| Xoruk Ironmaw |
Xoruk begins to gesture and chant in the Orc tongue, before pointing at Bug. The Shoanti man begins to grow, doubling in height almost instantly.
Xoruk casts Enlarge Person on Bug Eater.
| Hemmings Halfshanks |
Hemmings is amazed by the growth spell's effect on the Shoanti Barbarian. "Hey can you hook a littlefolk up with some o' that? I'm tired o' lookin' at belt buckles and dodgin' elbows. Help a fella out there, X" he jokes.
Won't provoking AoO from the zombies around Ardamir distract them from eating him? My plan next round is something quite similar as long as Locke has my back with healing. Are we ready for Round 5 actions?
| Ruby, Captain Drake's Familiar |
Not good, not good, not good. Should I try to help? What can I do? Oh! Yeah!
Ruby swoops down, dodging undead claws, and cracks open a small clay bead in her hands, rubbing the oil on one of the wounded adventurers.
Coming straight down from above to avoid AoOs
Oil of Cure Light Wounds to Ardamar: 1d8 + 1 ⇒ (8) + 1 = 9
Then she looks up and realizes she's in the thick of things.
Uh oh.
| Ardamir |
That helps. Thanks Ruby!
| GM Wolf |
Round 5
Bug (Bane) *
Zombie 4, 5, 6 (around Bug) *
Vuvu *
Ruby *
Ardamir *
Xoruk (bane) *
Hemmings (bane)
Zombies around bowl (AB) 7, 8, 9
Locke
Lecloront (bane)
Zombie N10, N11 (20 ft. away)
Bug misses as each of the zombies attacking bug get a hit in, though no grappling of doom, nor critical confirmations. 1d6 + 2 ⇒ (3) + 2 = 5 clawing damage, 1d6 + 2 ⇒ (6) + 2 = 8 clawing damage, 1d6 + 2 ⇒ (6) + 2 = 8 clawing damage. 8-21= -13 They have started to tear into Bug's unconsious form.
After the healing Ardamir is still down and unconscious, though stable.
Hemmings it is your turn. Lecloront go ahead and do your action too for it basically two fights right now.
Once again you need to state which round you are acting in: Round 5 in the first line of your post all by itself to make things clear otherwise, I will just skip by as needed.
Lecloront
|
I thought I'm no longer baned after moving to help Bug? In case I missed some zombie doing the wailing, but even then am I supposed to roll for another save?
Round 5
Lecloront focuses all his concentration to hit the zombie this time, or else they will be in serious trouble,
Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Confirm crit: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Oh well at least I get to hit one of them lol
| Ardamir |
I think that these guys have just landed some good hits. It's unfortunate that I've been downed twice, but such is the luck! We've also got a huge party, so coming across just three zombies on a path is not much of a challenge, is it?
| Bug Eater |
No the ELs are rather high for the level and the use of critical fumbles, as I have always seen in the past, tends to screw players. Also changing zombies from being mindless with given tasks, to feral flesh eaters who kill downed players is a bit vicious. I have no objection to changing ELs to suit table composition. I run a 8 person Serpent Skull game and I have to rebuild every encounter to make them work. While sometimes I do make them rather vicious, it is not intentional, and other times I end up gauging wrong the other way and give a walkover. So far we've ended up with one vicious encounter followed by another. I'd like to know if this is going to be the standard or not.
| GM Wolf |
You have to understand that I have already created the next three installments of this campaign, and you just wandered into a skull area for your party. As the area is saturated with zombies. The gnolls were a fluke it should not have been that bad, sometimes I don't think and just throw in what I think would be fun. Honestly the gnolls should have wiped the floor with you, as opposed to the opposite. Sometimes PCs should run away to fight another day.
Three zombies is not the true encounter, as you can tell you might be able to convert the temple again, but zombies keep coming to the sound of movement, the 1 to 4 zombies showing up each two rounds is the challenge.
Yes, same with me Bug, I create vicious encounters but my PCs always make it work for them, even if they should run, I don't mean to make them vicious just have 5 to 8 players so it is hard to tell what is average or deadly.
I hope it will not be the standard, once you get to your objective it should be fairly easy considering the first two encounters.
| Locke Vernariah |
Not for sure what Hemmings is going to do, but lets move things along so we can get to round 6.
Round 5
The zombies around Ardamir now attack this new thing in their face, Ruby. The two zombies both miss clawing against her scales.
