| Hemmings Halfshanks |
Please retcon earlier post. Melee guys are mopping up...
Hemmings sees the zombies attack his friends and pay the price. Since his weapon drawn isn't slashing type (rapier) he sheathes that weapon and moves back about 20' to stay behind the big guys.
"Give 'em hell big fellas," he yells encouragingly to his mates. To Locke:""B'sides slashing, what else hurts zombies? My little knives probly won't have much effect on those horrors.".
Move Action - move back southeast diagonally 4 squares to be positioned behind the melee fighters. Will draw silver dagger and resheathe rapier on the off chance one gets through as SA.
| Xoruk Ironmaw |
Xoruk hides behind the rest of his companions, not keen on the idea of tangling with the undead. He remains ready to strike, but doesn't move.
Ready an action to hit the zombie with his staff if it comes within range.
Staff of Bazur vs. Zombie: 1d20 + 2 ⇒ (5) + 2 = 7
Staff of Bazur vs. Zombie: 1d6 + 1 ⇒ (4) + 1 = 5
BloodWolven
|
Round 2
Bug
Zombie X 1d20 ⇒ 11 1d20 ⇒ 20
Zombie 4
Vuvu
Ruby
Ardamir
Xoruk
Hemmings
Zombie W 1d20 ⇒ 61d20 ⇒ 31d20 ⇒ 18 (not this round)
Locke
Lecloront
Zombie N
Locke says, "Good work friends! This is a shrine of Sarenrae, we should see if we can fix it up and reconsecrate it. It will probably take a few hours. With the zombies about, everyone keep a close look out. Hemmings, Vuvu, and Xoruk give me a hand to cut away the overgrowth."
Lecloront attacks the undead and takes a five foot step back, the slash does not stop the undead from attacking. Vuvu attacks the undead as well, Ardamir likely would stop short of the undead after hearing Vuvu. The zombie falls to the ground in flames.
You all hear bubbling coming from the massive bowl. The slightly decomposed hand slips into the bowl.
| Hemmings Halfshanks |
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
"I see it as well, there to the west about 40' or so. Bug, go smash.
Will see what others do in round 2 to the new zombie before posting my action. If for some reason, you are all waiting on me then DM-PC is ok, I'd probably just stand back, unless attacked or approached then strike with silver MW dagger.
| GM Wolf |
Since a perception check and a few words is practically a free action Hemmings is great with his posting, ooc information is great about what you would probably do, with the citing of Round 2.
Make sure that we cite our actions for which round using: 'Round #' to help make things clear. Thanks everybody, keep it up!
Lecloront
|
What Vuvu posted sounds a good plan.
Round 1
"Gotcha!", says Lecloront to the alchemist,
Attack: 1d20 + 3 ⇒ (8) + 3 = 11
if it hits,
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Lecloront quickly dodged to the side to avoid the alchemist's bomb.
| Bug Eater |
After smashing a zombie, Bug looks around for any other targets.
Perception 1d20 + 4 ⇒ (6) + 4 = 10
Not seeing any, he waits until he gets the warning from Hemmings and then moves to smash the new threat (has to charge to get there assuming a charge lane is possible).
"I'll get it!" he yells confidently as he rushes to bash it with his hammer.
To Hit 1d20 + 8 ⇒ (1) + 8 = 9 Damage 2d6 + 10 ⇒ (3, 6) + 10 = 19
However he seems to trip over a root at the last minute and misses wildly.
| Ardamir |
perception: 1d20 + 2 ⇒ (20) + 2 = 22
Stopping short of the zombie as he was going up in flames, he saw the new threat coming up out of the well. Ardamir ran forward towards it (hopefully after the new bomb goes off) and attempts to make quick work of it with his greatsword.
Power Attack
Attack: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21
Damage: 2d6 + 6 + 2 ⇒ (4, 4) + 6 + 2 = 16
Sorry for the multiple edits, that's if anyone noticed... There is a lot of action in this one and it's hard to keep up! Not a bad thing, though :D
| GM Wolf |
Ardamir, edits are good,I do them all the time. :)
Nothing is coming out of the bowl yet, Ardamir are you doing a readied action to hit anything that comes out of the bowl?
