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"The best situation would be if Rowanne would be the doorstop at the T-section, with Vanovar with a longspear behind her. Cyrix and Venja could 'flank' Vanovar and keep Rowanne standing. Oh, Vanovar, it might be useful to give your spare cure wand to either of them."

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Rowanne can get sick, as that ability starts at level 3. :P
Thought this would be better, lead the zombies back so everyone can take a shot at it. Saves us the tedium of twelve rounds of "Vanovar hits it with his sword."
I'm okay with fast-forwarding this, taking 6 (for instance) charges off my wand and making a few Fort saves to see if I get sick if this is too boring. Or, say, autopilot and give me (and Rowanne) 20 rolls to see if I hit and do damage, and the zombos do the same. Someone else with a wand behind me to cure in-combat if someone get hurt.

Goat Master |

yeah. that's not a 1st level ability. and it'll need to be resolved before chronicle sheets when she'll ding 2nd level . ooc she's infected, but in character she's still got days. but i'm not hear to offer tactics =)

Goat Master |

no fast forward please. after rowanne and vannovar act, its red and green's turn.
red shuffles in, staggered, it just moves in after Venja.
Cyrixs and Venja are up.
[r2]: [12: cyrixs], [11: venja], [10: blue], [10: omorose], , [7: purple]
[r3]: [17: rowanne], [9: vanovar ], [14: red & green],

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Cyrixs takes a step back as he continues his inspirational tale about the man who grew so large he couldn't leave his house anymore as he blocked the doorway with his bulk and readies to take a swing at any enemy that might make it's way all the way to him.
Readied attack: 1d20 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9
Slashing damage if hit: 2d4 + 1 + 1 ⇒ (2, 2) + 1 + 1 = 6

Goat Master |

aah right, venja's away. yeah, he withdraws. if others want him to stand somewhere they can direct him to stand there.
the blue zombie stumbles down the corridor until its face to face with omorose, then begins winding up to attack
[r2]: [10: omorose], [7: purple]
[r3]: [17: rowanne], [9: vanovar ], [14: red & green], [12: cyrixs (ready)], [11: venja], [10: blue],

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Omorose retreats as well.
"Ok, people, time to start acting as a team again!"
"Rowanne, if you would be so kind to block the zombies. Total defense until you're healed up."
"Vanovar, use your wand to heal Rowanne, then drop it. Next round attack the zombies with your longspear. Piercing weapons do work on these zombies!"
"Cyrixs, Take Vanovar's CLW wand and cure Rowanne if needed!"
"Venja, be ready to help out if things go wrong! A lucky blow of a zombie can kill a man!"

Goat Master |

in order, yes. Omorose retreats. the purple zombie shuffles up just ahead of the Blue one, and then Rowanne steps out from where she'd fallen back, and takes up a defensive stance.
[r3]: [9: vanovar ], [14: red & green], [12: cyrixs (ready)], [11: venja], [10: blue], [10: omorose], [7: purple]
[r4]: [17: rowanne],
V is up

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Five-foot step, draw wand, use wand, drop wand. Next round, draw longspear, hit thingy with it.
Cure Light on Rowanne: 1d8 + 1 ⇒ (7) + 1 = 8
Nice, enough to completely heal Rowanne. 44/50 charges left.

Goat Master |

Red and Green try and push forward but don't make any progress.
Cyrixs, your ready didn't go off, its back to your turn with you and Venja up.
[r3]: [12: cyrixs], [11: venja], [10: blue], [10: omorose], [7: purple]
[r4]: [17: rowanne], [9: vanovar ], [14: red & green],

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Cyrixs moves to pick up the wand and stands ready to use it when needed in case someone get's more then a scratch
(5ft step, move to pick up the wand..so I have a ready left to heal a party member in case they get damaged, not sure if I can ready for X amount of damage..but let's go for anything over 4 damage to preserve some charges)

Goat Master |

so we're killing zombies by attrition? with omorose's ray while rowanne, the only one who CAN hit a zombie at this point, just stays in total defense and the rest of the party wastes charges healing her and doing no damage to the zombies?? not for nothing but you're a weird party.
cryixs picks up the wand and readies.
venja gives rowanne a Bit of Luck, though she stands defensively clogging the hallway
( AC 21 )
The blue zombie tries to press through but gets nowhere.
Omorose tries to disrupt the undead but misses.
Purple finally can act. and swings at Rowane
slam: 1d20 + 4 ⇒ (5) + 4 = 91d6 + 4 ⇒ (1) + 4 = 5 it misses.
Rowanne then maintains total defense from the previous round.
The zombie mill about in the back ( effectively delaying )
[r4]: [9: vanovar ], [12: cyrixs], [11: venja], [10: omorose], [7: purple], [7: blue], [7: red & green],
[r5]: [17: rowanne],

