
GM BC4Realz |

Luxanna, your detect evil spell shows multiple faint evil auras in a single file line directly on the other side of the door. Within the range of the spell you can sense a total of 7, but the last two are only partial, like a wall blocks part of the emenation.
The last hit?: 1d6 - 1 ⇒ (5) - 1 = 4 BAN-CRACK!
With a final thundering blow the wooden door cracks down the center. The side with the hinge swings inward, giving you a view of a hallway of walking corpses. They wear only a few soiled rags, with flesh rotting off their bones. One from further back in the row pushes forward, pushing through the doorway and into the room (Flair, this provokes an AOO from you). A second moves into the doorway. As they stumble forward you notice that they move with an unnatural quickness, arms outstretched.
Walking Corpse 1 Melee attack v Luxanna (assuming Flair doesn't kill it dead-er): 1d20 + 4 ⇒ (9) + 4 = 13
Potential Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Walking Corpse 2 Melee attack v Flair: 1d20 + 4 ⇒ (1) + 4 = 5
Potential Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Roll for initiative! I have already rolled for the monster group and averaged their result. Anyone that comes in at or above 11.2 (on an 11 your initiative mod must be higher than or equal to 2) can go ahead and act. Anyone that doesn't will need to wait until the next round after the monster mash. Battle map has been updated. You can see a line of walking corpses 5 deep before the hallway splits at a T. There appear to be more on both sides of that T. You don't know at this point how many there are total. Know (Religion) DC 11 identifies these to your character to be 'Fast Zombies' Tell me your knowledge check result and I will tell you what else you know about them.
Posting schedule expectation during combat will be 1 post/weekday. Any character that has not posted by this time Monday will be botted by me so that we can keep combat moving. I will have some time this weekend, so if everyone posts before Monday I will probably make the next post on Sat or Sun night.

Kimbwe |

Initative: 1d20 + 4 ⇒ (14) + 4 = 18
Assuming Flair doesn't kill that zombie before I have a chance to act...
Silenly, Kimbwe steps forward between his companions, then draws his katana in a smooth arc that slashes across the zombie.
Iaijutsu strike!... sort-of: 1d20 + 6 ⇒ (4) + 6 = 10
Damage:: 1d8 + 3 ⇒ (5) + 3 = 8
In the unlikely event that this counts as a sneak attack (I believe he no longer had cover against this zombie since it got into the room, so he couldn't use Stealth against it any more): 2d6 ⇒ (2, 3) = 5
At the end of his slash, Kimbwe falls back to a guard position, both hands now on the hilt of his katana.

GM BC4Realz |

I forgot to address the torch. I was editing my post to do so...but the forum ate it...sad panda.
You will have to trust me. I rolled perception for Luxxana to search for a crevasse for the torch and got a 13.
Prior to the door cracking open Luxxana managed for find a crack in the masonry of the wall, about halfway between the door and the fountain. (Placed on map).
Please remember if you don't have special senses and are outside of the 20' light radius any attacks you make will have a penalty (within 40' is a 20% miss chance, outside of 40' is blindness, so 50% miss chance plus some nasty effects on your AC.) If you have low light vision these ranges are doubled.

GM BC4Realz |

Kimbwe, it would not be able to be an iaijutsu strike because you have not yet challenged the zombie.
A sword saint can perform a lightning quick iaijutsu strike against the target of his challenge to inflict devastating wounds while drawing his sword. After the sword saint has challenged a foe but before he has attacked the target of his challenge, he may choose to use his iaijutsu strike as a full-round action, making an attack roll with his weapon as normal.
So just a normal attack? On the plus side it means you don't take that penalty on your AC, so that's nice.

Kimbwe |

Whoops... I forgot that bit. That's the problem with having three different classes' class features. Yeah, he won't bother doing an iaijutsu strike on it. These things don't seem worth challenging.

