As she falls, Narvala lashes out futilely with her staff at the zombie that left itself open. But when the cold fully envelopes her, she falls, unmoving.
Cairn moves on ignoring downed zombie to hurry to priestess' aid.
"Christina, have Pooh destroy the lying one, I have to go."
He rushes in toward the zombies attacking the casters. Attacking first in a rush, he brings Ghalad'Zhar around to slam into the zombie. The earth rumbles, thunder of the impact sending the zombie between the crates, giving some room to the mage. Earth buckles between Cairn and the other zombie is pushed further away, suffering minor beating in the process.
The area around Cairn frosts over, making for treacherous terrain even for cold based zombies while insulating Cairn from their cold.
"I spent countless winters in mountain storms! There is nothing you can do to prevail! Nobody touches lady mage! Your life is forfeit, caster. Nyar, revive Narvala! Also, this is liquid fire, use it if you don't have appropriate gear."
Bwa ha ha ha. I am a master necromancer. My allies do not fall right away. the Leader laughs.
Pooh, you take care of this dead thing while I'll take care of those dead things! Pooh obliges by trying to rip the zombie's face off.
Christina runs over to where the rest of the party is.
Hey get up, no time to sleep! We have dead things running around! she says, rousing
Narvala.
As Pooh rushes next to the downed zombie, the bitter cold starts freezing his body.
"Well, thank the Seven he's a master necromancer. Those amateur ones can be so annoying," the wizard quips.
Nyar flicks his wand and the flaming sphere wisks up to be just next to necromancer. He then points his wand and a explosion of noxious fumes boils over and covers the catwalk behind Baern. Nyar hears a satisfying cough echoing from the necromancer within the cloud.
(
likely) The move elicits an attack and the zombie swings at the mage, but Nyar's magic bracers flash and he appears 10 feet from the zombie and safely out of reach. For now.
"The necromancer is sustaining the zombies by his presence. If we push them away from him, that should sever their tie."
Are you all okay down there? shouts Baern, looking down from the catwalk. He hears Nyar's comment about the undead and looks at the adjacent Gnoll.
Baern continues to lay the punishment on the Gnoll, hacking to clear a path in front of him. The close quarters keep the dwarf from connecting with most of his strikes though.
Baern's attacks are devastating. The Gnoll should be dead, but it is lying on the ground look up at Baern, eyes still open.
The humans make good use of their slings. One moves above Christina and hits her in the shoulder, one kills Pooh, and one hits Baern in the chest.
The zombies, however, have a harder time of it. The one moves back up to Cairn, but its slow movement combined with the ice that Cairn creates prevent it from attacking. The second one wrenches itself from the ground where Cairn had buried it earlier, leaving bits of zombie flesh behind. The third one attacks Nyar, but his bracers flash and he teleports away. The final one comes around the crates and moves up to Christina. Again, the slow moving zombie does not get to attack quite yet. The zombie attacking Nyar falls over dead. The zombie which Nyar put into the Stinking Cloud does not appear affected.
The Undead Gnoll stands up and talks for the first time
"Stupid Dwarf. It matters not if you kill me. I will be brought back again and again.". It then screams at the PCs below. The Gnoll then falls over dead.
The Leader shouts to the humans.
"You fools. Attack the spell caster in the back. He will kill you if you don't kill him first." He then moves away from the team. Only Baern is close enough to hear where he moves.
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Note: Remember concealment as the warehouse is dark. If a foe is not in one of the yellow squares and you do not have low light vision, the foe gets +2 to defenses. This applies to all humans and PCs that do not have low light or darkvision. Most of the monsters (except the humans) have better vision. I am not going to retcon any of the PC attacks that should have missed, but please remember it. I am taking care of concealment (and any cover) for the human NPCs.
Note: Neurotic, no I won't be posting monster defenses as discovered. It took over 3 hours last Sunday to put together the post and the same today to do so (for such a large fight), so it's just too much extra effort. If you'd like to keep track of it for the group, please do so. I understand the fact that it sometimes allows players to know if they hit right away, but it's hard enough to find the time to just get the necessities written up.
Note: Narvala and Cairn are in the same L7 square. Narvala can shift into any adjacent non-crate square if she stands up.
Note: Please do not forget your stat blocks for those people doing so.
Note: If you cannot see the maps well, you can look at an earlier map to see where the crates are and what color they are.
Note: PCs except for Baern are still down below the catwalk. If your PC is shown as on top of the catwalk on the map, s/he is really below the catwalk until you get up there.
Cairn misses Zombie 3. Cairn hits Zombie 1 and Zombie 3 for 10, killing Zombie 3.
Nyar is hit for 9 cold damage and is slowed (save ends). Although Zombie 3 is below zero hit points, it is not dead (yet).
