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<blockquote data-quote="Kerrz" data-source="post: 2481590" data-attributes="member: 22914"><p>Karrnathi zombies. Since the creatures have no vital organs, crushing or piercing them does little, they must be hacked to pieces. <span style="color: red">OOC: You also know everything else you can think of about these zombies short of their real names. 26 is a pretty high roll.</span></p><p></p><p>Mumbling into the water and waving his hands around, Agarndas watches as a ball of energy forms and shoots off through the water, dodging the murky figure of Tenor infront of him, and hitting the zombie on the right with a blast. The pale figure of the zombie staggers slightly but continues in its relentless existence.</p><p></p><p>Infront of Agarndas, Tenor draws out the longsword from his scabbard, holding it in two hands and preparing himself for the rush of the pale figure infront of him. As the beast comes within his range, Tenor lashes out heroically and severs one of the beast's forearms... however the beast returns the favour and smashes at Tenor with inhuman strength, striking him across the chest and taking a large gash out of his chest plates.</p><p></p><p>The second zombie marches through the muggy water, drawing into view a thick piece of driftwood as it stomps through the sandy waterscape on a beeline towards North. Reaching him it draws back the soggy club and waves it wildly at him, hitting North on the shoulder. However, the piece of wood dissipates in the slowly flowing water as it shatters softly on North's shoulder.</p><p></p><p>Turning back to the creature, North draws up his shield and grabs his dagger, slashing at the creature's midsection and cutting up some rotting bones, causing a gaping hole in the beast's chest, however it remained relatively unphased.</p><p></p><p><span style="color: red">OOC: Ding ding ding, ROUND TWO!</span></p><p></p><p>Combat Details[sblock]There is a constant -2 for slashing/bludgeoning attacks underwater.</p><p></p><p>Agarndas:</p><p> MM: auto-hit, 1d4+1=4 Z1 takes 4damage, 12 left</p><p> Knowledge (religion): d20+6= 26</p><p>Tenor:</p><p> Draws longsword and readies</p><p>Z1:</p><p> Charge-> Walks forward and gets attacked by Tenor, d20+2-2=15 1d8+3=5 7HP left.</p><p> Strikes at Tenor, d20+2+2-2=20 1d6+3=5dmg 2left</p><p>Z2:</p><p> Walks forward and attacks North (Charge), d20+2+2-2=8, no hit</p><p>North:</p><p> Strikes at Z2, d20+2-2=15, 1d4+2=5 11HP left.[/sblock]</p><p></p><p>[code]Round2 Map:</p><p>W 1 |</p><p> S T A |</p><p> 2N |</p><p></p><p>1,2 = Zombies One Square = 5'</p><p>A = Agarndas 50' to Shore</p><p>N = North 20' to Zombies</p><p>S = Shadow</p><p>T = Tenor</p><p>W = Wander</p><p>| = Karrnathi Shore[/code]</p><p></p><p>Edit: I just realized Tenor doesn't have adamantine plates, so he doesn't get DR like I originally posted.</p></blockquote><p></p>
[QUOTE="Kerrz, post: 2481590, member: 22914"] Karrnathi zombies. Since the creatures have no vital organs, crushing or piercing them does little, they must be hacked to pieces. [color=red]OOC: You also know everything else you can think of about these zombies short of their real names. 26 is a pretty high roll.[/color] Mumbling into the water and waving his hands around, Agarndas watches as a ball of energy forms and shoots off through the water, dodging the murky figure of Tenor infront of him, and hitting the zombie on the right with a blast. The pale figure of the zombie staggers slightly but continues in its relentless existence. Infront of Agarndas, Tenor draws out the longsword from his scabbard, holding it in two hands and preparing himself for the rush of the pale figure infront of him. As the beast comes within his range, Tenor lashes out heroically and severs one of the beast's forearms... however the beast returns the favour and smashes at Tenor with inhuman strength, striking him across the chest and taking a large gash out of his chest plates. The second zombie marches through the muggy water, drawing into view a thick piece of driftwood as it stomps through the sandy waterscape on a beeline towards North. Reaching him it draws back the soggy club and waves it wildly at him, hitting North on the shoulder. However, the piece of wood dissipates in the slowly flowing water as it shatters softly on North's shoulder. Turning back to the creature, North draws up his shield and grabs his dagger, slashing at the creature's midsection and cutting up some rotting bones, causing a gaping hole in the beast's chest, however it remained relatively unphased. [color=red]OOC: Ding ding ding, ROUND TWO![/color] Combat Details[sblock]There is a constant -2 for slashing/bludgeoning attacks underwater. Agarndas: MM: auto-hit, 1d4+1=4 Z1 takes 4damage, 12 left Knowledge (religion): d20+6= 26 Tenor: Draws longsword and readies Z1: Charge-> Walks forward and gets attacked by Tenor, d20+2-2=15 1d8+3=5 7HP left. Strikes at Tenor, d20+2+2-2=20 1d6+3=5dmg 2left Z2: Walks forward and attacks North (Charge), d20+2+2-2=8, no hit North: Strikes at Z2, d20+2-2=15, 1d4+2=5 11HP left.[/sblock] [code]Round2 Map: W 1 | S T A | 2N | 1,2 = Zombies One Square = 5' A = Agarndas 50' to Shore N = North 20' to Zombies S = Shadow T = Tenor W = Wander | = Karrnathi Shore[/code] Edit: I just realized Tenor doesn't have adamantine plates, so he doesn't get DR like I originally posted. [/QUOTE]
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