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1-04: The Mists of the Mournland


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Gli incantesimi viventi ci rivelano molto riguardo Eberron - Dungeons &  Dragons - Dragons´ Lair

THE MISTS OF THE MOURNLAND

Chapter 1 Part 4: The Mists of the Mournland


Ice Zombie

With a creak something moves among the rocks. Except it isn't among them at all, it is the rocks and they aren't really rocks, they'd rounded lumps of melted glass and sand. As they rise to move towards you, you see that they are zombies or some other sort of undead fused with sand. They drag themselves towards you, clearly with hostile intent.

Beneath the blunted clumps of glass their flesh is melted and burned to the point that you can't tell whether they were human or hobgoblin.


OOC Scene Notes

There is no active map at the moment
Please use directions when moving (N, S, E, SE, W, etc)
We are not in initiative so your movement or actions per post is not limited to round actions.


Mol 27th Barrakas 998 YK, around 6am


Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

 

MECHANICS DESCRIPTIONS

Not in Use!!

 

Watch Order

  1. Remi & Bonesetter
  2. Nox, Terry, & Bonesetter
  3. Roderick & Bonesetter
  4. To'Nari & Bonesetter
  5. Antonio & Bonesetter

CHARACTER STATUS

To'Nari Roderick

 

Asleep

Nox Remi

 

Asleep

Bonesetter Terry

 

 

Show Active Map

image.png.c118750f9d3dcaed7abca1724c69cff5.png

 

Name
Glass Zombie Initiative
10
1d20+2 8
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Bonesetter McCoy

spacer.pngBonesetter moves over to Roderick and wakes him up.

Statblock

 Bonesetter McCoy
S LN Warforged Vitalist, Level 4, Init 1, HP 38/38, Speed 30
AC 19, Touch 12, Flat-footed 18, CMD 13, Fort 7, Ref 2, Will 9, CMB +2, Base Attack Bonus 2 /27
slam (1d3+1, x2)
masterwork Morningstar +5 (1d6+1, x2)
Masterwork Light Crossbow (20) +3 (1d6, 19-20/x2)
+1 Lamellar (leather) (+5 Armor, +1 Dex, +1 Size, +2 Deflect)
Abilities Str 12, Dex 12, Con 16, Int 12, Wis 20, Cha 8
Condition None

Actions Crunch and OOC

Move: as needed

Standard: wake roderick

 

  

Edited by Inash (see edit history)
Name
initiative
17
1d20+1 16
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PZO9083-SkyMasterAir.jpg         Terry the Terror


Grabbing whatever gear he is sleeping with or on, Terry makes his way back to the sled.

"Antonio, I think it may be one of those times we need to flee. I'd rather not fight with my armor off; besides, there is no point in fighting the dead."

Terry tries to determine if they have time to load up and retreat before the zombies get there.

Zombies are slow, right?

Stats

Terry the Terror
Male TN Human Slayer/Fighter Level 1/3, Init +3, HP 39/39, Speed 20
AC 24 Touch 13 Flat-footed 21
CMD 21 (+2)[deft maneuvers] (+1)[favored class]
CMB +8 (+2)[deft maneuvers]
Fort 8 Ref 6 Will 4
Base Attack Bonus 4
Attacks
+8/1d6+9 Scimitar [crit 18-20/x2; S]
+7/1d8+4 Composite Longbow
Abilities Str 18, Dex 17, Con 14, Int 12, Wis 12, Cha 12
Conditions None

Edited by miteke_mw (see edit history)
Name
Initiative
9
1d20+3 6
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image.png.4e5dc95c2ff40a7ac10abe42bbe1658e.png Nox |AC: 17 | HP: 35/35 


Nox eyeballs the zombies with glass sticking out of them. They weren't something she looked much into, but maybe she could figure them out or remember hearing something about them. She gets her crossbow out and ready to start shooting.

 


 

 

Edited by fenrirlokison (see edit history)
Name
Untrained KReligion
15
1d20 15
Initiative
16
1d20+2 14
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To'Nari | Sheet | Profile |

checked-shield.svg AC: 18AC: 13, Flat-footed: 10, Touch: 13
Active Modifiers:
+3 (Dexterity)
Inertial Armor; +5 (Armor bonus) [4 hrs remaining]
Inactive Modifiers:
 | health-normal.svg HP: 28/280 pts Nonlethal
0 pts Temporary
 | walking-boot.svg Spd: 30 feet | PP: 14/17 | Focus: (UndeadActive creature type for Disrupt Pattern damage) [*Personal Focus]/[*Psicrystal Containment: this focus is maintained by the psicrystal.] | Psicrystal: DockedDocked in the Psicrystal Staff, the psicrystal grants the following abilities:
*Alertness: (+2 perception/sense motive when within 30ft) *Meticulous: (+3 to Master's Perception)
*Sighted: (40ft telepathic sight- ignores silence & darkness)
 | Condition: NormalNormal, no negative conditions, buffs, or debuffs
Inertial Armor: 4/4hrs (see AC)

Awake and moving, the kalashtar finalized the manifestation of his psionic armor, readying his crystalline staff and trying to get an idea of what the group was up against. Before moving too far away, he knelt and placed a hand on Remi's shoulder; saying "Enemies approach, arise!" before continuing to a better vantage point.