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"Sorry, already blew my Shield on wrestling the giant. Just have a Bless left."
I always forget how much cover an ally gives when attacking through its square. -2? -4? Substract the relevant number from my attack roll.
Vanovar gears up to finally hit the things in front of him. He drops his greatsword (which I've presumably drawn before combat began), draws his longspear, and tries to skewer a zombie.
Attack roll: 1d20 + 4 ⇒ (12) + 4 = 161d8 + 6 ⇒ (8) + 6 = 14

Goat Master |

[r4]: [12: cyrixs], [11: venja], [7: blue], [7: red & green],
[r5]: [17: rowanne], [10: omorose], [9: vanovar ],
Cyrixs stays ready?
Venja ... has already spent one 'bit of luck', how long does that last? he can't reach the zombies unless he runs forward AHEAD of Rowanne, feel free to say if he does something, or just delays
Blue steps forward, and slams rowanne in her defensive stance
slam: 1d20 + 4 ⇒ (3) + 4 = 7
red and green shuffle forward
leading us to the new round. top of the round, Rowanne is up, as well as Omorose, Vanovar, and Cyrixs.
[r5]: [17: rowanne], [10: omorose], [9: vanovar ], [12: cyrixs], [11: venja], [7: blue], [7: red & green],
[r6]:

Goat Master |

ok, i'll fast forward just to see if any crits occur.
Rowanne stays total defense. AC 21
Omorose misses
Vanovar misses
Cyrixs tosses a rock rock: 1d20 ⇒ 13
Venja delays
blue v. rowanne: 1d20 + 4 ⇒ (13) + 4 = 17
R: defense
O: disrupt: 1d20 - 9 ⇒ (5) - 9 = -4
V: longspear: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18, damage: 1d8 + 6 ⇒ (1) + 6 = 7
C: rock: 1d4 ⇒ 1
V: delay
blue v. rowanne: 1d20 + 4 ⇒ (19) + 4 = 23
slam: 1d6 + 4 ⇒ (3) + 4 = 7
V: acts ( w/ wand? ) 1d8 + 1 ⇒ (5) + 1 = 6
R: defense (1 damage)
O: disrupt: 1d20 - 9 ⇒ (2) - 9 = -7
V: longspear: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1
C: rock: 1d4 ⇒ 2
blue v. rowanne: 1d20 + 4 ⇒ (11) + 4 = 15
V: holds
R: defense (1 damage)
O: disrupt: 1d20 - 9 ⇒ (16) - 9 = 7
V: longspear: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6
C: rock: 1d4 ⇒ 3
blue v. rowanne: 1d20 + 4 ⇒ (11) + 4 = 15
V: holds
R: defense (1 damage)
O: disrupt: 1d20 - 9 ⇒ (3) - 9 = -6
V: longspear: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7
C: rock: 1d4 ⇒ 4
blue v. rowanne: 1d20 + 4 ⇒ (13) + 4 = 17
V: holds
R: defense (1 damage)
O: disrupt: 1d20 - 9 ⇒ (3) - 9 = -6
V: longspear: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5
C: rock: 1d4 ⇒ 1
blue v. rowanne: 1d20 + 4 ⇒ (8) + 4 = 12
V: holds
[order]: [17: rowanne], [10: omorose], [9: vanovar ], [12: cyrixs], [11: venja], [7: blue], [7: red & green],

