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

[sblock=OOC]Dang it, I read it was a rebuke undead but midway through it became an Hand of Radiance in my head... Not only did I forget the push, I rolled 1d4 for damage (and rolled for each)!

I'll fix that.

1:Damage 2:Memory (1d10+4=12, 1d6=2)

Memory of 1000 life bumps attack to 16, still a miss vs Ref 17

Damage is now 17 with vulnerability so an extra 7 and 6 damage on both zombies.

Andrec
vs AC 13 (1d20+8=15, 1d8+4=10) hits for 10

Zombie 1: 1/40 (yep, 1!)
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Montroya, his prayer missing the most dangerous foe moves further away from the spider zombie.


[sblock=ooc]Damn, I was hoping to get that spider zombie, don't forget it still takes half damage on the miss. So 11 to the spider zombie. Don't forget to move me on the map. :D[/sblock]
 

When Andrec shouts out encouragement to Mesa, the druid smiles and shouts back not to worry, he has a healing potion!

Mesa sends a lightning bolt toward the nearby dazed zombie and moves out of its range.

Molok moves inside and try to finish off the the near dead undead but misses.

Jarel struggles with the tentacle.

Molok is besieged by Zombies but deftly avoid their attacks.

Rinch steps in the middle of the battle field and raises his voice in challenge.
-''B'Kheshuok AaQureb!''

The meaning of the words escape the heroes but their power wash over them like a torrent of icy water, numbing their soul. The hypnotic power forces them to stumble around, messing up the battle lines. Montroya feels a strong urge to jump down. He resists the impulse but falls to the ground as a result.

The Spider Zombie then rush the vulnerable invoker and in one powerblow knocks him out!

The Shadow Cultist punchs Andrec in the back to conclude an awful sequence for the force of light. The tide of the battle is turning dangerously against the heroes.


Zombies and Crooks on Virtual Battlemat

[sblock=Action]

Mesa: declines to use the inspiring word (keep it, you'll need it!)
Storm Spike
vs Zom2 ref 9 (1d20+5=13, 1d8+4=7)
Move: back a few square, to viciously stands out of the charge capabilities of the dazed Zombie.
Forgot +2 for daze but still a hit
Minor: drink a potion

Molok
Move next to Zombie 1; recuperating strike.
vs Zombie 1: AC 13 (1d20+7=9)
Huh. Forgot the +2 for daze but still a miss!

2 zombies vs Molok
vs AC 16 (1d20+6=10, 2d6+2=8, 1d20+6=10, 2d6+2=13)
Oh come on, IC! I am trying to put up a challenge, here!

Jarel is squeezed by the tentacle
tentacle (1d6+2=6)

Rinch
Moves: A few square
Standard: Darkness comes (Close burst 8), psychic, Fear vs Will
1:Montroya, 2:Molok, 3:Andrec, 4:Jarel 5:Mesa (cover -2) 6:OWW (Cover -5) (1d20+8=20, 1d20+8=21, 1d20+8=26, 1d20+8=17, 1d20+8=12, 1d20+8=28) Accounting for cover, Mesa was targeted by a 10 and OWW by a 23 (critical).

Ironically, the best protected got hit the worst. Joy of the D20.
Damage; Crit (1d6+4=10, 1d6=5)

Montroya: hit, 10 dmg
Molok: hit, 10 dmg
Andrec: hit, 10 dmg
Jarel: hit, 10 dmg
Mesa: missed
OWW: hit, 15 dmg

And now we have a fight!

The attack slides you 2 square, thus explaining the state of disarray of your formation. Jarel wasn't moved because he is fine where he is, grabbed by a tentacle.

Rinch tried to push Montroya off his perch.
save (1d20=17)
He failed so the invoker is now prone instead.

Enters the Zombie who loves it when people concede combat advantage!

vs AC 18 (1d20+8+2=30, 1d6+5+2d6=17)
Huh. Maybe too much of a fight. Crit. 23 damage. Yeah, I know...

One minion gets to attack Molok in the back
vs AC 16 Molok (1d20+7+2=14)
You'd swear he had a AC of 22...

