Zombies and Crooks (DM:Mal Malenkirk Judge: Covaithe )


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Zombies and Crooks on Virtual Battlemat

[sblock]Check out that deployment.

As suggested by Andrec I didn't place 'artillery' in front of the door. To accomodate the plan while still maintaining the cover of the fog as you move in position, I assumed Mesa would simply sustain the fog until it reached the maximum size (5 square from origin).

When the door will open, the fog will move deep inside (4 square). Mesa can't dismiss it but it lasts until the end of his next turn unless he sustains it, so it is up to him how long it will last.

On the other hand, I placed Andrec, Molok and Jarel squarely in front of the door. The reason is... such a huge door does not open itself! 20 feet large and 10 feet high doors have to weight several hundred pounds and hinges are bound to be less efficient that those of a modern safe. You'll need strong bodies pushing against it.

In fact, right before initiative, I'll roll an athletic check. Molok is the logical choice to take the lead (He has +12 and that's with the -1 armor penalty...). The other two will aid. DC is 22, -2 for every try.

Success opens the door wide open and we roll initiative. Failure sees you struglling to open it inch by inch while the opposition hears you coming and prepares itself. You then make another try at DC 20 and so on. The longer it takes, to more prepared the opposition.

I am giving you some time to opine on that set up. And for me to crunch some numbers for that battle, as a matter of fact.
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[sblock=ooc]actually OWW might stand at N-1 (behind Molok) so that he can see to position Knotty Virtue during the first wave (though he won't run in himself)[/sblock]
 

[SBLOCK=OOC]From where OWW is, he can see all the northen part of the warehouse, which is just fine I think, and you got cover or full cover from almost everywhere.[/SBLOCK]
 

Molok heaves mightlily against the door but can't it quite to open fully. He then violently kicks it and that does the trick. The fogs quickly spreads inside the warehouse but the heroes can see that Rinch's gang, alerted by the first failed attempy, has started converging toward their location. The fight is on!

http://virtualbattlemat.com/game/zombies_and_crooks/

[sblock=OOC - Mist + LOS]There is a -2 concealment penalty to attacking anyone within the fog. If there is 1 square or more of fog between you and the target, you also take a -2 concealment penalty even if the target is outside the fog.

It goes both way, obviously. The fog will disappear after Mesa has taken his turn unless he sustains it.

There are many enemies that you have no LOS on, such as Rinch. Just pay attention to the height of the box.[/sblock]

[sblock=Levelling up comment-Andrec]You seem to be missing a feat. A level 2 human has 3 feats.[/sblock]

[sblock=Levelling up comment-Montroya]I don't see how you can be trained in Perception. It is not an invoker class skill and none of your feats justify it.[/sblock]

[sblock=Athletic Check]
Jarel
Jarel aid (1d20+6=15) aids Molok, grants +2
Andrec: Can't fail. Aids Molok, grants +2

Molok
Athletics vs DC 22 (1d20+12+4=19) fail
vs DC 20 (1d20+12+4=30) success, 2nd try
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[sblock=Initiative]
Montroya called that he would use his utility power Shroud of Warning, so +6 to initiative
1:Andrec 2:OWW 3:Molok 4:Jarel 5:Montroya 6:Mesa 7:Bad guys (1d20+10=28, 1d20+9=12, 1d20+10=14, 1d20+10=14, 1d20+10=14, 1d20+15=28, 1d20+5=13)

Everybody acts before the bad guys except OWW.

I would point out that no less than 3 PC are getting to act before the BG specifically because of Shroud of Warning. That's pretty cool.
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[sblock=Status]
Andrec : 27 / 27 [5/7] AP
Jarel-Karn : 37 / 37 [9/11] AP
Mesa : 31 / 31 [6/9] AP
Montroya : 31 / 33 [3/8]
One-Who-Waits: 26 / 26 [8/9] AP
Molok : 33 /33 [12/12] AP

OWW will never be able to spend 9 surge in one fight even if he wanted to so I took the liberty of spending one HS to heal 2 HP. Montroya OTOH isn't quite in the same situation so I didn't.

Rinch (The grey helmet toward the back)
Perception 14
HP 104; Bloodied 52
AC 20; Fortitude 17, Reflex 16, Will 20
Speed 5
OA: Scepter of Striking
+9 vs Armor Class; 2d6 + 6 damage, and the target is dazed until the end of Rinch's next turn.

Pack Zombie (The Red M)
Perception +10; darkvision
HP 1; a missed attack never damages a minion.
AC 14; Fortitude 14, Reflex 10, Will 11
Slam (Standard, at-will)
+7 vs Armor Class; 4 damage.
Pack Attack
A pack of zombies gains a +2 bonus to its attack roll if it is adjacent to at least one other pack zombie.

The Dark Servant (Book with the skull)
Perception 18
HP 52; Bloodied 26
AC 20; Fortitude 14, Reflex 18, Will 16
OA Unarmed Strike : +10 vs Armor Class; 1d8+3 damage.

Good old Zombie
Medium natural magical beast (undead)
Perception 10; darkvision
HP 40; Bloodied 20
AC 13; Fortitude 13, Reflex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
OA: +6 vs Armor Class; 2d6+2 damage.
Zombie Weakness : Any critical hit to the zombie reduces it to 0 hit points instantly.

Archers
Perception 16
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 13, Reflex 14, Will 11 ; see also mob rule
OA Dagger (if drawn) +7 vs Armor Class; 2 damage.
Mob Rule (Standard; encounter)
Archers gains a +2 power bonus to all defenses while at least two other Archer are within 5 squares of it.
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[sblock=ooc]Thanks, I forgot about spending the healing surge. OWW did spend his action point in the last fight, though, so no extra actions for him :(

How high are the catwalks the archers are on?[/sblock]
 
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[sblock=ooc]Well, I'll guess I'll go first. Make sure you get in front of me now. The perception training is from my background, it adds it to my list of class skills. I chose it at first level.[/sblock]

Montroya steps deeper into the fog, so he can see into the building. Raising his staff, bright fingers or tentacles stream from the staff, lashing out at the shadowy shapes beyond the fog. The zombies fall to the floor holes in their chests. The archer drops his bow, and falls face first off the catwalk, landing with a heavy thud. "There go find our enemies, I have cleared a path."

[sblock=Actions]
Move: Move to K0
Standard: Hand of Radiance vs M(M6), M(M8) and archer at L10.rolls for w, w, and archer(closest to furthest) pen from fog included. (1d20+3=18, 1d4+4=6, 1d20+3=11, 1d4+4=6, 1d20+3=22, 1d4+4=8) [/sblock]

[sblock=Stats]
Montroya
Init: +2
Passive Insight: 20 Passive Perception: 20
HP: 33/33 Bloodied: 16 Surges: 8/8(8)
AP: 1
Hand of Radiance
Vanguard's Lightning
Memory of a thousand lifetimes
Preserver's Rebuke
Rebuke undead
Blades of Astral Fire
Shroud of Warning
Silent Malediction

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