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We D&D- Tyranny of Dragons Part 2: The Rise of Tiamat #24b Strike Team 1 Part 2 A Ton of Undead.
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<blockquote data-quote="Goonalan" data-source="post: 7864611" data-attributes="member: 16069"><p style="text-align: center"><strong>We D&D.</strong></p><p></p><p><strong>Session #47 The Rise of Tiamat #06b Barry the Suspicious Kobold.</strong></p><p><strong></strong></p><p><strong>Brothers of the First Light.</strong></p><p><strong>Lummins (played by Rob) Male Half-Elf Cleric of Lathander Lvl 9</strong></p><p><strong>Lux (played by Sandy) Female Human Warlock Lvl 9</strong></p><p><strong>Watt (played by Jackie) Male Human Bard Lvl 9</strong></p><p><strong>Sgt Bobby Markguth (played by Pete) Male Human Fighter Lvl 9</strong></p><p><strong>&</strong></p><p><strong>Hotlips Houlihan (played by Sandy) Female Halfling Rogue Lvl 9</strong></p><p><strong></strong></p><p><strong>Secondary PCs.</strong></p><p><strong>Left at 8th Level- we’ll get them back if (and when) they’re needed later on.</strong></p><p><strong>Derek Pilch (played by Jackie) Male Human Druid Lvl 8</strong></p><p><strong>Hard Bonk (played by Rob) Male Half-Orc Monk Lvl 8</strong></p><p><strong>Sgt Harald Hardaxe (played by Pete) Male Shield Dwarf Fighter Lvl 8</strong></p><p></p><p>This is session #47 of our game, but only session #06b of The Rise of Tiamat scenario, the second part of a very long (and chatty) session.</p><p></p><p>In the first part of this session the Brothers set off for the Sea of Moving Ice in search of Maccath the Crimson, a female Tiefling Wizard- expert on Dragonkind and member of the Arcane Brotherhood. The Tiefling expert ventured north three years past in search of the lair of an ancient White Dragon- Old White Death. The Harpers have set the PCs to this task, as the Draakhorn continues to sound across the Sword Coast, alerting all of Dragonkind that a time of change is at hand.</p><p></p><p>Lux (Human Warlock) managed to locate Oyaviggaton, the last known (presumed) location of the Draakhorn and/or Maccath the Crimson, on the first day of looking. Soon after the PCs land and then more or less decimate the Ice Hunter tribe that makes its home on the massive iceberg- less said about this the better, see the previous write-up.</p><p></p><p>Next up the Brothers head below, in to the White Dragon’s lair, accompanying the gang is Orcaheart (Sgt Bobby’s (Human Fighter) new best friend) a seven-foot-tall four-hundred-pound man mountain with greasy black hair. Note without Lummins’ (Half-Elf Cleric) Tongues spell the PCs (mostly Sgt B) are reduced to miming instructions (because even after all these years it’s still funny) to the Tribal Champion, who is also not that bright.</p><p></p><p>So…</p><p></p><p>But just to note- Sgt Bobby has also had to spend all of his healing HD (during the previous Short Rest) to get anywhere close to full HP, so he’s going to be reliant on other people healing him (save for a few minor potions in his possession) from hereon in.</p><p></p><p>The first problem, of course, is the descent in to the body of the iceberg- the stairs, a good way down, are treacherous- at least for mere mortals. Hotlips (Halfling Rogue) has no problems with them but quickly spots the bigger issue. Those descending behind her may quickly get in to trouble- and therefore descend rather more rapidly and bring all of the adventurers tumbling down.</p><p></p><p>There’s a brief discussion, and then Hotlips descends the rest of the way- scouting ahead, stealthily, in to the ice cavern below- there’s a pile of supplies here, the cavern is dimly lit (there’s an oil lamp rammed in to the wall a little outside of the entrance to the cavern) and its very cold.</p><p></p><p>Hotlips skips back up the stairs to tell her friends, and then descends again (with no difficulties whatsoever) to guard the way.</p><p></p><p>The other PCs (with Orcaheart bringing up the rear- not the best plan) rope themselves together and then follow her down, the dice gods favour them- Gah! The PCs reconvene moments later at the bottom of the slippery stair.</p><p></p><p>The same issue however swiftly arises again, the circular thoroughfare outside of the entrance cavern undulates- with slippery slopes, and as slippery rises- the PCs are sorely in need of some crampons, or something very similar.</p><p></p><p>The Brothers therefore attempt a variety of improvised solutions to the balance problem, and then put these to the test by descending the nearest slippery slope ahead. Hotlips, of course, skips down the incline, and then quickly (and Stealthily) scopes out the next (massive) chamber ahead.