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Zombies and Crooks (DM:Mal Malenkirk Judge: Covaithe )
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<blockquote data-quote="Mal Malenkirk" data-source="post: 4977848" data-attributes="member: 834"><p>When Andrec shouts out encouragement to Mesa, the druid smiles and shouts back not to worry, he has a healing potion!</p><p></p><p>Mesa sends a lightning bolt toward the nearby dazed zombie and moves out of its range.</p><p></p><p>Molok moves inside and try to finish off the the near dead undead but misses.</p><p></p><p>Jarel struggles with the tentacle.</p><p></p><p>Molok is besieged by Zombies but deftly avoid their attacks.</p><p></p><p>Rinch steps in the middle of the battle field and raises his voice in challenge.</p><p>-''B'Kheshuok AaQureb!'' </p><p></p><p>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. </p><p></p><p>The Spider Zombie then rush the vulnerable invoker and in one powerblow knocks him out! </p><p></p><p>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.</p><p></p><p></p><p><a href="http://virtualbattlemat.com/game/zombies_and_crooks/" target="_blank">Zombies and Crooks on Virtual Battlemat</a></p><p></p><p>[sblock=Action]</p><p></p><p>Mesa: declines to use the inspiring word (keep it, you'll need it!)</p><p>Storm Spike</p><p><a href="http://invisiblecastle.com/roller/view/2301139/" target="_blank">vs Zom2 ref 9 (1d20+5=13, 1d8+4=7)</a></p><p>Move: back a few square, to viciously stands out of the charge capabilities of the dazed Zombie.</p><p>Forgot +2 for daze but still a hit</p><p>Minor: drink a potion</p><p></p><p>Molok</p><p>Move next to Zombie 1; recuperating strike.</p><p><a href="http://invisiblecastle.com/roller/view/2301140/" target="_blank">vs Zombie 1: AC 13 (1d20+7=9)</a></p><p>Huh. Forgot the +2 for daze but still a miss!</p><p></p><p>2 zombies vs Molok</p><p><a href="http://invisiblecastle.com/roller/view/2301153/" target="_blank">vs AC 16 (1d20+6=10, 2d6+2=8, 1d20+6=10, 2d6+2=13)</a></p><p>Oh come on, IC! I am trying to put up a challenge, here!</p><p></p><p>Jarel is squeezed by the tentacle</p><p><a href="http://invisiblecastle.com/roller/view/2301149/" target="_blank">tentacle (1d6+2=6)</a></p><p></p><p>Rinch</p><p>Moves: A few square</p><p>Standard: Darkness comes (Close burst 8), psychic, Fear vs Will</p><p><a href="http://invisiblecastle.com/roller/view/2301174/" target="_blank">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)</a> Accounting for cover, Mesa was targeted by a 10 and OWW by a 23 (critical).</p><p></p><p>Ironically, the best protected got hit the worst. Joy of the D20.</p><p><a href="http://invisiblecastle.com/roller/view/2301178/" target="_blank">Damage; Crit (1d6+4=10, 1d6=5)</a></p><p></p><p>Montroya: hit, 10 dmg</p><p>Molok: hit, 10 dmg</p><p>Andrec: hit, 10 dmg</p><p>Jarel: hit, 10 dmg</p><p>Mesa: missed</p><p>OWW: hit, 15 dmg</p><p></p><p>And <u>now</u> we have a fight!</p><p></p><p>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.</p><p></p><p>Rinch tried to push Montroya off his perch.</p><p><a href="http://invisiblecastle.com/roller/view/2301183/" target="_blank">save (1d20=17)</a></p><p>He failed so the invoker is now prone instead.</p><p></p><p>Enters the Zombie who loves it when people concede combat advantage!</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2301186/" target="_blank">vs AC 18 (1d20+8+2=30, 1d6+5+2d6=17)</a> </p><p>Huh. Maybe too much of a fight. Crit. 23 damage. Yeah, I know... </p><p></p><p>One minion gets to attack Molok in the back</p><p><a href="http://invisiblecastle.com/roller/view/2301189/" target="_blank">vs AC 16 Molok (1d20+7+2=14)</a></p><p>You'd swear he had a AC of 22...</p><p></p><p>The other zombies move but can't reach anyone.</p><p>[/sblock]</p><p></p><p>[sblock=Status]People with a little S next to their Icon are on the catwalk</p><p></p><p>Zombie 1: 1/40 dazed</p><p>Zombie 2: 16/40 dazed</p><p></p><p>Spider Zombie : 37/45</p><p></p><p>Andrec : 10 / 27 [5/7] AP </p><p>Jarel-Karn : 18 / 37 [9/11] AP grabbed</p><p>Mesa : 21 / 31 [5/9] AP, razorclaw shifting (+1 AC, +2 speed), bloodied</p><p>Montroya : -2 / 33 [3/8] Prone</p><p>One-Who-Waits: 11 / 26 [8/9] AP</p><p>Molok : 23 /33 [12/12] AP Rage (+4 to dmg is Molok or target is bloodied)</p><p></p><p></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) AKA Cultist</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>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: 4977848, member: 834"] 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. [url=http://virtualbattlemat.com/game/zombies_and_crooks/]Zombies and Crooks on Virtual Battlemat[/url] [sblock=Action] Mesa: declines to use the inspiring word (keep it, you'll need it!) Storm Spike [url=http://invisiblecastle.com/roller/view/2301139/]vs Zom2 ref 9 (1d20+5=13, 1d8+4=7)[/url] 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. [url=http://invisiblecastle.com/roller/view/2301140/]vs Zombie 1: AC 13 (1d20+7=9)[/url] Huh. Forgot the +2 for daze but still a miss! 2 zombies vs Molok [url=http://invisiblecastle.com/roller/view/2301153/]vs AC 16 (1d20+6=10, 2d6+2=8, 1d20+6=10, 2d6+2=13)[/url] Oh come on, IC! I am trying to put up a challenge, here! Jarel is squeezed by the tentacle [url=http://invisiblecastle.com/roller/view/2301149/]tentacle (1d6+2=6)[/url] Rinch Moves: A few square Standard: Darkness comes (Close burst 8), psychic, Fear vs Will [url=http://invisiblecastle.com/roller/view/2301174/]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)[/url] 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. [url=http://invisiblecastle.com/roller/view/2301178/]Damage; Crit (1d6+4=10, 1d6=5)[/url] Montroya: hit, 10 dmg Molok: hit, 10 dmg Andrec: hit, 10 dmg Jarel: hit, 10 dmg Mesa: missed OWW: hit, 15 dmg And [U]now[/U] 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. [url=http://invisiblecastle.com/roller/view/2301183/]save (1d20=17)[/url] He failed so the invoker is now prone instead. Enters the Zombie who loves it when people concede combat advantage! [url=http://invisiblecastle.com/roller/view/2301186/]vs AC 18 (1d20+8+2=30, 1d6+5+2d6=17)[/url] Huh. Maybe too much of a fight. Crit. 23 damage. Yeah, I know... One minion gets to attack Molok in the back [url=http://invisiblecastle.com/roller/view/2301189/]vs AC 16 Molok (1d20+7+2=14)[/url] 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. [/sblock] [/QUOTE]
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