DM Alexander Kilcoyne's Slumbering Tsar (Inactive)

Game Master Alexander Kilcoyne

"Not only old dead guard Black Gates, but something greater as well. From blackest pits of pitch and bile a new guardian arose both foul and vile. Beware his breath of clinging death."

The Midnight Peddler | PC Kill Count- 0 | Promises of Revenge- 1

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Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Durin scans the hilltop. Sounds good in theory, just as long as this small diversion doesn't turn into something more.

We are playing with fire every day that passes and the ghost is not laid to rest, he warns.

And another base? Are we planning on becoming land barons of the Desolation? he adds finally cracking a smile.

Turning serious again, Durin flips his mask down and hefts his hammer off his shoulder and holds it at the ready in both hands. Let's hear the plan and be on with it then.

Something occurs to ever suspicious dwarf, and he comments before Marcus has a chance to speak, Those artillery crews might be just going through the motions because there aren't currently any targets within range.

Do you think that Kiri could sabotage them, rendering them inoperable before we march into range?


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Marcus smiles. I think a base a quadrant should be sufficient! But this one is sufficiently close to the city it might be particularly handy even just as a safeish place to camp.

Good point about the engines. Kiri were you close enough to see whether the machines looked functional? If so that would indicate some sort of guiding intelligence after all these years.

As for my plan it is this. It sounds like we have two enemy groups. The first at a chokepoint that we are going to want to fight at, albeit not on the wrong side of a barricade.

I propose Kiri and I fly over. We have mirror image and invisibility up respectively to help mitigate any missile fire although if there is a lot we might need to re-think. The undead should still be susceptible to illusions and Kiri can use one to attempt to draw as many zombies away from the barricade as possible and I use area spells on the remainder.

At the same time the four of you launch a direct assault up the path. I can enlarge Durin and Arachiel and hopefully the former can quickly clear the barricade while being out of range of any spears. After that we keep it tight, give the two room to fight and let them come to us. I can plant a hound archon behind to provide support with Telurion.

Only sub-optimal bit is how to give Barak a clear line of fire. I'll need my one fly spell to target spells and it would be hard for him to fire that beast of his from the air anyway. If the hillside look climbable we could always first try and sneak him up and on to the roof of one of the buildings using invisibility?

Regardless I suspect a bit of a slog. They won't fall in one strike like regular undead and a fireball isn't going to do much more than singe their skin. Telurion is going to have a tough job balancing keeping our front line up with taking the offensive.

The wizard eyes the aasimar healer sidewise. The man has been steady so far but is still clearly a partly untested quantity in the conjurer's mind.

And as has been said, we shoudn't rule out some kind of leader.

If we manage the first group without too much trouble we can draw the second forward. I have a spell specifically for those ogres. If we're in over our heads we pull back instead back down the path and try again later. We should at least have thinned their numbers some and I doubt their going anywhere.

Note kind of assumes theres a place to try and draw the first group too without running them into the second. Kind of depends how big the hilltop is hence my questions.


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

Barak sits in the lose rubble casually hammering back the metal toe of his boot using a large stone as Kiri returns. as she relays her reconnaissance back to the group Barak laces the offending shoe back up and is standing next to Marcus as he begins his plan when he has finished Barak speaks his mind. "Hmmm sound plan however are you sure you want to fly above the battle? one bad shot and you wont get a second chance all they would need is a few bows or a spell caster of semi-competent ability. you could stick with me and we could cover each other on the roof."


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Marcus nods. Makes sense. We give you a chance to get into position while invisible and I join you on the roof as Kiri starts the distraction. The two of us focus our efforts on any ranged or casters.

Recall their resistant to anything but slashing weapons. We'll need powerful attacks for all but Arachiel.


Your Humble Narrator

I think the Ogres were a more primitive form of zombie, Marcus. I didn't fly close enough to see if the machines were functional; but they were faced towards Tsar anyway, to the north-west. Hand me some parchment and i'll scrawl a map for you. Remember, theres a defensive force positioned here, at the barricade- and the rest are clustered at the rear of these onagers.

Kiri's Map

Note the scale is ten feet to one square.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Marcus studies the map. OK I think this will work. We circle around to the path from the east to avoid the engines' field of fire. Barak goes up the hill to the roof of that southern building 3. Kiri will create her illusion near that rubble 4 and hopefully we can pull at least some of the zombies over there.

I'm not sure whether the noise of battle will draw the second group straight away. We'll have to see how that develops.

Any other revisions? Telurion do you have any spells you think would help?


Your Humble Narrator

The only roof available is the building labelled 6. Number 3 is roofless.


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

"Damn I wish Zanzu were here that sneaky bird would have been in his element." Barak Rummages in his pack taking 2 bottles of potion out both with crisp messenger guild labels on them. "Cats grace and Barkskin" Barak declares "Durin hand me my rope and grapnel please. Ok, well shall we go now or wait for dusk?"

so juggling some weight around Barak is sill un-encumbered although someone will have to look after his booze! And for clarification using a grapnel wont reveal Barak as it isn't an aggressive action? although the sound might. how about drinking potions?


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Don't see any advantage in waiting. Lets do it.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Say a minute and a half to let Barak get into position? Kiri and I will come in from the south east. Thats the signal for everyone else.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 15/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Marcus Claudius Marcellus wrote:

Marcus studies the map. OK I think this will work. We circle around to the path from the east to avoid the engines' field of fire. Barak goes up the hill to the roof of that southern building 3. Kiri will create her illusion near that rubble 4 and hopefully we can pull at least some of the zombies over there.

I'm not sure whether the noise of battle will draw the second group straight away. We'll have to see how that develops.

Any other revisions? Telurion do you have any spells you think would help?

"I'll follow suit with you, and make my best to complement our efforts and keep us in the fight" - Telurion nods - "In an area such as this, having some battelfield control would be very helpful, yet I have no command of such magic at my hands" - he adds.

