Arlok "The Mighty" |
"Arlok no need magic. Use on Varg."
I will pretty much always turn down enlarge person. It has some benefits in certain situations but I don't like the -2 to AC for a small boost to damage.
He readies his glaive as they approach.
Komm the "Grandfather" |
Grezzor: Yes the flying heads are also zombies.
Zombie #1 Reflex save: 1d20 + 2 ⇒ (9) + 2 = 11 fail.
Grezzor calls upon his newly gained experience and conjures a flaming sphere sending it into one of the zombies, which scorches it badly. Zombie #1 takes 10 points of damage.
Keil and Arlok elect to ready for the zombies to approach, while Vargrenz uses his innate magic to increase his size. Vargrenz, I am assuming you will use your Enlarge Person SLA here.
Round 1: Grezzor, Keil, Vargrenz, Arlok, Raaz, Zombies, Malzii, Praetor, Brok, Flying Zombies.
Komm the "Grandfather" |
The zombies unmoved by the flaming sphere in their midst advance upon you...where Raaz's crackling black bolt impacts the scorched zombie and sends it collapsing to the floor. Zombie #1 takes 6 points of electrical damages and is destroyed.
The other two zombies continue unimpeded...that is until Vargrenz's blade catches one of them and slices a portion of its side off. Zombie #2 takes 7 points of slashing damage.
Vargrenz: You may take an AoO against both zombies as they move next to you.
Arlok: You are not currently in range of the zombies as Vargrenz blocks the corridor. If you want to you may step into Vargrenz square (corner) and swing at the zombie. As you will be fighting Cramped, you will take a -2 to hit.
Vargrenz |
Varg continues to swing his oversized dagger at the zombies as they enter into his reach.
AoO #1: 1d20 + 5 ⇒ (2) + 5 = 7
AoO #2: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
The first swing misses, but the second slices deeply into the approaching zombie.
Komm the "Grandfather" |
Arlok jostles Vargrenz just before the enlarged duergar strikes at the zombie, which is enough to throw off his blow. Vargrenz manages to recover quickly as he slices the second zombie deeply. Zombie #3 takes 7 points of slashing damage.
The zombies strike back at the dwarf...
Zombie #2 Slam: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25; damage: 1d6 + 4 ⇒ (2) + 4 = 6 hit
Zombie #3 Slam: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17; damage: 1d6 + 4 ⇒ (1) + 4 = 5 miss
...the first one ducking under his guard and tearing into his flesh! Vargrenz takes 6 points of damage.
Round 1: Grezzor, Keil, Vargrenz, Arlok, Raaz, Zombies, Malzii, Praetor, Brok, Flying Zombies.
Brok Nunnelnoggin |
With the running zombies, shouting, and flying spells going back and forth in the hallway, Brok decides to keep the door closed and stay safe.
Malzii |
Round 1
With Vargrenz and Arlok keeping the zombies well and truly blocked from reaching the rest of the group, Malzii calmly calls out, "Jiānqiáng de zǔxiān Eketek! Vargrenz wěidà de zhànshì...... Ǎi huà. Shòuyǔ tā zhùfú gèng dà!"
"Mighty ancestor Eketek! Vargrenz great warrior...for dwarf. Grant him blessings to be even greater!"
Using Ancestor's Council on Vargrenz; +2 bonus on any one attack roll, saving throw, ability check, or skill check made before Malzii's next turn.
Praetor Grey |
Channel Energy (command undead), all undead within 30 feet of Grey need to make a DC 16 will save of be controlled. Grey can control 3 Hit Dice of undead. If he ends up controlling more than that, he chooses which are released.
Grey slammed the butt of his skull-headed staff down on the ground. A burst of crackling dark energy pulsed out, washing over all the zombies near him.
Komm the "Grandfather" |
Malzii beseeches her ancestors to aid Vargrenz's next attack, while Brok decides discretion is the better part of valor here.