Locke moves 20 feet inbetween the two fighting groups and hopes that his healing can reach to both groups. He prays under his breath, exclaims, "SARENRAE!!!" Using three of his channeling charges he extends his range to both groups all living creatures gain 3d6 + 3 ⇒ (6, 6, 3) + 3 = 18 of healing.
The two zombies 20 ft. away from Bug advance...
| Ardamir |
Ardamir blinks, realizing that once again he has been saved from death. He quickly looks around him to take in the situation. Ruby is above him, fighting with the zombies that flank his body. There is literally chaos everywhere. He decides it's best to lay still until one or more of the zombies is taken down before his tries to get up. He doesn't want to risk death a third time in one day.
Lecloront
|
"There's more incoming!"
Round 6
After Lecloront's slashing hit, his courage seems somewhat rejuvenated and he attacks another zombie,
Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Damage if it hits: 1d8 + 2 ⇒ (6) + 2 = 8
then Lecloront will take a 5 ft step to the box SE of bug, in case the other zombie will follow then it will provoke AoO from Bug
| Hemmings Halfshanks |
Round 5 action Sorry for the late post its spring break week and have in-town guests
Hemmings sees the Cleric healing Ardamir and re-thinks sacrificing himself to draw the zombies from the Paladin, especially after one is blasted by the channeling. INstead he steps forward and attempts to slash the nearest zombie with silver dagger.
Move Action - step up to attack Zombie. Standard Action - melee attack
Attack Zombie: 1d20 + 5 ⇒ (1) + 5 = 6
Itty Bitty Damage: 1d3 - 1 ⇒ (1) - 1 = 0
Terrific another crit fumble? What roll do you need to confirm this one?
| Hemmings Halfshanks |
"The zombies keep coming, do we need to get the heck out of here or what? Will clearing off that shrine help stop them or do we need to run? I can't see what we're doing is working well 'cept becoming zombie food. Any ideas?
Will post round 6 action once I know if I'm still armed or not.
| Hemmings Halfshanks |
Round 6
Glad not to fumble...Not sure what provoked an AoO as I didn't vacate a threatened square, but since it missed, no harm done, especially if it took the creature's attention away from Ardamir.
Hemmings thinks, "If I can kill this one, His Lordship may have a fighting chance since Vuvu's striking the other one. After he's up, we get Bug and we get outta here..
Attack w flanking: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27Crit Confirm: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Damage?: 1d3 - 1 ⇒ (2) - 1 = 1 Crit Dmg?: 1d3 - 1 ⇒ (1) - 1 = 0
if sneak attack is available then Sneak Dmg: 1d6 ⇒ 6 not doubled on crit by rule
The dice gods are feast or famine apparently. Sorry I'm not much good in melee, guys and arrows won't hurt with DR. Hopefully this little scratch is enough to send him running, it is Silvered after all...
EDITED: to include flanking bonus and possible sneak damage?
| GM Wolf |
When rolling a critical Failure, you provoke an AoO. That is standard you fail on your attack so much that you open yourself to be attacked. It could be worse, you have already seen part of it.
Hemmings do you have sneak attack, you are flanking with Ruby... Make it so if you have it!!! Did you slash or pierce with the dagger?
| GM Wolf |
Bug is conscious, he shakes his head and swings...He destroys the zombie he has already hurt. One in front of him left, though two more attack his elf companion.
Attack from prone 1d20 + 2 ⇒ (14) + 2 = 16
Damage 2d6 + 10 ⇒ (2, 2) + 10 = 14
The zombie flails at Bug but not getting any purchase on his flesh.
Ruby full defense AC = 23
The zombie that Vuvu hit, turns on him flailing both arms and claws at him. Only one gains purchase: 1d6 + 2 ⇒ (3) + 2 = 5 piercing damage.
The other zombie turns on Hemmings but turns to fast and its legs don't follow well with it, it then begins to strike at Hemmings and claws itself and falls to the ground. Provoking AoO from Ruby and Hemmings. (Critical Failure).
Lecloront slashes the zombie with his blade making a wide gash across its chest, it still moves but it is much more holey. Those two zombies move up and flail both of their arms at you Lecloront, with your high AC only the second one touches you and the claws just brush against your armor.
Still waiting on Xoruk.
| Locke Vernariah |
Locke channels once more to destroy the undead near the bowl, 2d6 ⇒ (4, 1) = 5 fizzling display of positive energy...One of the zombies drops into a pile of body parts. Locke then moves towards Bug, while yelling, "Ardamir, if you are alive get up and finish that last zombie next to you!"(Attack from prone: -4 on attacks.)
| Hemmings Halfshanks |
See edited post above for flanking etc. All zombie attacks would be slashing until further notice. Hope that helps...
