Mirage of the Gray Mountain |
So do I get an AoO?
Lacking other tactics, Mirage keep attacking!
Greatsword: 1d20 + 8 - 1 ⇒ (2) + 8 - 1 = 9! Damage: 2d6 + 8 ⇒ (2, 6) + 8 = 16
"I know these things are lame, but eventually they are going to surround us. We need a plan!"
GM Wolf |
Vuvu you believe Hagrin to be dead.
The 'zombies' move very slowly, they climb up onto the tombs, but it may take a couple rounds for them to get in range to melee them Arsil.
Mirage you may take an attack of opportunity as it attempted to grapple you. Yes you get one, that is implied in the wording. Taking the last action of Mirage as 'Round 3' which misses the desiccated body.
Mirage gets another AoO, as the corpses push in mass, 4 now occupy the five foot square in front of Mirage and two occupy his square with him.
strength check: 1d20 + 3 ⇒ (2) + 3 = 5 vs. Mirage, if he fails then he is pushed back into Arsil's square.
Big door and Vuvu ----30 feet --- Arsil --- Mirage with '2 zombies' --- more zombies
Mirage of the Gray Mountain |
Round 2
AoO 1: 1d20 + 8 - 1 ⇒ (19) + 8 - 1 = 26! Damage: 2d6 + 8 ⇒ (6, 2) + 8 = 16
Confirmation: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19! Damage: 2d6 + 8 ⇒ (5, 2) + 8 = 15
Round 3
AoO 2: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27! Damage: 2d6 + 8 ⇒ (5, 2) + 8 = 15
Confirmation: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20! Damage: 2d6 + 8 ⇒ (3, 2) + 8 = 13
STR Check: 1d20 + 3 ⇒ (19) + 3 = 22!
Since no other option has been laid out, Mirage stops talking and starts slashing.
You may roll the AoOs for me if you want Wolf. Then we will know already if the zombie is dead (really dead) or not.
David D'Amberville |
GM Wolf |
Mirage hacks and slashes the 'zombies' as they move in on him. Laying low the first one and wounding the second. Once the zombies get in range Arsil unlooses several attacks dealing damage to those walking corpses.
Sounds good Mirage.
Round 4
Heroes Go!
Then zombies.
Presently one zombie occupies Mirage's square as he holds them off. The tombs to Mirage's left and right now have a zombie or more on them. A wall of zombies push forward towards your group.
GM Wolf |
Mirage of the Gray Mountain |
With more enemies around him and a little bit more regarding space, Mirage swings his greatsword at the enemy on his square, cleaving through him and hitting something in the wall of zombies!
Cleave 1 - Same Square: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21! Damage: 2d6 + 8 ⇒ (6, 6) + 8 = 20
Cleave 2 - Zombie wall: 1d20 + 8 - 1 ⇒ (8) + 8 - 1 = 15! Damage: 2d6 + 8 ⇒ (2, 1) + 8 = 11
"David!!"
AC 20 for the round
GM Wolf |
Yes Vuvu, you could though unless on a tomb yourself you would hit at least Mirage if not Arsil as well.
Mirage cuts through the adjacent zombie and hurting another of the writhing bodies. Smoke comes from the wounds. Mirage is now in his square by himself.
Arsil Dawnsinger |
Arsil will attack the Zombie
Spellcombat: Arcane Mark
+1 Goblin Bane sword: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 191d6 + 4 ⇒ (4) + 4 = 8
Concentration: 1d20 + 12 ⇒ (9) + 12 = 21
+1 Goblin Bane sword: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 81d6 + 4 ⇒ (2) + 4 = 6
Ok for the moment we have the things well in hand Vuvu
GM Wolf |
There is literally a wall of zombies pressing in on the three of you. None are in the same square as Mirage but at least a dozen can be identified, likely more.
Round 4
The zombie wall pushes in on the group. They seem more intent on pushing you rather than biting or slamming you.
bull rush vs. Mirage: 1d20 + 7 - 2 + 4 ⇒ (4) + 7 - 2 + 4 = 13 it provokes...