"I do command some powers that will help us in the fray though" - he reaches for a wand at his belt - "This will fill us with courage, and enhance our battle prowess (Bless) - I will join the fray myself, wether through blade or spell - I can channel living energy to damage our foes. Their resistance to it will depend on their own power, and remains to be evaluated" - the man ponders.

"This" - the man reaches for another wand - "Is something I came across recently. It does not fall under my area of mastery, as it is arcane magic based - I should be able to activate it as we near our foes however - it offers added protection as an invisible shield of force that hovers in front of us (Shield) - it will not be as useful for those that already carry a shield however"

Bless goes for a minute per level, so should be cast from the wand as we near the combat. Immediately after, Telurion will try to activate the wand of Shield on himself and any who need/want it, and Divine Favor on himself.

"Before we leave though, I will restore myself" - he continues, casting a restorative spell to heal him.

Cure Light Wounds: 1d8 + 5 + 2 ⇒ (4) + 5 + 2 = 11

"And this is, I hope, the best I can add to our efforts - I will put my healing abilities to the best possible use I can to keep us alive and able to carry on the fight" - he finishes with a serious tone.

Spells cast updated in alias. HP restored to full.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

As the plans are being finalized Durin feels his pulse begin to race as his battle fever begins to build in anticipation of the coming fight. His breathing makes an eerie sound as it passes through the battle mask. The stout warrior looks positively menacing as he begins to shift impatiently back and forth on his feet waiting for the signal to ascend the hill...


Your Humble Narrator

The group approached as close as they could without alerting the zombies at the barricade and cast their spell preparations, after having given Barak some time to get into position.

Climb: 1d20 + 8 ⇒ (17) + 8 = 25

Barak moved across the plains and, completely unseen by anyone including his companions approached the edge of the hilltop. He drank his potions and got to work. The edge was steep and gravelly and scaling it was actually quite difficult; but the physical obstacle did not give the Dwarf much pause as he scrambled up with an easy grace that seemed almost a little unnatural for the stout folk. Having scrambled up, he approached the building Kiri had pointed out for him and scaled the ruined wall. This was not an especially difficult climb as the years had weathered away various sections, leading to easy hand and footholds; he did not have to use his grappling bolt. Stood upon the roof of the eastern structure, the invisible Dwarf looked out from his perch twenty feet above ground, surveying the scene.

Mere feet away from him, he watched one of the Ogre zombies go through the motions of a ridiculous caricature of life. Three massive siege engines — onagers — stand on this level field. All are cocked back in their armed position, and crews of corpses man them. At each of these machines great ogre zombies lift heavy rocks and place them in the tatters of the onagers’ slings. The rocks of course fall straight through to the ground, but none of the artillery crews seem to notice. Instead the ogre zombies simply pick the rocks up and replace them on the nearby ammunition piles. One leathery human corpse takes a sighting along the weapon’s firing arm and then steps back. Another then pulls the release lever. Of course all of the ropes and cables that once operated these machines have long since fallen prey to the long years, so the catapults remain inert. Another corpse begins turning the crank to once again cock the siege engine even though the crank no longer functions but instead spins uselessly. Then an ogre zombie drops another heavy rock through the weapon’s sling and the process is repeated.

Durin, Telurion and Arachiel had just started up the path and began to move into view of the barricade; while Marcus and Kirilarien flew towards Barak's position, having managed to get quite a bit closer with the Juju zombies seemingly focused upon the south path. Barak's first attack began the combat, just as the group began to move into view. Alas, Telurion made a blunder as he attempted to activate the wand of Shield. The spell fizzled with a hiss, the wand's energy seeming to turn on itself. He would not be able to use it for at least a day.

UMD: 1d20 + 16 ⇒ (1) + 16 = 17

Sorry about that. Worst possible outcome. Doesn't use a charge though.

Barak you have a Surprise Round action to resolve as well as your normal turn.

Firebase of the Damned

Round 1-

Ordered Initiative-

Barricade Juju Zombies: 1d20 + 5 ⇒ (6) + 5 = 11
Onager Juju Zombies: 1d20 + 5 ⇒ (8) + 5 = 13
Ogre Zombies: 1d20 - 1 ⇒ (11) - 1 = 10
Arachiel: 1d20 + 1 ⇒ (9) + 1 = 10
Durin: 1d20 + 2 ⇒ (9) + 2 = 11
Kirilarien: 1d20 + 8 ⇒ (8) + 8 = 16
Telurion: 1d20 + 2 ⇒ (19) + 2 = 21
Marcus: 1d20 + 10 ⇒ (9) + 10 = 19
Barak: 1d20 + 5 ⇒ (9) + 5 = 14

Telurion- 21
Marcus- 19
Kirilarien- 16
Barak- 14
Juju Zombies- 13-11a
Durin- 11b
Arachiel- 10
Ogre Zombies- 10

Active Effects-

Bless (Arachiel, Durin, Telurion)
Extended Fly- Marcus
Extended Mage Armour- Marcus
Extended Shield- Marcus
Mirror Image on Marcus- please roll # of images.
Invisibility on Barak- until first attack.
Enlarge Person on Arachiel and Durin.
Cats Grace on Barak- 22 rounds remaining.
Barkskin on Barak- 22 rounds remaining.
Bless on Party- 8 rounds remaining.
Divine Favor on Telurion- 9 rounds remaining

Map-

Link (Overall)

Link (North Focus)

Link (South Focus)

Notes-

No co-ordinates as using the stock map. Each square is ten feet so fits 4 medium creatures. Don't worry too much about distance and don't hesitate to ask questions. A little flexibility will be needed from time to time but i'll always try to rule in your favour.

Action-

Those bolded are up (and Barak's surprise round). We have a nice initiative block grouping :).


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 15/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Posting from phone - round details will have to be done later on, but I wanted to ask you AK: did Telurion not get a chance to cast the planned Divine Favor before we go into initiative?


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

OK this should be fun. Thought Barak was going to climb up on building 3 or was that not doable?


