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The Darkest Light!


Jedaii

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Merrick had trained well as an acolyte at his temple, one of the most dire lessons being facing the unholy horrors that his calling might provoke him to face. He was taught to be brave and stalwart in the face of such evil, and how to counter it with his faith. The shambling horror before him was his first experience facing it, and he fought inwardly to resist the terror that was gripping at his muscle, trying to force his will over his body so as to sustain his companions.

 

Even still, the young idealist found his desperate reach for the symbol hanging around his neck was forestalled, as the true horror of their situation locked him muscles in place, preventing him from exhibiting his courage for the others to follow.


 

 

Edited by Blick (see edit history)
Name
Save vs Spells 15
13
1d20+1 12
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dekmal.jpg.a316c876303eb89840fa09378bcc219a.jpg

Dekmal shakes off his inaction from the sudden appearance of the fetid zombie and puts his lantern down on the ground then draws forth his sword so that he might return it to death soon. Even so, with his sword drawn, it is still his shield that is ready to lead the way into closer combat with the prone shambling corpse.

Now that he is prepared, he takes a hearty slash at the prone zombie with his longsword, hoping to speed it on its way to a true rest.

 

Name
Longsword Attack on Prone (+2) zombie
21
1d20+2 19
Longsword Damage (+1 str bonus)
5
1d8+1 4
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The actions of the paladin goaded Merrick into action, as the feat of courage from his comrade showed that his teachings were taking hold. Lifting his flail, he sneered down upon the fallen horror, before whipping the spiked ball downward....

Name
Flail
18; 7
1d20+2;2d4 [16]; [16,4,3]
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Hall and Valeros

hank_3_face.jpghttps://i.imgur.com/fLaUvHH.pngHall, CG, Ulfen Human, Thief [0 XP] | AC 5 HP 3

Valeros, NG, Chelaxian Human, Fighter [0 XP] | AC 3 HP 10


Hall keeps his eyes sharp for anymore of those dreadful things, while Val joins in on his companions to destroy the undead creature.

 

 

OoC

OoC: Neither Hall nor Val passed their Spell saves. Not sure what penalties they might have.

Hall will keep watch for more zombies, while Val will attack.

Valeros still has rotten luck with the dice.

 

Character Sheet

Hall Thorormsson
CG, Ulfen Human, Thief (+10% XP) [0 XP]

AC 5 HP 3

Abilities:
17 STR +1 hit, +1 dmg
12 INT +3 languages (--,--,--)
09 WIS
16 DEX +1 reaction/att adj, -2 defense adj
10 CON
11 CHA 4 max henchmen

Saving Throws:
13 Paralysis, Poison or Death Magic
12 Petrification or Polymorph
14 Rod, Staff or Wand
15 Breath Weapon
16 Spells

Thief Abilities:
30% Pick Pockets
30% Open Locks
20% Find / Remove Traps
15% Move silently
10% Hide in Shadows
10% Hear Noises
85% Climbs Walls
--% Read Languages

Thieves' Cant
Backstabbing +4 hit from behind (surprised) x2 dmg (level 1-4), x3 (levels 5-8), x4 (levels 9-12), x5 (levels 13-16)

Proficiencies:
Weapon [2] +1/4 levels
Dagger 1d4 sm / 1d3 l
Longsword 1d8 sm / 1d12 l 

Non-Weapon [1]
Painting

Equipment:

Starting Gold 100gp -76gp

Daggers (2) - 4gp
Longsword -15gp
Studded Leather - 15gp
Hat -7sp, Cloak -5sp, Girdle -2gp, Belt -3sp, Belt pouches (2) -30sp, Boots -1gp

Backpack -2gp, Sack -16cp
Wineskin -15sp, Rations (1wk) -3gp
Thieve's Tools -30gp, Tinder Box -1gp

Current Gold 24gp, 8sp, 4 cp

+50gp (for sharing a backstory with another player [guitarist])

 

Valeros
NG, Chelaxian Human, Fighter (+10% XP) [0 XP]

AC 3 HP 10

Abilities:
17 STR +1 hit, +1 dmg
13 INT +3 languages (--,--,--)
13 WIS
11 DEX
13 CON 85% sys shock, 90% res
10 CHA 4 max henchmen

Saving Throws:
14 Paralysis, Poison or Death Magic
15 Petrification or Polymorph
16 Rod, Staff or Wand
17 Breath Weapon
17 Spells

Proficiencies:
Weapon [2] +1/4 levels
Dagger 1d4 sm / 1d3 l
Bastard sword 1d8 sm / 1d12 l 
Hammer 1d4+1 sm / 1d4 l
Longbow 1d6 sm / 1d6 l 
 

Non-Weapon [1]
?

