Adventure 1: Shadows of Eldolan

Sep 20, 2016 11:07 pm
The city of Eldolan is a small urban settlement built in a prime harbor on the shores of the Pocket Bay. Being only about 20 miles away from Horizon, home of the Archmage and one of the Seven Great Cities, Eldolan is known for its schools of magic and its arcane artisans. Eldolan's status quo of mild corruption and inter-school squabbles is occasionally broken up by magical mishap or arcane duel, but the city is generally quiet.

Which makes it that much stranger that you have been called there for "urgent matters connected to the continued security of the Empire."

You were each contacted separately to meet with an Imperial agent in Hawker's Square, a gnome by the name of Maudlin. As the afternoon wanes, the shadows of the three-story, gray stone buildings that form the perimeter of Hawker's Square are lengthening, and the calls of vendors and beggars alike are getting louder as market hours come to a close. Suddenly, a loud crash rises above the babel of voices. On the western side of the square a large wagon full of pumpkins has tipped backwards, filling the roadway with gourds. At first, people laugh. Then a scream cuts through the crowd.

As the crowd parts, you see someone is fighting with a Silver Shield watch officer near one of the squares two exits to the northeast, and a woman next to them is screaming and pointing. You understand her wails as the assailant lunges forward to bite the guard's throat and pulls back with blood-stained jaws. More yells emerge as you see a group of figures emerge from a stairwell in the center of the square and quickly overwhelm the last two Silver Shields in the area. The figures are humanoid...and were once living. Now you see that they are surely not, because each one has large open wounds where organs or eyes are missing.

Suddenly, you hear a crackling sound behind you and turn to see a surprised-looking gnome matching the description of your contact being surrounded in a magical whirlwind of shadows and purple vapors. As one, the group of zombies turns toward Maudlin and begins to advance, driving panicked townsfolk to the ground as the rest of the crowd tries to flee through the last remaining exit to the southwest. The rush is stopped by a roaring, hulking zombie wearing a pumpkin with a leering face carved into it. Only you stand in these monsters' way.

Roll initiative!

Rolls

Mob blocking northeast exit (5) - (1d20+0)

(13) = 13

Mob from stairwell (10) - (1d20+0)

(6) = 6

Putrid zombie - (1d20+1)

(20) + 1 = 21

Hulking zombie - (1d20+3)

(12) + 3 = 15

Sep 21, 2016 2:25 am
OOC:
Rolling...

Rolls

Initiative - (1d20+4)

(2) + 4 = 6

Sep 21, 2016 4:55 am
OOC:
Beg yall's pardon. What determines initiative?
Last edited September 21, 2016 4:56 am
Sep 21, 2016 10:11 am
OOC:
Bloody hell, you wasted no time.
Initiative for Slammer Kintyre

Rolls

Initiative - (1d20+3)

(9) + 3 = 12

Sep 21, 2016 11:23 am
OOC:
I'm guessing initiative is just Dex bonus so my 13 Dex means I add 1 to my initiative roll.
Starting with the action. I like it.
Also, I can't post as my character. Is it not approved?

Rolls

Initiative - (1d20+1)

(20) + 1 = 21

Sep 21, 2016 12:29 pm
OOC:
Initiative is 1d20+Dex modifier+level
Sep 21, 2016 3:22 pm
OOC:
Oops, everyone should now be approved. And yes, Initiative is d20+dex+level.
Sep 22, 2016 4:00 am
Initiative

Rolls

Initiative - (1d20+0)

(3) = 3

Sep 22, 2016 1:47 pm
Factoring in level bonus, initiative order is:

22 - Golo
21 - Putrid Zombie
15 - Hulking Zombie
13 - Mob of 5
12 - Slammer
6 - Benedic
6 - Mob of 10
3 - Lucas

The Escalation Die is at 0. Golo is up first!
Sep 22, 2016 5:39 pm
I recognize the hulking monstrosity as an undead andnarrow my gaze in innate hates. I draw my sword as I lunge forward to cut the thing down.

Rolls

Attack - (1d20+4)

(19) + 4 = 23

Damage - (1d10+3)

(9) + 3 = 12

Sep 22, 2016 5:56 pm
OOC:
Do you want us to give moves even though it's not yet our turn?
Sep 22, 2016 7:33 pm
OOC:
Normally I would have people wait, since the battlefield could change significantly between when you choose an action and your turn comes around. We'll try it like that for this combat.

You, however, are a special case. Whenever you want to chime in with one of your interrupts, go ahead.
Sep 22, 2016 8:21 pm
The big pumpkin-headed zombie, which would be humorous if it wasn't trying to kill the townsfolk, groans as your practiced blade carves into its flesh.