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

Silent as the grave Barak moves to the edge of the roof taking stock of the situation he slowly and carefully pulls his crossbow off of his back and readies its mechanism picking the 3 nearest zombie crewmen he steadies himself before unloading a volley with practiced ease.

Full Attack rapid shot deadly aim vital strike:
Shot 1 to hit:1d20 + 14 ⇒ (2) + 14 = 16 Damage:1d10 + 9 ⇒ (8) + 9 = 17
Shot 2 to hit:1d20 + 14 ⇒ (18) + 14 = 32 Damage:1d10 + 9 ⇒ (8) + 9 = 17
Shot 3 to hit:1d20 + 9 ⇒ (15) + 9 = 24 Damage:1d10 + 9 ⇒ (2) + 9 = 11


Your Humble Narrator

Telurion you can see Divine Favor listed at the bottom of Active Effects. Marcus, look 10 posts up. Barak, you could also have taken a shot in your surprise round if you wished. Also you can't combine Vital Strike with a full attack action, but although you wrote it you didn't actually roll the extra damage dice so no worries.


F Lyrakien, Azata, Outsider 7HD (familiar)

Round 1

Flying above the hilltop (and spear reach), Marcus waits for Kiri's distraction to hopefully steal the zombies attention. Delay

Mirror Images: 1d4 + 2 ⇒ (3) + 2 = 5

Keeping a low profile off the edge of the hilltop the familiar concentrates her innate magic and on the west side of the nearby rubble an armored figure appears out of a hole in the air. Clad head to toe in black plate the knight errant wields a wicked looking spear of its own although it makes no noise as it begins to (very) slowly advance on the zombies at the barricade. Silent Image


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 15/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Standing next to huge Durin, Telurion smiles. Focusing on the slivers of life essence that even here in this desolate land, permeate everything around them, he summons some of that energy forth through him, and places a ward on his dwarf companion - "This will offer you added protection against the undead Durin" - then he waits for the charge towards the barricade, ready to follow his companions.

Casting Protection from Evil on Durin.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

I appreciate the thought, but just so you are aware in the future, Durin already has a +2 deflection bonus via his ring of protection +2, so his AC won't benefit from the spell. :(


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

oops forgot the Surprise round can only be a single action.

Wordlessly Barak fires a bolt straight at the nearest ogre breaking invisibility and starting the fight for the hill.

Point blank Deadly aim
Shot to hit:1d20 + 16 ⇒ (10) + 16 = 26
Damage:2d10 + 9 ⇒ (6, 8) + 9 = 23


Your Humble Narrator

Materialising into view just a moment before Kirilarien prepared her illusion, Barak levelled his customised repeating crossbow on the closest ogre zombie, noting that the hulking brutes had javelins in crude sheaths upon their backs. The ogre received a well placed crossbow bolt to the back of its neck, the shot sending it staggering forward from the force of the bolt; the blow and surprise causing the ogre to drop the heavy boulder upon its foot, smashing several grotesque, necrotised toes.

Telurion placed a spell upon Durin but did not yet advance; although he was aware some of his spells did not have long on them.

Treating the full attack above as your Round 1 action anyway :).

Kirilarien's illusion began to advance upon the barricade; a black armoured knight with spear in both hands. The zombies manning the barricade in a disciplined fashion seemed to notice the approach.

Barak unleashed three more bolts in quick fashion. The first bolt followed up from his first shot, taking the Ogre in the back of the head so that it fell atop the boulder it had been carrying, landing awkwardly atop it in a heap. The next two bolts both pierced the armour of the two closest Juju zombies; but as Kirilarien and Marcus had warned, his bolts did not have such a pronounced effect as they should although the projectiles did clearly wound them. They did, however, galvanise the onager work crews into action.

The two zombies Barak shot at fixed hateful red eyes on him and they scrambled across the open ground to the north side of the building the Dwarf was on top of, losing line of sight to him but clearly preparing to climb up to slay him. Their breastplate armour did not seem to slow them- they moved as quickly as a man in leather. Two more from the closest onager began to move south towards the armoured knight with a third from the central onager, while another two closed some distance to Barak, taking cover from him by using the pile of ammunition. The rest of the work crews were unimaginative in their tactics; they simply began to quickly move towards either Barak or the armoured, illusionary Knight. Barak, Kirilarien and Marcus noted that while the barricade zombies bore longspears, the work crews were equipped with longswords.

The zombies at the barricade split their numbers with military discipline. Ten of them formed a secondary fighting line facing the black Knight, the line covering the gap between the ruined building to the north-west and the sharp slope to the south-east. They levelled their longspears in a phalanx, just as their comrades kept their spears up and ready upon the barricade. Advancing onto those spears whilst clambering up and over the barricade could prove quite a challenge.

Durin, Marcus and Arachiel are up.

Map Update


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Just the ogres with obvious missile weapons at this point right?

Marcus flies north-west move looking to take a vantage point over both engagements. Armed and armored it should take them some time to get up to Barak. The others need to get through the chokepoint!

HOLD ON BARAK! YOU ARE NOT ALONE!

Taking a small piece of flesh from his pouch the wizard chants, a field of rubbery black tentacles emerging from the ground beneath more than half of the zombies still manning the barricade. Getting the four and the two to the east in a 20' radius.

Grapple: 1d20 + 7 + 5 ⇒ (19) + 7 + 5 = 31 vs CMD
1d6 + 4 ⇒ (2) + 4 = 6

Spell description for black tentacles has damage as untyped so can only assume it gets through DR.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Seeing the zombies caught by his spell and unable to move or use their spears, Marcus calls out to the others.

GO GO! DISTRACTION HAS WORKED BUT BARAK IS GOING TO NEED HELP!


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Round 1 Init 11b

Hearing Marcus' call, Durin lets the frenzy take him as he charges up the path towards the barricade... (FrA rage, MAx2)

Current Status and Effects
AC: 18 HP: 79(+23) of 79(+23)=100
rage round 1 (+0) of 22
enlarge person
bless
protection from evil


Your Humble Narrator

It hits quite a few more actually. Sized it correctly with the 20 foot radius and you got a few extra targets. Shifted it a little more east otherwise you end up blocking Durin et al.'s passage.

