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stonegod's Expedition to Castle Ravenloft: Ch. I [IC]

stonegod

Spawn of Khyber/LEB Judge
drothgery said:
(OOC: I couldn't get there with a single move even provoking AoOs, so taking a roundabout path to avoid them.)
J7 is the best place to both, but you would provoke and AoO assuming the zombies do not move (which they probably will); I8 will let you get to Selase w/o an AoO. Do you have a preference?
 

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James Heard

Explorer
Cool under fire, Janis launches another acidic blob at the next most wounded zombie, but she and her army of illusions do step forward to allow for moving into the melee if any of the rest of her companions' constitutions are fallen to the mindless undead.
 

drothgery

First Post
stonegod said:
J7 is the best place to both, but you would provoke and AoO assuming the zombies do not move (which they probably will); I8 will let you get to Selase w/o an AoO. Do you have a preference?

I was thinking H8, actually, though if movement before Daellin's turn makes it possible to reach them by a more direct route (i.e. one that he can manage in a single move instead of a double move without drawing an AoO), he'll do that instead.
 

stonegod

Spawn of Khyber/LEB Judge
Town Square Round 7

Enraged by zombies' continued attacks, Khensu strides forward. A swing by zombie clips the paladin, but he preservers. [AoO moving L6->K6; 5 hp] Tightening his grip, the paladin brings his axe down in a mighty chop, cleaving through one foe and biting lightly the next. [AC 21 hits K7; 16 hp; K7 drops; AC 23 hits J6; 10 hp] The zombie collapses over the fallen warrior.

Blood---and something darker---continues to pour from Jarrith, his skin growing greyer. [Fails to stabilize]

Boldly striding forward, the army of Jani lob more acid and the remaining zombie. However, Khensu's thrust irritates her aim, foiling the attempt. [Move to L5; AC 8 ranged touch into melee misses]

The lone zombie turns toward the nearest standing target---Khensu. The knight's armor absorbs the undead punishment. [L6 misses]

Marot runs ahead and fires more holy fire at the zombie. The power easily hits, weakening the undead foe. [AC 20 range touch into melee hits; 10 hp]

Daellin circles around, wand in hand, avoiding the zombie in order to get to Selease. [Move to H8]

The group notices with some relief the blood from the warrior slow to a trickle, and her ragged breathing smooth out. She is still unconscious, but alive. [Stabilized]

However, the groups hopes quickly turn to horror as the grey pallor overtakes the dying Selase. She twitches once...twice, and suddenly her eyes shoot open! But they are not the eyes of Selase Kolandra---no, they are those of the dead! With a lumbering motion, that which was once Selase staggers to her feet, a hungry, angry moan escaping her undead lips! [Selease is now a zombie] She lunges at her former compatriot, but the swipe is weak, and the shocked Daellin quickly dodges out of the way. [S misses]

Town Square Round 8

attachment.php

K: 22 (16/47 hp, 0 smites, 0 lay on hands)
J: 18 (-3/26, dying, sickened, 1 turn checks left)
J: 16 (mirror image 10 rounds)
Z: 14 (L8: -55 [destroyed], J6: -29 [moderately wounded], K7: -47 [destroyed], L9: -54 [destroyed], K8: -61 [destroyed], P9: -61 [destroyed], P8: -54 [destroyed], Q8: -56 [destroyed])
M: 13
D: 12 (20/31 hp)
E: 10 (-63 [destroyed])
A: 6 [unconcious]
S: 5 [zombie; unharmed]

Map Key: A: Armored warrior, E: Dirt encrusted zombie, D: Daellin, d: Edi, h: Horse, h: Luminous, J: Jarrith, J: Janis, K: Khensu, M: Marot, S: Zombie Selase, Z: Plodding zombies
Conditions: White area is lit to 20'; grey area is shadowy to 40'. Red Border: rebuked (5 rounds), Cyan Border: mirror image, Green Border: sickened, Brown Border: entombed, Lime Border: entangled, Silver: dying, White: unconscious.


