Orik Fistbreaker |
Orik peers into the distance, his dark-vison allowing him to see a little farther than his fellows. He also hustles alongside Kalkamedes and offers him the protection of his shield, readying his war-axe in the other hand, until he can see better the threat.
"C'mon then, yae greet mi-tay mook, coom oon an' show yerself an' taste mae dwarven steel!"
keith goudreau |
Zotu looks up the elevator mechanism, with no time to fiddle with the foul contraption, he climbs up the wall to his friends.
** spoiler omitted **
So you are climbing the elevator shaft? Fair warning it is an epic distance failure will kill you with the fall, do you wish to continue?
keith goudreau |
Kalkamedes absentmindedly continues to wander away from the group deeper into the stronghold. Orik keeps pace with him to keep him safe.
There is a pool of water in the distant carven, there is a small ripple, then it appears. A rotting corpse of a black dragon slops forward from the pool of icor. It clumsily walks to intercept Kalkamedes. It however is slow and cannot attack after catching up with the sombuilous paladin. Behind it dart a pair of severed human hands walking on their fingers, their nails clicking on stone floor.
Meredith and everyone else are up.
The dragon is only medium sized.
Frederik Nordsson |
A arcane sound echoes through the lift cage, as if a small triangle had just been hit. Frederick rushs from the elevator, to the sound of his compatriot's distress. Pushing into the chamber, he gasps at what he sees.
Knowledge Religion: 1d20 + 4 ⇒ (13) + 4 = 17
Double move to get from the skull lift thingie to the main room - I should be able to see the claw hands and the side of the undead guy from where I am.
Meredith Galantra |
Meredith rushes forward to stand next to Orik, squaring off against one of the hand things. As she moves forward, she tries to recall her training and if she's ever heard of such monstrosities.
Double move 40'
Knowledge (Religion) - Dragon: 1d20 + 5 ⇒ (18) + 5 = 23
Knowledge (Religion) - Hands: 1d20 + 5 ⇒ (3) + 5 = 8
keith goudreau |
Meredith and Frederik this is what you both identify, you only needed one check.
Crawling Hand CR 1/2
XP 200
NE Diminutive undead
Init +0; Senses blindsense 30 ft., darkvision 60 ft.; Perception +4
DEFENSE
AC 14, touch 14, flat-footed 14 (+4 size)
hp 9 (1d8+5)
Fort +2, Ref +0, Will +2
Immune undead traits
OFFENSE
Speed 40 ft., climb 40 ft.
Melee claw +5 (1d1+1 plus grab)
Space 1 ft.; Reach 0 ft.
Special Attack mark quarry, strangle
STATISTICS
Str 13, Dex 11, Con —, Int 2, Wis 11, Cha 14
Base Atk +0; CMB –4 (+0 grapple); CMD 7
Feats Toughness
Skills Climb +9, Perception +4, Stealth +12, Survival +4; Racial Modifiers +4 Survival
Languages Common (can't speak)
ECOLOGY
Environment any land
Organization solitary or gang (2–5)
Treasure none
SPECIAL ABILITIES
Grab (Ex) A crawling hand can use its grab ability on a creature of up to Medium size.
Some say the origins of the crawling hand lie in the experiments of demented necromancers contracted to construct tiny assassins. Other tales tell of gruesome prosthetics sparked to life by evil magic, which then developed primitive sentience and vengefully strangled their hosts. Regardless, the crawling hand is an efficient killing tool.
When not commanded to kill, the crawling hand remains still and can be handled and transported safely. Typically, owners carry them about in small, velvet-lined boxes. Crawling hands can also be placed as guardians and programmed with contingency commands, such as to hunt down and slay an individual who performs a specific task like violating a shrine, opening a warded door, or breaking the seal of a casket.
Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
"Zombie" is an acquired template that can be added to any corporeal creature (other than an undead), referred to hereafter as the base creature.
Challenge Rating: This depends on the creature's new total number of Hit Dice, as follows:
HD CR XP
1/2 1/8 50
1 1/4 100
2 1/2 200
3–4 1 400
5–6 2 600
7–8 3 800
9–10 4 1,200
11–12 5 1,600
13–16 6 2,400
17–20 7 3,200
21–24 8 4,800
25–28 9 6,400
Alignment: Always neutral evil.
Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.
Armor Class: Natural armor is based on the zombie's size:
Zombie Size Natural Armor Bonus
Tiny or smaller +0
Small +1
Medium +2
Large +3
Huge +4
Gargantuan +7
Colossal +11
Hit Dice: Drop HD gained from class levels (minimum of 1) and change racial HD to d8s. Zombies gain a number of additional HD as noted on the following table.
Zombie Size Bonus Hit Dice
Tiny or smaller —
Small or Medium +1 HD
Large +2 HD
Huge +4 HD
Gargantuan +6 HD
Colossal +10 HD
Zombies use their Charisma modifiers to determine bonus hit points (instead of Constitution).