An eruption of conjured black tentacles sprouted from the ground near the barricades, gripping eleven of the Juju zombies. While the tentacles gripping them seemed to inflict little damage on the tough zombies, the grappling power of the conjured weapons could not be denied.

Arachiel kept up with Durin's hustle despite his full plate and the two Ogre sized warriors approached the barricade together, passing the fallen wagon whilst moving up the path.

Reacting much slower to the threats than their Juju counterparts, one of the two Ogre zombies hurled a large javelin at Barak, the projectile sailing well over his head. The other ogre moved south towards the barricade.

Javelin Attack: 1d20 + 1 - 2 ⇒ (5) + 1 - 2 = 4

Firebase of the Damned

Round 2-

Ordered Initiative-

Telurion- 21
Kirilarien- 16
Barak- 14
Juju Zombies- 13-11a
Marcus- 11b
Durin- 11c
Arachiel- 10
Ogre Zombies- 10

Active Effects-

Bless- Arachiel, Durin, Telurion
Extended Fly- Marcus
Extended Mage Armour- Marcus
Extended Shield- Marcus
Mirror Image- Marcus.
Enlarge Person on Arachiel and Durin.
Cats Grace on Barak- 21 rounds remaining.
Barkskin on Barak- 21 rounds remaining.
Divine Favor on Telurion- 8 rounds remaining

Map-

Link (Overall)

Link (North Focus)

Link (South Focus)

Notes-

No co-ordinates as using the stock map. Each square is ten feet so fits 4 medium creatures. Don't worry too much about distance and don't hesitate to ask questions. A little flexibility will be needed from time to time but i'll always try to rule in your favour.

Action-

The firebase defenders had sprang into action with the discipline and tactics retained from their days long past as soldiers of the Army of Light. The sheer toughness of the Juju zombies was quite apparent, with both Barak's bolts and the black tentacles having had limited effect thus far.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 15/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Wow, the Black Tentacles look great :D
No worries on the Protection from Evil Durin - I admit I had forgotten that you had the ring of Protection +2, but at least it will give you an additional bonus on saves, if needed.

Telurion scolds himself for not having discussed the matter with Marcus, as his mind races furiously through whatever he has learned about juju zombies, and any particular details about their abilities.

Knowledge (Religion): 1d20 + 11 ⇒ (12) + 11 = 23

As he ponders exactly what they may be up against, he closes in with both Durin and Arachiel, staying as close to them as possible. After closing the gap, he casts another protective and warding spell, this time on himself.

Telurion casts Protection from Evil on himself. Spells available updated on crunch.


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

Barak is surprised at the speed and discipline of the zombie crewmen moving to the lip of the roof he attempts to thin the numbers of the assailing undead with his crossbow.

Shot 1 to hit:1d20 + 14 ⇒ (11) + 14 = 25 Damage:1d10 + 9 ⇒ (8) + 9 = 17
Shot 2 to hit:1d20 + 14 ⇒ (18) + 14 = 32 Damage:1d10 + 9 ⇒ (6) + 9 = 15
Shot 3 to hit:1d20 + 9 ⇒ (4) + 9 = 13 Damage:1d10 + 9 ⇒ (1) + 9 = 10

his first 2 bolts easily finding their mark in the 2 already wounded zombies even as the third bolt deflects harmlessly off of the old crewman's worn leather shoulder guard.


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

" Marcus grease this building! Give me more time!"


F Lyrakien, Azata, Outsider 7HD (familiar)

Round 2

Kiri continues to concentrate on her illusion, slowly flying up and over the rubble toward Barak.

On the ground the black knight stops and mockingly salutes the approaching zombies with its spear. It begins a spinning defense, its weapon dipping and twirling in a fighting style long since lost to mortal men.


Your Humble Narrator

5 foot step won't be sufficient to get to the northern lip. Can direct those attacks on those approaching your building from the west or you can move + vital strike one.


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

Ok vital strike 1 can you just take the second d10 for dmg?


Your Humble Narrator

Sure. Incidentally, Telurion, the Life Link with Marcus, Barak and Kirilarien has broken due to range.

Moving over to the north edge of the roof, Barak looked down to see four zombies beginning the ascent up to him. He spotted one he had already shot and put a single, well placed bolt straight where its heart would be, were it a living creature. Despite the two magical bolts embedded into it, it did not yet fall...

The undead soldiers grasped by the tentacles strained against their grip; but for the most part their efforts were futile. Of the eleven that were gripped and caught by the tenacious tendrils, only three managed to escape and one of those three was not able to get clear of the effect.

CMB Checks:

CMB VS CMD22: 1d20 + 8 ⇒ (20) + 8 = 28
CMB VS CMD22: 1d20 + 8 ⇒ (6) + 8 = 14
CMB VS CMD22: 1d20 + 8 ⇒ (7) + 8 = 15
CMB VS CMD22: 1d20 + 8 ⇒ (17) + 8 = 25
CMB VS CMD22: 1d20 + 8 ⇒ (7) + 8 = 15
CMB VS CMD22: 1d20 + 8 ⇒ (20) + 8 = 28
CMB VS CMD22: 1d20 + 8 ⇒ (3) + 8 = 11
CMB VS CMD22: 1d20 + 8 ⇒ (4) + 8 = 12
CMB VS CMD22: 1d20 + 8 ⇒ (5) + 8 = 13
CMB VS CMD22: 1d20 + 8 ⇒ (4) + 8 = 12
CMB VS CMD22: 1d20 + 8 ⇒ (10) + 8 = 18

Seeing Durin and Arachiel get closer, the front rank of the defenders took up positions just behind the barricade itself and planted their longspears against approach. Here where the small hillock is lowest and accessed by a wagon road, a palisade of sharpened logs has been erected to bar access. The logs are planted in the ground about 4 feet high, pointing outward at a 45 degree angle. Ropes once bound them together providing further reinforcement, but those have long since rotted away causing the once-solid barrier to shift and lose its cohesiveness, though it is still an effective impediment to approach.