AoO: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13 Damage: 2d6 + 8 ⇒ (5, 5) + 8 = 18
assist: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
assist: 1d20 + 5 ⇒ (14) + 5 = 19
assist: 1d20 + 5 ⇒ (2) + 5 = 7
The first zombie gets hacked for its attempt though its severed limb expells smoke. Only one of the four are able to push him back as the others merely attempt to assist. Mirage is not moved back but he does feel pressured by the wall of zombies.
Fort save for Mirage vs. 'smoke': 1d20 + 7 ⇒ (1) + 7 = 8 Mirage takes 1d4 ⇒ 3 strength damage. He feels weak after breathing in a good amount of smoke and more pours out of the chopped corpses.
Round 5
Heroes
Then zombies
Then Locke and David
Locke Vernariah |
Round 4
David and Locke charge down the hallway through the smoke. The three of you can hear them charging down, then the sounds of their armor. Then the sounds of their weapons slamming into bodies.
Mirage of the Gray Mountain |
Evil, that's what you are!
Round 5
"Hold your breaths!"
Mirage says this and closes his mouth, avoiding breathing the weakening smoke again. Anyway, he keeps chopping and chopping to clear a path for the incoming heroes.
Cleave 1: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18! Damage: 2d6 + 7 ⇒ (2, 1) + 7 = 10
Cleave 2: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16! Damage: 2d6 + 7 ⇒ (4, 3) + 7 = 14
AC 20. Holding breath 1/17
GM Wolf |
The whole wall seems to cringe back from the three of you as you sever limbs and inflict a whole bunch of pain. The wall is dazed for the round but even more smoke begins to fill the room, now there is 20% concealment for any attack.
Round 6
Heroes go!
Evil? Me?!? No, if I were evil I would have the effect just be magical and as long as you were in it you had to make the save. ;)
Mirage of the Gray Mountain |
Round 6
Mirage says this and closes his mouth, avoiding breathing the weakening smoke again. Anyway, he keeps chopping and chopping to clear a path for the incoming heroes.
Cleave 1: 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9! Damage: 2d6 + 7 ⇒ (2, 6) + 7 = 15 Miss Chance: 1d100 ⇒ 9
Cleave 2: 1d20 + 7 - 1 ⇒ (5) + 7 - 1 = 11! Damage: 2d6 + 7 ⇒ (2, 2) + 7 = 11 Miss Chance: 1d100 ⇒ 94
AC 20. Holding breath 2/17
GM Wolf |
Arsil, You may do a full attack and try the spell without the verbal, but there is a 50% chance of failure then (low bad).
Round 6
Mirage is too focused on not breathing in any more smoke and fails to connect his sword with the flailing wall. As the zombies charge into Mirage he still holds his own the wave is turned back, though he is having trouble getting his weapon to hit correct with so many 'pushers and smoke' around him.
Arsil and Vuvu?
bull rush vs. Mirage: 1d20 + 7 - 2 + 2 ⇒ (12) + 7 - 2 + 2 = 19it provokes...
1d100 ⇒ 53 20% miss chance low bad outcome
AoO: 1d20 + 7 - 1 ⇒ (6) + 7 - 1 = 12 Damage: 2d6 + 8[/dice]
1d100 ⇒ 9
assist: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
assist: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
assist: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25
Round 7
Heroes go!
GM Wolf |
Arsil attacks the wall of flesh, one of the zombies who crawled up on the tomb cutting into its flesh leaving a trail of smoke. More of them fill the spot to either side of Arsil.
Map:
tomb --- Tomb --- tomb*--- tomb*----tomb* --- door** --- tomb
open --- Vuvu --- Arsil --- Mirage---4 zombies---**----------**-
tomb --- Tomb --- tomb*--- tomb*---- tomb* --- door** --- tomb -
* 2 zombies are here
**4 zombies are here
As the smoke gets even thicker, does Arsil hold her breath on Round 7?
Round 6 Fort save for Arsil vs. 'smoke': 1d20 + 5 ⇒ (7) + 5 = 12 Arsil takes 1d4 ⇒ 2 strength damage. She feels weak after breathing in a good amount of smoke.
Vuvu do you attempt to assist Arsil, stay in full defense, move back, or try to find a way out there are other doors nearby 15 feet away?
Mirage of the Gray Mountain |
Round 7
Mirage tries to take down the two zombies to his right, over the tomb!
