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


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[sblock=Mal]I'm dumb for not catching this earlier. If you don't want to rewind I completely understand. Rebuke undead is vs will, not reflex(as in my CS). Probably because of my greatly increased hours. Your initial roll would have hit, no need for mem of 1000 lifetimes.[/sblock]
 

[sblock=Evo]Well, I guess I can give it an extra 7 damage. But of course we'll never know if you could have pushed it over the edge and avoided the ass-whipping he handed you the next round.

Why didn't you post you action at the same time you pointed out the mistake?

I know Menrakion is swamped in overtime this week so I'll now run Montroya and Molok.

But that's 3 out of 6 PC this round, folks... Come on! I feel like I am playing with myself and I feel dirty. ;)
[/sblock]

Montroya gets back on his feet, quaffs a potion and then shoots three streaming bolts of radiant energy. Rinches handily dodges, one zombie is saved by a crate but the Spider Zombie takes a blast squarely on the chest and dies screaming.

Molok slays one Zombie and then takes a huge chunk of flesh from another but leaves himself open to a counter attack. And the zombie does take advantage of hitm scoring a very serious hit.

The other Zombie that Mesa evaded now charge Andrec and surprises him, doing grievous damage! Rinch roars in triumph and moves to finish him off but he is too eager; his swing is wide.

The cultist waves his hand and the tentacle grabs Jarel again. Oh, the frustration!

[sblock=Actions]
Montroya
Move: Stand Up
Minor: Potion
Standard:
1:Rinch 2:Zombie 3:SZ (1d20+5=14, 1d4+4=5, 1d20+0=4, 1d4+13=17, 1d20+3=22, 1d4+13=14)

Link adjusted for cover (-5 Zombie, -2 SZ) and damage (+9 vs both zombies because vulnerable + KV)

There is no potion written in the equipment section for either Mesa or Montroya but I am almost positive they got one potion each when you split the 3 potions from earlier

Miss Rinch and Zombie, Kills Spider Zombie with 14 dmg (Was down from 18 to 11 for rebuke retcon). Thank you Knotted Virtue, otherwise he would have had 1 hp left.

Molok
Standard:
Recuperating Strike vs Minion
vs AC 14 (1d20+7=18) Kills it, gains 9 thp
AP
Avalanche Strike vs Zombie 1 (the new Zombie 1!)
vs AC 13 (1d20+7=13, 3d12+8=23) hits, 23 dmg

Zmobies vs Andrec and Molok
1:Andrec (+1 charge) 2:Molok (+5 avalanche strike) (1d20+6=26, 2d6+2=7, 1d20+6=26, 2d6+2=10) ... You are not going to believe that. 2 crits, 14 dmg each. Uhm. Sorry.

Rinch vs Andrec.
vs 18 (1d20+9=10, 2d6+6=11) but hey, Rinch Missed. Phew.

Cultist
Standard: Moves tentacle back next to Jarel
vs Ref 16 (1d20+8=19, 1d6+2=7) vs ref 18, hit, grabbed
[/sblock]

Zombies and Crooks on Virtual Battlemat


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

Zombie 1 : 17/40
Zombie 2: 16/40

I recycled the 1 token for the formerly unharmed Zombie.

Andrec : 4 / 27 [5/7] AP
Jarel-Karn : 20 / 37 [8/11] AP grabbed, +2 defenses
Mesa : 21 / 31 [5/9] razorclaw shifting (+1 AC, +2 speed), beast form
Montroya : 12 / 33 [3/8]
One-Who-Waits: 17 / 26 [8/9] AP +2 def
Molok : 18 /33 [12/12] Rage (+4 to dmg if Molok or target is bloodied), +5 to be hit ENT

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]
 

One-Who-Waits straightens and recovers himself somewhat, although the veins have become visible beneath the skin of his forehead. He speaks a soft word, and two dark, beast-like forms spring from the floor, one on each side of a zombie. They tear through it and in an instant it lies in pieces.

Knotty Virtue floats down from the catwalk towards Rinch. But the cultist waves his hand at the shimmering serpent as it passes, and it dissipates. One-Who-Waits doubles over in pain. A moment later, the spirit reforms itself, but the deva is still staggering.

[sblock=actions]Standard: Twin Panthers on zombie 2. 1st attack vs Ref; damage (1d20+8=26, 1d10+4=7). second attack vs. same target; damage (1d20+8=14, 1d10+4=11). Zombie 2 goes down. KV grants melee CA against all adjacent foes until EONT.

Move: OWW shifts to O-2. KV moves to L4 at ground level and takes an OA from the cultist. +10 vs AC; damage (1d20+10=27, 1d8+3=10). LOL, this is REALLY not my fight. KV disappears, OWW takes 5 damage and is bloodied again.

Minor: OWW summons KV again in L4.[/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:12/26, 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:

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]
 
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[sblock=OWW]I expect you meant Zombie 2[/sblock]

[sblock=OOC]I think Menrakion will be too busy to post in the coming day. For one thing, Me and a bunch of friends are partying at his house this weekend and then back to doing OT.

In the interest of moving this along, Here's molok (hopefully for the last time I have to run) and Mesa (Presumably not for the last time)[/sblock]

Molok cleaves the Zombie in two and fearlessly charges the cultist.