Putrid Zombie
An especially putrid zombie, its flesh festering with unhealable wounds, shuffles towards the heroes and swipes at Slammer with a wretched claw!
OOC:
Slammer takes 6 damage, but avoids taking extra damage from the blow. When you start your turn engaged with a putrid zombie, make a save. On a failure, take -2 to all attack and damage rolls against the putrid zombie that turn.
Hulking Zombie
The big zombie grabs a pumpkin from the cart and attempts to bring it down on Golo's head. The heavy gourd connects, bludgeoning Golo heavily and covering him with pumpkin innards.
OOC:
Golo takes 7 damage from the blow, and with a 16+ is weakened until end of his next turn. This means he takes a -4 to all attacks and defenses.
Mob of 5
The mob of 5 zombies blocking the northeast exit to the square snarl at some of the cowering townsfolk, but they don't lurch any further into the square. They appear to be simply blocking the exit.

It is now Slammer's turn!

Rolls

Putrid zombie's claw (vs Slammer AC) - (1d20+7)

(12) + 7 = 19

Putrid zombie bonus damage (if natural 16+) - (1d6)

(3) = 3

Hulking zombie pumpkin smash (vs Golo AC) - (1d20+7)

(17) + 7 = 24

Sep 23, 2016 5:30 am
Diamond_Rhombus says:
OOC:
Normally I would have people wait, since the battlefield could change significantly between when you choose an action and your turn comes around. We'll try it like that for this combat.

You, however, are a special case. Whenever you want to chime in with one of your interrupts, go ahead.
OOC:
In the future when would I use my quick to fight feature?
Last edited September 23, 2016 5:31 am
Sep 23, 2016 11:10 pm
OOC:
It activates automatically. Always make two initiative rolls at the start and edit your most to say which one you want to use.

Also, caledoniaman will be unavailable for a few days due to an emergency and asked me to take over as Slammer for the time being. He'll probably be ready to rejoin us by the time the fight is over, but if we need to, we'll take a brief hiatus after the fight to wait for his return.
Slammer

Slammer gags at the zombie's horrible stench, but even nauseated, his blade strikes true for 7 damage.

Benedic is next!

Rolls

Save vs putrd stench - (1d20)

(2) = 2

Melee attack - (1d20+4)

(14) + 4 = 18

Melee damage - (1d8+3)

(6) + 3 = 9

Sep 24, 2016 1:30 am
Surrounded by absolute carnage, Benedic can't help but feel the need to assist. The massive zombie had just pummeled one person, and now was after another.
He quickly moves nearby the the massive thing, and lets loose a bolt of light.
OOC:
Javelin of Faith. I believe that's 19 to hit? COrrect me if I'm wrong, and after I went and re-read. I think it was a miss and that I had misunderstood calculating the spell's efficacy.
Last edited September 24, 2016 1:57 am

Rolls

Damage, holy (if applicable) - (1d6+4)

(2) + 4 = 6

Attack to hit - (1d20+5)

(1) + 5 = 6

Sep 24, 2016 1:50 am
OOC:
I'm not seeing your attack roll. Did you remove it from the post somehow?
Benedic's lance of holy light sears across the marketplace, piercing the huge zombie. Its corrupted flesh sizzles from contact with the divine light.
OOC:
As a cleric (and an RPG player), you know that undead are vulnerable to holy damage. This means that any holy attacks have an expanded crit range of 2 (crit on a natural 18-20).
Mob of 10

The mob of 10 zombies than came up from the stairwell in the middle of the square lurch towards Maudlin - and therefore, towards the heroes. Half of them swarm Lucas, and the others swarm Benedic. Only a few get through Lucas' experienced defense, dealing 6 damage, but Benedic is unable to slip out of reach of their rotting fists and the mobs hits him for 15 damage. Fortunately, in the crush one of the zombies has its arm torn off by a comrade, dealing 6 points of damage to the mob.
OOC:
These zombies are clearly in worse shape than the others. If they hit hard enough, they deal bonus damage, but also take that bonus damage themselves. They might not go down in one hit, but on their own are significantly weaker than pumpkin-head and the really nasty one, and each one you kill makes the mob that much weaker. Die rolls are hidden for this one, so we don't clog up the page with a million rolls.
Lucas is up next!

Rolls

Secret Roll

Secret Roll

Secret Roll

Secret Roll

Secret Roll

Secret Roll

Secret Roll

Secret Roll

Secret Roll

Secret Roll

Secret Roll

Sep 24, 2016 2:27 am
OOC:
We'll let that hit stand since this is a tough fight. But yeah, to hit with an attack is always 1d20+level+appropriate stat modifier. No worries about it.
Sep 25, 2016 6:18 am
"Damn rotters!" Lucas swears at them, then removes his longsword. He attempts to fight his way to Maudlin, killing any in the mob as he goes.
Last edited September 25, 2016 6:18 am

Rolls

Longsword strike! (Attack) - (1d20+5)

(11) + 5 = 16

Command points if hit! - (1d3)

(3) = 3

Hit - (1d8+4)

(3) + 4 = 7

Sep 26, 2016 3:37 am
OOC:
Forgot your damage roll, Lucas.

Apologies for the slow turn, had a rather busy day. Next round will begin tomorrow morning. The escalation die has increased to 1. All players now get +1 to all attack rolls.
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