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

[sblock=Tactics]Ummm...use dailies? We are surrounded by high hp baddies. A lucky crit on the zombies could change the battle though. My priority would be to shift away(the spirit comp could help here) and use my encounter rebuke undead to push the spider zombie away and hopefully off the catwalk. That will enable me to stay at range and ping the undead with my radiant at will until I get down to use my stunning daily on the elites.[/sblock]
 

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Unable to move, Jarel-karn try to pull to him the spider-zombie and prevent it to attack someone else but instead only pull another inanimated corpse to him.

[SBLOCK=OOC]Athletic roll; Ligthning Lure on Spider; Damage (1d20+6=9, 1d20+6=26, 1d6+6=9) Still grabbed, but critical on the zombie spider. Why I am not figthing just old good zombies :p

Critical (1d6=5) That will make 17 damages. And the Spider zombie is pulled to N(-2)

Now, I'm confused. SZ1 is at 13/45 and Spider Zombie 1 at 22/45. I would guess the 13 is the good one, as 22 is 9 more hp, exactly the damage done by Andrec. SO it's seems my critica killed a zombie anyway :) [/SBLOCK]
 
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One-Who-Waits steps away from the wall and sees Montroya on the catwalk, trying to fend off the spider zombie. Knotty Virtue streaks through the air to hover beside it.

[sblock=ooc]I think SZ1 is indeed dead.

As for dailies, I used mine in the previous fight...[/sblock]

[sblock=actions]Move: OWW moves to P-2. Knotty Virtue moves to L3 (at the level of the catwalk), going diagonally upward so as to avoid attacks from the good ol' zombies.

Standard: Stalker's Strike vs. spider zombie: +4 vs. fort; damage (1d20+4=8, 1d10+4=11). Missed again.[/sblock]

[sblock=ministats]One-Who-Waits Male Deva Shaman 1
Initiative: +1, Passive Perception: 19, Passive Insight: 20, Senses: Normal
AC:16, Fort:13, Reflex:14, Will:15
(+1 to defenses against attacks by bloodied enemies)
Resist Necrotic 5, Radiant 5
HP:26/26, Bloodied:13, Surge Value:6, Surges left:8/9
Action Points: 0
Powers:
Call Spirit Companion
Spirit's Fangs
Stalker's Strike
Watcher's Strike

Healing Spirit
Healing Spirit
Speak with Spirits
Twin Panthers
Memory of a Thousand Lifetimes
Second Wind

Spirit of the Healing Flood

Conditions:

Full sheet: One-Who-Waits[/sblock]

[sblock=Spirit Effects (IMPORTANT TO DM AND PCS)]
A reminder of the effects that the spirit (Knotty Virtue) has on combat. The first three are important to players.
  • Any ally of One-Who-Waits who starts their turn adjacent to Knotty Virtue can shift 1 square as a free action, as the first action during their turn.
  • Any ally of One-Who-Waits who is adjacent to Knotty Virtue gains a +4 bonus to their damage rolls against bloodied enemies.
  • Knotty Virtue occupies 1 square. Allies can move through its space but enemies cannot.
  • Any enemy that leaves a square adjacent to Knotty Virtue without shifting is subject to an opportunity attack (the Spirit's Fangs power).
  • Knotty Virtue has the same defense values as One-Who-Waits and can be targeted by attacks.
  • If a single attack deals 10 or more damage to Knotty Virtue, the spirit disappears and One-Who-Waits takes 5 damage. Otherwise Knotty Virtue is unaffected by attacks.
  • When One-Who-Waits takes a move action, he can move Knotty Virtue up to 6 squares as well.
  • Knotty Virtue is unaffected by terrain and environmental phenomena.
[/sblock]
 

[sblock=OWW]That power is Spirit Melee 1. If Knotty is on the ground, the Spider Zombie is 4 square high on the catwalk and therefore out of range.

Unless the spirit can fly? I see no mention that it can at first glance.

So normally you should have instead attacked the Zombie (on the ground) or even the cultist. Unless you want to have Knotty climbing the catwalk? There is no athletic check because of the ladder but it's still double cost of movement so it costs 8 sqare (like montroya did)

In any case, the attack was a miss, but where do we really place KV?
[/sblock]
 

[sblock=Mal]
[sblock=OWW]That power is Spirit Melee 1. If Knotty is on the ground, the Spider Zombie is 4 square high on the catwalk and therefore out of range.

Unless the spirit can fly? I see no mention that it can at first glance.