Hearing Terry suggest escaping, the cryptic paused for a moment.

Over the mental network, To'Nari's calm voice could be heard; "Would it be wise to focus on packing camp and fleeing? Or would doing so put us in more danger than standing and fighting?"

To'Nari, not feeling the entire group within the mental network projected by Bonesetter, sighed and said aloud; "I can give one other person force armor in an instant, for an hour- we should not flee needlessly."

 

Actions

To'Nari:
Standard Action: Wake Remi
Move: (to get a better view of the enemy)
Free Action: Knowledge (Religion) Check to recognize the undead approaching;

Xavier: (psicrystal)
Standard Action: none
Move Action: none

 

Edited by Xepteregicide (see edit history)
Name
Knowledge (Religion)
20
1d20+9 11
Initiative
15
1d20+3 12
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  • 2 weeks later...

Gli incantesimi viventi ci rivelano molto riguardo Eberron - Dungeons &  Dragons - Dragons´ Lair

THE MISTS OF THE MOURNLAND

Chapter 1 Part 4: The Mists of the Mournland


Ice Zombie

Bonesetter wakes Roderick up while To'Nari wakes Remi. With everyone now awake the movement of the undead is obvious. They are dragging limbs heavy with melted glass but somehow move quickly.

Antonio turns around and points at them, "Look out!" Apparently he had been engrossed in his notebook and wasn't looking at anyone to read their lips. Clearly in future you might need to shake him or get his attention in ways other than speaking to him.

To'Nari can't really tell what kind of undead they are beyond being corporeal and rotted under the glass. As far as he can tell they are probably zombies of some kind.

With nobody attacking or moving to intercept they move closer, closing to within thirty feet.


OOC Scene Notes

There is no active map at the moment
Please use directions when moving (N, S, E, SE, W, etc)
We are not in initiative so your movement or actions per post is not limited to round actions.


Mol 27th Barrakas 998 YK, around 6am


Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

Bonesetter 17
To'Nari 16
Nox 16
Remi 12
Rodrick 11
Glass zombies 10
Terry 9

MECHANICS DESCRIPTIONS

Not in Use!!

 

Watch Order

  1. Remi & Bonesetter
  2. Nox, Terry, & Bonesetter
  3. Roderick & Bonesetter
  4. To'Nari & Bonesetter
  5. Antonio & Bonesetter

CHARACTER STATUS

To'Nari Roderick

 

 

Nox Remi

 

 

Bonesetter Terry

 

 

Show Active Map

image.png.c118750f9d3dcaed7abca1724c69cff5.png

 

Edited by hoverfrog (see edit history)
Name
Roderick initiative
11
1d20+2 9
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PZO9083-SkyMasterAir.jpg         Terry the Terror


Now on the sled and seeing the others hop on (or if not on yet, as soon as they are), Terry shouts and order to Antonio while he brandishes his blade protectively between the driver and the zombies.

"Antonio, get us out of here."

Damn if these zombies are a lot faster than the ones I've heard about. I hate not having armor on. This could hurt. A lot. Going to have to talk to someone about that comfort enhancement so I can sleep in it if we are going to be dealing with midnight ambushes.

Stats

Terry the Terror
Male TN Human Slayer/Fighter Level 1/3, Init +3, HP 39/39, Speed 20
AC 24 Touch 13 Flat-footed 21
CMD 21 (+2)[deft maneuvers] (+1)[favored class]
CMB +8 (+2)[deft maneuvers]
Fort 8 Ref 6 Will 4
Base Attack Bonus 4
Attacks
+8/1d6+9 Scimitar [crit 18-20/x2; S]
+7/1d8+4 Composite Longbow
Abilities Str 18, Dex 17, Con 14, Int 12, Wis 12, Cha 12
Conditions None

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Remi Bréagach, Human Hoaxer

RemiBragach-Token.png.73f38072f9f1bd11f68c28906f36d3d4.png

Remi does his best to smoothly rise to his feet, shaking off the rest of his sleeping bag as he does so. Gun firmly in hand, he reels off a shot at the closest zombie. He shouts at Antonio, "You heard him, let's fukkin' go!"

