Ningyo

Brain Eater's page

29 posts. Alias of baldwin the merciful.


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Chucks of the undead brain eater hang from the tattered zombie's body, but it still presses it's attack.

Dr. Tes you are up if you want to attack, otherwise it's Calain's turn a the top of the next round.

Poke and Tes:
You hear movement coming from another direction. You think it sounds like a longshanks.


Scene: Calain, Dr Tes, Poke

Calain pushes with his lucerine hammer but misses the Zombie. The brain hungry creature steps 5 feet inside the pole

Calain the first attack missed so the zombie is 10 feet away from you. It then takes a 5 ft step towards you, how does that provoke an AOO? I don't think a 5 ft step provokes an AOO.

Pushing Assault (Combat):

A strike made with a two-handed weapon can push a similar sized opponent backward.

Prerequisites: Str 15, Power Attack, base attack bonus +1.

Benefit: When you hit a creature your size or smaller with a two-handed weapon attack modified by the Power Attack feat, you can choose to push the target 5 feet directly away from you instead of dealing the extra damage from Power Attack. If you score a critical hit, you can instead push the target 10 feet directly away from you. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled.

The zombie uses it's dead hand to slam down on warrior with the long stick.

slam: 1d20 + 4 ⇒ (10) + 4 = 14;damage: 1d6 + 4 ⇒ (5) + 4 = 9

Dr. Tes and Poke you are up.


Scene: Calain, Dr Tes, Poke

Calain: this really isn't a front of the line situation. Its a narrow bunny trail and the creatures are coming from the middle side. There really isn't a place for people to hide behind you.

As the Calain readies his action two zombies emerge from the bushes heading right for the line. The first one moves right at Dr. Zes. Calain's first attack misses the creature but his second attack does hit. He pushes the creature 5 feet away from Dr. Tes. Calain injures but does not put the creature down. Anyone who wants to use know religion can make a roll.

The second zombie veers towards the goblin while staying outside of Calain's reach. It closes the gap and gets next to the goblin meal (poke poke). He only gets a move action this round.

Summary of positions: The adventurers are on a small bunny trail. Poke is leading the way, Dr Tes is in the middle, Calain is following. The Zombies emerge in the middle by Dr. Tes. Calain strikes with his reach weapon the zombie going towards Dr. Tes. The second zombe emerges and veers towards Poke and he avoids an AOO.

Dr. Tes and Poke Poke can act.


reflex: 1d20 + 12 ⇒ (5) + 12 = 17

The brain eaters are destroyed. No need to playout the individual zombie that survived they wouldn't be able to do much if anything to you.


zombie reflex: 1d20 + 12 ⇒ (1) + 12 = 13

zombie will: 1d20 + 14 ⇒ (14) + 14 = 28

The oldie-but-a-goodie fireball wrecks havoc in the horde but they manage battle through the flames. Then the positive energy blasts hit but their evil Will overcomes part of the damage. The horde is burnt but still clawing and scratching in unison.

save from Duncan's fireball: 1d20 + 12 ⇒ (12) + 12 = 24

The horde is still up.

Grung, Nym, Desmond are up.


the zombie horde shuffles forward 5 feet and attacks: Duncan, Nym, King Grung.

Karnog is flying overhead so he is not in range

Updated Map

auto hit from being in the mass: 7d6 ⇒ (1, 3, 1, 2, 6, 1, 2) = 16

if there are more than 20 HP of damage then they rend for
rend: 3d6 ⇒ (3, 4, 3) = 10

Tearing and ripping flesh, looking for fresh meat to devour.


will save: 1d20 + 18 ⇒ (19) + 18 = 37


RD 1 Zombie Horde

The Zombies overrun the position attempting to surround

Overrun:

Overrun
As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.

When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target’s space. If your attack exceeds your opponent’s CMD by 5 or more, you move through the target’s space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.

The zombies are trying to knock Duncan and Desmond prone

improved overrun: 1d20 + 32 ⇒ (16) + 32 = 48

If it beats your CMD by 5 or more you are prone.


Desmond as soon as you creak the door, it opens towards you, it bursts open and dozens and dozens of foul hands rip for flesh and fresh brains.

