Godless Zombies

The Blacksmith's Daughter
Defenestration for all!

The party heads forth, with three civilians, back to the town of Copperforge and the Mountaintop base.

Along the way (their travel sped greatly by Livia’s knowledge of a dry stream bed) they see a fire off to the West, but it is large and distant, so they continue South.

The town looks more abandoned but the church and blacksmith are still well fortified. The people, under the guidance of a warforged, have gathered many supplies in the church to help fortify.

Since the group investigating the farms has not returned, the party heads to the outskirts of town to follow their tracks and search for food. A commotion at a farm catches their attention, and people start falling out a window.

After fighting some zombies and some dead spirits they manage to save the blacksmith’s daughter and two other townspeople. The house is also in good shape (except for the burned out barn) and has some food stores. The group decided to rest, then investigate the other two farms, before heading back to town with their gathered supplies.

On the bodies of the undead you find:
a burnt bone radiating strange magic:
Death Shroud Ki Focus
Level 9 Uncommon

These winding sheets for the dead appear to be woven with veins of blood. As you study their shining trails, you focus on your ability to ready foes for the grave.

Price: 4,200 gp
Implement (Ki Focus)
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage, plus 1d6 damage for each of your shrouds on the target or each shroud you invoked on the target of this attack roll.

Power (Encounter): Free Action. Trigger: You hit a target. Effect: You use assassin’s shroud on the target. This use does not count against the limit of using assassin’s shroud once per turn.

a twisting headpiece of brass and silver
Circlet of Mental Onslaught
Level 11 Uncommon

Your mental attacks strike more true while you wear this slender circlet.

Price: 9,000 gp
Item Slot: Head
Property: Gain a +1 bonus to Will defense.
Power (Daily): Minor Action. Gain a +1 power bonus to attack rolls and damage rolls when making Wisdom, Intelligence, and Charisma attacks until the end of the encounter.

In the house you find:
a nice pair of chain gloves
Dual-Threat Gauntlets
Level 7 Uncommon

When you and an ally fight together, the power of these gauntlets heightens both your attacks.

Price: 2,600 gp
Item Slot: Hands
Prerequisite: Chainmail, Scale, Plate

Power (Daily): Minor Action. Trigger: Until the end of the encounter, while you’re flanking an enemy, you and the ally flanking with you gain an additional +1 bonus to attack rolls against that enemy.

3 stoppered small flasks
Lesser Elixir of Invisibility
Level 7 Uncommon

When you sip this elixir, your form fades from sight.

Price: 100 gp
Potion

Power (Consumable): Minor Action. Effect: You drink the elixir and become invisible until the end of your next turn. The effect ends if you make an attack roll.

Livia and Kraas got bonus plot points (just entered now) for saving people from falling out windows and for absorbing the brunt of undead onslaught.

The gloves that Allele and Archie have are fueled by healing surges. You can use them as many times a day as you like, but each creation of a door costs one surge. Closing an existing door is a minor action, no surge required.

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The Bunker's Basement
why is it full of zombies?

You decide to explore (of your six ish options) the deep tunnels below the bunker, finding evidence of big fungus and rats. There is nothing substantial moving around down there, but there are remains of some poor soldiers.

You find a dead body carrying:

Brooch of Shielding +2

Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will
Property: Gain resist 10 force.Power (Daily): Immediate Interrupt. Use this power when you are hit by an area, close, or ranged attack. Gain resist to all damage equal to the brooch’s resist force value against that attack.

Mark of the Tembo (now on Skip)

Grizzly Gauntlets
Price: 3,400 gp
Item Slot: Hands
Property: You gain a +3 item bonus to Strength checks to grab a creature and to Athletics checks or Acrobatics checks to escape a grab.

As you leave, there are cries from the Alchemy lab. Zombies and shadow dogs seem to have appeared out of nowhere and started causing a ruckus. You all manage to slay them and suppress the strong teleportation circle, finding some handy books in the alchemy library:

Book of Formulas (five decipherable)

3 Blinding Bombs
Alchemical ItemPower (Consumable): Standard Action. Make an attack: Area burst 1 within 10; +6 vs. Fortitude; on a hit, the target treats all nonadjacent creatures as having concealment until the end of your next turn. Creatures that do not rely on sight to detect other creatures are immune to this effect.