Cleave 1: 1d20 + 7 - 1 ⇒ (14) + 7 - 1 = 20! Damage: 2d6 + 7 ⇒ (6, 2) + 7 = 15 Miss Chance: 1d100 ⇒ 46
Cleave 2: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16! Damage: 2d6 + 7 ⇒ (2, 4) + 7 = 13 Miss Chance: 1d100 ⇒ 8
AC 20. Holding breath 3/17
Are the tombs horizontally laid? We could climb on top of them to get to the other side, couldn't we?
Where's our freaking channeling cleric!!GM Wolf |
Arsil don't take the strength damage then. Also keep track of your round like Mirage. You have 14 rounds before you will take a breath.
Vuvu heads away from the fight to get to one of the side doors. They seem to have hieroglyphs. There is a spot to put your hand or some object into the door then into the wall.
GM Wolf |
GM Wolf |
Vuvu puts his hand into the receptacle and feels around for a lever of some kind. He is rewarded to find some bugs and a switch. Once you move it, the door slowly begins to grind open but stops after an inch as if a clasp was released and the door needs to be pushed open. Str check DC 12 to open it 3 inches, every 5 over another 3 inches. The room within is utterly dark.
Mirage of the Gray Mountain |
Mirage waves a hand for Arsil to go there since someone needs to stop hold the hoard back. Cause right now you're stronger than me #strdamageissues
If Arsil goes he will take a step back and starts fighting defensively.
Defensive Fighting: 1d20 + 7 - 1 - 4 ⇒ (10) + 7 - 1 - 4 = 12! Damage: 2d6 + 7 ⇒ (5, 6) + 7 = 18 Miss Chance: 1d100 ⇒ 16
AC 24. Holding breath 4/17
GM Wolf |
Your cleric is out of channels, he already cleared out about half of them. Oh and yes this is a CR 7 room, lucky for you they want you alive.
The tombs are horizontal but the zombies have already filled those spots.
Round 8
Mirage holds them back, but they keep the wall next to him the best they can, one more slash into the wall of flesh as it attempts to overcomes him knocks them back. As Arsil leaves mirage, sheathing her blade to have both hands free, she can see the smoke is nowhere near Vuvu. She grabs onto the door and pulls as hard as she can...
1d20 + 3 ⇒ (11) + 3 = 14
It has not been opened in likely years and the three inches that it budges makes an awful screeching sound like metal on stone.
bull rush vs. Mirage: 1d20 + 7 - 2 + 4 ⇒ (1) + 7 - 2 + 4 = 10it provokes...
1d100 ⇒ 52 20% miss chance low bad outcome
AoO: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16 Damage: 2d6 + 8 ⇒ (2, 1) + 8 = 11
1d100 ⇒ 24
assist: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13
assist: 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8
assist: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
Round 9
Arsil keeps trying to get the door open with Vuvu...
1d20 + 3 ⇒ (6) + 3 = 9
They don't make any progress then a large metal gauntlet grabs onto the door and opens it for them. The door is now just over a foot open, and they can hear a soft feminine call with urgency in her voice, "Quickly enter before the smoke can get in, quickly now or become zombies yourself."
With a perception DC 10, Mirage can hear the female voice as well.
Vuvu and Arsil have a move action they can still take in Round 8, Mirage may act after them if he chooses, he still has a full round of action he may choose.
GM Wolf |
Once Mirage is in the room the suit of armor closes the door.
The voice seems to be far off, likely towards the back of this room. There are racks of falling apart weapons, shelves holding armor, and an assortment of chests large enough to hold weapons or armor. There is light filtering through all the items far in the back, but not really enough to illuminate the room. With Vuvu's lit torch you can see the items around you are mostly in disrepair.
The suit of armor rests next to the door as if it had always been there.
Taking your time you only bump into a few of the items in your way toward the light. Once at the back you see a light in a tube of liquid. There are other tubes with other lights and designs next to it. A black liquid with a wriggling mass within it. A green liquid with a floating skull. A tube that is filled with eyeballs with a red liquid. Three more tubes are empty. The tube with the light in it has a clear liquid of somekind within it.
The light dims some as you step near. It flickers as the feminine voice speaks, "It is true you are in grave danger, though the black men will not follow you here. "