Equipment:

Splint Mail armor
Large shield
Bastard sword
Daggers (2)
Hammer
Longbow (12)

 

Backpack
Wineskin, Rations
Oil, Torches, Rope, Tinderbox,
Boots, Belt, Girdle, Cloak, Hat, Pouches

 

 

Edited by rauhric (see edit history)
Name
Valeros sword attack
2
1d20+1 1
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spacer.pngJocelyn of the Dawn

LG Human Paladin, AC: 2, HP: 6/7


Seeing the Undead creature prone and vulnerable, the paladin quickly raised his sword and brought it down once more.

 

 

 

 

 

 

Edited by Leonidas1789 (see edit history)
Name
Longsword attack: to hit
8
1d20+1 7
Damage
5
1d8+1 4
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The Dungeon

 

Everyone:

The party rains a flurry of attacks on the fallen flailing zombie as it snarls angrily - until Jocelyn's final strike causes it to go motionless and silent!

Looking around the adventurers see only wide darkness beyond the light of their lanterns ...

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image.png.db3239427ff5621fd636d3f978279af0.png"Praise the Gods, its dead again." Gabriel was obviously shaken by what had transpired. The barbarian puts away his mace and picks up his lantern and joins his companions who were standing around the unmoving corpse.

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dekmal.jpg.a316c876303eb89840fa09378bcc219a.jpg

Dekmal retrieves his lantern then gives the corpse a poke, then flips it over with a boot to give it a good look, just to make sure it wasn't carrying around something of note or value on it. Better to grab it now while his nose is accustomed to its stench than to have to return to search it later.

That done he'll scurry back up to keep an eye on their path forward, resuming the point as he takes direction of travel from Jocelyn.

 

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The Dungeon

 

Everyone:

As Jocelyn guides the party to the right with their light sources, they see the dark cavern extends roughly eighty feet to the right through the earthen terrain before curving left another eighty feet --

Dekmal:

When the Ranger kicks the corpse - it twitches! Then he sees bone mutilated by weapon strikes begin to mend and extend, reforming skeletal limbs!

Edited by Jedaii (see edit history)
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dekmal.jpg.a316c876303eb89840fa09378bcc219a.jpg

Dekmal pauses in his operation to return to the others and gets his sword out again, to give the corpse a few extra thwacks. "Umm... this wasn't normal to begin with, but don't these things stay down after you chop them up?"

 

 

Name
Hit the mending zombie hard
4
1d20 4
For some damage potentially... 
3
1d8+1 2
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The Dungeon

 

Dekmal:

The Ranger successfully re-mangles the zombie into more broken bones!

 

Everyone else:

Screenshot2023-07-21104141.png.f4d5100e10aba4002807099c60686178.png

As the party proceeds out of the cave to the right roughly eighty feet, the tunnel winds left - where their lanterns shed light on two more rotted, zombie-like humanoids slowly shuffling away from their position! The creatures have yet to notice the party ...!

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image.png.db3239427ff5621fd636d3f978279af0.pngGabriel, watches in horror as the abomination begins to reanimate, quickly drops to one nee and quickly takes off his pack, the northman takes a vile of oil from his pack and begins to pour it on the dead thing. "Somebody will need to light this thing on fire, perhaps that will kill it."

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dekmal.jpg.a316c876303eb89840fa09378bcc219a.jpg

Dekmal hurries to rejoin the group now that he's done some re-mangling. Fortunately he doesn't make too much noise in the process and spoil the others surprise on the pair of shambling corpses.

 

 

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