers
Channel Negative Energy 1d6, 6/day, Will DC 14 Used: 1
Death's Kiss: 1 round duration, 6/day Used: 0
Command Undead

[Sblock='Spells Prepared:']Orisons:
Light
Guidance
Mending
Level 1: (DC 14)
Cause Fear (domain)
Bless
Cure Light Wounds
Spell Like Abilities
Daylight (1/day)
[/Sblock]

Attacks:
Crossbow, Light: +2 Attack, 1d8+0, 19/x2, 80' Bolts: 29
Morningstar: +0 Attack, 1d8+0, 20/x2

[sblock='expanded']Skills
Acrobatics 01
Appraise 01
Bluff 03
Climb -01
Craft 01
Diplomacy 10
Disguise 03
Escape Artist 01
Fly 01
Heal 03
Intimidate 03
Knowledge (Religion) 05
Perception 09
Perform 03
Ride 01
Sense Motive 07
Stealth 01
Survival 03
Swim -01
Carrying:
Holstered:
Crossbow, Light & Bolts
Morningstar
[Sblock='Pockets']Earplugs (4x)
Chalk (3x)
Ink (1 oz. vial)
Inkpen (2x)
Paper, rice (5 sheets)
[/Sblock]
[/sblock]
[/sblock]
[sblock=Blue]Blue, Skeletal Companion (Medium Undead)
Init:
+2 AC: 17, t:12, ff:15
HP: 11 Perception: +0
CMB: +2 CMD: 14 Speed: 30ft.
Fort: +0 Ref: +2 Will: +2
Immune: Cold Undead Traits
DR: 5/bludgeoning
Senses: Darkvision 60ft

Current Effects: None

In Hand: Javelin (L), Scimitar (R)

Attacks:
Scimitar +2 (1d6+2,18-20/x2), claw –3 (1d4+1)
or 2 claws +2 (1d4+2)
or Dagger +2 (1d4+2), Range 10'
or Javelin +2 (1d6+2/×2), Range 30' Remaining: 3

[sblock='expanded']
Carrying:
Holstered:
Scimitar​
Dagger​
Javelins​
Backpack
Rope, Hemp (50ft)(x2)​
Plank, Collapsable​
Wandermeal (4 servings)​
Chalk (6x)​
[/Sblock][/sblock]
[sblock=pictures]
180px-Aedger_Beinn.jpg
180px-1342541056597_c6a62.png
[/sblock]

[/SBLOCK][/QUOTE]
 

"The zombies are under my control until I dismiss them, or they are destroyed," Aedger says, inspecting his new undead minions. "Let's not move hastily, though. We should look around the room before we clear out. These zombie might have been defending something. Blue, please watch our backs." After looking around for a bit, Aedger updates his map and says, "It looks like we have 3 ways we can go. Down the hall we were travelling along, down this hall, attached to this room, or back across the broken bridge. For no other reason than curiosity, I would like to move along this hall. The zombies might have simply been the first line of defense. When we do move along, I would like to send Gary here ahead as a scout." He stands up, having just pinned a handwritten tag on the undead kobold's chest that says "Hi, I'm Gary."

Damaris chuckles "Hi Gary" and moves to inspect the place closely. "Ummmh... I don't know if there's anything important here... too in the open"
 

Vax eyes the zombies suspiciously. "Well they seem to be under your control... How can you be sure whatever you did won't wear off?"
As he catches his breath from the battle he looks around "This hallway seems as good as any other we have encountered. Hurry up with that gooey stuff so we can go find more zombies!"

