
Alexis Kirmoon |

Alexis responds to Burnsten, "I would feel most comfortable by the beach and river. Far enough inland to avoid the tide. If we have torches, then you, Elorin and I will have the best visual advantage. Why don't you, Tracant, and Pete take the first watch. Biter and Elorin can take the second, and Rath and I will take the third. That will allows our priests a full night's sleep. I myself am fine on only a few hours..."

'Stinky' Pete Darknugget |

I knew I shoulda brought her along, he he.
Boy. take a little nap and things go to hell while I'm gone.
Pete stares at Alexis for a LONG time, and asks quietly, "Care ta repeat th' last part, 'Lexix?"
Once she has explained the situation, Pete's face rurns grim. "Aye, not good, as Rath said earlier. N' I know one thing, ifn they is undead 'round 'ere, they will come out at night. which 'xplains why we dinna see any 'o them earlier." He paces around for a few seconds, trying to work off some nervous energy, and continues, "Well, we is goin' ta find out REAL quick, what is 'appenin 'ere, I'll wager."

Nazard |

So then for watch order I have:
Burnsten, Tracant, Pete
Rath, Biter
Elorin, Alexis
How long are each of these watches? 4 hours so that everybody gets at least 8? 2 and 40 minutes so that you are only sleeping for eight hours?
Tsk, tsk. Why do people, when they hear the words "overwhelming aura of necromancy", automatically leap to the conclusion that undead shall be involved?

Alexis Kirmoon |

"Care ta repeat th' last part, 'Lexix?"
"Oh you mean about making camp?" *blinks innocently*
Bluff 1d20 + 2 ⇒ (3) + 2 = 5 nice!
And yes, I get goofy when I've been up for nearly 24 hours.
Sense Motive 1d20 + 2 ⇒ (9) + 2 = 11
"Oh, you mean about Brycen's headache..." she frowns, "Well, according to Brycen, this whole area is blanketed under an overwhelming aura of necromantic energy. I don't suppose you, Biter and Elorin ran across any undead mongers during your scouting exercises, did you?"

Alexis Kirmoon |

How long are each of these watches? 4 hours so that everybody gets at least 8? 2 and 40 minutes so that you are only sleeping for eight hours?
Well the 3 elf-blooded characters should only need 4 hours each so I guess we could really have Burnsten and Tracant take the first 4-hour shift and Alexis and Elorin do the 2nd shift.
Tsk, tsk. Why do people, when they hear the words "overwhelming aura of necromancy", automatically leap to the conclusion that undead shall be involved?
Oh, I dunno... kinda like when the DM says, "Just because [the maps] are in the battlemap section doesn't mean that you are about to be attacked..." Just kinda gives ya a 'funny feeling' I guess. ;)

Nazard |

Burnsten needs to sleep also to regain his spells.
Okay, I'll go with what I posted earlier for a watch order. After all, the characters may need to adjust as they go - no reason to believe they'll get it perfect the first time.
Burnsten, Tracant, and Pete keep watch for a good four hours, tending the fire and torches. The gurgle of the river and rhythmic crashing of the waves are hypnotic, the whispering of the trees is haunting, but the silence of animals is all your hyped-up minds hear. It's a relief when you estimate the time for your watch to be at an end, and you poke Rath and Biter awake.
Rath and Biter have little time to settle into their watch routine, when Rath hears a whispering sound in his ear from Falcon Gray.
"Whoever you are on watch, ship's lookout has spotted movement along the beach to the north, moving slowly. Looks like two men and a hound."
MAP UPDATED

Ravarath |

Rath and Biter share a raised eyebrow look. "I'll go wake Rajkumari and Elorin. Please wake Abbas... might be good to have a healer with us. Rajkumari can decide about others." Rath moves quietly over to Alexis' tent and knocks lightly on the frame to rouse her. He pops his head in and says quietly, "Apologies, Rajkumari. Falcon reports two men and dog are coming slowly toward us from North along beach. We are waking you, Elorin, and Abbas currently. Don't forget your white feathers."
Rath pops his head out just as quickly and rouses Elorin delivering much the same message.
Biter pokes Abbas' foot a few times and then crouches in the frame of the tent whispering, "Boat reports is'ing 2 peoples and a dog." His red eyes slit up at the mention of the creature, "They is'ing come this way on beach from North. Friend Rath is'ing to wake Alexis and Elorin, maybe more. Get up."
Meanwhile, Rath decides to carry no weapons save his hidden shurikens. He debates how to carry a white feather. Might have to have Biter pierce one of my ears tomorrow. He opts to put on his dress circlet and place a feather rakishly angled across the front.