Bug you can see that your falling to the ground made some good noise and two more zombies notice you... They move towards you stoping right above you. Zombie 4 attacks and misses the first strike but hits the next one. 1d6 + 2 ⇒ (2) + 2 = 4 piercing damage as the zombie tares into your midsection.
Vuvu are you keeping your action? 3 zombies and Bug are in your target area?
Ruby waits.
Xoruk, Hemmings, Lecloront feel free to post when you can.
Locke recognizes that people have listened to some of his words. He gets off his horse and begins to clear vines and heavier overgrowth with his sword.
| Hemmings Halfshanks |
At first, Hemmings hesistate not sure if the Priest meant to clear the vines and re-consecrate the shrine anyway even with new enemy near or if that was before the zombies second wave. But after seeing the priest dismount and start hacking the overgrowth, Hemmings readily moved over to help him using his silver MW dagger to slice through the thick vines and branches.
"Can't help much with re-establisn' this shrine priestly like, but can cut some of this growth away. You think it'll affect the walking dead to bring Sarenrae inta it?.
He glances around from time to time to make sure no dead walkers are coming up from behind he or Locke.
Round 2 - Move Action- go to shrine. SA - prune back the bushes etc. Need any rolls? Technically, I guess, Locke's action would be after mine, so if it's not understood that I am waiting to see what he does, then make it so..
| Xoruk Ironmaw |
Xoruk moves over to the shrine, pulling the dagger from his belt to help prune bushes. "Fa'ored o' th' spirits, mighty Xoruk, roightful shaman o' th' Ironmaw clan... garde'na..." the Dwarf complains in a whisper, but begins to cut at the foilage anyway.
| Ardamir |
I will call it a readied action then. Like an undead whack-a-mole I'll wait for its head to pop up! Hm... whack-a-zombie!
| GM Wolf |
The two zombies jump and take just a little fire damage.
A body emerges from the murky water, being slashed by Ardamir, you are surprised she is still standing, though you did take one arm off. It looks white and pristine, though no hair and the one decomposed hand, the woman reaches forward for Ardamir, but does not leave the water. She begins to wail loudly, Will DC 14 or be stunned for 1 round. Her eyes turn blood red and blood begins to pour out of every orifice on her. You all are affected by Bane as well, -1 on attacks and -2 on fear saves; Will DC 17.
| Xoruk Ironmaw |
Will save vs. Wail: 1d20 + 3 ⇒ (17) + 3 = 20 (+3 if it's a spell or spell-like affect)
Will save vs. Bane: 1d20 + 3 ⇒ (8) + 3 = 11 (+3 if it's a spell or spell-like affect)
| Bug Eater |
Bug will swing at one of the zombies from the ground.
I'm not sure how much rage I have left after the previous combat, so I won't be using it.
To Hit 1d20 + 2 ⇒ (20) + 2 = 22 Damage 2d6 + 10 ⇒ (3, 5) + 10 = 18
roll to confirm 1d20 + 2 ⇒ (8) + 2 = 10 doubt that confirms.
| GM Wolf |
Before we move to round 3, I would like everyone to make two will saves. Thank you Xoruk. Lecloront you still need to take your round 2 actions before she begins to wail.
You cannot get critical hits on undead. Bug I think you have used 2 rounds of rage, how much do you have left?
Zombies have an AC of 11. Wailer has an AC of 15. Feel free to post round 3 actions. Make sure to post Round 3!
| Ardamir |
Will: 1d20 + 3 ⇒ (15) + 3 = 18
Will: 1d20 + 3 ⇒ (17) + 3 = 20
Woohoo!
| Hemmings Halfshanks |
Don't think either of these are vs Fear effect, but if so then can add +2 to any result for racial bonus
Will vs DC 14 scream: 1d20 + 1 ⇒ (1) + 1 = 2
Will vs DC 17 Bane: 1d20 + 1 ⇒ (14) + 1 = 15
double fail...unless the +2 bonus for Fear saves on Bane
round #3 action = Stunned and Baned...Hemmings drops his dagger and freezes up due to the wailing sound from the pool corpse thing.