[sblock=actions]
If Gary is leading the way down the tunnel Vax will be walking behind him with weapon drawn. He doesn't trust that it will remain under control and as such is ready to finish what he started if the need should arise.
[/sblock]

[sblock= Vax]
Vax


[sblock=Raging]
AC: 14 (Flat-footed: 12, Touch: 10)
HP: 12/15
CMB: +7 CMD: 19
Fort: +6 Ref: +2 Will: +4
Speed: 30'

Perception: +4
Initiative: +2

Primary Weapon: Crusher (+7, 2d6+9/x3)
Ranged Weapon: Javelin (+3, 1d6+6/x2)
Special Attack Options: Power Attack: -1 Attack, +3 Damage
[/sblock]

[sblock=Not Raging]
AC: 16 (Flat-footed: 14, Touch: 12)
HP: 10/13
CMB: +5 CMD: 17
Fort: +4 Ref: +2 Will: +2
Speed: 30'

Perception: +4
Initiative: +2

Primary Weapon: Crusher (+5, 2d6+6/x3)
Ranged Weapon: Javelin (+3, 1d6+4/x2)
Special Attack Options: Power Attack: -1 Attack, +3 Damage
[/sblock]
Rounds of Rage: 4/6
Current Conditions in Effect: None
Consumables Available: 1 Flask of Alchemists Fire, 1 Potion of Cure Light Wounds, 6 Days of Trail Rations
Carried in Hands: 'Crusher'

Vax (Chronikoce) - Living Pathfinder RPG Wiki
[/sblock]
 

The group spends a few minutes searching the room to find nothing of interest. From the broken furniture and smell this is probably just an area used to store junk and trash.

Aedger then moves to the western hallway, his new mindless minions following, to get a look around the corner. To his surprise he sees another bridge across a dark chasm but this one is guarded.

Three floating skulls hover above the long drop and watch down the hallway that the aasimar and his group start to emerge from.

[sblock=OOC]
Also, do the glowing walls give off enough light to see by?
Give the same light as a bunch of green burning candles - so about 5 feet from the wall.

Vax is no longer fatigued.

Roll INIT and if you beat the monster INIT below please post up your rd 1 actions.[/sblock]

[sblock=Manage attachments not Working]
7736906570_51fd5a0ba9_c.jpg
[/sblock]
 

[sblock=Actions]
Actions Pending Aedger's Turn since he and his minions are currently the only ones who know what is up ahead and they are blocking the easiest route to the baddies when he does inform us of what is ahead.

Also quick question. I cannot remember if Allies can move through allied occupied squares. (I know you can't charge, but can you walk through normally?)
[/sblock]
 
Last edited:


Aedger points and commands the duo of zombies, "Stand over there, near the skulls, but do not attack yet." Aedger hands his Morningstar to Blue, sending him forward, along the wall. As the undead advance, Aedger turns to his companions to inform them of the situation, "Okay, We've got three floating skulls, this means we want to crack them. Hit them with something hard and blunt. Clubs, cudgels, morningstars, flails, and yes, Mr. Vax, Earthbreakers. I suspect you will be quite effective, if you can hit them. Ms. Damaris, do you have any blunted arrows?"

[sblock=ooc]
! Know:Religion to identify, sending my zombies off to skulls. Louis can reach to immediately south of southmost skull, Gary to the immediately southwest of the same skull (west of Louis)

! Blue moving along wall, carrying morningstar. should get to 3 square south of eastmost skull, 2 square east of Louis.

! Aedger moves to Louis's previous postion, and talks.

? Also, should I have both of the zombies? I should only get 2 HD of undead to control, and a small zombie should have at least 2 HD. If not, We could retcon Vax as having squashed Gary. He would have if I hadn't interceeded.

? How high are the heads floating? Will the kobolds be able to reach them, or are they floating too high?

? Further, do you want me to roll for commanded creature's attacks and damage?

? Command undead had a capture cap of 2HD/lvl, and the overall control limit is also 2HD/lvl, right? This is in contrast to Animate dead, which has 2HD/level create, and 4HD/level control max.
[/sblock]

[SBLOCK='MiniStats']
[sblock=Aedger]Aedger Beinn, Aasimar Cleric (Undead Lord) 1
Init:
+2 AC: 15, t:12, ff:13
HP: 08 Perception: +9
CMB: +0 CMD: 12 Speed: 30ft.
Fort: +2 Ref: +2 Will: +5
Resist 5: Cold, Acid, Electric
Senses: Darkvision 60ft