3 Ghoststrike Oil
Alchemical ItemPower (Consumable): Standard Action. Apply ghoststrike oil to your weapon or one piece of ammunition. Make a secondary attack against the next undead creature with resist insubstantial that you hit with the coated weapon or ammunition: +11 vs. Fortitude; on a hit, you ignore the creature’s resist insubstantial when determining damage for the attack.

3 Bloodstinger Poison
Alchemical ItemPower (Consumable • Poison): Standard Action. Apply the bloodstinger poison to your weapon or one piece of ammunition. Make a secondary attack against the next target you hit with the coated weapon or ammunition: +11 vs. Fortitude; on a hit, the target takes ongoing 5 poison damage (save ends).

The halfling (or gnome?) bodies appear to come from Zilargo, and one has a salvagable Fireheart Tattoo:
Wondrous Item
Property: When you spend an action point to take an extra action, you gain 5 temporary hit points.

Two daggers, one of which is:
+2 Dagger
Weapon: Any melee
Enhancement: +2 attack rolls and damage rolls
Critical: +2d8 damage
Power (Encounter): Free Action. Trigger: You hit with an opportunity attack. Effect: Deal 2d8 extra damage.

Under the main lab was a hidden lower level with a large teleportation circle and a smaller model of that circle that seems to be attuned to each other.

Next steps: Head back to the village, then mountaintop, then lake.

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The Shards' Message
With friends like these

Lots of conversations with the members of the sister base, known as L2.

People seem to recognize Anders and Allele, and think they came here together before.

There is a study, badly damaged, under the bunker’s library/archive that has a scrambled message for Anders.

In the study was a Shadowdancer’s Mask (Daily, free: Reroll a Stealth or Bluff check you dislike, with a +3 power bonus) that goes very well with the Shadowdancer’s Cloak (if wearing both, +2 item bonus to Athletics, Stealth and Thievery).

Picking up the 37 dragonshards bits (with sounds in them) from around the room you also find a Potion Bandolier (retrieving a potion from this belt is a free action) that is stocked with 1 potion of healing, 1 potion of regeneration and 2 potions of life shield.

You have unscrambled most of the message, taken it with you for further study, and may be heading out soon.

The engineers at the bunker want you to find a way to do more extensive field testing with the tank, perhaps after they modify it more. They’re not sure how to move it to another base.

The mountaintop base needs food.

The strange halflings from far away who show up through doors have given you two pairs of gloves to help you find a catch Veyii, a magus of some sort who has spurned Allabar.

And Livia met another Lake person who tells of trouble at the lake and a need to return urgently.

You also got some gloves from a mysterious friend who appears in the magic ‘doors’ occasionally. Two pairs of gloves, both have the same power – Healing Surge (Standard): By drawing a circle on a flat surface with your gloved hands, you can create an opening that connects to the same opening on the other pair of gloves.

Green gloves:
Property: You gain resist 20 to falling damage

Purple gloves:
Property: You may ignore any effect that teleports you

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The Ghosts' Disappearnace
Do you see dead people?

The leftover ghosts all went away (or into the haversack?), the soldiers cleaned up some bodies, and the warforged looking for magic sky rocks were defeated. Still having some planar disturbance problems, food shortage, druid shortage and zombie surplus. Anders had some intense conversations with ghosts, Allele lead them in religious rites, and Livia learned some healing tricks for the mentally diseased.

The interior parts of the box have some interesting runes moving around that Archie can harness. These function as a Long Battle Tattoo (Property: When you hit with a daily attack power, you gain a bonus to the damage roll equal to the number of healing surges you have spent since your last extended rest.) and a Tattoo of Bloodied Chains (Property: The first time you’re bloodied by an attack during an encounter, the enemy that bloodied you is immobilized (save ends).

Searching the remains of the warforged, you find some interesting parts that Archie can repurpose. They had:

  • Couters of Second Chances (Arms, Power (Daily): Free Action. Use this power when you miss with a melee attack. Reroll the attack, and use the second result, even if it’s lower.)
  • Boots of Rapid Motion (Feet, Power (Encounter): Immediate Reaction. Trigger: An effect slows you. Effect: You make a saving throw against the triggering effect. On a save, the effect ends. Power (Daily): Minor Action. You gain a +1 power bonus to speed until the end of the encounter.)
  • Greaves of Fortunate Falling (Feet, Property: When you’re knocked prone (including when you fall unconscious), you can fall into any unoccupied adjacent space instead of your current space. Being prone does not grant enemies combat advantage.)

and 400 gold worth of salvageable metal and rare wood components.

