There are three types of undead you can see. Three large unarmed zombies, six medium unarmed zombies and a large shadowy skeleton. Thom can certainly use his foe stone on one of them and Raya can run Religion checks on all of them to find out more. Let me know which check applies to which critter.
"You may be point, but I'll flank." James whispers to the paladin, knowing that he works best moving fast and close to the enemy. But then again he know he's best when he's in danger. He prepares to follow Raya's instructions and Arishats tactical acumen.
"We need to get through that gate, I wouldn't fancy taking anything other than the path to the Necromanteion. Our host will surely have booby-trapped the way, letting only visitors along the path haveany chance of survival." James responds to Lanthair.
"We could see if there is any other entrance, by walking around the perimeter of the wall?" he queries. James has carefully avoided naming the place, it's creator or whom they have come to see.
With her pennant hefted in hand, Raya prepares for battle. "I'll draw them in with the pennant, should give you some ample targets. Lanthair, if you pitch in that glowstone, we'll make a good killing field by the rock ahead."
if early in the inish, Raya will delay a little, wanting to get more baddies bundled up, and hopefully after Thom at least.
James places a reassuring hand upon the paladins shoulder. "Well we can see how they react to us." Apprehension allows the undead to gain the initiative upon him, however at least it shows if the ritual works.
Thom sees the undead start swarming the stairway and decides to slow their advance. And he knew the perfect creature suited for such a task...Soon the air is filled with the sound of gnashing teeth as a voracious creature of the Elemental Chaos appears and chews into anything it can reach.
Summon Abyssal Maw
Minor Action, Ranged 10 Square O6
Effect: You summon a Medium abyssal maw in an unoccupied square within range. The maw has a speed of 6. You can give the maw the following special commands.
Standard action: Melee 1; targets one creature M1; Intelligence 1d20 + 19 ⇒ (13) + 19 = 32 vs. Reflex; 2d6 + 6 ⇒ (4, 2) + 6 = 12 damage.
Opportunity Attack: Melee 1; targets one creature; Intelligence +17 vs. Reflex; 1d8+6 damage. In addition, if an enemy adjacent to the maw makes a melee attack that does not include the maw as a target, the maw can make an opportunity attack
Careful Summoner, Summoned creatures gain +1 to defenses.
Ha. Even I didn't notice that. I suppose Rev is just so used to Nayce... I've been playing that character since December of 2009 for the Halls of Mountain King adventure. He's practically part of the furniture now.
As it is, I think Rev looked at the right stats; 38 hits but 30 does not. 9 damage it is.
Oooh. Yup. Nayce temporarily shifted dimensions :D
Just to warn you all, I am around and will update when I can, but I may be slow the next couple of weeks. I have a group of students to prep for a drama exam and there is a ton of paperwork. That and nativity hell has started. "Mary and Joseph were friends" season is upon us.
Thom conjures a little bit of hell to torment Nerull's former servants. It chomps happily on the nearest zombie, causing a welcome distraction.
James rushes down the steps past the others, feeling the dark tug of the undead. "Let's not get too bunched up..." the impetuous man says before his form slips into the shadows and he unleashes a blast of darkness and spite at the unintelligent zombie.
James bounds into the garden, eyes alight and obliterates a zombie with his usual carefree abandon. Movement catches his eye, however and he notes that some of the bone piles are building themselves up into creatures. Composed only of bone shards and a certain chilling intelligence left over from their component parts, they are a fear-inducing sight.
"Incoming horde of bones! I don't think I'm much good at swarm of undead, only individuals" he calls out from the shadows that flicker around him. Guessing but not knowing much about these particular enemies.
The final gem upon his hat twinkles with the zombies soul, cutting through the murk.
Religion (Skeletal Swarm):1d20 + 15 ⇒ (2) + 15 = 17 Free: Take the soul of the zombie for my helm. DSA:1
"I'm sure Thom would appreciate having them bunched together for him to hit as many as he can, and Raya's glowstone things will work best when they're bunched up, so let's not get too spread out." Arishat's voice is cool. "If anyone can do anything to split up their advance, that'd be nice." She steps forward carefully, and drives her spear towards the nearest large monster.