Current Effects: None

In Hand: Light Crossbow

Special Powers
Channel Negative Energy 1d6, 6/day, Will DC 14 Used: 1
Death's Kiss: 1 round duration, 6/day Used: 0
Command Undead

[Sblock='Spells Prepared:']Orisons:
Light
Guidance
Mending
Level 1: (DC 14)
Cause Fear (domain)
Bless
Cure Light Wounds
Spell Like Abilities
Daylight (1/day)
[/Sblock]

Attacks:
Crossbow, Light: +2 Attack, 1d8+0, 19/x2, 80' Bolts: 29
Morningstar: +0 Attack, 1d8+0, 20/x2

[sblock='expanded']Skills
Acrobatics 01
Appraise 01
Bluff 03
Climb -01
Craft 01
Diplomacy 10
Disguise 03
Escape Artist 01
Fly 01
Heal 03
Intimidate 03
Knowledge (Religion) 05
Perception 09
Perform 03
Ride 01
Sense Motive 07
Stealth 01
Survival 03
Swim -01
Carrying:
Holstered:
Crossbow, Light & Bolts
Morningstar
[Sblock='Pockets']Earplugs (4x)
Chalk (3x)
Ink (1 oz. vial)
Inkpen (2x)
Paper, rice (5 sheets)
[/Sblock]
[/sblock]
[/sblock]
[sblock=Blue]Blue, Skeletal Companion (Medium Undead)
Init:
+2 AC: 17, t:12, ff:15
HP: 11 Perception: +0
CMB: +2 CMD: 14 Speed: 30ft.
Fort: +0 Ref: +2 Will: +2
Immune: Cold Undead Traits
DR: 5/bludgeoning
Senses: Darkvision 60ft

Current Effects: None

In Hand: Javelin (L), Scimitar (R)

Attacks:
Scimitar +2 (1d6+2,18-20/x2), claw –3 (1d4+1)
or 2 claws +2 (1d4+2)
or Dagger +2 (1d4+2), Range 10'
or Javelin +2 (1d6+2/×2), Range 30' Remaining: 3

[sblock='expanded']
Carrying:
Holstered:
Scimitar​
Dagger​
Javelins​
Backpack
Rope, Hemp (50ft)(x2)​
Plank, Collapsable​
Wandermeal (4 servings)​
Chalk (6x)​
[/Sblock][/sblock]
[sblock=pictures]
180px-Aedger_Beinn.jpg
180px-1342541056597_c6a62.png
[/sblock]

[/SBLOCK]
 
Last edited:

Damaris' smile disappear. "No, I don't have any blunt arrows. I had brought my sword for the zombies, but not expected the hard ones" she says a little embarrassed. "I can provide more of my musical influence"

Damaris will stay behind/beside Aedger.
 

"Interesting... in Cavernous Hode's experience, such portions of a deceased's anatomy are generally subject to gravity. Fortunately, he has a blunt object with which to assist the aforementioned natural law to reassert itself." Sadly, the dwarf seems to be lost in his babbling, and fails to otherwise act.

[sblock=Actions][/sblock][sblock= Mini Stats]
CavernousHode_150.jpg
MisterDickens100.jpg


Cavernous Hode
AC: 15 (13 flat-footed, 12 touch)
HP: 20/20
CMB: +1 CMD: 13
Fort: +5 Reflex: +2 Will: +7
Speed: 20'

Perception: +9
Initiative: +2

Current Weapon in Hand: Dagger(+2, 1d4+1/x2), Wand of CLW
Current Conditions in Effect: Bardsong

0th level spells (DC 14): Create Water, Detect Magic, Read Magic, Stabilize
1st level spells (DC 15): Magic Stone, Produce Flame, Shillelagh

Mister Dickens
AC: 15 (11 flat-footed, 15 touch)
HP: 23/23
CMB: +1 CMD: 14 (17 vs. Trip)
Fort: +4 Reflex: +6 Will: +2
Speed: 40', 20' Swim, 20' Climb

Perception: +5
Initiative: +2

Current Weapon in Hand: Natural weapons (+5, 1d4/x2)
Current Conditions in Effect: Bardsong[/sblock]
 

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