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


log in or register to remove this ad

Molok crashes his sword into Rinch to great effect. Mesa sees an opening and finishes him with a lightning bolt! Just like that the greatest strenght that the COmmons have ever seen is over! Or is it?

-''Oh, you little men...'' Rinch Gasp. ''This is just the beginning.''

For a moment, the heroes are worried that Rinch might pull a 'Jarec' but he remains mercifully inert on the floor, eyes now vacant.

His cultist ally features do not show panic but deeper hatred. He summons his tentacle up the field and then puts some space between himself and the heroes. He does not seem willing to abandon though. A true fanatic.

[Sblock=Actions]
Molok:
Howling Strike
1d20+7+2=28, 1d12+1d6+4+4+4=26 hits for 26

Mesa: Lightning thingie
1d20+5=21, 1d8+4+4=15 hits for 15

Kills Rinch!

Cultist: Standard Moves tentacle
vs Mesa
1d20+8=9, 1d6+2=3 missed, then tires Molok
1d20+8=17, 1d6+2=6 Grab Molok
Moves away

Smells like the end but the cultist might just survive one more round and who knows, shoots someone down. But I need to get working on my rewards, that's for sure!
[/sblock]





[sblock=Status]
Cultist: 20 /52
Rinch: 13 /104 (marked)

Andrec : 23 / 27 [3/7]
Jarel-Karn : 10 / 37 [7/11]
Mesa : 12 / 31 [5/9] razorclaw shifting (+1 AC, +2 speed), blind (save ends)
Montroya : 12 / 33 [3/8]
One-Who-Waits: 12 / 26 [8/9]
Molok : 14 /33 [12/12] Rage (+4 to dmg if Molok or target is bloodied), grabbed

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.

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.
[/sblock]
 

With the fall of Rinch, the scene shifts quickly from desperate battle to swift clean-up. Acting with the certain confidence of a desk jockey moving papers from inbox to out, Andrec sheathes his sword, striding purposefully forward, driving the mad cultist back into the room and further from the doors. With a sudden motion he reaches over a shoulder and whips out one of the javelins lashed there and generally overlooked. The cultist certainly didn't see it coming; grunting, the robed figure pulls the long stick from his side and tosses it away.

[sblock=actions]Minor action: Sheathe longsword.
Move action: Move to L7
Standard action: Draw (Quick Draw) and throw a javelin at the cultist.
Ranged Basic: Vs AC 20 (1d20+7,1d6+4=[15, 7], [1, 4])
5 damage[/sblock]
 

Knotty Virtue vanishes and reappears once again next to the cultist.

[sblock=actions]Move: move to L0
Standard -> Minor: dismiss KV
Minor: summon KV into N12

Speaking of rewards, OWW has a wishlist now :)[/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: 1
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=OOC]Rinch is dead, despite the last status update, so Montroya was shooting at a corpse.[/sblock]

The cultist groans in pain as he is shot at with a barrage of projectile, from javelin to lightning. He is barely standing as he throws a ghostly shuriken at Jarel-Karn and almost send him into Lauto's arms. He then tries to gain some more ground but the seemingly immaterial Knotty Virtue lash out like a true predator and slays the man.

[sblock=Actions]
Mesa Hits
vs Ref (1d20+5=19, 1d8+4+4=9)

athletic (1d20+12=13)
athletic (1d20+12=26)

Molok frees himself on 2nd try (sacrificed standard action)

vs Jarel
vs ref (1d20+8=20)
2d4+2=7 hits

Moves away, provoke OA from KV
KV OA (1d20+4=22, 1d10+4=6) hit, kill

Celebrate.
[/sblock]
 


Both One-Who-Waits and Knotty Virtue approach the corpse of Rinch. Knotty Virtue makes a hissing sound. One-Who-Waits, observing the caution with which his companions treat the body, asks, "Pardon this one's great ignorance, but why should this enemy return to life?"
 

Remove ads

Top