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Part I: The Slaughtergarde Laboratory


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Ce'luna, Vaathwood Guardian


Celuna.jpg.0a7482a3ff2482fe3c946963bca3c229.jpgFemale   High Elf   Druid 1  

Init 4 | HP 8/8 | AC 12, Touch 11, FF 10 | Fort 2, Ref 2, Will 4


Ce'luna breathes an impatient sigh when the halfling suddenly finds a concealed portal and discussion ensues. We could've had these spices to Sumberton and been back by now for all the delay, she remarks to her badger friend in Elven while the others make their preparations.

When the party is ready, she will take up her customary spot, keeping her eyes and ears (and Blakesly's nose) alert for any signs of pursuit or being followed.

 

Show Mechanics

 

Actions

Free Action: 

Swift Action: 

Move Action:

Standard Action:

Skill Checks

Listen, Spot


Continuing Effects: +1 to initiative, Listen and Spot when within 30' of Camlann

 

Edited by snugglepooh (see edit history)
Name
Spot, Listen
13; 21
1d20+6; 1d20+7 [7]; [7,14]
Blakesly Spot, Listen
11; 17
1d20+3; 1d20+3 [8]; [8,14]
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Father Wilwick Bramblemane, Halfling Cleric

spacer.pngQUICK STATS:  AC=18, Touch=12, FF=18 / HP= 8/13 / Init=0 / Saves: Fort=6, Reflex=2, Will = 7  ________________________________________________________________________

After finding the secret passage and the experts in the group ensuring that the path was trap-free, Father Bramblemane grows weary of waiting and simply whisper to the sneakier folks in the group, "Please investigate this newly found passageway for traps and tricks."

Once the hallway has been cleared, Willwick quietly moves forward before stopping at the intersection to carefully listen. If it is quiet, then the cleric peeks down each of the hallways while using the corner of the walls as partial cover as the diminutive priest watches and listens for the sight or sound of movement or anything unusual.

Mechanics

Swift Action:

Free Action:

Move Action:

Move:  

Standard Action:

Full Round Action:

 

Continuing Effects:  None

 

Edited by Terran (see edit history)
Name
Move Silently
8
1d20+3 5
Spot
13
1d20+2 11
Listen
15
1d20+4 11
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Camlann Cobb

Camlann follows Wilwick into the passage.

OOC: Is the demon maw the entrance to the passage or the curving lines visible on the map further into the passage? Since there was no heads up that the map had been updated I've been operating under the assumption that we were all standing in the room with the altar, getting psyched up to enter the passage.

Camlann has switched back to his Senses aura. Everyone within 30 feet once again gets +1 to initiative, Listen and Spot.

Show this

Nothing to see here.

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It's that passage on the right leading out of the room with the altar. Both sides of the passage have the demon mouth thing going on, though I suppose the map doesn't indicate that.

Cabaret de L'Enfer Halloween party: Devil mouth doorway ...

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"Fable" the Beguiler
Fable gives the portal a VERY thorough looking-at.

 

"Fable"

spacer.png

Half-Elven Beguiler

Myth-Weavers Character Sheet

Out of Character - Actions

Search on the portal! I want to look at the mouth.

 

Edited by SCARY WIZARD (see edit history)
Name
Fable - Search (Find Traps)
19
1d20+7 12
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Close inspection of the doorway finds that it is not trapped, and apparently just a scary looking doorway. When everything seems safe, Wilwick and Camlann enter the spooky passage. No sooner does Wilwick thrust a torch into the darkness does he spot two zombies, obviously former hobgoblins, shambling out of the shadows!

Roll Initiative!

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Gwen Blodwenspacer.png

 

Gwen| Paladin 2 | AC17 Touch: 9 | HP: 18/18 | Fort +4 | Ref +0 | Will +0 | Spot/Listen +0/+0


"Curses."

Seeing the zombies lit up by the torchlight Gwen rushes forward towards the oncoming undead

.

OOC

 

 

Name
Initiative
1
1d20+0 1
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Father Wilwick Bramblemane, Halfling Cleric

spacer.pngQUICK STATS:  AC=18, Touch=12, FF=18 / HP= 8/13 / Init=0 / Saves: Fort=6, Reflex=2, Will = 7  ________________________________________________________________________

When a pair of quiet zombies shuffle out of the darkness, Wilwick readies himself for battle.