It's and enraged zombie horde. Desmond and Duncan get caught in it unexpectedly. You two are flat footed for this attack

Desmond

att: 1d20 + 16 ⇒ (11) + 16 = 27dam: 2d6 + 6 ⇒ (3, 5) + 6 = 14

Duncan

att: 1d20 + 16 ⇒ (16) + 16 = 32dam: 2d6 + 6 ⇒ (5, 1) + 6 = 12


ON the Eastern Front - Duncan, Felic, Nym, Desmond

You arrive and see the makeshift battle walls/mounds. similar to the ones you observed entering town. Essentially they are staggered mounds of dirt and rubble high enough to shelter 10 armed men. You arrive and see the back mound is the staging area for 10 archers. the two pods in front of the each shelter 10 armed warriors. Although these mounds and groups are not a continuous wall for defense they do a remarkable good job and funneling and slowing assaults.

You can see there is wave of shuffling undead moving towards your point. It's the point of a large horde.

Desmond and Felic fought undead hordes before. They are essentially a swam.

You can see a Vrock demon circling overhead, Behind the horder that is pressing forward you can see several gangs of demons.

Knowledge plane roll to identify demon types and some information.


You do observe that the holy wall has been disrupted and is no long in effect. The shuffling horde is set on tearing up it's next meal.

At least for the time being you have overhead cover from the wall archers due to the mist spell. That's one of my favorite spells. It even blocks true seeing.


Six zombies shuffle through the door towards the closest heroes, eager to feast on an arm or leg.

Brine Zombies


Desmond you make your way back hear that "new" cave opening with the stairs leading down. You take up a position a healthy distance way. Seeing if you notice any giants or other undesirables. To your amazement you observe a shuffling hoard of zombies emerging like rats. To your eyes it looks like there are 50, or more, shuffling out groaning and flailing about.


Sorrin the Wayward wrote:
baldwin the merciful wrote:
Vines would be rope for his ability.
This just means there is something up there he wants to try to kill Sorrin with.

"O korse eyes wants to kilz yous...funz for me and tasti treat too."


RD 2: zombies

One steps up and over a fallen creature to attack Vilinis,

att: 1d20 + 7 ⇒ (13) + 7 = 20;damage: 1d8 + 4 ⇒ (6) + 4 = 10
Vilinis grunts in pain.

Another attacks karnog,

att: 1d20 + 7 ⇒ (11) + 7 = 18;damage: 1d8 + 4 ⇒ (2) + 4 = 6

The last attacks malcolm,

att: 1d20 + 7 ⇒ (6) + 7 = 13;damage: 1d8 + 4 ⇒ (4) + 4 = 8


Understanding Grimm's normal battle cadence Malcolm delays slightly to let Grimm move. The paladin steps up to N,-1 and channels his divine power.

Rd 1: Zombie Will save vs Malcolm DC 14

z1: 1d20 + 5 ⇒ (13) + 5 = 18
half dam
z2: 1d20 + 5 ⇒ (12) + 5 = 17
half dam
z3: 1d20 + 5 ⇒ (16) + 5 = 21
half dam
z4: 1d20 + 5 ⇒ (13) + 5 = 18
half dam
z5: 1d20 + 5 ⇒ (2) + 5 = 7
full dam


RD1: Zombies

The zombies move forward, Karnog and vilis each get an AOO, if you ahve combat reflexes then 2 AOO. These bug bear dark-furred creatures raise morning stars, their tiny milky white eyes glitter with the thrill of combat. These zombies are able to move and attack in the same round. Kaornog will know that this ability eliminates the slashing weapon resistance that most common zombies have.

The zombies attack Karnog:

Z1:
morning star: 1d20 + 7 ⇒ (1) + 7 = 8;dam: 1d8 + 4 ⇒ (6) + 4 = 10

Z2:
morning star: 1d20 + 7 ⇒ (18) + 7 = 25;dam: 1d8 + 4 ⇒ (6) + 4 = 10

Zombie attack on Vilis:

Z3:
morning star: 1d20 + 7 ⇒ (5) + 7 = 12;dam: 1d8 + 4 ⇒ (4) + 4 = 8

Updated Map after Zombie move


RD 4: Z3 - Zombie (blue)

the creature attacks Karnog with it's morning star,

att: 1d20 + 4 ⇒ (12) + 4 = 16;dam: 1d8 + 4 ⇒ (4) + 4 = 8

"Killlllllllllllllllllllllll"

As the creature misses the cleric.

Kalim splashes the creature with acid, further injuring it.

Karnog follows up with a likewise wild slash.


Rd 3: Z4

the Cyan zombie shuffles five feet forward and tries to slam Desmond,

slam: 1d20 + 4 ⇒ (4) + 4 = 8;dam: 1d6 + 7 ⇒ (5) + 7 = 12

missing


Round 3: Z1

the last yellow zombie moves to W,21 and attacks Grimm:

attack: 1d20 + 7 ⇒ (8) + 7 = 15;damage: 1d8 + 4 ⇒ (8) + 4 = 12

He misses. This Zombie is then destroyed in RD 4 with Grimm's action.