Zombie #2 Will: 1d20 + 3 ⇒ (6) + 3 = 9 failed
Praetor feels his magics take hold of the first zombie, yet the necromatic energies of the second are too strong for him to capture the other one. The zombie pauses its attacks upon Vargrenz, waiting for its new master to instruct it. Praetor, I have outlined the zombie you control in green on the map.
However, there are additional zombies that have yet to make their presence felt, as they fly up into Vargrenz's face...
Flying Zombie #1 Bite: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11; damage: 1d4 + 1 ⇒ (4) + 1 = 5
Flying Zombie #2 Bite: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8; damage: 1d4 + 1 ⇒ (3) + 1 = 4
...yet the duergar sees the erratic flight path of the zombified heads and is easily able to fend off their clumsy bites. Vargrenz, you may take one AoO against EACH of the flying zombies.
Round 2: Grezzor, Keil, Vargrenz, Arlok, Raaz, Zombies, Malzii, Praetor, Brok, Flying Zombies.
Grezzor |
Grezzor focuses on the Flaming Sphere, and wills it to move and engulf the first flying head zombie in its path (Maybe the one I damaged before?).
Flaming Sphere, DC17: 3d6 + 1 ⇒ (1, 4, 6) + 1 = 12
Komm the "Grandfather" |
Grezzor sends his flaming sphere directly into the flight path of the flying zombie...
Flying Zombie #2 Reflex: 1d20 + 3 ⇒ (10) + 3 = 13 fail.
...which is badly crisped by the goblin's magic. Flying Zombie #2 takes 12 points of fire damage.
Arlok easily dispatches the remaining zombie, leaving Praetor's new pet standing motionless. Zombie #3 is Destroyed.
Waiting on actions from Keil, Vargrenz, and Raaz.
Vargrenz |
Varg wishes that there was more space for the godling to use his big weapon. However, this does not slow down the slashing as each zombie comes into the range of his gigantic dagger.
AoO-FlyZom1: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
AoO-FlyZom2: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
He then swings at whichever zombie appears to have taken the most damage, since really dead undead are much less dangerous than almost dead undead.
Attack-most injured looking: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
His dagger, after ripping through several of the undead, is quite covered with gore, but not blood due to the lack of the life sustaining fluid in the zombies.
Keil |
Pleasure creeps over the fetchling's face. The smell of burning flesh heightened with each successful hit from the warriors and the resulting gore is enough to make Keil forget the pain in his joints. Quietly, the shadowy man cheers on his compatriot's efforts, his words like deep bites meant for the walking dead. "Yes! Yes!"
Delays
Komm the "Grandfather" |
The zombie under Praetor's control reacts swiftly to the commands of its new master, striking out at the zombie flying above its head...
Zombie #2 Slam: 1d20 + 4 ⇒ (13) + 4 = 17; damage: 1d6 + 4 ⇒ (5) + 4 = 9 hit
Zombie #2 Slam: 1d20 + 4 ⇒ (8) + 4 = 12; damage: 1d6 + 4 ⇒ (1) + 4 = 5 hit
...the zombie-head, caught unawares by the sudden attack, is knocked sprawling to the floor a spreading mass of disgusting goo.
COMBAT OVER.
Keil |
Nodding his agreement with Grezzor, Keil retrieves his fallen walking staff and hobbles down the corridor to where his counterpart has sought refuge. Banging on the door, the shadowy man's raspy voice signals the all clear. Painfully, Keil continues the search of these premises, proceeding towards the next door.
Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Brok Nunnelnoggin |
Brok opens the door from the shrieker room where he's been hiding.
"Much loot in mushroom room. Need weezard to see if any of it magic."
"Arlok! Brok find metal suit that might fit you!"
(need a spellcaster to check if anything is magic, plate armor might fit Arlok, I don't know if anyone else has the proficiency.)
Arlok "The Mighty" |
"Arlok no need. Arlok like to move free. Brok not notice he no hear Arlok move."