18 hits for 9 cold damage.
Zombie 2 aura does 5 cold damage to Pooh.
Pooh misses.
Nyar hits the Leader and Zombie for 13.
Baern hits the Undead Gnoll for 23 and 19 and bloodies it.
Baern hits the Undead Gnoll for 19 and kills it, but it is not quite dead yet.
Human 1 hits Christina for 7.
16 hits for 7.
Human 2 hits Pooh for 11 and kills Pooh.
12 hits for 11.
Human 4 hits Baern for 9.
19 hits for 9.
The zombies do not get in any successful attacks. Zombie 4 moves out and everyone sees that the Stinking Could did not affect it.
Note: I used Nyar's bracers instead of Cairn's power for 3 reasons: FourMonos declared first, the bracers prevent the attack completely, and if the two PCs switch positions, Nyar is back in an aura again. I also moved Nyar to J3 since N3 would have allowed for the attack to still occur and it seemed reasonable to move him out of blast range (N4/N5).
Undead Gnoll recharges healing shriek.
5 recharges.
Undead Gnoll misses Rabberta, Narvala, and Christina, but hits Cairn for 11. Zombie 1 heals for 5.
Vs. Fort 6 misses Rabberta, 18 hits Cairn for 11, 7 misses Narvala, 9 misses Christina.
Flaming Sphere does 8 fire damage. Stinking Cloud does 16 poison damage.
8 and 16.
Leader Stealth roll.
4
The Leader is somewhere to the east of Baern, but only Baern knows that. The others are too far away with too many crates in the way (i.e. penalties to their perceptions).
9/41 Nyar,
bloodied
64/84 Cairn, resist cold 5 and 2 squares around Cairn are difficult terrain for the enemies
29/45 Christina
-5/22 Pooh, gone
12/12 Rabberta
Human 1, concealment against all but Baern (on catwalk up 4)
Human 2, concealment against all but Baern (on catwalk up 4)
12 Human 4, concealment against all but Baern (on catwalk up 4)
5 Zombie 1 (aura 1), concealment against all but Baern
37 Zombie 2 (aura 1),
bloodied
69 Zombie 3, dead
Zombie 4 (aura 1), concealment against all but Baern
82 Undead Gnoll, dead (on catwalk up 4)
44 Leader, total concealment against all
17/50 Narvala, 5 ongoing cold damage,
bloodied, prone
39/62 Baern, +2 defenses TSNT Baern
Flaming Sphere (3 squares up), red square
Stinking Cloud (2 squares up), green square
Light zones, yellow squares
Special note: if a PC enters a Zombie Aura, s/he will take damage as if starting in the aura (5 in one aura, 10 in two auras, etc.).
Narvala and Christina take 5 cold damage in the aura at the start of their turns and Narvala takes 5 ongoing cold damage.
It's the PC's turn.
Ceiling: The ceiling is 35 feet overhead.
Catwalks: These metallic walkways, standing 20 feet above the floor, aid in the movement and placement of crates. A sequence of chains and pulleys runs across the underside of the catwalks. This enables a character to climb, hand-over-hand, along the underside of these catwalks with a DC 20 Acrobatics or Athletics check, at normal climbing speed. Except where the ladders stand, the catwalk has a railing all the way around. Anyone wishing to deliberately climb or leap over the railing must spend an extra square of movement to do so, and any push, pull, or slide effect that would drag a creature over that railing must also spend an extra square to do so.
Crates: Each individual crate is roughly 5 feet (1 square) high, but they are often stacked two or three crates (that is, 10 or 15 feet, or 2 or 3 squares) in height, as marked on the map. Stepping up on a single crate requires an extra square of movement, while moving down a single crate does not cost any additional movement. Climbing two or three crates requires a DC 18 Athletics check. So, climbing from a height of zero to one crate to two crates to three crates is two squares for the first, two for the second and two for the third without a check. But climbing straight up two crates is an Athletics check.
Ladders: The ladders are all 20 feet (4 squares) in height, but count as 8 squares of movement. A DC 12 Acrobatics or Athletics check allows a character to climb them at the normal 4 squares of movement if the player declares as part of the comment on Invisible Castle that s/he is doing a fast climb.
Stairs: The stairs to the south count as difficult terrain.
The yellow crates are one square high.
The red crates are two squares high.
The green crates are three squares high.
The only light coming in is from the shuttered windows on the outer perimeter of the catwalk (i.e. the edge of the map all of the way around) and the door you guys just opened. So, the lighting on the outer edge of the map (one square's worth) is normal and the light from the door 20 feet into the room is normal. The rest of the room is dim light except for Nyar's Light spell.
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