Mesa shifts back into human for and casts a chilling gust of wind that destroy the last minion and hurts Rinch.




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

[sblock=Updated Status]
Molok: Howling Strike
vs Ac 13 (1d20+7=21, 1d12+1d6+8=26) kills it, gains 4 thp, use s swift charge
Swift Charge
vs AC 20 (1d20+7+1+2=28, 1d12+1d6+4=9) crappy damage.

Mesa: chilling wind
vs Pack Z for 14, vs Rinch 17 (1d20+5=18, 1d20+5+2=24, 1d6=5)
Kills minion, 5 dmg Rinch, opted not to slide Rinch from this position.

Yes, there was a pack minion near RInch that had finally reached the fight and never gets its change at an attack roll.

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

Cultist: 43/52
Rinch: 99/104

Andrec : 4 / 27 [5/7] AP
Jarel-Karn : 20 / 37 [8/11] AP grabbed, +2 defenses
*Mesa : 21 / 31 [5/9] razorclaw shifting (+1 AC, +2 speed), beast form
Montroya : 12 / 33 [3/8]
*One-Who-Waits: 12 / 26 [8/9] AP +2 def
*Molok : 18 +4 /33 [12/12] 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.
[/sblock]
 
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Jarel-karn barely escape the grab. Seeing Rinch so near, his anger starts to grow inside him. Now free, he disappears. He suddenly reappear next to Rinch. "I'll show you what I do to your kind." A quick slash release a deafening sound of the thunder and a second quick slash release a powerful lightning that jump from Rinch to the Cultist, burning both of them.

[SBLOCK]Move: Athletics to free from grab (1d20+7=14) barely free himself and Shift to M-1
Minor: Promise Storm
Standard: Teleport to K2. Dimensional Thunder on Rinch (1d20+9=25, 3d8+6=18) Hit and 5 ongoing thunder damage.
AP: Ligthning Clash on Rinch, Cultist (1d20+9=24, 2d8+6=15, 1d20 +9=27, 1d6+1d8+6=15)

And no more action to mark the cultist, sadly.

Productive round. 15 damage on cultist and 33 with 5 ongoing thunder damage on Rinch.

Cultist: 28/52
Rinch: 66(61)/104, 5 ongoing thunder damage[/sblock]
 

[sblock=actions]Minor action: Inspiring Word on Self
1d6+6=9
Standard action: Concentrated Attack (Daily Power) against Rinch
vs AC 20 (1d20+8=12) (Miss). Effect: Molok gets a Melee Basic.
+2 attack and Damage (From the power) +1 attack (lend might) +2 attack (CA)
vs AC20 (1d20+12=20)
A hit (barely). +2 Damage (Power) +4 (raging)
1d12+10=13

Spend an Action Point.
Standard action: Diabolic Stratagem against Rinch
vs Reflex 16 (1d20+8=20)
and Rinch is Marked until the end of my next turn. (1d8+4=6)

Summary: Andrec heals 9hp. Rinch takes 19 Damage.
Rinch is marked by Andrec, and his next attack against Andrec provokes an Opportunity Attack from everybody.[/sblock]
[sblock=Andrec Stats]
Passive Perception 12, Passive Insight 12
AC 18, Fort 17, Reflex 15, Will 14
HP 24/27, Bloodied 13, Surge Value 6, Surges 3/7
Temporary Hit Points: 0
Speed 5, Initiative +4
Action Points: 0, Second Wind
At-Will Powers: Commander's Strike, Brash Assault, Opening Shove
Encounter Powers: Diabolic Stratagem, Inspiring Word (1 used), Aid the Injured, Battle Awareness
Daily Powers: Concentrated Attack
Melee Basic: +8, 1d8+4
Condition: -
Any player who spends an action point to make an attack and can see Andrec may gain the following benefit:
If the attack hits, you may either make a basic attack or take a move action as a free action.
If the attack misses, you grant combat advantage to all enemies until the end of your next turn.
You must choose whether or not to use this benefit before making the attack.
Andrec grants a +1 to-hit to all allies making an attack granted by one of Andrec's warlord powers, so long as the target is adjacent to Andrec.
[/sblock]
 
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[sblock=Mal]I didn't post bec I wanted to see what you decided first.[/sblock]

Montroya blinks hard, staring at Rinch. "YOU! You shall fall this time. I will stop you forever! Apoli commands it!" The deva raises his staff and a burst of light covers the monk and Rinch. Blinking from the attack they find it hard to fight against those in the burst. The deva jumps on any crates that can take his weight.

[sblock=Actions]
Blades of astral fire vs monk, Rinch (1d20+5=8, 1d20+5=17, 1d6+4=7) Hits Rinch for 7 radiant. All allies in the burst(centered at M3(Molok, KV, Andrec and "E" gain +5 to AC). I am unsure of the legend for the crates. It is just by color? If I jumped to O9 to P8 to O8 would I risk falling through?[/sblock]

[sblock=Stats]
Montroya
Init: +2
Passive Insight: 20 Passive Perception: 20
HP: 12/33 Bloodied: 16 Surges: 3/8(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]
 

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