Hemmings sees the horror turn to him but trip over its own feet and fall down prone. "Looks a little like Ardamir lyin' down in a fight", he thinks as he takes a slash at the prone pile of undead flesh.
AoO vs Prone target still flanking: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 Crit confirm on AoO: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
dmg: 1d3 - 1 ⇒ (3) - 1 = 2Crit Dmg: 1d3 - 1 ⇒ (2) - 1 = 1
"Hopefully that settles that!" Hemmings cries sinking the slashing the downed zombie in a vital area. Unfortunately, his little knife still only barely wounds the monstrosity, but maybe the combination of his little slices have taken a toll on the thing.
| GM Wolf |
Round 7
Bug conscious at 5 hp and Prone
Zombie X, X, 6 (around Bug)
Vuvu
Ruby
Ardamir conscious at 8 hp and Prone
Xoruk (bane)
Hemmings (bane)
Zombies around bowl (Dead) 7, 8, 9
Locke
Lecloront
Zombie N10, N11 (attacking Lecloront)
Everyone take your actions, I am sure that the three zombies don't pose much of a threat anymore... just keep it quiet...
Locke comes up and casts a cure spell on Bug +16 hp...
| Bug Eater |
If I stand up, I get walloped and go back down, if I keep swinging, more zombies come. I don't see Bug have a long future here. If you folks need to run to save yourselves, do so.
To Hit 1d20 + 4 ⇒ (10) + 4 = 14 Damage 3d6 + 15 ⇒ (3, 6, 3) + 15 = 27
(adjusted for size increase)
| Hemmings Halfshanks |
Round 7
With the immediate threat dealt with, and not really much help in melee, Hemmings will try to clear the rest of the shrine and hope that somehow stops the zombies threat. He uses his silver dagger to remove the vines and shrubs working quickly to get done before more flesh eaters arrive.
He looks while cutting for anyway to activate the shrine.
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
| Ardamir |
Sorry to take so long. Thanks for the help boys!
Round 6
Seeing all the zombies around him down, Ardamir get's up and recovers any weapons he may have dropped. He begins moving towards the group surrounding Bug.
Round 7
Ardamir arrives at the remaining zombie, taking his full force into swinging his longsword!
Power Attack
Attack: 1d20 + 5 - 1 ⇒ (18) + 5 - 1 = 22
Damage: 2d6 + 6 + 2 ⇒ (4, 6) + 6 + 2 = 18
| Bug Eater |
Oh yeah, forgot I had been unconscious, scratch that attack since I would have dropped the weapon. I guess I would have tried to grab the weapon and then attack. Roll remains the same but all the zombies around Bug get AOOs.
| Ardamir |
Round 8
Perception: 1d20 + 2 ⇒ (8) + 2 = 10
| Ardamir |
Wait, there's still a live one out there?
Round 8
Seeing Lecloront still out there taking damage, Ardamir swiftly moves to flank, attempting to deliver yet another stinging blow with his greatsword!
Power Attack
Attack: 1d20 + 5 + 2 - 1 ⇒ (6) + 5 + 2 - 1 = 12
Damage: 2d6 + 6 + 2 ⇒ (4, 2) + 6 + 2 = 14
| GM Wolf |
Can you not see the map? There are no more zombies around you Vuvu. Just two next to Bug and Lecloront.
Ardamir slices the zobmie and it falls to the ground. Now just one zombie, but remember where your initiative is to Ardamir's for the zombie is still there until his turn...
There are brambles about, and a few trees, you can tell where zombies are stuck in the brambles, also there are about 20 zombies within 100 ft. None of them seem to have heard you yet. There is an Elk that is fighting them off, by charging with its horns and kicking.
You can tell that the town is down this wall of the ravine, it is about 1,000 feet away. With may dots that you think are zombies.
| Hemmings Halfshanks |
Round 8
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Hemmings says "Sunstones here. Anyone know how to activate or shall I pry them out as loot?" As he's clearing the vines and brush away from the altar. He looks up to see if there's any enemies close but doesn't see any immediate threats. Working silently and quickly, he clears off all he can reach.
Shrugging, he tries touching the sunstones and saying softly "Sarenrae?". He remembers the Priest invoking that name when he was working the shrine earlier.
If that doesn't work, he calls softly to Locke and tries to bring the priest over to look at the cleaned up shrine.