Burnsten Woller |

I'm back! So I take it we did not get any rest since this is happening whe we are changing the watch and I'm aware of what's happening?
Oh! yeah I changed the dog for a celestial eagle so there is no problem with the Summon Monster I and will have the celestial dog as a Summon Monster II instead with an elemental

abbas |

Wow i sleep for 8 hours and miss all the fun lol. Its ok just assume that Abbas was being his normal quiet reserved self. Although it dosent matter since there is activity on the 2nd watch Abbas would have insisted on being on last watch, to be up for dawn. Also would have tied some white feathers on his weapons as instructed.
As he notices Biter poking his foot ".....oh....hello Biter.. After Biter delivers his message "Yes one second." Abbas stands and takes a while to don his armor, shield, and scimitar and approaches the group "So is stealth the plan or should I bless us with some light?

Elorin |

Why don't the more stealthy members of the party go and scout them out to see what manner of creatures they are? Rath can report back and let you know what we see, you could meet them as they near the camp and we can fall in behind them just in case they are hostile so they can't escape? If they have a dog we must stay some ditance from them in order not to be picked up by its exceptional sense of smell. Pete, you may want to give them a wide berth. He gives Pete a broad grin.

Alexis Kirmoon |

Alexis pulls on her boots and dons a long blue robe over her nightgown. Seeing the bustle of the others, she remarks, "Our camp is surrounded by torches. Most likely they can already see everything we are doing. Were I approaching a foreign group in the middle of the night and they started acting suspiciously, I would tend to think were up to no good. I'll call out a greeting to them in a moment."

Nazard |

Burnsten Woller wrote:So I take it we did not get any rest since this is happening whe we are changing the watch and I'm aware of what's happening?Naz will have to decide that. The time reference was somewhat indeterminate - could be 5 minutes, could be 20 minutes.
Twenty minutes is about right.
Alexis gives people enough time to prepare their equipment, put on armour, etc. In the meantime, the men and dog continue their slow, careful approach along the beach. When they're about (how far away, Alexis?), Alexis calls out her greeting (insert greeting here). The two men and dog do not react to Alexis' voice and continue walking towards you. As they get closer, you notice that one of the men is limping, while the second is missing an arm. Both of their clothes are tattered and torn.

Alexis Kirmoon |

Linguistics 1d20 + 9 ⇒ (6) + 9 = 15
Diplomacy 1d20 + 8 ⇒ (15) + 8 = 23
When the strangers are just about to enter the area of dim illumination of the torches (keeping in mind it's 2x that of a human for her this should be about 80' outside the perimeter torches which should be about 40' from our fire, so 120' total), the princess calls out in a loud, clear voice:
When the men do not react, she tries adjusting her vowel inflections and repeats.
Linguistics 1d20 + 9 ⇒ (9) + 9 = 18
Diplomacy 1d20 + 8 ⇒ (9) + 8 = 17
Sense Motive 1d20 + 2 ⇒ (4) + 2 = 6
Upon noticing their battered condition, she calls out in common, "Abbas, I think we might have a problem. One limps, the other is missing an arm, and they are both torn and tattered!"
Perception 1d20 + 3 ⇒ (16) + 3 = 19 to discern any more details
Alexis will cast light on a pebble and toss it in the path of the approaching 'men' so that those without elven eyesight may get a better look at them.
thrown 1d20 + 2 ⇒ (17) + 2 = 19

abbas |

as Alexis's light pebble lands, Know. Religion 1d20 + 8 ⇒ (20) + 8 = 28 to see if I identify them as undead.
If they are undead: They are the undead prepare yourselves
If not: They are men, just wounded Abbas will approach the men linguistics 1d20 + 4 ⇒ (2) + 4 = 6