</p><p></p><p>So, large (and high-ceilinged) is the cavern that it seems to generate its own micro climate- a wet fog rises from the ice floor and walls, obscuring (for a while) the inhabitants of the chamber- to wit, a clutch of Kobolds that are working on one of the walls- seemingly polishing the ice. Hotlips also notes that there are the frozen remains of several (Frost) Giants embedded in the walls of the cavern.</p><p></p><p>I was going to scare the Halfling with the frozen Giants, but her Perception was something like a ‘19’ plus bonuses.</p><p></p><p>More importantly Hotlips, over the course of the next few minutes of her observations, also discerns that the Kobolds are wearing crampons, she scuttles back (still unseen and unheard) to tell her friends. Basically, the shoe shop has just opened- they just need to relieve the Kobolds of their footwear (and then set about resizing).</p><p></p><p>Fortuitously all of the Brothers manage to scramble down the slope and to the entrance to the Hall of Giants, the problem arises when Orcaheart comes waddling after, the big lad misses his footing and manages to careen in to the newly revealed chamber, yelping and spluttering as he goes.</p><p></p><p>A surprise round is out of the question- still, just a bunch of pesky Kobolds.</p><p></p><p>[ATTACH=full]116458[/ATTACH]</p><p></p><p>However, the big guy sliding in to the chamber, and in to the Kobold’s vision is an Ice Hunter (Orcaheart), and thus no-one to be feared. Then the PCs make themselves known and start up with their chatter.</p><p></p><p>DM Note- any movement in here and the PCs need first to make an Acrobatics check- DC 8 to shuffle about (half move) DC 12 if they move any further or faster. Just for kicks.</p><p></p><p>Watt (Human Bard) is the first in to chatter-action, swiftly Persuading the Kobolds that he and his colleagues are Dragon Cultists (although the PCs are not dressed in their Dragon Cult costumes atm) and that they have come to meet with their Dragon-boss, Old White Death.</p><p></p><p>Lux, and Lummins add to the chorus, and the Kobolds are swiftly sold on the PCs story- although, there’s a strand of doubt festering in the gang- Lummins is obviously wearing a holy symbol of Lathander, and while the Kobolds don’t recognise the symbol one of the little buggers is suspicious (Shh… Lummins rolled a ‘1’, the rest of the PCs rolls were great however).</p><p></p><p>Long story short- the Kobolds are persuaded to give the PCs a guided tour- first stop the abode of Maccath the Crimson, who the PCs need to have a chat with first- apparently, before their meeting with the Dragon.</p><p></p><p>First however the Brothers of the First Light beg the Kobolds, even offering to pay, for some suitable footwear (they all offer shiny-shiny gold) the Kobolds bargain the PCs up to 2gp per shoe fitted (bespoke) with crampons.</p><p></p><p>And thus, we move in to the inevitable (over-used?) fantasy trope, the Kobold shoe-fitting scene.</p><p></p><p>I told you the shoe shop was open.</p><p></p><p>In the midst of the procedure the PCs fail to notice that one of the Kobolds exits the chamber, less than a minute later the intrepid (and most suspicious) Kobold returns, with friends- to wit a pair of Ice Trolls.</p><p></p><p>Soon after it all kicks off.</p><p></p><p>[ATTACH=full]116459[/ATTACH]</p><p></p><p>The suspicious Kobold who fetched the Trolls (let’s call him Barry) screams a warning to his shoe-fitting colleagues, and then fires a sling bullet into Lummins, that breaks the Priest’s reverie. Seconds later the first Ice Troll is on him, only his Warding Flare prevents the creature from savaging the Half-Elf.</p><p></p><p>The Kobold crampon-fitters attack en masse, with daggers and slings- all bar two miss their intended targets, or else they just scratch and dent the PCs armour (all Kobold attacks with Advantage- Gah!) The pair of Kobold assassin’s (not) both stab Hotlips at the same time. She barely notices the scratches left by their pathetic daggers.</p><p></p><p>Watt is the first of the PCs to react, his Thunderwave sends a pair of Kobolds spinning, clearing them out of the way, but killing neither.</p><p></p><p>Orcaheart roars and stabs a Kobold to death, and then wounds another badly- Sgt Bobby roars back at the Ice Hunter and very quickly mimes his pleasure. I think it was I HEART U.</p><p></p><p>Sgt B stomps forward, to the Ice Troll heading his way- and slices one of the creature’s arms clean off with Hazirawn, and then follows up with a titanic strike which cuts the creature off at its knees (two big hits and a Crit for 42 damage) with his Action Surge.