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
Defensive Abilities: Zombies lose their defensive abilities and gain all of the qualities and immunities granted by the undead type. Zombies gain DR 5/slashing.
Speed: Winged zombies can still fly, but maneuverability drops to clumsy. If the base creature flew magically, so can the zombie. Retain all other movement types.
Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. It also gains a slam attack that deals damage based on the zombie's size, but as if it were one size category larger than its actual size (see Natural Attacks).
Special Attacks: A zombie retains none of the base creature's special attacks.
Abilities: Str +2, Dex –2. A zombie has no Con or Int score, and its Wis and Cha become 10.
BAB: A zombie's base attack is equal to 3/4 its Hit Dice.
Skills: A zombie has no skill ranks.
Feats: A zombie loses all feats possessed by the base creature, and does not gain feats as its Hit Dice increase, but it does gain Toughness as a bonus feat.
Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.
Staggered (Ex): Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.
Orik Fistbreaker |
Still covering Kalkamedes with his shield (and giving a +2 to his AC), Orik slashes out at the nearby hand with his war-axe.
"Take soom oof tha' yae wee creepy hand. Get back tae the crypt yae nasties!"
Orik Axe: 1d20 + 5 ⇒ (13) + 5 = 18
Dmg: 1d10 + 3 ⇒ (6) + 3 = 9
If that attack kills the zombie hand, then Orik will 5ft step into his former square, still shielding Kalkamedes, if not, he'll hold position.
keith goudreau |
Still covering Kalkamedes with his shield (and giving a +2 to his AC), Orik slashes out at the nearby hand with his war-axe.
"Take soom oof tha' yae wee creepy hand. Get back tae the crypt yae nasties!"
[dice=Orik Axe]1d20+5
[dice=Dmg]1d10+3If that attack kills the zombie hand, then Orik will 5ft step into his former square, still shielding Kalkamedes, if not, he'll hold position.
Orik kills the hand, again... Kalkamedes will be moving would you like to use your move action to keep pace with him?
Kaydence |
since i will be sporadic as usual i will go into stealth(if possible) get as close as i can to the dragon without being noticed(30ft is desired) and sneak attack with my bow(add point blank shot if cose enough). this will repeat through the encounter.
stealth: 1d20 + 11 ⇒ (8) + 11 = 19
attack: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
damage: 1d6 + 1 ⇒ (4) + 1 = 5
sneak attack dam: 1d6 ⇒ 2
keith goudreau |
Orik swings his mighty axe and crushes the already severed hand in one swing! The Black Dragon Zombie trys to take a viscous bite from Kalkamedes as he walks away but the extra dwarven shield defense just barley deflects the blow. Orik keeps pace with Kalkamedes trying to protect him again from the dragon attack. The gnome shouts orders to Get the man walking away from you! They are protecting him for a reason! Quickly! The Zombie chases down Kalkamedes however cannot attack because it is a shambling slow mess. The severed hand attempts to jump onto Kalkamedes but does nothing more than comically grapple his ankle with no effect.
Had to do an edit, Zotu, Kaydence, and Frederik were all on the second elevator ride down, they have all double moved to the spot on the map for this turn. Kaydence you can keep those rolls for this up coming round, they will hit and the sneak attack will effect the zombie dragon. The website is not putting the dice rolls down correctly, will be using the roll20 dice roller for the attacks, results posted below. Orik good move with the shield defense. I missed by one.
Leorin, and Orik can both make an AOO on the dragon, Leorin you can choose the hand for your AOO if you want./ooc]
Init order-
Leorin
Zotu
Kaydence
Frederik
Kalkamedes
Orik
Illvaster
Meredith
Meredith it is your turn, then everyone else's.
[ooc]Again sorry for the confusing messy post.
Frederik Nordsson |
Frederick takes a quick sidestep, swears holy retibution against the beast and unleashes a pair of arrows at the undead dragon.
Using the line tool on map20, I *should* have LoS to the dragon, and he's 35 feet away (dammit). I activate smite against the undead dragon, who I hope he is evul. Precise shot, so no penalties for shooting into combat. No cover as far as I can see.
Rapid Shot 1 attack: 1d20 + 5 ⇒ (18) + 5 = 23Rapid Shot 1 Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Rapid Shot 2 attack: 1d20 + 5 ⇒ (14) + 5 = 19Rapid Shot 2 Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Meredith Galantra |
Meredith moves into a flanking position with Leorin against the dragon, screaming out at the gnome, "Call your damned abomination off of him, you bastard!" She then swings with all her might, calling on the strength of Iomedae to Smite the Evil creature before her.