Very clear the zombies have readied actions.

Where the road passes through this barrier, there was probably once a moveable gate, now nothing more than a haphazard stack of more logs. The narrow entrance is partially blocked by stacked logs 4 feet high, and it is behind these logs where the front three Juju zombies are positioned.

So essentially think sharpened stakes on the sides (visible on the map) and just a large stack of logs in the centre blocking passage.

Eight unimpeded zombies marched on the spear-wielding warrior, seven of them successfully striking it with their longspears. They were faced with the proof that the attacker was not real- their spears passed through his translucent form. Marcus could hear the zombies speaking in rasping voices that it was a trick; the word spread rapidly through the ranks.

Attack VS Figment AC (10, Miss): 1d20 + 9 ⇒ (1) + 9 = 10
Attack VS Figment AC (10): 1d20 + 9 ⇒ (16) + 9 = 25
Attack VS Figment AC (10): 1d20 + 9 ⇒ (15) + 9 = 24
Attack VS Figment AC (10): 1d20 + 9 ⇒ (20) + 9 = 29
Attack VS Figment AC (10): 1d20 + 9 ⇒ (14) + 9 = 23
Attack VS Figment AC (10): 1d20 + 9 ⇒ (5) + 9 = 14
Attack VS Figment AC (10): 1d20 + 9 ⇒ (15) + 9 = 24
Attack VS Figment AC (10): 1d20 + 9 ⇒ (8) + 9 = 17

The majority of the zombies moved towards the barricade, gathering in great numbers. Four made a dash for the west wall of Barak's building, reaching it with the intent of climbing up. The four already at the north wall, two of them struck by Barak's bolts, began to climb the twenty feet wall. Despite their obvious skill at climbing, the zombies had a slow start, with three of them making very little progress. The zombie that Barak had shot twice managed to clamber his way 15 feet up the wall, his mottled hands nearing Barak's feet.

From left to right.

Climb DC20: 1d20 + 13 ⇒ (5) + 13 = 18
Climb DC20: 1d20 + 13 ⇒ (12) + 13 = 25
Climb DC20: 1d20 + 13 ⇒ (3) + 13 = 16
Climb DC20: 1d20 + 13 ⇒ (6) + 13 = 19

Map Update

Silver Crusade

Male Angel-Blooded Aasimar Paladin of Ragathiel 2nd | AC: T: FF: | HP: / | F: + R: + W: + | CMB: + CMD: l Init: + | Perc: +

Arachiel marches forward, stopping just short of the readied spears, and unleashes a burst of positive energy in hopes of weakening the zombies for Durin's hammer.

Channel Positive Energy: 4d6 ⇒ (2, 6, 2, 5) = 15

Intent is to stop a 5 ft step out side of longspear range.


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

minor objection to my positioning would prefer to be In the on the corner to avoid flanking and/or see both sides of the building. Could you recon my position 5ft to the left if not don't worry I'll do it with my next action.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Posting from my phone...

Round 2 Init 11b

Durin moves up with Arachiel and brings his hammer down upon one of the zombies manning the barricade while keeping out of reach himself...

1d20 + 17 ⇒ (19) + 17 = 36
3d6 + 19 ⇒ (3, 6, 1) + 19 = 29

Current Status and Effects
AC: 18 HP: 79(+23) of 79(+23)=100
rage round 2 (+0) of 22
enlarge person
bless
protection from evil


Your Humble Narrator

Flying over the ruin Barak was stood on, Marcus was able to get a good look at the contents through the ruined roof. Metal shards and splinters cover the ground on what was once the floor of this building. The wizard also caught a glimpse of three large canisters of some kind, against the far wall underneath Barak's position. In position, he rushed through a summoning, the strain of the swift summoning fatiguing him in the process. A familiar looking Hound Archon stood beside Barak and immediately started swinging a greatsword at the arms of the climbing zombie below.

Fortitude DC19 (Fail, Fatigued): 1d20 + 7 ⇒ (3) + 7 = 10

Save VS Aura of Menace DC16: 1d20 + 1 ⇒ (11) + 1 = 12
Save VS Aura of Menace DC16: 1d20 + 1 ⇒ (2) + 1 = 3
Save VS Aura of Menace DC16: 1d20 + 1 ⇒ (7) + 1 = 8
Save VS Aura of Menace DC16: 1d20 + 1 ⇒ (4) + 1 = 5

Not yet affecting those below by my math but will be by the time they get up here.

Barak found his new companion was brutally effective with the greatsword he had produced. Planting its feet, the archon simply beheaded the zombie that was close to finishing the climb with a single swing.

Hound Archon Attack (Critical Threat, Power Attack): 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28
Hound Archon Attack (Critical Confirm, Power Attack): 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
Critical Hit Damage (DR Applied): 4d6 + 12 + 12 - 5 ⇒ (5, 5, 4, 2) + 12 + 12 - 5 = 35

On the south end, the two large warriors both paused outside of longspear range, the Paladin channeling energy and the Barbarian swinging his hammer with reckless abandon. The divine pulse of positive energy charred flesh and burnt the Juju zombies with the wrath of righteousness, although many of them resisted its full effect. Durin's long hammer was brought up into an overhead swing that crushed the shoulder of one of the zombies- but despite both the blow and Arachiel's channel, it did not fall. It was becoming rapidly clear to the group that each individual Juju zombie was incredibly tough to bring down. The lack of magical slashing weapons was also apparent. Although Arachiel's fit the bill, the flaming enchantment on his weapon would do little to these zombies, from what Kiri had told him.

