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Zombies and Crooks (DM:Mal Malenkirk Judge: Covaithe )
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<blockquote data-quote="Mal Malenkirk" data-source="post: 4969889" data-attributes="member: 834"><p><a href="http://virtualbattlemat.com/game/zombies_and_crooks/" target="_blank">http://virtualbattlemat.com/game/zombies_and_crooks/</a></p><p></p><p>[sblock=OOC]Menrakion can't post for a day or two but e-mailed me his intentions. Stringbean seems MIA at the moment.</p><p></p><p>Mesa would obviously have used his Razor claw shifting at the first opportunity (when he was bloodied). Not being around to post means he acts last which means he is likely to ge healed and no longer bloodied and therefore unable to use his racial power until very late in the fight... The fight is going to be though enough as it is so I will let him use his shifting. </p><p>[/sblock]</p><p></p><p>Molok steps back outside and swings with such power that had he connected squarely against the spider zombie he would have sliced it in two. As is, the beast manages to avoid the worst of it but is still sorely pressed. Molok's high fills with maniacal fury. </p><p></p><p>Mesa sends a lightning bolt toward the zombie but the undead monster is frighteningly fast and ducks in time.</p><p></p><p>The archers are grouping and their fire is becoming more effective.</p><p></p><p>The spider Zombie accepts Jarel's challenge and barey miss him.</p><p></p><p>The zombies are closing in and a sudden noise near the roof alerts the heroes to the approach of a second spider zombie who is crawling quickly on the ceiling and is directly above Andrec. </p><p></p><p></p><p>[sblock=Action]</p><p>Molok vs Spider Zombie</p><p>Rage:</p><p><a href="http://invisiblecastle.com/roller/view/2293380/" target="_blank">vs AC 17 (1d20+7=12, 3d12+4=30)</a> miss, half damage=15 </p><p></p><p>Mesa:</p><p>Minor: Razor claw shifting</p><p></p><p>Archers vs Andrec, Montroya, Mesa</p><p><a href="http://invisiblecastle.com/roller/view/2293411/" target="_blank">1:Andrec 2:Montroya 3:Mesa (1d20+9=19, 1d20+9=17, 1d20+9=29)</a></p><p>Andrec and Momtroya have cover (-2) so they are missed, Mesa is hit</p><p></p><p>Cultist</p><p><a href="http://invisiblecastle.com/roller/view/2293428/" target="_blank">vs Ref 15 (1d20+8+2=18, 1d4+2+1d4=8)</a> hit for 8</p><p>I added the +2 for surprise even though I forgot to make a stealth check. It would have it anyway so I let it stand. Ps, the extra 1d4 of damage is necrotic. </p><p></p><p><a href="http://invisiblecastle.com/roller/view/2293442/" target="_blank">Stealth (1d20+9-5=7)</a> failed, the 2nd zombie appear on the map. 6 sqaure in the air, on the roof.</p><p></p><p>I forgot to paste the roll of SZ1 against Jarel but it was a 12+8=20, miss.</p><p>[/sblock]</p><p></p><p>[sblock=Status]</p><p>The zombie at M10 is under the bridge, not on it.</p><p></p><p>Spider Zombie 1: 30/45</p><p></p><p>Andrec : 24 / 27 [5/7] AP </p><p>Jarel-Karn : 37 / 37 [9/11] AP</p><p>Mesa : 11 / 31 [6/9] AP, razorclaw shifting (+1 AC, +2 speed), bloodied</p><p>Montroya : 31 / 33 [3/8] </p><p>One-Who-Waits: 26 / 26 [8/9] AP</p><p>Molok : 29 /33 [12/12] AP Rage (+4 to dmg is Molok or target is bloodied)</p><p></p><p>Mesa, Molok and Montroya are up</p><p></p><p>Rinch (The grey helmet toward the back)</p><p>Perception 14</p><p>HP 104; Bloodied 52 </p><p>AC 20; Fortitude 17, Reflex 16, Will 20</p><p>Speed 5</p><p>OA: Scepter of Striking </p><p>+9 vs Armor Class; 2d6 + 6 damage, and the target is dazed until the end of Rinch's next turn.</p><p></p><p>Pack Zombie (The Red M)</p><p>Perception +10; darkvision</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 14; Fortitude 14, Reflex 10, Will 11</p><p>Slam (Standard, at-will) </p><p>+7 vs Armor Class; 4 damage.</p><p>Pack Attack</p><p>A pack of zombies gains a +2 bonus to its attack roll if it is adjacent to at least one other pack zombie.</p><p></p><p>The Dark Servant (Book with the skull)</p><p>Perception 18</p><p>HP 52; Bloodied 26</p><p>AC 20; Fortitude 14, Reflex 18, Will 16</p><p>OA Unarmed Strike : +10 vs Armor Class; 1d8+3 damage.