RD 3 Red zombie

The red zombie turns it's attention towards Grimm, lashing out.

att: 1d20 + 7 ⇒ (18) + 7 = 25;damage: 1d8 + 4 ⇒ (6) + 4 = 10

Smashing the dwarf. "Brrrrrrrrrrrrraaaaaaaaaaaaaaain"


RD 3 - Z3 blue

Zombie v,23 on Kalim,

att: 1d20 + 7 ⇒ (17) + 7 = 24;damage: 1d8 + 4 ⇒ (7) + 4 = 11

Kalim takes a punishing blows from the morning star.

This Zombie is then destroyed by Kalim on his action.

W, 23 attack Karnog with his morning star:

att: 1d20 + 7 ⇒ (15) + 7 = 22;damage: 1d8 + 4 ⇒ (1) + 4 = 5

Karnog gets whacked again.


RD 2: yellow Z1

One of the zombies steps up to fill the hole in front of Grimm and attacks Grimm with wild fury,

att: 1d20 + 7 ⇒ (8) + 7 = 15;damage: 1d8 + 4 ⇒ (7) + 4 = 11

"Brrrraaaaaaaaaain"


I'm going to be leaving soon, so I'm going to take Z2 and Z1's actions. If Desmond kills any, I'll adjust the action accordingly.

RD 2; Z2 red

One of the zombies attacks Desmond while the remaining red zombie attacks Grimm:

att, Des: 1d20 + 7 ⇒ (5) + 7 = 12;damage: 1d8 + 4 ⇒ (1) + 4 = 5

att, Grimm: 1d20 + 7 ⇒ (4) + 7 = 11;damage: 1d8 + 4 ⇒ (7) + 4 = 11

Both miss wildly.


RD 2; blue zombies

W23 - 5ft steps to V, 23. Then X,22 fills the spot vacated by W, 23.

V,23 attacks Kalim with the morning star
att: 1d20 + 7 ⇒ (13) + 7 = 20;damage: 1d8 + 4 ⇒ (4) + 4 = 8

W, 22 attacks Malcolm with his morning star:

att: 1d20 + 7 ⇒ (5) + 7 = 12;damage: 1d8 + 4 ⇒ (4) + 4 = 8

W, 23 attack Karnog with his morning star:

att: 1d20 + 7 ⇒ (7) + 7 = 14;damage: 1d8 + 4 ⇒ (5) + 4 = 9

The sorcerer warrior takes a big whack to his ribs.

Updated Map RD 2


When we get to Karnog's action, here are the Will saves, DC 15.

Blue

will: 1d20 + 4 ⇒ (14) + 4 = 18
will: 1d20 + 4 ⇒ (13) + 4 = 17
will: 1d20 + 4 ⇒ (3) + 4 = 7

One creature takes the full force of the positive energy but he is still up

Red
will: 1d20 + 4 ⇒ (2) + 4 = 6
will: 1d20 + 4 ⇒ (3) + 4 = 7

both take the divine power but they are ragged looking but still up

yellow

will: 1d20 + 4 ⇒ (10) + 4 = 14
will: 1d20 + 4 ⇒ (4) + 4 = 8
will: 1d20 + 4 ⇒ (12) + 4 = 16

Two take the full damage and are ragged looking the other doesn't looked overly damaged.

Cyan:

will: 1d20 + 4 ⇒ (10) + 4 = 14

Takes the full effect.


The putrid stench of death emanates from this crushed corpse. The creature’s pale flesh is rotting from its body.


RD 3: FZ

The creature tries to batter Agrim,

slam 1: 1d20 + 6 ⇒ (11) + 6 = 17;damage: 1d6 + 6 ⇒ (4) + 6 = 10

slam 2: 1d20 + 6 ⇒ (1) + 6 = 7;damage: 1d6 + 6 ⇒ (6) + 6 = 12

A chuck of the creature's thumb falls to the ground.


RD 2:

The humanoid outside the gate attempts to slam Agrim twice with its arms.

slam 1: 1d20 + 6 ⇒ (10) + 6 = 16;damage: 1d6 + 6 ⇒ (2) + 6 = 8

slam 2: 1d20 + 6 ⇒ (18) + 6 = 24;damage: 1d6 + 6 ⇒ (4) + 6 = 10