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Flair Sees the undead and roars in defiance.
init: 1d20 + 3 ⇒ (13) + 3 = 16
She Swings her battleaxe at the first of the dead to come in.
Attack: 1d20 + 7 ⇒ (11) + 7 = 18
DMG: 1d8 + 3 ⇒ (2) + 3 = 5
she shouts her fury into the air uses Jugement, Resiliency, DR:1/magic
also, due to the "shake it off" teamwork feat and my solo tactics, i have a +3 to all my saves because 3 allies are adjacent to me

Snikket The Scaled |

I had been readied to charge as soon as the door came down but that won't be possible now, any chance in the future we could resolve readied actions before having all hell break loose?
Init: 1d20 + 3 ⇒ (17) + 3 = 20
Snikket growls in frustration seeing his avenue of attack blocked. He drops back to give himself some space and draws his Longbow. He takes a second to aim and looses an arrow into the first walking corpse.
Longbow: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d6 + 2 ⇒ (4) + 2 = 6

Luxanna Pegason |

Init: 1d20 + 2 ⇒ (16) + 2 = 18
Knowledge, Religion: 1d20 + 3 ⇒ (3) + 3 = 6
Luxanna takes wild swing at the nearby zombie then swiftly follows through with slam of her shield.
Scimitar: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Spiked Light Shield: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Zebrynna "Moonscar" |

Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Knowledge (religion): 1d20 + 7 ⇒ (3) + 7 = 10
"Gah! I hate zombies!" The others are crowded around the door, keeping the creatures at bay. This suits Zebrynna just fine. Taking mental stock of her inventory, she realizes that she doesn't have anything that would be much use here. Looking around the room, she spots the fountain again. That water is definitely magical, and not in a good way. An idea forms in her mind, and she retrieves an empty vial, filling it with water.
Move action to retrieve a vial, standard to fill. I don't have much of my gear selected, but I assume I'll have some sort of poison-making kit. Come to think of it, I should really put a rank or two into craft (alchemy) for that.

GM BC4Realz |

Zebrynna - As you pull water from the fountain and into the empty vial you notice the magical aura goes with it, but does not seem as strong as the fountain itself. You would surmise that there is something about the fountain that strengthens and sustains the enchantment on the water. The potency of the enchantment will slowly fade now having been removed from the fountain.
Please add to your inventory list 1 vial of petrification DC?. It will be treated as an ingested poison. The DC will be determined upon use based on how much time has passed from now, and any other pertinent factors that come up.
As you draw the water from the fountain the magic aura of the fountain itself seems to intensify. You don't know what that means, but something has changed. Make a spellcraft or Know Arcana check for me.
Under the concerted efforts of both Flair and Luxxanna the zombie at the lead of the pack falls to their ministrations. Appearing to be unaffected by the felling of a comrade, one of the zombies further back in the line pushes through the crowd to take his place.
Flair, this would provoke an AOO from you, but you have already used yours this round. Zombie in north position has already gone, none of the others can reach you, so this one will take an attack and then we will be at the top of the round.
Random Melee Selector - F,K,L: 1d3 ⇒ 1
Melee V Flair: 1d20 + 4 ⇒ (10) + 4 = 14
Possible Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Kimbwe |

Kimbwe slashes at the zombie in front of him, and then steps back. "Kimbwe shall share the glory of combat with his companions!" he declares.
Katana slash!: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

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flair laughs and brings her left hand to bear begins the casting of touch of combustion. provokes AOO from zombie
She sits out the words needed to cast and reaches for the zombie:
touch attack: 1d20 + 6 ⇒ (20) + 6 = 26
crit confirm(touch): 1d20 + 6 ⇒ (18) + 6 = 24
fire DMG: 1d6 ⇒ 6X2= 12
that's awesome! now it makes a save to avoid bursting into flame, if it does however, we each take 1d4 fire unless we make a save. and i would get a +1 on my next roll :)

Luxanna Pegason |

Readies to slash at the next zombie to move forward. If the Zombie that combusted is still aflame will take a 5 step down afterwards.
Assuming that the zombie up front in fact is now deader

Karran |

"I said hold the line, fool! Are you trying to get one of us killed?" Karran hisses at his fellow catfolk in their racial tongue. He steps forward to fill the gap left by Kimbwe.
If there is a target available:
He lashes out at the zombie with both sawtooth sabers.
Right blade: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Left blade: 1d20 + 4 ⇒ (11) + 4 = 15 Damage: 1d8 + 2 ⇒ (8) + 2 = 10

GM BC4Realz |
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On a seperate note, at this point you guys have intuited that it takes between 10 and 15 damage to fell a zombie. Feel free to use this in deciding your actions (like Luxxana did) if I have not had a chance to come update the battlefield with other player's results. It is a little meta, but we do what we have to in PBP.
Zebrynna, with all the distraction around you it is very hard to concentrate. You know you have read something about enchantments that change on interaction, but you can't quite recall it or what it might mean in this situation. If people would stop making so much noise you could probably remember...it is right there on the tip of your brain. I will allow you a reroll when the action/distraction calms down, but for now that is all you can recall.