Will VS Channel DC17: 1d20 + 1 + 4 ⇒ (17) + 1 + 4 = 22
Will VS Channel DC17: 1d20 + 1 + 4 ⇒ (6) + 1 + 4 = 11
Will VS Channel DC17: 1d20 + 1 + 4 ⇒ (19) + 1 + 4 = 24
Will VS Channel DC17: 1d20 + 1 + 4 ⇒ (20) + 1 + 4 = 25
Will VS Channel DC17: 1d20 + 1 + 4 ⇒ (12) + 1 + 4 = 17
Will VS Channel DC17: 1d20 + 1 + 4 ⇒ (8) + 1 + 4 = 13
Will VS Channel DC17: 1d20 + 1 + 4 ⇒ (1) + 1 + 4 = 6
Will VS Channel DC17: 1d20 + 1 + 4 ⇒ (18) + 1 + 4 = 23
Will VS Channel DC17: 1d20 + 1 + 4 ⇒ (15) + 1 + 4 = 20

The two ogres that remained kept moving towards the barricade. Unlike the Juju zombies, these moved in a much more lumbering fashion, reminiscent of days long past when first facing the Undead early in your adventuring careers.

Firebase of the Damned

Round 3-

Ordered Initiative-

Telurion- 21
Kirilarien- 16
Barak- 14
Juju Zombies- 13-11a
Marcus- 11b
Durin- 11c
Arachiel- 10
Ogre Zombies- 10

Active Effects-

Bless- Arachiel, Durin, Telurion
Extended Fly- Marcus
Extended Mage Armour- Marcus
Extended Shield- Marcus
Mirror Image- Marcus.
Enlarge Person on Arachiel and Durin.
Cats Grace on Barak- 20 rounds remaining.
Barkskin on Barak- 20 rounds remaining.
Divine Favor on Telurion- 7 rounds remaining

Map-

Link (Overall)

Link (North Focus)

Link (South Focus)

Notes-

No co-ordinates as using the stock map. Each square is ten feet so fits 4 medium creatures. Don't worry too much about distance and don't hesitate to ask questions. A little flexibility will be needed from time to time but i'll always try to rule in your favour.

Action-

Barak and his new allies situation was clearly becoming more perilous as the number of zombies attempting to climb the wall became more and more numerous. To the south, the barricade zombies held their position despite both Arachiel and Durin dealing damage from afar- but it seemed unlikely they would maintain their defensive position for long in the face of it. On the outskirts of both centres of conflict, other Juju zombies began to move towards one or the other.

Those bolded may act.


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

At the sudden appearance of the familiar archon Barak shouts in exaltation. "By Dwarfather's beard I'm glad to see you friend! we are going to need to kill these undead sods sharp like so we can lend our aid at the barricade focus your attacks on the fastest climbers between us we should be able to keep them off the roof." And with that Barak fires another volley of bolts into the already wounded zombies.

Shot 1 to hit:1d20 + 14 ⇒ (18) + 14 = 32 Damage:1d10 + 9 ⇒ (3) + 9 = 12
Shot 2 to hit:1d20 + 14 ⇒ (18) + 14 = 32 Damage:1d10 + 9 ⇒ (7) + 9 = 16
Shot 3 to hit:1d20 + 9 ⇒ (13) + 9 = 22 Damage:1d10 + 9 ⇒ (3) + 9 = 12

I am damn good at rolling 18's

Barak hammers the trigger of his crossbow 3 impressively places shot aimed for the red glowing pits in the desiccated husks skulls. Each bolt smashing through the flimsy dry skin and brittle bone, one jutting comically out of the back of a monsters head. Another hit with such force as to obliterate the things jaw bone into fragments. despite their destructive power however the zombies showed no signs of slowing their assault.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 15/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Minimal to no posting for today - my girls are on Easter vacations so... ;)

I believe Telurion had already moved to the barricade on last round - he will now channel for 5d6 - save DC19

Channel to harm undead: 5d6 ⇒ (4, 5, 1, 6, 5) = 21

"They are resistant to any non-slashing, non-magical weapons" - he reminds his companions - "As well as to channeled positive energy" - he adds.


Your Humble Narrator

Telurion is visible on the map. In round 1 you cast a spell but didn't move and in round 2 you cast a spell then moved. With your twenty foot movement you would need to spend an action running to get you just behind Arachiel (double move won't cut it, as your speed is 20 feet and the distance is 60). Finally, your not 9th level, its 4d6. Imagine you've used Favored Class bonus to boost it but not certain :).


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 15/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Thanks for the clarification AK - I got thrown off by the 10' to a square scale. So my current position is the one on the map at the moment? In that case, Telurion will move forward - I think he should be able to move at least 1 1/2 of the big squares? And he will cast Spiritual Weapon, attacking the closest zombie, providing flanking for Durin if at all possible. Will make it a Longsword if also possible.

Spiritual Weapon attack: 1d20 + 5 + 5 ⇒ (6) + 5 + 5 = 16
Damage if it hits: 1d8 + 2 ⇒ (7) + 2 = 9

And yeah, I've been using he Aasimar FCB on all Oracle levels, to increase Channel ;)


F Lyrakien, Azata, Outsider 7HD (familiar)

Round 3

With her illusion having served its purpose, Kiri lets it fade and streaks over to take cover behind Durin and Arachiel.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

My fault but need a grapple check for the tentacles last round.

Grapple: 1d20 + 7 + 5 + 5 ⇒ (16) + 7 + 5 + 5 = 33 (maintain)
1d6 + 4 ⇒ (4) + 4 = 8


Your Humble Narrator

Spiritual Weapons can't provide flanking. I will mark the targeted zombie with a purple outline, when it falls you'll need to spend a move action redirecting it.

Telurion continued to advance on the barricade, conjuring into being a weapon made out of pure force, shaped only by his will and divine power. The longsword darted at one of the undead on the barricade of its own free will, but did not penetrate its armoured form.

Her flying speed and grace well beyond almost anything in the skies, Kirilarien streaked across the battlefield and gracefully settled behind Durin and Arachiel.

Barak split his shots and punched through flesh and bone on all three, but the zombies seemed undeterred. Despite the aura of menace emanating from the Hound Archon, the Juju proved to be skillful climbers. All but one of them were now fifteen feet up onto the two respective walls, climbing furiously with powerful limbs.

