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[LPF] Kostry Kopec
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<blockquote data-quote="jkason" data-source="post: 6037565" data-attributes="member: 2710"><p>Kalgor's arc of electricity elicits a momentary shudder out of his target, but doesn't seem to have much effect before the summoner and paladin retreat to the other room. </p><p></p><p>Anaerion's bolt flies true, but slurps through the spongy flesh of the zombie without appearing to have much impact on its form. The wizard, too, moves back into the other room, where he begins to feel the better air helping him clear his head.</p><p></p><p>Ausk, not to be bowed by his enemies, moves forward, his bill at the ready. And ready he needs to be, as the full compliment of undead shamble up ladders and along the walkways in the most direct path they can take to him. Three of the shamblers fall prey to the slickness the party has moved slower to avoid; one of the group from the far end of the room falls completely off the walkway. Putrid maroon mud appears to cushion its fall, but Gragnor (having taken advantage of the distraction the louder bipeds provided to move further into the room with his stealth) sees the liquid muck has burned off noticeable pieces of the alchemically-preserved flesh, exposing the rot underneath. </p><p></p><p>The rest of the zombies manage to stay to their feet, two of the slow movers coming within range of the half-orc's bill. </p><p></p><p>With the clatter and moan of battle, a terrified shriek echoes through the room, its source quickly apparent: another humanoid hurries out from the back room. His face is covered by a cloth, and he wears a long, hooded robe. His speed marks him something more, certainly, than the zombies. </p><p></p><p><span style="color: slategray">"Filthy mercenary!"</span> he cries out, pulling a small, straight piece of metal from the pouch at his belt. <span style="color: slategray">"You'll lose your pay in the flesh my children eat from you!"</span></p><p></p><p>The newcomer points the metal at Ausk as he speaks, and the half-orc feels the charge of magic threatening to make his muscles as immobile as the metal the man wields. </p><p></p><p>[sblock=Actions and Status]The zombies have DR, bringing Anaerion's solid hit to minimal damage. </p><p></p><p>Zombies 1, 3, and 5 fail their Acro checks. 5 fails enough to fall prone in the mud, taking fire damage for his clumsiness. I've marked the prone zombies with a yellow bar. </p><p></p><p>Zombies 2 and 4 come within attack range of Ausk's bill. I'll let you decide which one you want to use your readied attack on. </p><p></p><p>The newcomer casts <a href="http://www.d20pfsrd.com/magic/all-spells/h/hold-person" target="_blank">Hold Person</a> on Ausk. DC 17 Will save to avoid being paralyzed.</p><p></p><p>Leaving the room allows Anaerion to lose his sickened condition the beginning of next round. He along with any others who re-enter will have to make the Fort save again to avoid regaining sickened.</p><p></p><p><strong>Status</strong></p><p></p><p>Anaerion: 44/44, Mage Armor, Sickened (normal beginning next round)</p><p>Ausk: 82/82, Sickened, DC 17 Will save or Paralyzed, Readied attack pending</p><p>Gragnor: 26/26, Mage Armor, Unfettered, 1 STR damage, Sickened</p><p>Kalgor: 54/54</p><p>Rylidak: 56/56</p><p></p><p>* Sickened: -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.</p><p></p><p>Newcomer: Undamaged</p><p></p><p>Zombies:</p><p>Z1: Undamaged, Prone</p><p>Z2: Undamaged</p><p>Z3: Undamaged, Prone</p><p>Z4: Mildly Wounded</p><p>Z5: Moderately Wounded, Prone</p><p>Z6: Undamaged</p><p>Z7: Undamaged</p><p>Z8: Undamaged[/sblock]</p><p></p><p>[gm]Whew. Ausk's readied attack and Will save needed for this round, then PC's are up again.[/gm]</p></blockquote><p></p>
[QUOTE="jkason, post: 6037565, member: 2710"] Kalgor's arc of electricity elicits a momentary shudder out of his target, but doesn't seem to have much effect before the summoner and paladin retreat to the other room. Anaerion's bolt flies true, but slurps through the spongy flesh of the zombie without appearing to have much impact on its form. The wizard, too, moves back into the other room, where he begins to feel the better air helping him clear his head. Ausk, not to be bowed by his enemies, moves forward, his bill at the ready. And ready he needs to be, as the full compliment of undead shamble up ladders and along the walkways in the most direct path they can take to him. Three of the shamblers fall prey to the slickness the party has moved slower to avoid; one of the group from the far end of the room falls completely off the walkway. Putrid maroon mud appears to cushion its fall, but Gragnor (having taken advantage of the distraction the louder bipeds provided to move further into the room with his stealth) sees the liquid muck has burned off noticeable pieces of the alchemically-preserved flesh, exposing the rot underneath. The rest of the zombies manage to stay to their feet, two of the slow movers coming within range of the half-orc's bill. With the clatter and moan of battle, a terrified shriek echoes through the room, its source quickly apparent: another humanoid hurries out from the back room. His face is covered by a cloth, and he wears a long, hooded robe. His speed marks him something more, certainly, than the zombies. [color=slategray]"Filthy mercenary!"[/color] he cries out, pulling a small, straight piece of metal from the pouch at his belt. [color=slategray]"You'll lose your pay in the flesh my children eat from you!"[/color] The newcomer points the metal at Ausk as he speaks, and the half-orc feels the charge of magic threatening to make his muscles as immobile as the metal the man wields. [sblock=Actions and Status]The zombies have DR, bringing Anaerion's solid hit to minimal damage. Zombies 1, 3, and 5 fail their Acro checks. 5 fails enough to fall prone in the mud, taking fire damage for his clumsiness. I've marked the prone zombies with a yellow bar. Zombies 2 and 4 come within attack range of Ausk's bill. I'll let you decide which one you want to use your readied attack on. The newcomer casts [url=http://www.d20pfsrd.com/magic/all-spells/h/hold-person]Hold Person[/url] on Ausk. DC 17 Will save to avoid being paralyzed. Leaving the room allows Anaerion to lose his sickened condition the beginning of next round. He along with any others who re-enter will have to make the Fort save again to avoid regaining sickened. [b]Status[/b] Anaerion: 44/44, Mage Armor, Sickened (normal beginning next round) Ausk: 82/82, Sickened, DC 17 Will save or Paralyzed, Readied attack pending Gragnor: 26/26, Mage Armor, Unfettered, 1 STR damage, Sickened Kalgor: 54/54 Rylidak: 56/56 * Sickened: -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Newcomer: Undamaged Zombies: Z1: Undamaged, Prone Z2: Undamaged Z3: Undamaged, Prone Z4: Mildly Wounded Z5: Moderately Wounded, Prone Z6: Undamaged Z7: Undamaged Z8: Undamaged[/sblock] [gm]Whew. Ausk's readied attack and Will save needed for this round, then PC's are up again.[/gm] [/QUOTE]
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