 

Move: Stand up.

Standard: Fire.

Stats

 

 

Character: Sheet, Thread, Inventory

HP: 29/29
Status:

Hands:

Initiative: +2
Perception: +7

AC: 16
Flat: 14
Touch: 12

CMD: 17
FCMD: 15

Fort: +4
Reflex: +6
Will: +4
+2 curses, hexes, language

 

People to see, the mission

 

Name
Attack and Damage
15; 2
1d20+5;1d8 [10]; [10,2]
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Bonesetter McCoy

spacer.pngBonesetter nods, realizing that he too could help with covering fire. He fires a crossbow bolt at the approaching foes and moves into position on the earthsled.

Statblock

 Bonesetter McCoy
S LN Warforged Vitalist, Level 4, Init 1, HP 38/38, Speed 30
AC 19, Touch 12, Flat-footed 18, CMD 13, Fort 7, Ref 2, Will 9, CMB +2, Base Attack Bonus 2 /27
slam (1d3+1, x2)
masterwork Morningstar +5 (1d6+1, x2)
Masterwork Light Crossbow (20) +3 (1d6, 19-20/x2)
+1 Lamellar (leather) (+5 Armor, +1 Dex, +1 Size, +2 Deflect)
Abilities Str 12, Dex 12, Con 16, Int 12, Wis 20, Cha 8
Condition None

Actions Crunch and OOC

Move: as needed

Standard: wake roderick

 

  

Name
attack
23
1d20+3 20
damage
2
1d6 2
crit confirm
20
1d20+3 17
crit damage
5
1d6 5
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image.png.4e5dc95c2ff40a7ac10abe42bbe1658e.png Nox |AC: 17 | HP: 35/35 


Nox shoots at one of the closer one's in an attempt to either slow them down or put them down. The anxiety growing with how close they felt. She would gladly take bandits and monsters any day, but the undead?? She felt the need to hurry Antonio along, but there was not need for that, so she bit back her words by physically grinding her back teeth together.

 


9/10 crossbolts

 

Edited by fenrirlokison (see edit history)
Name
attack closest zombie and/or the same one Bonesetter did
13
1d20+5 8
dam if hit
7
1d8 7
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Roderick

spacer.png Disinclined to argue and risk getting left behind, Roderick rose to his feet and joined the others on the sled. As the half-elf came to a stop, he rummaged in his bag, producing a crossbow.


AC: 12 | Initiative: +2 | Sheet | Active EffectsEndure Elements | HP: 23/23 IP: 7/7 | Infusion Slots1 : 4/4 |


[fieldset=Actions]Move : Stand up Standard -> Move : Board Earthsled & Draw crossbow[/fieldset]
Actions
Move : Stand up
Standard -> Move : Board Earthsled & Draw crossbow

 

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To'Nari | Sheet | Profile |

checked-shield.svg AC: 18AC: 13, Flat-footed: 10, Touch: 13
Active Modifiers:
+3 (Dexterity)
Inertial Armor; +5 (Armor bonus) [4 hrs remaining]
Inactive Modifiers:
 | health-normal.svg HP: 28/280 pts Nonlethal
0 pts Temporary
 | walking-boot.svg Spd: 30 feet | PP: 14/17 | Focus: (UndeadActive creature type for Disrupt Pattern damage) [*Personal Focus]/[*Psicrystal Containment: this focus is maintained by the psicrystal.] | Psicrystal: DockedDocked in the Psicrystal Staff, the psicrystal grants the following abilities:
*Alertness: (+2 perception/sense motive when within 30ft) *Meticulous: (+3 to Master's Perception)
*Sighted: (40ft telepathic sight- ignores silence & darkness)
 | Condition: NormalNormal, no negative conditions, buffs, or debuffs
Inertial Armor: 4/4hrs (see AC)

To'Nari, after waking Remi, focuses the power around him into a ray of energy, aiming it at the closest shambling zombie from atop the Earthsled. However, it is about that time that the artificer fires up the earthsled, jarring the kalashtar enough to cause his aim to be off.

With a grimace, he mentioned over the Collective, directed to Bonesetter; "Perhaps, if it is possible, you should add Antonio into your collective; it could prove to bridge the gap presented by his lack of hearing"

 

Actions

To'Nari:
Standard Action: fire off a disruptive pattern.
Move: none
Free Action: none

Xavier: (psicrystal)
Standard Action: none
Move Action: none

 

Edited by Xepteregicide (see edit history)
Name
Disruptive Pattern
7; 7
1d20+6;2d6+5 [1]; [1,1,1]
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