Arlok uses his Str instead of dex to AC so he is wearing leather. Plate would be the same AC right now but he also uses Str instead of Dex to Stealth, Acrobatics, and Intimidate. He has a stealth of 13 :)
Komm the "Grandfather" |
Grezzor scans the loot with his magic, but the only item that radiates magic is the scroll inside the scroll case. Further examination shows the scroll has three arcane spells inscribed: Web, Invisibility, Fly.
Keil checks out the next door and seeing it unlocked peers inside. While this empty room shares the dimensions of the two chambers north of it, the keen eyes note the floor itself is not flush with the walls. He thinks the entire floor itself is designed to sink down when something triggers it, most likely weight.
Map updated.
Keil |
The pain in his knuckles saps the shadowy man's motivation to investigate further. Instead, Keil digs in the folds of his cloak producing a narrow shaft of chalk. Closing the door he marks it with infernal symbols indicating 'trap' and 'weighted' before moving down the hall once more. The wooden shaft of the quarter staff taps lightly on the stone floor as the fetchling begins to incorporate the walking aid into his stealthful movements. Yet still, he does not feel like his old self.
Stealth: 1d20 + 13 ⇒ (3) + 13 = 16 Any penalties?
Perception Next door down: 1d20 + 9 ⇒ (5) + 9 = 14
Noticing Brok has fallen behind, Keil snaps his fingers in the goblin's direction then points at the door for assistance.
Brok Nunnelnoggin |
Brok monkey-walks silently down the corridor to join Keil in his weird little bow-legged goblin stride.
stealth: 1d20 + 14 ⇒ (9) + 14 = 23
First, he looks down the corridor to the east to make sure there isn't another bunch of zombies ambling towards them.
perception: 1d20 + 13 ⇒ (15) + 13 = 28 (+3 for traps)
Then he examines the door that Keil is interested in.
perception: 1d20 + 13 ⇒ (15) + 13 = 28 (+3 for traps)
If the door seems safe, he'll try to slowly open it and peek inside.
Vargrenz |
Seeing the last of the zombies reduced to a pile of goo on the floor, the gigantic Varg turns around and looks to his companions.
Ouch. That first blow hurt. Might not have been the best option in a small passage.
It is then he feels the pain in his chest where the first zombie managed to land a blow.
Anyone have a little healing? That first blow hurt.
HP: 20/28
Praetor Grey |
No healing today. I have two 2nd level spell slots open, but it will take me 15 minutes each to memorize cure spells. I was planning on saving them for Masterwork Transformation whenever we decide to bed down.
Grey inspected his new zombie and began giving it a series of simple instructions designed to make it act in ways that would be tactically advantageous, rather than mindlessly aggressive.
I'm programming my zombie so that it won't fight like a dummy. It will employ basic tactics, like 5' adjusting, staying out of charge lanes, attempting to flank, etc.
Also, Zombies retain any weapon or armor proficiencies they had in life. I'm asking it simple yes/no questions to try to figure out if it has any.
Komm the "Grandfather" |
Praetor: Your zombie is a typical Fast Zombie and does not carry any weapons. As it does not have an Intelligence score, it will follow your instructions to the letter. Also keep in mind it only has 5 HP (out of 12 total).
A quick check of the final door shows another empty room (Room #19). On the opposite side, a short corridor leads to a shaft that heads upward through the ceiling, with iron rungs set into the side as a ladder. (#20)
Continuing past this room the corridor turns west. Short flights of steps lead down into this corridor, which is ten feet lower than the rest of the corridors. The floor of the corridor is dark and slick with stagnant water. (#21)
Map updated. You have been adventuring about 4 hours now, or about half the adventuring day.
Praetor Grey |
Grey stepped away from his allies and let loose a burst of crackling negative energy.
Channel Negative Energy: 1d6 ⇒ 4
Now my new friend is up to 9. That's good enough.
