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

At the druid's words, Andrec tucks his chin and prepares a determined charge; As the electricity fades away, he strikes! Andrec pins the Zombie to the wall with his sword, warding against flailing arms with his shield, and holds it there as Tor strikes it a solid blow. Andrec jumps back again as a swing nearly takes off his head - the zombie is free, but the foul magics that hold it together seem to be fraying.
With a quick glance around him, Andrec sizes up the situation, and makes a risky chance; Tucking his chin and holding up his shield to ward his front; he rushes between a startled Tor and the weakened zombie, toward the morgue.
[sblock=Actions]Brash Assault vs Zombie @ D14
vs AC 13 (1d20+7,1d8+4=[18, 7], [6, 4]) 10 Damage (+7,+7, total 24, 16 hp remaining)
Reaction; Zombie
vs Andrec's AC 17 (1d20+6=12) (+2 for the forgotten CA, still no hit)
Reaction; Tor vs Zombie's AC 13 (1d20+10,1d8+4=[17, 10], [3, 4]) (+7 Dam, 9hp remaining)
Move action; To E14 (into Tor's space, provoking an OA from the zombie; vs Andrec's AC 17 (1d20+6=10)), then to D13, then north 2 into D11. Andrec will attempt to get up into the above room; What are the rules on climbing (and is there a ladder?) If he can get close enough to the action to see what's going on, he will shout 12hp worth of encouragement (Inspiring Word 1d6+9=12) to Jarel-Karn.
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[SBLOCK=OOC]The only reason why his average damage is not my bloodied value it is because I am a defender and I am lvl2. That creature seem just too strong, but I must confess, we should have listen to that beautiful song... never split the party. I hope to stand another round...[/SBLOCK]

Jarel-karn move next to the spider and attack it, hoping to pin it on place, but he miss.

[SBLOCK=OOC]I'm so in deep :):):):).
Move: shift to J6.
Standard: Booming blade vs spider zombie (1d20+9=14, 1d8+6=10)
And I cannot use my pinning sword :(
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[sblock=ooc]Sorry Velmont. I'd like to use my daily, but I think help is on the way. I can be an extra body though. Just don't start calling me a tank. ;)[/sblock]

Montroya raises his staff and a bolt of lightning rips out and explodes over the spider zombie and the undead that was engaging Matal. "Face Apoli's wrath, abominations!" The lightning continues to crackle over them, waiting for them do defy the invoker.

The deva moves into the room, hoping to take the pressure off the severly injured Jarel. He purposely walks by the zombie, hoping that undeath has affected it's speed enough for hit to dodge it's oncoming blow.

[sblock=Actions]Vanguard's lightning centered at H5 to catch Z3 and SZ. vanguard's lighting vs spider zom and zom. (1d20+4=18, 1d20+4=15, 1d6+4=8) Hit's both for 8 damage. If they make an OA before the eomnt they take 4 more. Move to H3. That will provoke an OA from Z3. [/sblock]

[sblock=Stats]
Init: +1
Passive Insight: 19 Passive Perception: 19
Defenses*: AC: 17, Fort: 13 Ref: 15 Will: 15
HP: 21/24 Bloodied: 12 Surges: 6/8(6)
AP: 0
Divine Bolts
Vanguard's Lightning
Memory of a thousand lifetimes
Preserver's rebuke
Rebuke undead
Blades of Astral fire
Summon Angel of Fire[/sblock]
 


[sblock=OOC]Splitting the party hasn't been the problem; if we do it again, we'll need to remember to send the leader with our defender. Defender's are built to take damage, and right now all of our healing is in the other group. Andrec's got our main healing, and in a pinch I can drop my daily and get decent chunks of additional healing for the group.

Also, Mal, shouldn't Tor pop his longtooth shifting? He's bloodied, and it will boost his AC. That makes Andrec's life even easier.[/sblock]
 

[sblock]Ah, yes, shifting. That's what happens when PCs go on autopilot.

And yes, the problem is splitting the party but not in the sense of going Morgue-sewer. The monster are split that way too, it evens out. On the other hand, Jarel didn't really need to to charge willy-Nilly in the middle of all these monsters and expose himself to easy flanking opportunity. The battlefield is so narrow that it could have been perfectly possible to prevent the spider-zombie from gaining a single CA after the first. As things stand, he's lucky not to have been grabbed by the zombie and hit by the wizard too, they had easy DC.

All in all, I get the intent; you wanted to kill the halfling fast. As much as possible, focusing fire is a good idea, but not at any price! You took more damage in return than the halfling could have inflicted if denied CA and you put yourself in a very perilous spot that could have been much worse if I'd gotten a little luckier.

All encounters in the adventure are fairly tough so watch out. Whenever you separate yourself from your allies and expose yourself to be surrounded, make damn sure that it is for a worthwile cause because I won't be shy about swarming your PC given the chance.