</p><p></p><p>Orcaheart blows kisses at his hero.</p><p></p><p>The bromance is doing fine.</p><p></p><p>Hotlips attempts to stab her Kobold attackers back, she rolls a ‘2’ and a ‘2’- Sandy is not best amused.</p><p></p><p>Lux gets some distance from the Kobold crampon-fitters and then fires two quick Eldritch Blasts in to the already semi-broken Ice Troll- the creature shatters (remember Hazirawn doesn’t allow a creature to regain hit points- subject to a DC 15 Con save).</p><p></p><p>Lummins lofts his holy symbol- oh dear, we’ve been here before, and hits the Radiance of the Dawn button- six Kobolds die screaming, the two situated outside the power’s sphere survive (of course) the ordeal. The lone remaining Ice Troll also suffers in the blinding radiant light.</p><p></p><p>Seconds later Barry the (suspicious) Kobold, who brought the Ice Trolls to the party, runs screaming out of the chamber, the alarm is in the process of being raised.</p><p></p><p>The other surviving Kobold (singular) also attempts to flee the scene, it doesn’t get far- Watt chases after the varmint and plugs it with an arrow, and then for good measure fires a second missile in to the back of the last Ice Troll, which is still trying to smash Lummins down.</p><p></p><p>The Ice Troll continues to claw at the Priest of Lathander, But Lummins’ Warding Flare saves him for a second time.</p><p></p><p>Orcaheart rushes over to the developing melee, and Shield Bashes the Ice Troll- remarkably the big Ice Hunter knocks the beast Prone, and then follows up with his spear and stabs the creature twice in quick succession.</p><p></p><p>The DM is high-fived across the gaming table by Pete- “That’s my boy”, he’s a very proud father-figure to young Orcaheart.</p><p></p><p>Sgt Bobby, with a wink first for Orcaheart, goes chasing off after the last fleeing Kobold- two successful DC 12 Acrobatics checks, an Action Point, and a single to hit roll with Hazirawn later and the Kobold yelps coming from the corridor beyond- suddenly stop.</p><p></p><p>Less than ten seconds later Sgt Bobby returns to the chamber bearing the broken and decapitated form of Barry ‘the blabbermouth’ Kobold.</p><p></p><p>Love is… my friends, love is…</p><p></p><p>In the meantime, Hotlips stabs up the fallen Ice Troll (at last), Lummins bathes it in his Burning Hands- and yet remarkably the creature is tough enough to stagger back to its feet- and then to tear in to Orcaheart. The resolute Ice Hunter doesn’t show the hurt- not in front Papa Smurf- Sgt Bobby, who is about to re-enter the chamber.</p><p></p><p>Watt fires a final arrow in to the beast- the Ice Troll falls, moments later Lux closes in and spams Fire Bolts in to the creature- seconds later it shatters.</p><p></p><p>That, as the two tough-guy Fighters rush in to each other’s arms- probably, is however (at last) the end of this session.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 7864611, member: 16069"] [CENTER][B]We D&D.[/B][/CENTER] [B]Session #47 The Rise of Tiamat #06b Barry the Suspicious Kobold. Brothers of the First Light. Lummins (played by Rob) Male Half-Elf Cleric of Lathander Lvl 9 Lux (played by Sandy) Female Human Warlock Lvl 9 Watt (played by Jackie) Male Human Bard Lvl 9 Sgt Bobby Markguth (played by Pete) Male Human Fighter Lvl 9 & Hotlips Houlihan (played by Sandy) Female Halfling Rogue Lvl 9 Secondary PCs. Left at 8th Level- we’ll get them back if (and when) they’re needed later on. Derek Pilch (played by Jackie) Male Human Druid Lvl 8 Hard Bonk (played by Rob) Male Half-Orc Monk Lvl 8 Sgt Harald Hardaxe (played by Pete) Male Shield Dwarf Fighter Lvl 8[/B] This is session #47 of our game, but only session #06b of The Rise of Tiamat scenario, the second part of a very long (and chatty) session. In the first part of this session the Brothers set off for the Sea of Moving Ice in search of Maccath the Crimson, a female Tiefling Wizard- expert on Dragonkind and member of the Arcane Brotherhood. The Tiefling expert ventured north three years past in search of the lair of an ancient White Dragon- Old White Death. The Harpers have set the PCs to this task, as the Draakhorn continues to sound across the Sword Coast, alerting all of Dragonkind that a time of change is at hand. Lux (Human Warlock) managed to locate Oyaviggaton, the last known (presumed) location of the Draakhorn and/or Maccath the Crimson, on the first day of looking. Soon after the PCs land and then more or less decimate the Ice Hunter tribe that makes its home on the massive iceberg- less said about this the better, see the previous write-up. Next up the Brothers head below, in to the White Dragon’s lair, accompanying the gang is Orcaheart (Sgt Bobby’s (Human Fighter) new best friend) a seven-foot-tall four-hundred-pound man mountain with greasy black hair. Note without Lummins’ (Half-Elf Cleric) Tongues spell the PCs (mostly Sgt B) are reduced to miming instructions (because even after all these years it’s still funny) to the Tribal Champion, who is also not that bright. So… But just to note- Sgt Bobby has also had to spend all of his healing HD (during the previous Short Rest) to get anywhere close to full HP, so he’s going to be reliant on other people healing him (save for a few minor potions in his possession) from hereon in. The first problem, of course, is the descent in to the body of the iceberg- the stairs, a good way down, are treacherous- at least for mere mortals. Hotlips (Halfling Rogue) has no problems with them but quickly spots the bigger issue. Those descending behind her may quickly get in to trouble- and therefore descend rather more rapidly and bring all of the adventurers tumbling down. There’s a brief discussion, and then Hotlips descends the rest of the way- scouting ahead, stealthily, in to the ice cavern below- there’s a pile of supplies here, the cavern is dimly lit (there’s an oil lamp rammed in to the wall a little outside of the entrance to the cavern) and its very cold. Hotlips skips back up the stairs to tell her friends, and then descends again (with no difficulties whatsoever) to guard the way. The other PCs (with Orcaheart bringing up the rear- not the best plan) rope themselves together and then follow her down, the dice gods favour them- Gah! The PCs reconvene moments later at the bottom of the slippery stair. The same issue however swiftly arises again, the circular thoroughfare outside of the entrance cavern undulates- with slippery slopes, and as slippery rises- the PCs are sorely in need of some crampons, or something very similar. The Brothers therefore attempt a variety of improvised solutions to the balance problem, and then put these to the test by descending the nearest slippery slope ahead. Hotlips, of course, skips down the incline, and then quickly (and Stealthily) scopes out the next (massive) chamber ahead. So, large (and high-ceilinged) is the cavern that it seems to generate its own micro climate- a wet fog rises from the ice floor and walls, obscuring (for a while) the inhabitants of the chamber- to wit, a clutch of Kobolds that are working on one of the walls- seemingly polishing the ice. Hotlips also notes that there are the frozen remains of several (Frost) Giants embedded in the walls of the cavern. I was going to scare the Halfling with the frozen Giants, but her Perception was something like a ‘19’ plus bonuses. More importantly Hotlips, over the course of the next few minutes of her observations, also discerns that the Kobolds are wearing crampons, she scuttles back (still unseen and unheard) to tell her friends. Basically, the shoe shop has just opened- they just need to relieve the Kobolds of their footwear (and then set about resizing). Fortuitously all of the Brothers manage to scramble down the slope and to the entrance to the Hall of Giants, the problem arises when Orcaheart comes waddling after, the big lad misses his footing and manages to careen in to the newly revealed chamber, yelping and spluttering as he goes. A surprise round is out of the question- still, just a bunch of pesky Kobolds. [ATTACH type="full"]116458[/ATTACH] However, the big guy sliding in to the chamber, and in to the Kobold’s vision is an Ice Hunter (Orcaheart), and thus no-one to be feared. Then the PCs make themselves known and start up with their chatter. DM Note- any movement in here and the PCs need first to make an Acrobatics check- DC 8 to shuffle about (half move) DC 12 if they move any further or faster. Just for kicks. Watt (Human Bard) is the first in to chatter-action, swiftly Persuading the Kobolds that he and his colleagues are Dragon Cultists (although the PCs are not dressed in their Dragon Cult costumes atm) and that they have come to meet with their Dragon-boss, Old White Death. Lux, and Lummins add to the chorus, and the Kobolds are swiftly sold on the PCs story- although, there’s a strand of doubt festering in the gang- Lummins is obviously wearing a holy symbol of Lathander, and while the Kobolds don’t recognise the symbol one of the little buggers is suspicious (Shh… Lummins rolled a ‘1’, the rest of the PCs rolls were great however). Long story short- the Kobolds are persuaded to give the PCs a guided tour- first stop the abode of Maccath the Crimson, who the PCs need to have a chat with first- apparently, before their meeting with the Dragon. First however the Brothers of the First Light beg the