Makes HH's effective AC for this round 11. Yikes. Glad the bad guys are over there.
| Bug Eater |
Will Save 1d20 + 1 ⇒ (18) + 1 = 19
Will Save 1d20 + 1 ⇒ (14) + 1 = 15
If I only used 2, I should have 5 rounds left. I may fire that back up then. Round 3 will be rage, and hit another Zombie from the ground.
To Hit 1d20 + 4 ⇒ (3) + 4 = 7 Damage 2d6 + 13 ⇒ (5, 1) + 13 = 19
| Ardamir |
Round 3
Ardamir, not phased by the undead creatures attempt to phase him, mightily swung his sword again, hopefully this time to fell the... thing!
Power Attack
Attack: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17
Damage: 2d6 + 6 + 2 ⇒ (1, 1) + 6 + 2 = 10
Lecloront
|
Sorry for the delay, kinda got busy there.
Round 2
Lecloront moves into melee range then hit the zombie with his longsword,
Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Vuvu's bomb effects distracted Lecloront as he swings, missing the zombie.
Will save stun: 1d20 + 2 ⇒ (16) + 2 = 18
Will save bane: 1d20 + 2 ⇒ (14) + 2 = 16
| Xoruk Ironmaw |
Xoruk moves to protect Hemmings from further attack, ready to shoulder the smaller man out of the way of another attack.
Aid Another (AC) on Hemmings: 1d20 + 2 ⇒ (5) + 2 = 7 Aww. :/
| GM Wolf |
Round 3 Sorry everyone kinda took the weekend off, just separated myself from the computer and spent time with friends.
Bane:-1 on attacks, -2 on fear saves.
Bug misses as the mixture of flames, bane, and zombies distracts him. The three zombies wail upon you though none of them do any apparent damage, nor are you grappled Bug.
Vuvu stays where he is and draws his cane, then he drinks down a potion. His skin toughens and his body seems to thicken.
Ardamir not phased by the undead creatures attempt to phase him, mightily swung his sword again, and this time fells the thing! The chunks of its body fall into the murky black water again.
Xoruk moves to protect Hemmings from further attack, but zigs when he should have zagged and is now behind Hemmings while Hemmings crouches in fear dropping his dagger.
Three zombies burst from the ground around the bowl, one attacks Ardamir, the furthest one to the North does not see a foe and gets fully out of the ground, and the last one attacks Locke. Both attacks merely scratch against your armor. Locke is stunned by the intense fear put into him by that wail.
Lecloront what do you do, please post for Round 3.
Two more zombies take notice of the commotion and begin to move towards bug. They are now 20 feet away. Map is updated. Round 4 commence.
Lecloront
|
Weird, I thought I did.
Round 3
Lecloront attacks the zombie with his longsword, and he misses
Attack (Baned): 1d20 + 2 ⇒ (6) + 2 = 8
We're baned for how many rounds? Since Vuvu's turn is before me and there's only 1 more zombie left in front of us, I'll wait and see what he does first.
| Ardamir |
Round 4
After felling that last zombie and deftly shaking off the attack from the next one, Ardamir continues his battle rhythm with the poise and control of a battle hardened warrior. He parries and slashes at the next aggressor without missing a beat.
Power Attack
Attack: 1d20 + 5 - 1 ⇒ (3) + 5 - 1 = 7
Damage: 2d6 + 6 + 2 ⇒ (5, 2) + 6 + 2 = 15
Seeing no damage he takes a step back, preparing for the next onslaught by the foe.
Eh, the lucky swings had to run out at some point... let's just hope the retribution isn't too bad!
| Vuvu |
Vuvu moves towards the big baddy and other foes near Aradamir, while pulling an acid flask.
Acid flask vs touch 1d20 + 5 - 6 ⇒ (15) + 5 - 6 = 14 for 1d6 + 5 ⇒ (4) + 5 = 9 Aradamir, the big one and white gnoll all take one damage from splash
if I miss1d8 ⇒ 8 it lands in front of Aradamir splashing him and the enemy next to him.
| Hemmings Halfshanks |
So Ardamir killed the screaming thing? Which means the stun is over, what about the Bane? If I count right, 3 zombies over by Bug and LeCloront, 3 more over by the bowl, is that right? Some by the bowl may have acid burns now.