Nazard |

With the added light, Abbas is able to easily identify the zombification of the two men and dog (which is now obviously a wolf, rather than a dog).
Burnsten Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Biter Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Rath Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Alexis Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Gregor Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Abbas Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Pete Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Elorin Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Tracant Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Zombie 1 Initiative: 1d20 ⇒ 12
Zombie 2 Initiative: 1d20 ⇒ 1
Zombie Wolf Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Rath
Tracant
Biter
Burnsten
Zombie 1
Gregor
Zombie Wolf
Elorin
Alexis
Abbas
Pete
Zombie 2
ROUND 1
Rath to act...
MAP UPDATED

Alexis Kirmoon |

Ironic that the two people paying the most attention are going nearly last in the initiative count. Clearly the dice generator has an ironic sense of humor.
Upon Abbas' identification of the zombies, Alexis asks, "Brother, what are the most and least effective attacks to employ?"

Biter |

I'm happy letting them come to us…
"Friend Rath, Molkac'Och (Burnsten), and Kekhaa'Rtharluuc (Tracant)… help Biter making a wall to protect. Attack what is'ing get into biting with you first!"
Basically, I think it might be smart to create a little wall of Biter, Burnsten, Tracant, and Rath. All move to make a diagonal wall in front of the ranged personnel (with one open space between each of us), then ready an action to strike the first opponent to step into range. Hopefully they will be forced to run to/past us, and we'll get first strikes in.
Suiting actions to words, the dark-skinned stump of a warrior stalks forward a few steps (Moving two squares north and two east), drawing his blade on the way, and adopts a menacing stance, blade held low and back, ready to slash at the first to brave his weapon's arc.
In case these are needed.. Rage > Attack 1d20 + 6 ⇒ (13) + 6 = 19; damage 1d10 + 6 ⇒ (7) + 6 = 13.
As he stands ready, red slits for eyes staring down the approaching threat, you hear a whisper from his lips...
"Akegec hegaan ghaan dan shaac!"
Also, props, Naz, for the spectacular Biter-Improv work there... *claps*

Alexis Kirmoon |

Nazard: Assuming that we were smart and kept extra firewood and torches handy, can the melee guys who lack slashing weapons or slashing projectiles wield/throw torches like clubs or spears that inflict fire damage? What about Alexis using launch item/bolt to treat coals as bullets dealing fire damage?

Nazard |

Nazard: Assuming that we were smart and kept extra firewood and torches handy, can the melee guys who lack slashing weapons or slashing projectiles wield/throw torches like clubs or spears that inflict fire damage? What about Alexis using launch item/bolt to treat coals as bullets dealing fire damage?
Well, I have a bit of a problem with the first five words of that statement...
Let's say the coals would do 1hp fire damage, while a burning stick from the fire would do 1d3 fire damage. There would certainly be enough sticks lying about to ignite and use as torches doing 1d3 fire damage on a hit.
Burnsten: looking at the official sneak peek into the advanced players guide, it says that summoners will no longer be able to have their eidolon and their SLA summons around at the same time, but that eidolon summoning is now a standard action that can be done as many times per day as you like (unless the eidolon was sent back due to death). Burnsten can still use SM1 spells though.

Ravarath |

At Abbas' mention of effective weapons to fight zombies, Rath quickly grabs his Kama. He joins Biter in the front-line the doughty little warrior has suggested.
I'm assuming retrieving his Kama and moving to the line is all he can accomplish in Round 1. If those are considered pre-Round 1 actions, lemme know!

Biter |

Out of curiosity (and not to slow things down any), do the bipedal zombies bear armor/shields/weapons? or just their clothes and nasty selves?
Rath... was your kama not on your person? if so, then you should be able to draw it as part of your move action to get into place. If you can do that, then you can ready an action to attack the first to come into melee with you.

Nazard |

At Abbas' mention of effective weapons to fight zombies, Rath quickly grabs his Kama. He joins Biter in the front-line the doughty little warrior has suggested.
** spoiler omitted **
That would be a move action (he can combine those two actions into a move now), leaving a standard action which he could use to ready an attack.
Bipedal zombies just seem to have their own sweet selves.
But unless these zombies suddenly turn into sprinter zombies, it's going to take a few rounds for them to reach you. If people are just going to make a line and ready attacks, I will advance the combat a few rounds to get them closer. Feel free to let me know of any buffs or spells you wish to cast in the interim.