GM BC4Realz |

I made a whole long post, and then I realized that Karran's move was in correct initiative order after all, which invalidated the whole thing...so let's try this again. Sorry everybody.
Kimbwe slashes the front zombie across the chest, dealing some decent damage before retreating. Karran moves up into the place that he vacated, massacering the zombie in front of him. It falls to the ground (Zombie in position B)
Zombie AOO v Flair: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
You made your concentration check the first time I rolled it for you, pre edit...so I am going to handwave it at this point. Your spell goes off without a hitch.
Flair attempts to cast a spell, getting a pound atop her shoulder for her troubles, she manages to get her spell off despite the distraction though, wreathing her hands in flame before pressing them against the zombie's chest.
Zombie Ref Save DC 14: 1d20 + 2 ⇒ (2) + 2 = 4
The zombie smoulders, groaning in undead pain, but does not ignite. It then crumples to the ground resuming the appearane of fully dead and not just mostly dead, the fire being too much for it. (Zombie in position A)
Two more zombies move into the vacated spots, and yet there still seems to be no end to them down the hall.
The zombie in the doorway (position A) strikes at Flair.
ZomA attack: 1d20 + 4 ⇒ (14) + 4 = 18
ZomA damage: 1d6 + 4 ⇒ (2) + 4 = 6
While the other one barrels into Luxxana, apparently trying to force her back and break through the battleline around the door.
AOO from Luxxana: 1d20 + 5 ⇒ (20) + 5 = 25
Confirm Critical: 1d20 + 5 ⇒ (13) + 5 = 18 Confirmed!
Critical Damage: 1d6 + 4 ⇒ (5) + 4 = 9x2=18
Slashing out viciously with her scimitar though she is able to stop his advance before he can bring the force of his weight against her. He crumbles to the floor in front of her. This square has enough bodies in it that it is now difficult terrain and costs double movement to get into.
No additional zombies move into that square this round, leaving just the one standing in the doorway.
Party is up. Luxxana, your readied action does not get used since you critted on the AOO...otherwise you could have attacked the one that tried to push you.
This round it is just Flair that takes any damage, please note the 7...

Snikket The Scaled |

Snikket chitters unhappily as his arrow misses it's target. He whistles to Scruz, who chuffs at his companion in reply. Snikket nocks another arrow and draws his bowstring again, shaking his hairless head in frustration. He looses an arrow at the zombie in the doorway.
Longbow: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d6 + 2 ⇒ (2) + 2 = 4

Dyarendi |

Frustrated that she still can't find a spot to move to attack the zombies, although in the back of her mind she is glad that she isn't putting herself in harms way, the tiefling flings a bolt of acid at the zombie in the doorway.
Acid Splash into Melee: 1d20 + 2 + 3 - 4 ⇒ (15) + 2 + 3 - 4 = 16 for acid damage of : 1d3 + 1 ⇒ (2) + 1 = 3

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I've taken a total of 13 damage, and reduced both attacks with my DR:1/magic, for a final of 11 DMG, putting me at 12 HP
flair is't too optimistic, but she is ready for her next enemy to come at her. she quickly changes her tactics. she's using her standard action to switch out her "shake it off" feat for "Paired Opportunists" giving her a +4 to AOO as long as an ally is adjacent.
she looks at the others in the room who are just watching. cowards! you would rather DIE in here wouldn't you? You're not worth the dirt you stand on!

Hakak Death-Bringer |
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Hakak grabs his unholy symbol and whispers a blessing to those spirits around. He releases his grip on the wooden symbol and it falls back to rest against his chest, briefly clattering against his breastpalte. One of the spirits that only he can see moves to inhabit his body. Hakak does not resist the spirit's influence over him as the spell begins to take effect. Once done, he continues walking forward.
"Hakak no coward, fool. Hakak would rather you die in here. Hakak worth lots of dirt."
Standard Action: Cast divine favor
Move Action: 4 squares due north to current location on map
Active Spells: Divine favor; 10 of 10 rounds remaining

Kimbwe |

Kimbwe smoothly sheathes his katana. "It seems that many of Kimbwe's companions wish to join the melee! Then let Kimbwe fight from afar!"
He gets his bow out and nocks an arrow. And that takes his whole round