So normally you should have instead attacked the Zombie (on the ground) or even the cultist. Unless you want to have Knotty climbing the catwalk? There is no athletic check because of the ladder but it's still double cost of movement so it costs 8 sqare (like montroya did)

In any case, the attack was a miss, but where do we really place KV?
[/sblock]
The spirit is a conjuration and conjurations can float (the "unaffected by environment" ability under the conjuration keyword).

Actually I just noticed that it doesn't say that the conjuration can be moved THROUGH the air, just that it doesn't require support. However I can dismiss KV as a minor and resummon him as a minor, so I'll do that. OWW doesn't move, and I'll put KV in J3, which I think is in LOS for me.[/sblock]
 
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[sblock=Tactics]While it seems to be the plan anyway, I just wanna say that I'd like to see us leave Rinch for last, and surround him with our melee fighters. We can finish him off in a couple rounds if we focus on him, and I don't see him being a danger if we do that. On the other hand, I can't see his attacks, so he could be a threat if one character wound up in melee for several rounds.

Also, and more directly relevant, here's my general tactics: I like to flank, or otherwise double-team, monsters with a melee striker or defender. Fighting solo, i'm running on melee basics, and I'd like to avoid that. If you have an idea, let me know: I'm more than happy to set-up via advance turns and planning. I love to see the discussion; I think we do better when we discuss plans.[/sblock]
 

[sblock=Tactics]If a character gets pinned in melee with Rinch, perhaps you could aid another to give them a +2 to defenses(or to attacks before another uses a daily). Damage is probably the better option in the long run, but if you feel like changing things up that would work.[/sblock]

Montroya, boosted by the spirit snake's quickness steps quickly away from the spider zombie. Calling upon Apoli's power, and channeling it through his body and into his voice, he calls out, "Fall before Apoli's light!"

[sblock=Actions]
Free: Shift to L5(spirit feature)
Standard: Use rebuke undead(area K0/O4). Catches Spider Zombie at K3, Zombie at M2 and O1. O1 has cover. IC is down. Will add rolls and remaining actions later.[/sblock]

[sblock=Stats]
Montroya
Init: +2
Passive Insight: 20 Passive Perception: 20
HP: 33/33 Bloodied: 16 Surges: 8/8(8)
AP: 0
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
[/sblock]
 

Zombies and Crooks on Virtual Battlemat

[sblock=Updated Status]
People with a little S next to their Icon are on the catwalk

Zombie 1: 11/40 bloodied, dazed
Zombie 2: 23/40 dazed

Andrec : 24 / 27 [5/7] AP
*Jarel-Karn : 34 / 37 [9/11] AP grabbed
Mesa : 11 / 31 [6/9] AP, razorclaw shifting (+1 AC, +2 speed), bloodied
*Montroya : 31 / 33 [3/8]
*One-Who-Waits: 26 / 26 [8/9] AP
Molok : 29 +4 /33 [12/12] AP Rage (+4 to dmg is Molok or target is bloodied)

Molok, Andrec and Mesa are up

Montroya's attack: Rolled 9+5=14, 14+5=19 and 12+5-2=15. Miss SZ, hits both Zombie.

I had to resolve because a crit would have slain a Zombie and a normal could (and did) bloody a target. These information were rather important for Molok and his rage as well as for Andrec.

Damage 1+4=5 and 2+4=6 plus vulneravbility 5



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) AKA Cultist
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.

Spider Zombie
Perception 17; darkvision
HP 45; Bloodied 22
AC 17; Fortitude 15, Reflex 17, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
OA Slam (Standard, at-will)
+8 vs Armor Class; 1d6+5 damage.
[/sblock]
 
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[Sblock=Actions]Move Action: go to L1.
Standard Action: Melee Basic Attack against zombie @M2 (+8 vs AC 13, 1d8+4)
Minor Action: Inspiring Word on Mesa (The power doesn't say requires line of sight, so I'm assuming the stack of crates isn't a problem). Mesa can spend a surge for Surge+1d6.[/sblock]
 

[sblock=Actions]Hey Mal, can you roll my memory of 1000 lifetimes power to try and hit the spider zombie(1d6). Also, I'll move back with my remaining move action to N10. The zombies get pushed(2 squares, to Q1 and O1) and dazed too! If memory 1000L makes it hit I'll push the spider zombie off the catwalk. Sorry I wanted to see what happend with the spider zombie before I committed any more powers or actions.[/sblock]
 

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