While I am playing couch coach, Andrec might need to cool it a little with brash assault. It is an excellent power with top damage output but it exposes him to getting hit and Andrec is really burning through his Healing Surges. Only three left and this isn't the last fight... I'd pace myself with that one. Commander's strike also has great damage output (+8 vs AC and 1D8+8 with Tor!) and is safer

I am saying all this out of love. ;) You are a fun group, I neither want to pull punches nor kill you all!


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[sblock=OOC]Darn it, it's hard to talk about the fight without saying one of the dread "phrases guaranteed to anger the dice gods," but if you look at what we faced last fight and what we're facing here, it's heartening, at least in my mind, that none of us have gone down yet. We are in tough tactical situations, first from the sheer size of the map and having to protect the civilians, while this time because of the cramped, two-pronged battle going on, but even facing the tough maps we've put on the boots and taken care of business.

Jarel wading in alone wasn't necessarily the worst tactic to use here, at least not in its entirety, but the run in front and get hit a lot tactic only works when there's healing backing it up. Instead, it's a striker and a controller up there. The B squad's nearly througth the sewers, at which point we'll be hitting the baddies from both sides and Andrec can do his heal thing for Jarel. Just hold out for one more round, and even if this zombie's still alive down here maybe Tor and I can handle it while Andrec comes up to help. If I have to, I'll change shape and eat the AoO to free Andrec up.

As far as Mal's killing us all... well, we're heroes, right? What's a hero if he's afraid of dying a little? Although I can't help the vague suspicion that us shifters are being singled out down in the sewers from some nefarious super-plot... ;)[/sblock]
 

[sblock=ooc]
[sblock]While I am playing couch coach, Andrec might need to cool it a little with brash assault. It is an excellent power with top damage output but it exposes him to getting hit and Andrec is really burning through his Healing Surges. Only three left and this isn't the last fight... I'd pace myself with that one. Commander's strike also has great damage output (+8 vs AC and 1D8+8 with Tor!) and is safer
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I only count 1d8+6 with Tor's Melee Basic, which is the same as mine (normally 1d8+4). Personally, I don't know why Andrec was sent into the sewer entrance, I'd have sent him with Matial - but I didn't post that, so I have to accept responsibility. To be honest, Commander's strike is kinda terrible when compared to non-Bravura at-wills, unless used with the right ally. Though I have to admit, I'm not used to playing event-based encounters in 4E, so I'll have to watch that more closely. All in all, I appreciate the insight.
[sblock=OOC]As far as Mal's killing us all... well, we're heroes, right? What's a hero if he's afraid of dying a little? Although I can't help the vague suspicion that us shifters are being singled out down in the sewers from some nefarious super-plot... ;)[/sblock]
Why do you think I'm getting my human butt out of there? ;)
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Matlal finds himself face to face with the ghastly undead that had just got its claws into him. He barrels through it and swings around, landing a solid blow with his spear. He takes off towards Jarel-Karn, who seems to be in trouble. Both the spidery zombie and the one that his spear had just punished took a lunging swipe at him as he sped by, but only one managed to lay a hand on him. He skidded to a halt beside Jarel-Karn. " 'Eya dere."

[sblock=Actions]Standard: Pressing Strike on Zombie@G6, Shift to H5 (1d20+6=20, 1d10+4=13)
Move: K5, provoke OA from Skulk Zombie and Z3
OA from Skulk Zombie, OA from Z3 (1d20+8=13, 1d20+6=19, 1d6+5=6, 2d6+2=6)

4 damage for Skulk Zombie and Z3, from provoking Astral fire (I noticed Montroya didn't roll the OA against him, but it doesn't matter which one does the damage for Z3, he's taking it regardless).

Bloodied: 5 temp HP from half-orc resilience
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[sblock=Matlal Stats]
Passive Perception 16, Passive Insight 11
AC 17, Fort 16, Reflex 14, Will 11
HP 20/31, Bloodied 15, Surge Value 7, Surges 11/11
Temporary Hit Points 5
Speed 6 (+2 on charge), Initiative +3
Action Points: 0, Second Wind
At-Will Powers: Howling Strike, Pressing Strike
Encounter Powers: Great Cleave, Swift Charge, Furious Assault
Daily Powers: Swift Panther Rage

Condition: -
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[sblock=Sewers and climbing]My bad, I should have been explicit but the x square in the sewers is difficult terrain due to knee-high water.

It was vividly clear in my mind but know that I think about it, I don't think I described it...

Still, that allows Andrec to move against the green square; There are knotted ropes used to climb up. The morgue's floor has been blasted through some magical mean; this is not a normal sewer access.

You can imagine the necromancer used a ritual to create the opening and the spider zombie could climb the walls and attach the ropes.

I'll try to make it up by being very clear as to your options now:

Climbing a rope is DC 10. The roof is two square high so a single move does the trick.