Zebrynna "Moonscar" |

That Hakak fellow is smarter than he looks...
Considering the vial in her hand, Zebrynna realizes that forcing the enchanted water down a zombie's throat may be harder than she thought at first.
* * * * * * *
Jail cell. Rough, unworked stone. Iron bars, space to reach an arm through. Space to reach for freedom. A ring of keys, hanging on the wall. A world away. Reaching, stretching, desperation. It's no use.
Then - a sudden jangling. Hope! Reaching again, more jangling. Floating keys, freedom impossibly traversing the void.
Falling keys, clattering on the floor.
* * * * * * *
Approaching the others, Zebrynna remembers the keys and the plan, once broken, reform anew in her mind. I don't know if I can pull that off, but it's worth a shot.
Move action to the others, standard action to cast Mage Hand. Next turn Zebrynna will use two move actions to propel the vial up to 30 feet, targeting the nearest zombie's mouth. This may be a little too gonzo to work, but what would I need to roll to attempt to poison the zombie? Ranged touch attack? Called shot?

Luxanna Pegason |

Luxanna steps up and resumes with the slash and bash.
Scimitar: 1d20 + 5 ⇒ (19) + 5 = 24
Confirm: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 4 ⇒ (4) + 4 = 8 x2dmg then +2 fire damage if crit is confirmed
Spiked light Shield: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

GM BC4Realz |

Zebrynna - Based on the size of the target area, I am comfortable with using the Challenging called shot adjustment on a ranged touch attack (ranged touch attack at -10 to hit). Since you are using magic instead of your own arm it will be using your primary casting stat as the attack modifier bonus, instead of Dex.
One other thing though, based on your earlier knowledge religion score, you know this tidbit about monsters that have undead traits...
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
In light of that you might want to reconsider what you are thinking about doing. Wouldn't want you to waste your hard won petrification 1 shot.
***
Luxxana manages to finish off the zombie in the doorway before it gets any additional chances to press the attack.
***
Waiting on action from Karran and then Zombies will go. Updating map with the most recent redeading.

GM BC4Realz |

6 hours since my last post...44 since my last gameplay update that ticked a turn. In the interest of time I am arbitrarily deciding to skip Karran at this point. Probably sucks...but we need to try to keep this moving. Please try to post daily during weekdays, especially during combat situations. If you would like me to bot your character I need some info on what you see yourself doing, just basic strategy stuff...you can PM it to me. Let's get a move on.
With an opening at the front of the pack the lead zombie moves forward and again tries to bullrush Luxxanna out of the doorway.
AOO from Luxxanna: 1d20 + 5 ⇒ (20) + 5 = 25 Seriously? Stop with the crits!
Confirm that crit: 1d20 + 5 ⇒ (4) + 5 = 9
Damage (no confirmation): 1d6 + 4 ⇒ (5) + 4 = 9
Zombrush (like a bullrush, just less alive): 1d20 + 4 ⇒ (8) + 4 = 12
He gets a rather nasty slice across the chest for his efforts, and unfortunately cannot make Luxxanna budge an inch.
There is some milling in the line behind him, but without a path forward the zombies just moan and gnash their teeth angrily.
Edit: Party is up. Next GM turn post will probably be either Friday night or Saturday morning (24+ hours from now)

Kimbwe |

For once, Kimbwe says nothing, letting his bow sing for him, instead.
Arrow to the nearest zombie!: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Snikket The Scaled |

Seeing zombies fall causes Snikket's indecipherable chittering to grow louder and more incessant. As the feral noises become more frenzied Scruz begins to shift impatiently, chuffing and clawing the ground with his feet. Snikket continues to fire at the zombie leading the pressing horde.
Longbow: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Zebrynna "Moonscar" |

It seems like it's worth a shot, until she remembers that the undead are immune to petrification. Too bad. A zombie statue would have made for an effective barrier. Seeing that she's no good where she's at, she retreats from the knot of fighters pressed near the door and begins examining the other entryways.
Double move to the door on the far side so I don't ruin Snikket's shot. Also to be far away if they break through. For anybody that might have the same problem moving their token, the torchlight aura will need to be sent to the back layer by right-clicking on it. After moving your token, you can right-click again to bring it back to the front.

Luxanna Pegason |

Just going to stick to ye olde slash and bash routine
Slashy: 1d20 + 5 ⇒ (20) + 5 = 25
Confirm: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 4 ⇒ (2) + 4 = 6 +2 Fire damage if confirmed
Bashy: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d4 + 2 ⇒ (3) + 2 = 5