Goat Master |

Blue takes 7 in round 4. is still active.
R: defense (1 damage)
O: disrupt: 1d20 - 9 ⇒ (8) - 9 = -1
V: longspear: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4
C: rock: 1d4 ⇒ 4
blue v. rowanne(AC 21): 1d20 + 4 ⇒ (16) + 4 = 20
V: holds
R: defense (1 damage)
O: disrupt: 1d20 - 9 ⇒ (10) - 9 = 1
V: longspear: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19 damage: 1d8 + 6 ⇒ (8) + 6 = 14
C: rock: 1d4 ⇒ 4
red v. rowanne(AC 21): 1d20 + 4 ⇒ (6) + 4 = 10
V: holds
Blue explodes.
Red and green shuffle forward.
R: defense (1 damage)
O: disrupt: 1d20 - 9 ⇒ (2) - 9 = -7
V: longspear: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18 damage: 1d8 + 6 ⇒ (3) + 6 = 9
C: rock: 1d4 ⇒ 2
red v. rowanne(AC 21): 1d20 + 4 ⇒ (20) + 4 = 24
V: holds
9 damage on red.
R: defense (1 damage)
O: disrupt: 1d20 - 9 ⇒ (3) - 9 = -6
V: longspear: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19 damage: 1d8 + 6 ⇒ (5) + 6 = 11
C: rock: 1d4 ⇒ 4
green v. rowanne(AC 21): 1d20 + 4 ⇒ (3) + 4 = 7
V: holds
11 damage, red explodes. green shuffles up.
R: defense (1 damage)
O: disrupt: 1d20 - 9 ⇒ (19) - 9 = 10
V: longspear: 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8
C: rock: 1d4 ⇒ 4
green v. rowanne(AC 21): 1d20 + 4 ⇒ (6) + 4 = 10
V: holds
R: defense (1 damage)
O: disrupt: 1d20 - 9 ⇒ (14) - 9 = 5
V: longspear: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
C: rock: 1d4 ⇒ 1
green v. rowanne(AC 21): 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d6 + 4 ⇒ (5) + 4 = 9
V: heals (2nd charge) damage: 1d8 + 1 ⇒ (5) + 1 = 6
rowanne takes 9, venja heals 6
R: defense (4 damage)
O: disrupt: 1d20 - 9 ⇒ (11) - 9 = 2
V: longspear: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20
C: rock: 1d4 ⇒ 1
V: heals (3rd charge) damage: 1d8 + 1 ⇒ (8) + 1 = 9
green explodes. combat over
down three charges.

Goat Master |


Goat Master |

searching around the bodies to try and determine anything else,
you find a recess in the southeast corner w/ one of their packs. sitting attip a large bloodstain, this pack holds some rotten rations, a map of the area in detail, and pointing out the entrance to the crypt ), a potion of cure moderate wounds, a pouch with 13 gp, and a small handbill. although faded, the handbill cearly reads as a notice of employment, telling all those interested to meet at "the Ranger's Lament".
the handbill doesn't mention a date or time, nor mention who the employer might be.

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Thanks for speeding things up, 17 rounds would've taken forever. Though it's partially our fault for creating this situation in the first place, I think combat in 5-foot hallways aren't the most riveting of combats. :P
3 charges noted, down to 41. I should make use of my new wand that won't carry over for a change. >_>

Goat Master |

Yeah, the internet version of calling it. :p
Where would you loke to head now ?

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"Fine by me. Not like we have a plan of action or anything, so your guess is as good as mine."
I guess I'll be up front with my longspear.
"Oh, by the way, anyone want to borrow my second Wand of Cure Light Wounds? Seems a bit selfish if I'm hogging both of them."

Goat Master |

will update tonight. sorry. busy at work to do more than post the watery room's description
The hall forks left and right, both passages grow more waterlogged the further they go, until at the door, its a depth of just over 2 ft. A swollen wooden door, barely contained by its decaying frame, stands at the one end, the other seems to go to another waterlogged room.

Goat Master |

so left is a door that's bulging, right is :
A strange blue fungus covers the walls, ceiling, and pillars of this waterlogged chamber. Its wispy strands stretch out from the wall like roots dangling in the air, twitching and swaying in and unseen breeze. Floating in the water are four decaying corpses -- three large rats and one giant frog -- with strange burn marks all over their bodies.
the water in the hall is a little over a foot deep leading towards that room. it would make it difficult terrain if you were small. but it hinders acrobatics (DC's increase by 2).
Would you like to go left to the bulging door? the room with the fungus and dead animals? go back to the center chamber and go straight? or go through the door in the crypt room? four apparent options.

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"I'd personally prefer to wade through some frogs than walk through some floating corpses, but I'm willing to change my mind if anyone prefers this route. Also, I'm not sure what killed those things, and I don't trust it."
Guidance on myself and a +4 STR would allow me to take 10 on the roll to open it.