Kobolds, even offering to pay, for some suitable footwear (they all offer shiny-shiny gold) the Kobolds bargain the PCs up to 2gp per shoe fitted (bespoke) with crampons. And thus, we move in to the inevitable (over-used?) fantasy trope, the Kobold shoe-fitting scene. I told you the shoe shop was open. In the midst of the procedure the PCs fail to notice that one of the Kobolds exits the chamber, less than a minute later the intrepid (and most suspicious) Kobold returns, with friends- to wit a pair of Ice Trolls. Soon after it all kicks off. [ATTACH type="full"]116459[/ATTACH] The suspicious Kobold who fetched the Trolls (let’s call him Barry) screams a warning to his shoe-fitting colleagues, and then fires a sling bullet into Lummins, that breaks the Priest’s reverie. Seconds later the first Ice Troll is on him, only his Warding Flare prevents the creature from savaging the Half-Elf. The Kobold crampon-fitters attack en masse, with daggers and slings- all bar two miss their intended targets, or else they just scratch and dent the PCs armour (all Kobold attacks with Advantage- Gah!) The pair of Kobold assassin’s (not) both stab Hotlips at the same time. She barely notices the scratches left by their pathetic daggers. Watt is the first of the PCs to react, his Thunderwave sends a pair of Kobolds spinning, clearing them out of the way, but killing neither. Orcaheart roars and stabs a Kobold to death, and then wounds another badly- Sgt Bobby roars back at the Ice Hunter and very quickly mimes his pleasure. I think it was I HEART U. Sgt B stomps forward, to the Ice Troll heading his way- and slices one of the creature’s arms clean off with Hazirawn, and then follows up with a titanic strike which cuts the creature off at its knees (two big hits and a Crit for 42 damage) with his Action Surge. Orcaheart blows kisses at his hero. The bromance is doing fine. Hotlips attempts to stab her Kobold attackers back, she rolls a ‘2’ and a ‘2’- Sandy is not best amused. Lux gets some distance from the Kobold crampon-fitters and then fires two quick Eldritch Blasts in to the already semi-broken Ice Troll- the creature shatters (remember Hazirawn doesn’t allow a creature to regain hit points- subject to a DC 15 Con save). Lummins lofts his holy symbol- oh dear, we’ve been here before, and hits the Radiance of the Dawn button- six Kobolds die screaming, the two situated outside the power’s sphere survive (of course) the ordeal. The lone remaining Ice Troll also suffers in the blinding radiant light. Seconds later Barry the (suspicious) Kobold, who brought the Ice Trolls to the party, runs screaming out of the chamber, the alarm is in the process of being raised. The other surviving Kobold (singular) also attempts to flee the scene, it doesn’t get far- Watt chases after the varmint and plugs it with an arrow, and then for good measure fires a second missile in to the back of the last Ice Troll, which is still trying to smash Lummins down. The Ice Troll continues to claw at the Priest of Lathander, But Lummins’ Warding Flare saves him for a second time. Orcaheart rushes over to the developing melee, and Shield Bashes the Ice Troll- remarkably the big Ice Hunter knocks the beast Prone, and then follows up with his spear and stabs the creature twice in quick succession. The DM is high-fived across the gaming table by Pete- “That’s my boy”, he’s a very proud father-figure to young Orcaheart. Sgt Bobby, with a wink first for Orcaheart, goes chasing off after the last fleeing Kobold- two successful DC 12 Acrobatics checks, an Action Point, and a single to hit roll with Hazirawn later and the Kobold yelps coming from the corridor beyond- suddenly stop. Less than ten seconds later Sgt Bobby returns to the chamber bearing the broken and decapitated form of Barry ‘the blabbermouth’ Kobold. Love is… my friends, love is… In the meantime, Hotlips stabs up the fallen Ice Troll (at last), Lummins bathes it in his Burning Hands- and yet remarkably the creature is tough enough to stagger back to its feet- and then to tear in to Orcaheart. The resolute Ice Hunter doesn’t show the hurt- not in front Papa Smurf- Sgt Bobby, who is about to re-enter the chamber. Watt fires a final arrow in to the beast- the Ice Troll falls, moments later Lux closes in and spams Fire Bolts in to the creature- seconds later it shatters. That, as the two tough-guy Fighters rush in to each other’s arms- probably, is however (at last) the end of this session. [/QUOTE]
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We D&D- Tyranny of Dragons Part 2: The Rise of Tiamat #24b Strike Team 1 Part 2 A Ton of Undead.
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