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The Water's Moving!
these ponds stink!

Slimes, ponds, many many ghosts. Some of you got a good chance to wash yourselves. The stories about the water just up and moving around appear to be true… but it’s not clear why.

Some of the magic ponds left behind small nuggets of ice/water/mud (six little nuggets). Acts as a healing potion, allows you to breathe water for the encounter.

One of the jellies was filled with residuum, 3600gp worth of it. Another slimy thing had a ring frozen inside it: The Ring of Walloping – +3 bonus to critical hit damage per plus of your implement or weapon.

Among the bodies, as you sift through parts, you find two suits of enchanted leathers that have survived the carnage: Magic Leather Armor +2 each.

Echoing ghost disease: Archie, Alpha, Skip. current stage: -2 penalty to Will and to all skill checks.

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The Rock's Trade
and then folks go crazy

Kept:
rectangular magical sky rocks that makes hair stand on end (electricity?)

Traded:
three cube-like skyrocks

Acquired:
Shadowdancer’s Cloak +2
Tall black thigh high leather boots (magical)
Vigorous Resolve Vestments (Cloth) +2
Barbed Baldric
Armor of Psychic Resist +2
Cape of the Mountebank +1
Battleforged Shield
Boots of Free Movement
Urn of Everlasting Provisions
Wineskin of … Water?
Handy Haversack

You met a party of warforged for this trade
There was a big storm of skyrocks and then rain

You did not find the mysterious moving pond, but instead get caught in a thunderstorm.

Folks inside the bunker were going crazy, catatonic, shitting themselves, and somewhat suicidal. Others were sane and barricaded.

The souls outside the bunker start shrieking at you!

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The Zombie's Stand
does it ever end?

Wow, what a night. Just one fight, but it was a doozy.

No PC casualties, about 70 zombies died (I may have lost count though,
could be more), including one big guy and dozens of expendable weak
zombies.

A mysterious messenger was rescued in the nick of time, surviving to
deliver her maps and notes.

Numerous objects fell from the sky, some of them obliterating zombies
that were hit on the ground. Allele managed to salvage three things: a
curved beam, a long shaft with knobby ends, and a partial sphere. They
seem to make her run faster, and they emit some deep growling noises.
It looks like they are made of soil, rock and air, but they feel solid
yet quite light.

The tank survived, though it did have some unfortunate noises come out
of it. More useful for Skip than Kraas perhaps. At least that’s what
the elder hobgoblin would say, as he berates his son for avoiding the
front line.

Awesome moments:
Livia up on top of the tank, throwing her spear (and often falling
off). Bonus plot point!

Allele heading into big groups of zombies on her own to recover the
strange falling objects. Bonus plot point!

Please share your stories, theories and observations. What should you
do next? What newfound boons will Level 5 bring? What magic items do
you want to find, make or manipulate? And what about the scientists!

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The Door's Friend

Congratulations gang on finishing off the cult of Belashyrra and
freeing the smith’s brother (Jarred) from their grasp. Because of the
friendly teleportation help, you’re at the military outpost with time
for an extended rest before the zombies attack. You’ve also got level
4!

There are a bunch of hostages to deal with and some secrecy concerns.
There’s also all sorts of interesting exploring to do, meeting people,
and looking into weapon research. I know at least Archie wants to do
some crafting too.

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The Dolgaunt's Fall

The things you found on the Orc and Dolgaunt include:
skalds armor +1
parrying bastard sword +1

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The Cult's Cave

Pursuing the smith’s brother and the lead from the friendly Half-Orc, the party heads north following tracks.

The town they find is deserted, the tracks leading to a cave.

In the mouth of the cave are six zombies, once orcs and half-orcs. Further in they find strange writing on the wall, names apparently, holding souls. There is a magical glyph of madness on the floor protecting some smashed shrines to Arawai, Balinor and Olladra.

Chanting comes from further down the hall, where a Dolgaunt is leading cultists in a ritual offering something to a big eye on the wall. They are defeated and a trap door leads down into Khyber shaped by the madness of Xoriat.

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