Once you reach the top, though, well, this isn't exactly a ladder; you either use a move action to clumsily hoist yourself on the floor and end up prone in the morgue, or you make an acrobatic check 15 to do it for free in a stylish, Matrix style stunt.

Of course, if you fail the acrobatic check by more than 5, you fall back to the ground, so... It's your call.

Alternatively, one person down in the sewers can use an athletic check DC 10 (standard action) to help push someone up; 10 square is a maximum of 10 feet high and so the legs of the climber are going to be dangling well within reach of a team mates who could push up and help the climber clear the edge of the hole much more easily (without needing a move action).

Finally, once you have climbed up but are still dangling in the hole, you see what's going in the morgue so you can choose to take your standard action while still hanging on for dear life.

Whew. Lots of option. Shorthand version:

(Minor to sheath weapon)
Move Action to climb dc 10
Move action to roll on the floor of the morgue, prone

or

Move action to climb dc 10
+free acrobatic check 15 to ninja your way on the morgue's floor (but risk falling if you fail badly)
Still have a standard action

or

Move action to climb dc 10
Standard action against bad guys while hanging to the rope, spend one turn in that perilous (CA) position.

or

Someone else does an atheltic check 10 (standard) first (while having moved adjacent to you)

Then
Move action to climb dc 10 and ends up prone on the floor.
Free acrobatic 10 to use momentum and roll up standing.
Still have your Standard action.

There was no LOE between Andrec and Jarel from his location, so Inspiring Word didn't work (and wasn't expanded, of course) in the previous turn.

Tor is on autopilot; if anyone wants him to push them up OR if you want to push him up, he'll comply! You can roll him up yourself.
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[sblock=DM Errata]
Montroya : actually, you missed the Spider Zombie. You rolled 15 and its reflex is 17. And that means the SZ didn't take 4 point of damage form OAing Matlal.
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Tor's rage is rising and his attacks gain a frenzied aspect. He tears apart the last sewer zombie and moves next to Andrec.

The zombie that Matal went through is confused for a moment, having taken damage from all direction. He finally steadies himself and moves against Montroya and makes his displeasure felt the only way he knows how.

Meanwhile, Jarec focuses his will and suddenly a blast of corrupted air erupts over Matlal and Jarel-Karn. It smells like rotting corpses but the heroes, disturbingly enough, finds that they have been knee deep in zombies so much today that they have built a resistance to the smell and they shrug the effect!

Meanwhile, smelling a weakened enemy, the Spider zombie tries to finish off Jarel but does not enjoy the same success as previously. On the other hand the nearby zombie grabs ahold of Jarel. He tries to drag Jarel away but the swordmage hold his ground.

[sblock]
Tor
miror: Shifting
Standard: Twin Strike
Twin Strike vs AC 13 (1d20+7=19, 1d20+7=8, 1d8+2=4, 1d8+2=4, 1d8=8) first attack hit, 4+8=12dhp
Move to E11

vs Montroya
vs AC 17+1 (1d20+6=18, 2d6+2=5) right on the nose

Flesh Rotting cloud vs Matala & Jarel
1:Matlal vs for 16 2:Jarel vs For 15 (1d20+5=15, 1d20+5=6, 1d6+3=8) What a load of... And it came with a such a nice onging effect of granting +2 to attack and damage to undead attacking the victims. :.-(

Vs Jarel
vs AC 21 (1d20+8=17, 1d6+5=10) miss
vs ref 15 (1d20+4=18) zombie grab (-5 to escape check)
vs Fortitude 15 (1d20+4=13) fail to move
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[sblock=status]
Z3: 15/40 bloodied
Z4: 27/40
SZ : 33/45
Jarec : Flesh rotting cloud expanded

Andrec : 21/22 [3]
Jarel Karn: 11 /37 [11] bloodied,
Matlal : 14 +5 /31 [11] AP bloodied, grabbed/immobilized
Mesa : 23/26 [7]
Montroya : 6/24 [6] bloodied
Tor : 14 (16) /31 [6] bloodied, Shifting

Jarec
Perception 12; low-light vision
HP 47; Bloodied 23
AC 14; Fortitude 13, Reflex 14, Will 16
Dark Staff Strike (Standard, at-will)
+7 vs Armor Class; 1d6+1 damage.

Spider Zombie
Perception 17
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.

Halfling Thief (Ht)
Perception 11
HP 34; Bloodied 17
AC 16; Fortitude 13, Reflex 15, Will 14
Dagger (Standard, at-will) Weapon
+7 vs Armor Class; 1d4+3 damage.

Zombie
Perception 10; darkvision
HP 40; Bloodied 20
AC 13; Fortitude 13, Reflex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Slam (Standard, at-will)
+6 vs Armor Class; 2d6+2 damage.
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