| Kalim Gudlavaletti |
Kalim briefly things about keeping this information to himself, but his better nature wins over. Must be all that time spent with Karnog. "Looks like Desmond is in trouble. Masses of undead."
| Karnog Kegmeister |
"Of course it's a horde of undead. And after I've used my channeling powers for the day, and most of my powerful group healing magic. Well, let's head over and pull him out of the fire, again."
| Grungsdi |
Tine for a little more for Croaker. Grung starts to run in the direction pointed
| baldwin the merciful |
"Huh, singing. Real lively bunch." Desmond chuckles and sprints through their lines, rolling past the undead.
Triple move action back towards the party, using quick runner's shirt. Acrobatics to avoid any AoO's and get past any unsavory terrain.
Desmond you need to move your character on the map. the map is posted above you last map. You are pretty much surrounded so it will be hard to avoid combat here.
| baldwin the merciful |
The main party
You can see there is line of creatures stirring roughly 60 feet in front of you as you make your way towards the burnt out caravan. You also notice there is large horde of undead moving to join the line but it's still a few hundred feet away. Lastly, you can see motion coming from behind the lines and where the main caravan is located, you figure that is where Desmond is located.
| Grungsdi |
Grung moves ahead 20 feet then quickdraws his sling and sends a stone at the undead, something skeletal preferably.
Sling 1d20 + 16 + 1 + 2 ⇒ (5) + 16 + 1 + 2 = 24 for 1d4 + 5 ⇒ (3) + 5 = 8
Then, finding himself in charge range for next round he drops his sling, and quickdraws Croaker
Come on ya stupid bags o' bones!
| baldwin the merciful |
Initiative: Main Party
Grung: 1d20 + 2 ⇒ (20) + 2 = 22
Karnog: 1d20 + 1 ⇒ (20) + 1 = 21
Kalim: 1d20 + 4 ⇒ (17) + 4 = 21
Nym: 1d20 + 4 ⇒ (8) + 4 = 12
Felicitas: 1d20 + 4 ⇒ (19) + 4 = 23
Enemy Line: 1d20 + 4 ⇒ (2) + 4 = 6
undead horde: 1d20 + 2 ⇒ (6) + 2 = 8
RD 1
Felicitas
Grung
Karnog
Kalim
Nym
Enemy Line
Undead horde
| Grungsdi |
DM, now that I see the map, and it looks like I am only 20 feet away, I would like to change that post. please disregard! Unless you already took that into account
| Grungsdi |
Grung charges straight ahead and brings Croaker down in a wide arc
only fair that I keep the 5 above Croaker 5+26-4+2+1+2=32 for 1d10 + 12 + 8 ⇒ (9) + 12 + 8 = 29
| Kalim Gudlavaletti |
Kalim's eyes glow a haunting green as he casts Undeath to Death I17, 40' radius should get both gladiator-looking sets DC 24 destroys hd up to: 14d4 ⇒ (4, 1, 4, 2, 2, 1, 2, 1, 3, 3, 4, 4, 1, 4) = 36
| Karnog Kegmeister |
Karnog casts wall of iron, sending a 10' tall, 85' long wall of 2" thick iron north from the wagon on the map.
"This should funnel them around and allow us to bottleneck them. Keep your eyes open, and try to destroy any groups you can, before that horde descends on us!"
Can't write on the map, so basically directly up the line between columns 3&4.
| baldwin the merciful |
That's what the acrobatics check was for. Desmond will just go strait past them, through them if necessary.
Desmond begins to maneuver away but his escape route is cut-off. The undead have moved into the path from which he entered. He moves right into the flank of a group of zombies. Once near them you witness a dazzling display of axemanship as they wield hooked axes.
Two Zombies cut you off while the rest begin to collapse the area.
zombie 1 dazzling display intimidate: 1d20 + 12 ⇒ (11) + 12 = 23
zombie 2 dazzling display intimidate: 1d20 + 12 ⇒ (1) + 12 = 13
they are bothtwirling their hooked axes to demoralize you as you approach.
Once you get within 30 feet they twirl their axes to intimidate you.
| Nym Omriwin |
Seeing the plan that Karnog Nym deside that it would be a good idea to slow the other side down. With some quick gestures the ground between the two close wagons erupts with black tentacles.
Black Tentacles centered I14 DC18 Ref
Black Tentacles: 1d6 + 4 ⇒ (3) + 4 = 7
| baldwin the merciful |
Intimidate to demoralize: DC 10+ targets HD + Targets Wis modifier.
shaken for 1 round. the length increases by 1 RD for every 5 it beats by.
To demoralize Desmond's the creatures needed to beat 25.
| baldwin the merciful |
Updated Main Party Map with two spell template and wall
Nym your spell went off in a bunch of gray dried skin creatures that you assume are zombies.
reflex: 1d2 + 5 ⇒ (2) + 5 = 7
reflex: 1d2 + 5 ⇒ (1) + 5 = 6
reflex: 1d2 + 5 ⇒ (1) + 5 = 6
reflex: 1d2 + 5 ⇒ (2) + 5 = 7
reflex: 1d2 + 5 ⇒ (2) + 5 = 7
Each one seems to get tangled in the black spongy tentacles.
| baldwin the merciful |
Party Map Updated with templates and wall
*I need to make some saves. I'll get that up later.
| Nym Omriwin |
Updated Main Party Map with two spell template and wall
Nym your spell went off in a bunch of gray dried skin creatures that you assume are zombies.