Round 4
Provided, he's recovered his wits, Hemmings reaches down and picks up his silver dagger. He then takes a defensive position readying himself in case more of the zombies appear out of the ground. He also scans the area for signs of any more enemies.
Pick up weapon - Move Action; Total Defense (+4 to AC this round) as Standard Action; Perception: 1d20 + 6 ⇒ (16) + 6 = 22
| GM Wolf |
Lucky for Bug, the zombies around him flail about only getting two decent hits in. Beware the double hit and grapple From their clawing Bug takes 1d6 + 2 ⇒ (3) + 2 = 5 damage from one claw and 1d6 + 2 ⇒ (2) + 2 = 4 damage from the other.
Vuvu moves into position and throws a flask of acid. The acid slams against the zombie next to Ardamir, though both Ardamir and the other zombie are splashed with some acid as well. Ardamir takes ONE damage.
Xoruk?
Hemmings you are correct! With silver dagger in hand and in a stance for any thing.
The zombies around the bowl seem to gain some sentience as their eyes begin to glow red and blood pours from their mouths. The two facing Ardamir flail at you and only one of the four claws gets through your defenses, 1d6 + 2 ⇒ (1) + 2 = 3 damage. Though the worst of it the zombie behind you tears both claws into your arm, tearing flesh 1d6 + 2 ⇒ (1) + 2 = 3 and 1d6 + 2 ⇒ (4) + 2 = 6 damage. 1d20 + 3 ⇒ (18) + 3 = 21 to confirm the critical, +1d6 + 2 ⇒ (1) + 2 = 3 damage and knocks you to the ground. The zombie has both hands on you gets a free grapple check, it succeeds the grapple check because you are unconscious and take bite damage.
Locke moves back next to Hemmings, grabs his holy symbol around his neck and tries to channel positive energy to hurt the undead. His will is strong enough and he channels energy out from himself. Each of the zombies are wracked with sparkling white energy, near the bowl, taking 2d6 ⇒ (6, 2) = 8 damage. Which destroys the one hurt by acid and hurts the one who just flayed Ardamir's arm, neck, and back.
| Locke Vernariah |
"Nooo, not again! Help Ardamir!" Locke shouts to everyone. He knows he should have healed Ardamir, though it did not look that bad, he hoped to decimate the zombies before such an attack would be possible
| Ardamir |
What the F&*#!? This is what I wake up to? 2pts away from death. Yaaaa.
| Ardamir |
Ha! This is true. It's just ironic because I just got knocked unconscious in another game I'm in with when the bad guy rolled his full damage. It's becoming quite the habit!
| Bug Eater |
Not a lot of choice but to keep swinging from down here. Probably can't take the AOOs. At the rate this is going, could be a damned short campaign.
To Hit 1d20 + 3 ⇒ (4) + 3 = 7 Damage 2d6 + 13 ⇒ (5, 4) + 13 = 22
Yep, looking really short. This reminds me why I never use critical failures when I judge.
| Hemmings Halfshanks |
Ard, maybe it's that big target painted on your back?
Rules Question: Does channeling positve energy damage undead at the same time it heals friends? Any reason why it wouldn't? It's the same energy over the same area..
Hemmings thinks: "Gonna have to figure a way to retreat out of this without losin' anyone. With our 2 best fighters already down and 5 enemies still up. No good choices here."
"Locke, do you have enough healing to get Bug and Ardamir back up. Especially if I distract them walking dead? I'll need healin' too. Can you do it?. Or shall we try to get his body and run the hell away from here?"
| Bug Eater |
No, channeling can either damage undead or heal allies, you have to choose when you channel. It used to be as you describe back in the beta, but it really trivialized combat with undead, so it was changed to the current form.
| Ardamir |
Yeah, it would be awesome if it did both! And I knew that there was a problem... damn pranksters always painting my armor! Maybe I need to start playing more clerics and wizards, people who stay out of the fray!
| Locke Vernariah |
"Distract them I just need a moment to heal Ardamir and you at the same time!" Locke says hurridly.
Works for me Vuvu, but he is about to be smothered in Zombie love is nothing takes their attention. Do you provoke attacks of opportunity?