Alexis Kirmoon |

Nazard: Assuming that we were smart
Well, I have a bit of a problem with the first five words of that statement...
Elorin: Ranger
Gregor: Int 16, Wis 20, Druid, Survival +12
Let's say the coals would do 1hp fire damage, while a burning stick from the fire would do 1d3 fire damage. There would certainly be enough sticks lying about to ignite and use as torches doing 1d3 fire damage on a hit.
Good to know, thanks.

Nazard |

Alexis Kirmoon wrote:Nazard: Assuming that we were smartNazard wrote:Well, I have a bit of a problem with the first five words of that statement...** spoiler omitted **
Nazard wrote:Let's say the coals would do 1hp fire damage, while a burning stick from the fire would do 1d3 fire damage. There would certainly be enough sticks lying about to ignite and use as torches doing 1d3 fire damage on a hit.Good to know, thanks.
Oh, I know the characters are smart... :)

Ravarath |

Out of curiosity (and not to slow things down any), do the bipedal zombies bear armor/shields/weapons? or just their clothes and nasty selves?
Rath... was your kama not on your person? if so, then you should be able to draw it as part of your move action to get into place. If you can do that, then you can ready an action to attack the first to come into melee with you.
Rath, initially believing these were living people, thought it best to carry no weapons but his hidden shurikens - a gambit to show our friendly intent. So he has to recover his kama. Meta-gamically - I was thinking about the situation last night in bed and thought slow moving people, of tribes that hate necromancy, in a massive necromantic field - what are the odds? I thought about loading him up then.. but Rath, not being the sharpest tack in the box, I let it go.

Nazard |

Riiiiiight. :P So, are those green "bushy-looking" things adjacent to Biter and Burnsten low enough to shoot over? If not, Alexis will have been smart enough to use the rest of her 1st round's movement to walk east until she has an unimpeded shot.
The bushes are low enough to shoot over while still offering you excellent cover.
Rath retrieves his kama from his pack and assumes a position in the front line.
Tracant to act...
MAP UPDATED

'Stinky' Pete Darknugget |

Pete returns the grin, and replies, "What ye think they mebbe offended by me personal aroma? I don't see why they would be, I neveah had no complaints...least not to me face, he he" in a joking tone.
Pete loses his good humor and mutters a vile oath in dwarvish when he hears about the zombies and their weapon resistances. He then pulls out his dagger, and readies to meet the charge.
Keep Pete where he is now, he will allow the zombies to advance, and wait until they enter melee range with the others, then he will maneuver for flank/sneak attack.
"'Lexis, these zombies sound like mebbe a patrol o' some kind. If'n that is th' case, others know we is 'ere most likely. Jes watch b'hind ye, 'n case they may be more comin' up th' other side."

Burnsten Woller |

That's something new to me and not very great news at all =( I'll have to remake Tracant evolutions since this change is somthing sudden after oh well... I'll check that out to see if it at least gives me something good
Round 1
Will cast Magic Fang on Tracant since I probably don't have all my spells
And basically cast guidance in all members to have better saves until zombies are close enough to ready for melee action

Elorin |

Why not, they are only arrows here comes the first volley at range
How many shots can I get off before they get here? I sleep in my light armor so I just walked ou of the tent and started firing as soon as they were in range of my vision.

Ravarath |

Off to do yardwork, so if you need to NPC Rath... here are some cheats...
If the bad guys are up close and personal - for Zombies, Rath uses the kama, if they appear skeletal, he uses his hands...
[.spoiler=Round X]
[.ooc]Full Round Action - Flurry of Blows (hand or kama):
To Hit: [.dice]1d20+4[./dice]
Damage: [.dice]1d6+4[./dice][./ooc]
[.ooc]To Hit: [.dice]1d20+4[./dice]
Damage: [.dice]1d6+4[./dice][./ooc]
[./spoiler]
If the badguys are between 30' and point blank...
[.spoiler=Round X]
[.ooc]Full Round Action - Flurry of Blows (shurikens):
To Hit: [.dice]1d20+3[./dice]
Damage: [.dice]1d2+4[./dice][./ooc]
[.ooc]To Hit: [.dice]1d20+3[./dice]
Damage: [.dice]1d2+4[./dice][./ooc]
[./spoiler]