[dice=reflex]1d2-+5
[dice=reflex]1d2-+5
[dice=reflex]1d2-+5
[dice=reflex]1d2-+5
[dice=reflex]1d2-+5Each one seems to get tangled in the black spongy tentacles.
looks like you missed a 0 in you code. Not that i mind snagging all of them.
| baldwin the merciful |
Saves from Kalim's spell:
Skeleton H9
will save: 1d20 + 5 ⇒ (7) + 5 = 12
Skeletons H 20
will save: 1d20 + 5 ⇒ (5) + 5 = 10
H 21
will save: 1d20 + 5 ⇒ (13) + 5 = 18
G 21
will save: 1d20 + 5 ⇒ (11) + 5 = 16
F 21
will save: 1d20 + 5 ⇒ (6) + 5 = 11
F 20
Will save: 1d20 + 5 ⇒ (15) + 5 = 20
Zombies:
N:20
will save: 1d20 + 3 ⇒ (15) + 3 = 18
H 15
will save: 1d20 + 3 ⇒ (15) + 3 = 18
K 15
will save: 1d20 + 3 ⇒ (13) + 3 = 16
K 13
will save: 1d20 + 3 ⇒ (17) + 3 = 20
I 14
will save: 1d20 + 3 ⇒ (10) + 3 = 13
I 16
will save: 1d20 + 3 ⇒ (5) + 3 = 8
None makes their save but they are pretty high HD so only a few are going to be destroyed. I'll update the map.
| baldwin the merciful |
RD 1: Enemy Line against Grung
The skeleton pod that Grung clashed with moves and attacks the dwarven king. Two maneuver outside his threatened area to repostion themselves to flank. There adamantine falchions hack and slash
Non-moving skeletons
S1
att 1, flank, bard song: 1d20 + 15 + 2 + 2 ⇒ (13) + 15 + 2 + 2 = 32;damage: 2d4 + 11 + 2 ⇒ (3, 2) + 11 + 2 = 18
att 2, flank, bard song: 1d20 + 10 + 2 + 2 ⇒ (16) + 10 + 2 + 2 = 30;damage: 2d4 + 11 + 2 ⇒ (2, 1) + 11 + 2 = 16
S2
att 1, flank, bard song: 1d20 + 15 + 2 + 2 ⇒ (1) + 15 + 2 + 2 = 20;damage: 2d4 + 11 + 2 ⇒ (1, 2) + 11 + 2 = 16
att 2, flank, bard song: 1d20 + 15 + 2 + 2 ⇒ (14) + 15 + 2 + 2 = 33;damage: 2d4 + 11 + 2 ⇒ (2, 4) + 11 + 2 = 19
Moving Skeletons
S3
att 1, flank, bard song: 1d20 + 15 + 2 + 2 ⇒ (10) + 15 + 2 + 2 = 29;damage: 2d4 + 11 + 2 ⇒ (3, 3) + 11 + 2 = 19
S4
att 1, flank, bard song: 1d20 + 15 + 2 + 2 ⇒ (19) + 15 + 2 + 2 = 38;damage: 2d4 + 11 + 2 ⇒ (4, 4) + 11 + 2 = 21
I'm going to take the enemy pods in seperate posts so its easy to read. I'll update the map when I'm done.
| baldwin the merciful |
RD 1: Enemy Line - Zomibe pod by iron wall
The Zombie that was separate by iron wall double moves and moves quickly towards the main party. double move. He is at the wagon hitch next to Nym but he does not get to launch an attack. he couldn't charge in a straight line.
The remaining members of the pod take a normal movement action and follow the wall down towards the wagon.
| baldwin the merciful |
RD 1: Enemy Line - skeleton pod in the NE quadrant of map
The skeletons double move around the wagon and are heading to reinforce their lines that are attacking Grung.
I have some check to do now for the Zombies that are in the black tentacles. After that I will update the map and we can begin RD 2.
| baldwin the merciful |
RD 1: Zombies attempting to escape the grapple of black tentacles
black tentacles CMD: 10+CMB
CMB: 1d20 + 12 ⇒ (15) + 12 = 27
CMB: 1d20 + 12 ⇒ (8) + 12 = 20
CMB: 1d20 + 12 ⇒ (4) + 12 = 16
CMB: 1d20 + 12 ⇒ (1) + 12 = 13
Two of the zombies break free and move out of the area?
Nym what is your CL? the CMD to break free is 10+CMB. It's CMB is your CL + 4+1
| baldwin the merciful |
| Grungsdi |
Grung's head rings a bit from all the clanging against his armor, though nothing breaks through