</p><p></p><p>Good old Zombie</p><p>Medium natural magical beast (undead)</p><p>Perception 10; darkvision</p><p>HP 40; Bloodied 20</p><p>AC 13; Fortitude 13, Reflex 9, Will 10</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant</p><p>OA: +6 vs Armor Class; 2d6+2 damage.</p><p>Zombie Weakness : Any critical hit to the zombie reduces it to 0 hit points instantly.</p><p></p><p>Archers</p><p>Perception 16</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 16; Fortitude 13, Reflex 14, Will 11 ; see also mob rule</p><p>OA Dagger (if drawn) +7 vs Armor Class; 2 damage.</p><p>Mob Rule (Standard; encounter) </p><p>Archers gains a +2 power bonus to all defenses while at least two other Archer are within 5 squares of it.</p><p></p><p>Spider Zombie</p><p>Perception 17; darkvision</p><p>HP 45; Bloodied 22</p><p>AC 17; Fortitude 15, Reflex 17, Will 14</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant</p><p>OA Slam (Standard, at-will) </p><p>+8 vs Armor Class; 1d6+5 damage. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4969889, member: 834"] [url]http://virtualbattlemat.com/game/zombies_and_crooks/[/url] [sblock=OOC]Menrakion can't post for a day or two but e-mailed me his intentions. Stringbean seems MIA at the moment. Mesa would obviously have used his Razor claw shifting at the first opportunity (when he was bloodied). Not being around to post means he acts last which means he is likely to ge healed and no longer bloodied and therefore unable to use his racial power until very late in the fight... The fight is going to be though enough as it is so I will let him use his shifting. [/sblock] Molok steps back outside and swings with such power that had he connected squarely against the spider zombie he would have sliced it in two. As is, the beast manages to avoid the worst of it but is still sorely pressed. Molok's high fills with maniacal fury. Mesa sends a lightning bolt toward the zombie but the undead monster is frighteningly fast and ducks in time. The archers are grouping and their fire is becoming more effective. The spider Zombie accepts Jarel's challenge and barey miss him. The zombies are closing in and a sudden noise near the roof alerts the heroes to the approach of a second spider zombie who is crawling quickly on the ceiling and is directly above Andrec. [sblock=Action] Molok vs Spider Zombie Rage: [url=http://invisiblecastle.com/roller/view/2293380/]vs AC 17 (1d20+7=12, 3d12+4=30)[/url] miss, half damage=15 Mesa: Minor: Razor claw shifting Archers vs Andrec, Montroya, Mesa [url=http://invisiblecastle.com/roller/view/2293411/]1:Andrec 2:Montroya 3:Mesa (1d20+9=19, 1d20+9=17, 1d20+9=29)[/url] Andrec and Momtroya have cover (-2) so they are missed, Mesa is hit Cultist [url=http://invisiblecastle.com/roller/view/2293428/]vs Ref 15 (1d20+8+2=18, 1d4+2+1d4=8)[/url] hit for 8 I added the +2 for surprise even though I forgot to make a stealth check. It would have it anyway so I let it stand. Ps, the extra 1d4 of damage is necrotic. [url=http://invisiblecastle.com/roller/view/2293442/]Stealth (1d20+9-5=7)[/url] failed, the 2nd zombie appear on the map. 6 sqaure in the air, on the roof. I forgot to paste the roll of SZ1 against Jarel but it was a 12+8=20, miss. [/sblock] [sblock=Status] The zombie at M10 is under the bridge, not on it. Spider Zombie 1: 30/45 Andrec : 24 / 27 [5/7] AP Jarel-Karn : 37 / 37 [9/11] AP 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 /33 [12/12] AP Rage (+4 to dmg is Molok or target is bloodied) Mesa, Molok and Montroya are up 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) 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. Archers Perception 16 HP 1; a missed attack never damages a minion. AC 16; Fortitude 13, Reflex 14, Will 11 ; see also mob rule OA Dagger (if drawn) +7 vs Armor Class; 2 damage. Mob Rule (Standard; encounter) Archers gains a +2 power bonus to all defenses while at least two other Archer are within 5 squares of it. 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] [/QUOTE]
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