Assuming it's evil, of course
Power Attacking, flanking, Smiting Evil attack of Goodness: 1d20 + 5 - 1 + 2 + 2 ⇒ (14) + 5 - 1 + 2 + 2 = 22
Power Attacking, Smiting Evil damage of Goodness: 2d6 + 6 + 3 + 1 ⇒ (5, 4) + 6 + 3 + 1 = 19
AC is now 18 against Mr. Undead Zombie Dragony thingy now, too, in case Kalkamedes falls and and starts dying, which will be horrible since we have no way of healing him at this point
Meredith Galantra |
Just realized it should be another point of damage, too, since it's undead. I get double my level in damage against undead. So 20 points of slashing damage if it hits.
keith goudreau |
Just a quick reply on the way out the door to work.
The zombie dragon takes 28 points of damage and is still coming! The paladins feel their smite evils working!
28/49 health
Ac 13
Init order-
Leorin
Zotu
Kaydence
Frederik
Kalkamedes
Orik
Illvaster
Meredith
Leorin, Zotu, Kaydence, Orik you guys are up!
Leorin what type of weapon are you using?
Kalkamedes takes 2 damage from the hand and it is trying to strangle him! The dragon bites him as he walks away with an AOO, doing 8 damage. The dragon looks to want to chase the paladin for its action. In the distance you can see a unconscious bloodied female laying in another circle. Knowledge planes if anyone has it.
Zotu Starshine |
Zotu eyes are as wide as an owls when he sees the undead dragon. He hears Gamin calling to him, and looks around to see if he can find the sword. Unsure as to whether to attempt to silence the gnome or attack the shambling dragon, he decides it best to fight the zombie.
Zotu draws his sword and runs as fast as he can at the beast.
Pretty sure I can't charge since my sword is not already drawn. That would put me 6 squares closer to the dragon (which I don't see on the map). I moved myself on the map.
Zotu Starshine |
@ Zotu, lets assume that you had your sword out for the dungeon dice. Feel free to make a charge attack if you want.
Yes please.
tohit: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d8 + 3 ⇒ (6) + 3 = 9
Meredith Galantra |
Continuing to hold her flanking position with Leorin, Meredith smiles with grim determination, "That's right, focus on me, and feel Her wrath!" With this utterance, she again swings with all her might at the dragon, barely able to stay on her feet with the swing.
Power Attacking, flanking, Smiting Evil attack of Iomedae Righteousness: 1d20 + 5 - 1 + 2 + 2 ⇒ (5) + 5 - 1 + 2 + 2 = 13
Power Attacking, Smiting Evil damage of Iomedae Righteousness: 2d6 + 6 + 3 + 2 ⇒ (4, 6) + 6 + 3 + 2 = 21
keith goudreau |
Meredith's awesome blow strikes down the beast! It's head removed from its body, from a forceful meeting with the blade, it stands dead in an eerie statue stillness not falling to the ground but not moving forevermore. The only enemy left to defeat is the severed hand currently strangling Kalkamedes as he walks toward the circle.
Leorin you can have your action back.
Orik Fistbreaker |
Orik will continue the assault, but chose the hand over the dragon at first.
[dice=Orik Axe]1d20+5
[dice=Axe Damage]1d10+3
So did this attack do any good? I can't see where you responded to it?
Leorin Fletcher |
Leorin will charge at Kalkamedes and attempt to hit the hand on him, with the mace.
To Hit: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
And fails... Sorry guys only one good charge a game it seems.
keith goudreau |
Orik Fistbreaker wrote:So did this attack do any good? I can't see where you responded to it?Orik will continue the assault, but chose the hand over the dragon at first.
[dice=Orik Axe]1d20+5
[dice=Axe Damage]1d10+3
Yup!
Follow the damage. It was 28/49 then you hit it for 8 Leorin hit it for 7 (DR 5 slashing so only 2 points) then the next tracking was 38/49. Sorry if these posts lately have been lack luster, posting from my iPhone at work, you can only do so much that way. This should be wrapped up in a handful of posts since all the enemies are defeated, except for the zombie hand. Kill it!Frederik Nordsson |
Frederick takes another quick step forward, then two more arrows in quick succession towards the hand grasping Kalkamedes' throat.
Rapid Shot Attack 1: 1d20 + 3 ⇒ (16) + 3 = 19 Rapid Shot Damage 1: 1d8 ⇒ 6
Rapid Shot Attack 2: 1d20 + 3 ⇒ (9) + 3 = 12 Rapid Shot Damage 2: 1d8 ⇒ 8
Orik Fistbreaker |
Orik slices once more at the animated hand.
Orik Axe: 1d20 + 5 ⇒ (15) + 5 = 20
Axe Slashing Damage: 1d10 + 3 ⇒ (4) + 3 = 7
"Return tae the grave, yae wee beastie hand! Leave mae mate Kalkamedes aloone an' fin' soomone else tae pick oon!"
keith goudreau |
Frederik's arrows bring the nasty hand down while Orik's swing rockets it across the room back into the pool it came from (2 points). Kalkamedes continues forward and enters the circle the female elven warrior is in. She appears to be VERY BADLY hurt, (-10 but stable). Kalkamedes walks over to her and stands directly next to her, he stops walking! He does no further actions but stand next to her.
What would you guys like to do?