The other zombies move but can't reach anyone.
[/sblock]

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

Zombie 1: 1/40 dazed
Zombie 2: 16/40 dazed

Spider Zombie : 37/45

Andrec : 10 / 27 [5/7] AP
Jarel-Karn : 18 / 37 [9/11] AP grabbed
Mesa : 21 / 31 [5/9] AP, razorclaw shifting (+1 AC, +2 speed), bloodied
Montroya : -2 / 33 [3/8] Prone
One-Who-Waits: 11 / 26 [8/9] AP
Molok : 23 /33 [12/12] AP Rage (+4 to dmg is Molok or target is bloodied)



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.
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[sblock=actions]Moce Avtion: Shift to M2.
Standard Action: Melee Basic against zombie @ N2 vs. AC 13 (1d20+8=9) Fail.[/sblock]
[sblock=tactics]I can't Inspiring Word Montroya: He's too far away. Maybe One-Who-Waits can re-summon KV up next to him, and heal him that way? I seem to recall leaving people in the red for HP is bad...[/sblock]
 

Jarel-karn easily get away from the grab and take a moment to take his breath and analyze the situation.

[SBLOCK=OOC]Move: Athletic check (1d20+7=27) Shift to N-2

Standard: Second Wind (+9 hp)

I know, not the most productive turn, but charge is worthless for me and I am too far and I want to spend my action point on next round.[/SBLOCK]
 

[sblock=tactics]Montroya is out of range for me too. I'll have to try getting him with just the rider healing.[/sblock]

For the first time since the others have met him, One-Who-Waits loses his composure. Jangled by the shock of Rinch's power, he stumbles back from the zombie. His mouth hangs open and his face becomes a strained mask of fear. He tries to collect himself as Knotty Virtue sweeps over the stacked crates and approaches Montroya, making an airy hissing noise that sounds oddly concerned.

[sblock=actions]Move: OWW shifts to N-1, KV moves (via O6, O8, to avoid OA) to N9.

Minor: healing spirit on Andrec, who can spend a surge. rider healing (1d6=2) goes to Montroya, who is now at 2 hp (ouch). And I'm out of healing.

Standard: OWW gets his second wind. +6 hp, +2 defenses.[/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:17/26, Bloodied:13, Surge Value:6, Surges left:7/9
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: +2 defenses until SONT

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]
 

Mesa deftly climbs on the boxes and get a sight of his allies faring poorly. First a lightning steraks from his hand toward a zombie and blows it apart. Then he transforms into a nightmarish lionlike beast and roars a firece challenge. The primal magic behind the roars hits the Spider Zombie like a hammer and then pulls him off the catwalk. He crashes heavily to the ground. Mesa then joins his friends and engages the villains, circlin them and joining Andrec.

Zombies and Crooks on Virtual Battlemat

[sblock=Udpated Status]
Given Montroya's predicament, I figured it might be idea to have Mesa act right now instead of at the end of the round.

Mesa Climbs on the boxes
Athletic (1d20+1=11)That's making good use of his extra speed.
vs ref 9 (1d20+5=12) hits and kill Zombie 1
Spends an AP
Uses culling the herd on Spider Zombie
vs SZ will 14 (1d20+5=14, 2d8+5=14) hit!
Pulls the SZ 3 square, tries to pull him over
save (1d20=6)
Succeed!
Falling damage; acrobatic check to reduce it (2d10=15, 1d20+4=20) takes 5 damage

People with a little S next to their Icon are on the catwalk

Zombie 1: 1/40
Zombie 2: 16/40

Spider Zombie : 18/45

*Andrec : 16 / 27 [5/7] AP
*Jarel-Karn : 27 / 37 [8/11] AP grabbed, +2 defenses
*Mesa : 21 / 31 [5/9] razorclaw shifting (+1 AC, +2 speed), beast form
Montroya : 2 / 33 [3/8] Prone
*One-Who-Waits: 17 / 26 [8/9] AP +2 def
Molok : 23 /33 [12/12] AP Rage (+4 to dmg if Molok or target is bloodied)

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.
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[sblock=basic attacks]Does anyone have a ranged basic attack that is usually readied (i.e. I have a power that allows a 'Basic Attack' from a nearby ally: Is there anyone who could benefit from this?)[/sblock]
 

[sblock=Tomalak]Mesa does when in beast form (which he is right now). +5 vs Reflex; 1d8+4, slows the target

I used the bravura presence free move to put him on the floor so you can use him if you want.

Edit: Oh, RANGED basic. No. Still, it's time Mesa closes ranks so the moves stand.
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