Climb DC20: 1d20 + 13 ⇒ (19) + 13 = 32
Climb DC20: 1d20 + 13 ⇒ (8) + 13 = 21
Climb DC20: 1d20 + 13 ⇒ (14) + 13 = 27
Climb DC20: 1d20 + 13 ⇒ (1) + 13 = 14
Climb DC20: 1d20 + 13 ⇒ (15) + 13 = 28
Climb DC20: 1d20 + 13 ⇒ (11) + 13 = 24
Climb DC20: 1d20 + 13 ⇒ (18) + 13 = 31

Aura of Menace DC16: 1d20 + 1 ⇒ (13) + 1 = 14
Aura of Menace DC16: 1d20 + 1 ⇒ (1) + 1 = 2
Aura of Menace DC16: 1d20 + 1 ⇒ (3) + 1 = 4
Aura of Menace DC16: 1d20 + 1 ⇒ (5) + 1 = 6

Those marked with red dots near you are those that have climbed the fifteen feet, Barak. All but one.

With Durin able to outrange them and Arachiel focusing on his channeled energy, the Undead shifted tactics- to the offensive. Durin destroyed the closest as it clambered up onto the stacked logs DC10 Climb check but they auto-pass with +13. Also Telurion's spiritual weapon needs a new target and Arachiel carved through an undead soldier; but the rest of the barricade zombies kept coming, the front three holding their longspears in one hand and simply smashing their powerful fists at the two enlarged warrior and the rear two mounting the stacked logs with longspears jabbing with powerful blows. One of them got close enough to strike at both Durin and Arachiel, the soldier apparently trained in life to make sweeping blows to hit multiple foes. Arachiel and Durin were each wounded once by the strong Juju zombies up close to them, and Arachiel also took a spear jab to his thigh.

Durin AOO: 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 3d6 + 19 - 5 ⇒ (4, 3, 5) + 19 - 5 = 26

Arachiel AOO: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 2d8 + 6 ⇒ (2, 5) + 6 = 13

Cleave Slam on Durin (Power Attack, Hit): 1d20 + 8 - 1 ⇒ (11) + 8 - 1 = 18
Damage (DR Included): 1d6 + 5 + 2 - 3 ⇒ (6) + 5 + 2 - 3 = 10

Cleave Slam on Arachiel (Power Attack, Miss): 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8

Slam on Arachiel (Power Attack, Hit): 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24
Damage: 1d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12

Slam on Arachiel (Power Attack, Miss): 1d20 + 8 - 1 ⇒ (10) + 8 - 1 = 17

Longspear on Arachiel (Power Attack, Miss): 1d20 + 9 - 1 ⇒ (2) + 9 - 1 = 10
Longspear on Arachiel (Power Attack, Hit): 1d20 + 9 - 1 ⇒ (17) + 9 - 1 = 25
Damage: 1d8 + 7 + 3 ⇒ (5) + 7 + 3 = 15

Behind those actively fighting, the other zombies continued to close in on the pair. Marcus' conjured tentacles held most of the caught zombies in place and provided an effective barrier to those on the east side of it, but a few of the strong zombies pulled their way clear and made it to the barricade. The reinforcements arriving from the Onager crews bore no longspears, but had unsheathed ancient longswords and intended to use them to slay the living attackers. The way into the firebase had been clogged with the bodies of the raised dead, the fight becoming almost completely bottlenecked on the old wagon road, with steep edges on both sides.

Black halos- longspear. Teal halo's- longsword. All- slam attack.

CMB VS CMD22: 1d20 + 8 ⇒ (18) + 8 = 26
CMB VS CMD22: 1d20 + 8 ⇒ (6) + 8 = 14
CMB VS CMD22: 1d20 + 8 ⇒ (16) + 8 = 24
CMB VS CMD22: 1d20 + 8 ⇒ (15) + 8 = 23
CMB VS CMD22: 1d20 + 8 ⇒ (3) + 8 = 11
CMB VS CMD22: 1d20 + 8 ⇒ (13) + 8 = 21
CMB VS CMD22: 1d20 + 8 ⇒ (8) + 8 = 16
CMB VS CMD22: 1d20 + 8 ⇒ (2) + 8 = 10
CMB VS CMD22: 1d20 + 8 ⇒ (8) + 8 = 16

Map Update

Durin, Arachiel and Marcus are up. The former have taken some hits.

Silver Crusade

Male Angel-Blooded Aasimar Paladin of Ragathiel 2nd | AC: T: FF: | HP: / | F: + R: + W: + | CMB: + CMD: l Init: + | Perc: +

Arachiel quickly places his hand to his chest before taking a mighty slash into one of the Juju zombies, hoping to carry the blow through the foul undead creature into the one next to it.

Swift Action: Lay on Hands. Standard: Cleave attack targeting the longspearman directly in front of Durin as the primary and the longspearman 5 ft NE of the primary target as the seconday

LoH: 3d6 ⇒ (6, 2, 4) = 12

Primary Cleave Attack: 1d20 + 12 + 1 - 2 ⇒ (20) + 12 + 1 - 2 = 31 (bless, power attack) - Potential Crit
Damage: 2d8 + 6 + 4 ⇒ (7, 8) + 6 + 4 = 25 (power attack)

Secondary Cleave Attack: 1d20 + 12 + 1 - 2 ⇒ (18) + 12 + 1 - 2 = 29 (bless, power attack)
Damage: 2d8 + 6 + 4 ⇒ (2, 3) + 6 + 4 = 15 (power attack)

Primary Cleave Confirm?: 1d20 + 12 + 1 - 2 ⇒ (9) + 12 + 1 - 2 = 20 (bless, power attack)
Damage: 2d8 + 6 + 4 ⇒ (5, 1) + 6 + 4 = 16 (power attack)


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Thanks for the hard work DM, a very fiddly fight. Do Barak's targets need to make an additional climb check or were they on the ground when he fired?