Please indicate your actions for round 8.
 

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GwydapLlew

First Post
Sir Khensu Feral (16/47 hp, 0 smites, 0 lay on hands, 0 shifts)

If it weren't affecting Jarrith, Khensu think that their comrade had finally fallen to the wiles of her heretical church. As it was, he could not bear to stand the thought of his brother suffering a similar fate. "Heal Jarrith quickly, before he rises as one of these accursed zombies!"

The paladin advances again, moving between the pair of zombies, and chops at the already damaged zombie. Once we have cleansed this square, we will purify our friend in fire.
 

DEFCON 1

Legend
Supporter
OOC: Jarrith will spend the two AP to stablize, and another AP as needed if there's a roll that occurs to determine whether he turns into a zombie or not.
 


stonegod

Spawn of Khyber/LEB Judge
DEFCON 1 said:
OOC: Jarrith will spend the two AP to stablize, and another AP as needed if there's a roll that occurs to determine whether he turns into a zombie or not.
Its 1 AP to stabilize, and that's the only AP you get to spend (there is no other d20 roll involved).
 

stonegod

Spawn of Khyber/LEB Judge
Town Square Round 8

The paladin steps forward, his axe his tool of vengeance. But his worry and unsettlement spoil his aim. [AC 14 misses]

The blood flowing from Jarrith's wounds staunches and pour no more. [1 AP; stabilized] But with rising fear, the remaining Thaloist Six see the grey pallor growing stronger still, blackness still pumping through his veins!

A look of--something---briefly touches the normally implacable features of the Cyran ex-pat, but it is quickly gone, replaced by her solid determinism. Another glob of acid flies from her, but again it is spoiled by the dance of melee. [AC 6 ranged touch into melee misses]

The wounded zombie moans in response to Selase's joining of the undead's ranks, and batters at the embattled paladin. But the swing is clumsy, and is easily pushed aside. [AC 13 misses]

His concern temporarily overcoming his anger, Marot rushes to his companion's side. "Do not rise as one of them! Not one of them!" He almost jabs his wand into Jarrith, and a warm silvery glow surrounds the Stalker. Jarrith's eyes open, and they are his eyes, not the eyes of the undead. Marot almost cries in relief. [6 hp healed]

Jarrith feels the sickness stronger than ever, though it subsides to its normal levels quickly. He is startled once again at the grey tone to his skin that fades, but this time the blackness in his blood also chill him!

His duty clear, Daellin calmly steps back and fires at what once was his ally. Two arrows strike true, and he suspects the other was stopped only by her armor---an advantage the other mindless dead did not have. [AC 27, 23 hit; AC 17 misses; 21 hp]

The zombie Selase, possessed by the unnatural urges of her kind, lunges at her former compatriot Khensu. Her motions are jerky, and fail to do any lasting damage. [AC 14 misses]

Town Square Round 8

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K: 22 (16/47 hp, 0 smites, 0 lay on hands)
J: 18 (3/26, prone, sickened, 1 turn checks left)
J: 15 (mirror image 10 rounds)
Z: 14 (L8: -55 [destroyed], J6: -29 [moderately wounded], K7: -47 [destroyed], L9: -54 [destroyed], K8: -61 [destroyed], P9: -61 [destroyed], P8: -54 [destroyed], Q8: -56 [destroyed])
M: 13
D: 12 (20/31 hp)
E: 10 (-63 [destroyed])
A: 6 [unconscious]
S: 5 (-21) [zombie; lightly wounded]

Map Key: A: Armored warrior, E: Dirt encrusted zombie, D: Daellin, d: Edi, h: Horse, h: Luminous, J: Jarrith, J: Janis, K: Khensu, M: Marot, S: Zombie Selase, Z: Plodding zombies
Conditions: White area is lit to 20'; grey area is shadowy to 40'. Red Border: rebuked (5 rounds), Cyan Border: mirror image, Green Border: sickened, Brown Border: entombed, Lime Border: entangled, Silver: dying, White: unconscious.


Please indicate your actions for round 9.
 

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