Mechanics

Swift Action:

Free Action:

Move Action:

Move:  

Standard Action:

Full Round Action:

 

Continuing Effects:  None

 

Name
Initiative
20
1d20 20
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"Fable" the Beguiler
Fable loads her cross bow, and then draws a dagger... Once this is finished, she gives the dead a look as if to say, "try us".

 

"Fable"

spacer.png

Half-Elven Beguiler

Myth-Weavers Character Sheet

Out of Character - Actions

I'm basically gonna just burn an entire round loading a weapon and drawing another one.

 

Name
Fable - Initiative
16
1d20+2 14
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Crescenda

image.jpeg.988d75254c362aa82cbf7e00eda6246d.jpegCrescenda | WizardConjuror Variant of Wizard 2 | Spells used - L0: 1/5; L1: 3/4 | AC12/16Dexterity +2

Touch 12
Flat-Footed 10

If Mage Armor is cast and active, Hagen's Armor becomes: AC16, T12, FF 14
| HP: 11/11 | Fort +2 | Ref +2 | Will +4 | Spot/Listen +1/+1

Crescenda was happy and safe at the back, where she was idly musing on a minor trivia. The lack of yelling tells her it''s not a major danger, but the mutterings and the sudden lack of movements tell her something has come up.

Thus, Crescenda cricks her neck.

 

Conditions, Actions And Things Of Interest

Darkvision 60 ft

Darkness 1/Day; as per spell, as a spell-like ability;

Resist 5    Cold
Resist 5    Fire
Resist 5    Electricity

 

 

 

 

 

 

 

Name
Initiative Check
13
1d20+2 11
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Ce'luna, Vaathwood Guardian


Celuna.jpg.0a7482a3ff2482fe3c946963bca3c229.jpgFemale   High Elf   Druid 1  

Init 4 | HP 8/8 | AC 12, Touch 11, FF 10 | Fort 2, Ref 2, Will 4


Ce'luna readies her bow, but stays more alert to what might sneak up behind them.

 

 

 

 

Show Mechanics

 

Actions

Free Action: 

Swift Action: 

Move Action:

Standard Action: Ready action to attack any threats from behind

Skill Checks

 


Continuing Effects: +1 to initiative, Listen and Spot when within 30' of Camlann

 

 

 
Edited by snugglepooh (see edit history)
Name
Initiative
17
1d20+5 12
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Posted (edited)

The zombies moan and grumble as they look in the direction of the light. Wilwick is pretty sure he can hear more zombies from the shadows deeper in the chamber.

 

Round 1

@Terran is up.

Initiative Order
Wilwick
ZOMBIES!
Celuna
Camlann
Fable
Crescenda
Gwen

Map--->HERE

 

Edited by Chaz Hoosier (see edit history)
Name
Zombie Initiative
20
1d20 20
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Father Wilwick Bramblemane, Halfling Cleric

spacer.pngQUICK STATS:  AC=18, Touch=12, FF=18 / HP= 8/13 / Init=0 / Saves: Fort=6, Reflex=2, Will = 7  ________________________________________________________________________

When a pair of quiet zombies shuffle out of the darkness and Father Bramblemane can hear more of the foul abominations approaching in the darkness from a distance, the cleric makes a quick tactical decision calling out to his companions, "Two zombies are approaching!"

"More are coming after them. We need to make our stand in this hallway so we can use it as a chokepoint and keep the bulk of the hoard off of us. Please watch the other entrances to the room," Wilwick in an effort to quickly set up a makeshift strategy and hopefully avoid any surprises from behind.

It's almost comical to see the child-like warrior priest take a single step back to stand beside of Camlann drawing a razor-sharp sickle from a scabbard on the side of his pack in one fluid well-trained motion.

Looking up at the much taller warrior beside of him with a smile and a wink, the tiny cleric advises in a lowered voice, "Ready yourself," as Father Bramblemane intentionally positions himself to attack any enemy that might move close enough to threaten him.

Mechanics

Swift Action:

Free Action: Speak

Move Action: Draw Sickle

Move:   5 ft. step as shown on map

Standard Action: Readied Action to attack any enemy that moves within striking distance

Full Round Action:

 

Continuing Effects:  None

 

Name
Readied Action to Attack any Zombie that moves in range with Sickle
11
1d20+3 8
Slashing Damage
4
1d4+1 3
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