Round 3

The flying conjurer climbs above Barak, gaining line of sight to the zombies below and spares a quick look behind. Blood flows freely from his nose from the stress of rushing his summoning.

They're even tougher than I thought... need to get back there.

Incanting, Marcus casts a spell of slow on the seven climbing zombies. DC 18 will

Barak, the archon will protect your flank. Try and clear those on the north side. I need to help the others.

Edit: And again Grapple: 1d20 + 7 + 5 + 5 ⇒ (14) + 7 + 5 + 5 = 31
1d6 + 4 ⇒ (5) + 4 = 9


The hound archon shoots Barak a doggy grin before shifting to his south and striking out at the juju to its west, five feet below the level of the roof. Five foot step to Barak's south to try and block the four on the west. Make the first attack a ready if he's not in reach but think OK. Move to others in reach if any are knocked off wall by attack, primary goal to get them back on the ground rather than damage.

Greatsword: 1d20 + 11 - 2 + 1 ⇒ (13) + 11 - 2 + 1 = 23 (power attack, higher ground)
2d6 + 6 + 6 ⇒ (5, 4) + 6 + 6 = 21

Greatsword: 1d20 + 6 - 2 + 1 ⇒ (14) + 6 - 2 + 1 = 19 (power attack, higher ground)
2d6 + 6 + 6 ⇒ (6, 5) + 6 + 6 = 23

Bite: 1d20 + 5 - 2 + 1 ⇒ (19) + 5 - 2 + 1 = 23
1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Durin, hound's auras currently providing you a +2 deflection/resistance bonus and -2 to zombies hit, AC and saves.

Edit: Go houndy, hopefully three hits!


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Round 3 Init 11b

I think repeated use of your divine radiance against the tightly clustered undead shall win the day for us, Durin remarks to both companions as he smashes his hammer indiscrimantly into the tidal wave of zombies before him...

attack#1: 1d20 + 17 ⇒ (8) + 17 = 25
damage: 3d6 + 19 ⇒ (4, 5, 3) + 19 = 31
attack#2: 1d20 + 12 ⇒ (15) + 12 = 27
damage: 3d6 + 19 ⇒ (6, 1, 6) + 19 = 32

Current Status and Effects
AC: 18 HP: 69(+23) of 79(+23)=100
rage round 2 (+0) of 22
enlarge person
bless
protection from evil


Your Humble Narrator

Marcus' tentacles continued to slowly crush the unlife from the remaining zombies in their grip while he slowed almost all of the climbers, further slowing their ascent. Not yet able to strike at any of the climbers on the west wall, the Hound Archon readied its great sword for when they did manage to ascend.

Will VS Slow: 1d20 + 1 - 2 ⇒ (17) + 1 - 2 = 16
Will VS Slow: 1d20 + 1 - 2 ⇒ (4) + 1 - 2 = 3
Will VS Slow: 1d20 + 1 - 2 ⇒ (12) + 1 - 2 = 11
Will VS Slow: 1d20 + 1 - 2 ⇒ (10) + 1 - 2 = 9
Will VS Slow: 1d20 + 1 - 2 ⇒ (10) + 1 - 2 = 9
Will VS Slow: 1d20 + 1 - 2 ⇒ (20) + 1 - 2 = 19
Will VS Slow: 1d20 + 1 - 2 ⇒ (10) + 1 - 2 = 9

With two massive swings of his hammer, Durin felled a swordsman closing in to engage him. Arachiel's heavy swing left deep cuts in his two foes but neither fell to his blade, although both were badly damaged.

Unmodified AC on these zombies is 22.

The two ogre zombies continued to lurch towards the fight.

Firebase of the Damned

Round 4-

Ordered Initiative-

Telurion- 21
Kirilarien- 16
Barak- 14a
Hound Archon- 14b
Juju Zombies- 13-11a
Marcus- 11b
Durin- 11c
Arachiel- 10
Ogre Zombies- 10

Readied action on Hound Archon, using prior roll.

Active Effects-

Bless- Arachiel, Durin, Telurion
Extended Fly- Marcus
Extended Mage Armour- Marcus
Extended Shield- Marcus
Mirror Image- Marcus.
Enlarge Person on Arachiel and Durin.
Cats Grace on Barak- 19 rounds remaining.
Barkskin on Barak- 19 rounds remaining.
Divine Favor on Telurion- 6 rounds remaining
Slow- Purple zombies near Barak
Aura of Menace- Yellow zombies near Barak.
Grappled- Red dot (Barricade)
Climbing- Red dot (Barak)

Map-

Link (Overall)

Link (North Focus)

Link (South Focus)

Notes-

No co-ordinates as using the stock map. Each square is ten feet so fits 4 medium creatures. Don't worry too much about distance and don't hesitate to ask questions. A little flexibility will be needed from time to time but i'll always try to rule in your favour.

Action-

A few of the undead had now fallen but Durin and Arachiel were sorely outnumbered, with more and more pressing onto them...

Those bolded may act.


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

point of clarification please. The hound was able to strike and kill a zombie climbing in the same position last round why not this round.

Barak raises his crossbow In salute to the flying Marcus "Aye that will do. Go now, help the others... and watch out for those ogres!"

Full attack, Deadly aim, Tangling attack x2. (2 least wounded climbers)

Shot 1 to hit:1d20 + 14 ⇒ (17) + 14 = 31 Damage:1d10 + 9 ⇒ (6) + 9 = 15
Shot 2 to hit:1d20 + 14 ⇒ (13) + 14 = 27 Damage:1d10 + 9 ⇒ (10) + 9 = 19
Shot 3 to hit:1d20 + 9 ⇒ (9) + 9 = 18 Damage:1d10 + 9 ⇒ (7) + 9 = 16

"Ok my celestial friend I think this is going to get worse before it gets better." Barak fires once again on the damaged zombies each of his 3 bolts finding a wounding mark the release of negative energy chilling the air. 2 bolts embedding in such a way as to lock key joints making them temporarily useless.

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