Keil |
Keil closes the door to the room. Behind him, the short corridor begs a little peak. Moving cautiously, the fetchling eyes the iron rungs taking a long look up to see where they lead.
Stealth: 1d20 + 13 ⇒ (13) + 13 = 26
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Komm the "Grandfather" |
As the fetchling approaches closer, he see a familiar rope hanging down from the top of the shaft. He recalls when the rope was fastened to the top by the party EARLIER.
Keil |
"Ahh." Recognizing the rope, Keil smiles quietly to himself and updates his mental image of the dungeons they've explored so far.
Returning his attention to the unknown, Keil slips down the corridor (South then west) to the stairs and stagnant waters lurking there.
Stealth: 1d20 + 13 ⇒ (2) + 13 = 15
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Brok Nunnelnoggin |
Brok draws his sword and pads silently around the corner and down the stairs.
stealth: 1d20 + 14 ⇒ (11) + 14 = 25
perception: 1d20 + 13 ⇒ (1) + 13 = 14 (+3 for traps)
If no danger is apparent, he will probe at the water to check its depth.
Komm the "Grandfather" |
Brok checks out the sunken corridor where the stagnant water has gathered, but he does not find any apparent danger lurking in the water.
Crossing the corridor is unpleasant but uneventful. The corridor continues onward for a disance before ending at a door. The goblin also sees a door about halfway down in the south wall.
Map updated.
Keil |
The stagnant waters do not bother Keil and the fetchling strides in using the staff to aid him in his steps. A greyish black film trails behind the fetchling. A testimony to his clothes which have not been washed in a very long time. (How deep is the water?)
Urging the goblin on, Keil pauses briefly to catch his breath, which as turned into a grunting pant with every step. Finally he comes to a stop at the next door. His yellow eyes examine the portal for the usual trickery.
Percpetion: 1d20 + 9 ⇒ (20) + 9 = 29
Brok Nunnelnoggin |
Brok follows Keil to the south door in the passage and looks it over for traps.
perception: 1d20 + 13 ⇒ (12) + 13 = 25 (+3 for traps)
Brok Nunnelnoggin |
Brok advances silently down the angled passage to examine the door.
stealth: 1d20 + 14 ⇒ (20) + 14 = 34
perception: 1d20 + 13 ⇒ (16) + 13 = 29 (+3 for traps)
Keil |
Keil watches the goblin amble down the corridor. Noting his accomplice is well in the zone, Excellent stepping! only Keil's yellow eyes can barely discern the goblin's presence. And only because the fetchling had watched Brok move past the door and into the corridor. Keil decides not to spoil the ranger's moment by clanging a wooden pole down the hall after him. Choosing to ply his ear to anything the corridor may yet hide, the shadowy man rests upon his walking aid and awaits the others to catch up.
Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Komm the "Grandfather" |
The door is not locked or trapped. Opening it shows a large room where water trickles from a crack in the ceiling in the eastern side of this
room, where it gathers behind a thirty-foot long stone dam that is about a foot in height. On the eastern wall, on the far side of the gathered water, there is a small niche in the wall above a raised platform, maybe a foot wide. The bottom of the niche is ten feet above the surface of the water, with the room's ceiling five feet higher.
All is quiet, except for the dripping of the water.
Map Updated.
Grezzor |
Grezzor follows after his companions, trying to peek inside the room.
He is however extremely curious about the controlled undead shambling after them, taking a chance to observe its actions whenever he has a spare moment - "What kind of orders can it carry out?" - he asks Grey.
Brok Nunnelnoggin |
"Water always bad in this place." the little goblin shakes his head.
Then he has an idea. He turns to Grey "Can you send not-dead dead mans to walk through water and stand on the platform?"
"Then bad-things will show themselves when they try to eat not-dead dead man, Arlok can kill bad things, and Brok can pick up treasure." he finishes manner-of-factly.
(Post 2000!)