Move to T5
Deceiver's Ploy vs M2, 1d20 + 22 ⇒ (9) + 22 = 31 vs Will, 2d10 + 10 ⇒ (3, 4) + 10 = 17 damage and the target takes a -2 penalty to attack rolls teomnt
Barel assumes the form of the Oak Sentinel his size expanding and becoming more powerful. He moves forward to take a central role and strikes at the Mangler, trying to smash his knees.
Minor Form of the Oak Sentinel. Reach +1, Any melee attacks against Barel take 6 damage. Move: to S6 Standard: Weight of Earth; Vs M2 (AC):1d20 + 21 ⇒ (17) + 21 = 38; Damage:1d12 + 13 ⇒ (7) + 13 = 20 & slowed UEOBNT
Ruinblade is going to be in hog heaven here. Been having a horribly busy week and will be very pushed for time for a while. I will update as and when I can but I will be slow. For which many apologies.
Barel swipes hard at M2, while Raya plants her standard and simply waits for the foe to come to her. She does not have to wait for very long.
Undead converge on all sides battering at the companions. While not mindless, they are nonetheless intent on defending their territory.
Swarms. Attack v Fort and on hit weaken to end swarm next turn
S1 and S2 attack Raya.
S6 attacks the Maw.
1d20+21=36 v Fort. S1
1d20+21=38 v Fort. S2
1d20+21=40 v Fort. S6
12 damage to Raya and weakened to end Swarm next turn
6 damage to Maw and weakened to end Swarm next turn
Note additional swarm aura effects below
The zombies merely lurch closer, drawn in by the battle standard, but the Manglers take advantage of their position and swat at Raya and the Maw.
M1 slams the Maw.
M2 rends Raya.
Rend (Fort) and on hit target falls prone and is dazed.
1d20+23=27 - M1 Slam v Maw. Miss.
1d20+24=38 - M2 Rend v Raya. Hits.
3d12+11=33 damage to Raya. She is knocked prone and is dazed (se)
Distracted by her need to protect her companions, the paladin doesn't spot the incoming blow and stumbles as the putrid arm swings into her.
Thom moves forward into the zone set up by Raya, between James and Barel. He looks over to the undead approaching and slams his staff into the ground causin a shock wave to appear.
Move to T7
Standard: Thunderwave (w/Learned Boost)
You create a whip-crack of sonic power that lashes up from the ground.
Standard Action, Close Blast 3
Attack: Intelligence +19 vs. Fortitude
Z3 1d20 + 19 ⇒ (6) + 19 = 25
S5 1d20 + 19 ⇒ (19) + 19 = 38
M3 1d20 + 19 ⇒ (13) + 19 = 32
Hit: 3d6 + 17 ⇒ (5, 6, 1) + 17 = 29 thunder damage, and you push the target 1 Square
Effects: Destructive Wizardry: +3 to damage if you hit two or more creatures.
Level 2: Clever Control +2d6 ⇒ (5, 2) = 7 damage with close or area attacks target 2 or more creatures, and only hit one.
Maw Attack Standard action: Melee 1; targets one creature (M3; 1d20 + 19 ⇒ (17) + 19 = 36 vs. Reflex; 2d6 + 6 ⇒ (5, 2) + 6 = 13 damage.
Opportunity Attack: Melee 1; targets one creature; Intelligence +17 vs. Reflex; 1d8+6 damage. In addition, if an enemy adjacent to the maw makes a melee attack that does not include the maw as a target, the maw can make an opportunity attack.
Status HP 19/46, slowed, weakened.
To use a glowstone, you select area 2 within 5, that's no strike roll, the reason I suggested giving the glowstones to Lanthair is so he could do his standard action attack as normal, after loading a glowstone as ....a minor, Rev decided? Anyway, he could use his Flurry of Blows free action after during a standard action to whip a glowstone. Action economy and all that