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[DnD 4e PBP] God is dead. (Lorrum (un)Death March!)
Posts
Dire Radiance vs Fortitude: 1d20+7 12 1d6+5+1d6 16
Probably not with that roll.
Alénthian, the Grace of Corellon in Dragon Slayers - AC:35, F:29, R:30, W:31
Map
Stats
Wenceslas the Quiet, Human Pikeman (P13) - HP 28/37; AC 18; F 17; R 13; W 14 [HS: 12/12]
Fosphil (N15) - HP 12/40; AC 21; F 19; R 16; W 16 [AP: 1; HS: 9/10]
Dundalinane, Wilden Hunter (N13) - HP 32/32; AC 18; F 14; R 15; W 16 [HS: 5/9]
Caleb (T15) - HP 23/35; AC 23; F 18; R 16; W 17 [AP: 1; HS: 1/9; IW: 2/2]
Ashley, Human Bandit (T13) - HP 20/31; AC 17; F 14; R 17; W 15 [HS: 9/9]
Lyssa (P20) - HP 41/41; AC 22; F 16; R 17 W 16 [AP: 1; HS: 9/12]
Eiji Galkin, Gnome Alchemist (R13) - HP 28/28; AC 17; F 13; R 17; W 15 [RP: 2/2, HS: 8/8]
Iados (P6) - HP 15/32; AC 18; F 13; R 16; W 18 [AP: 1; HS: 7/7; PP: 4/4]
Rotwing Zombie 1 (N35) - HP 58/58; AC 17; F 16; R 17; W 14
Rotwing Zombie 2 (S31) - HP 58/58; AC 17; F 16; R 17; W 14
Rotwing Zombie 3 (S37) - HP 58/58; AC 17; F 16; R 17; W 14
Rotwing Zombie 4 (Q34) - HP 58/58; AC 17; F 16; R 17; W 14
Rotwing Zombie 5 (P38) - HP 58/58; AC 17; F 16; R 17; W 14
Rotwing Zombie 6 (M32) - HP 58/58; AC 17; F 16; R 17; W 14
Rotwing Zombie 7 (P30) - HP 40/58; AC 17; F 16; R 17; W 14
Rotwing Zombie 8 (T34) - HP 58/58; AC 17; F 16; R 17; W 14
Human Rabble - HP 1/1; AC 15; F 13; R 11; W 11
Companions
Caravan Status
Section 2. Lyssa + Gnome Alchemist, 9 civilians
Section 3. Caleb + Human Bandit, 9 civilians
Section 4. Fosphil + Elf Archer, 10 civilians
Section 5. Iados + Human Guard, 8 civilians
Azael, the civvies are yours this combat. Remember, they each get 1 action per turn.
The trees grant cover against ranged attacks. The trunks of the trees (middle square of 3x3 trees, or just the middle corner of 2x2 trees) grant cover against melee, blast, or burst attacks.
The weird yellowish grass is the slope of the hill. When moving left to right onto the hill slope, it is difficult terrain. When moving right to left on the hill slope, you get an extra square of movement per action (including while shifting) as well as an extra 1d6 damage if charging.
While moving right to left or getting hit on the slope, you must make an DC 5 Acrobatics check to keep from falling prone. These rolls are cumulative: if you get hit and forced to move down the slope, that's two DC 5 checks to stop falling prone, or if you move and charge on the slope, that's also two checks.
ROLL INITIATIVE!!!
Also, I don't think anybody surged, so do that if you want. Or not
Initiative! 1d20+0 18
Alénthian, the Grace of Corellon in Dragon Slayers - AC:35, F:29, R:30, W:31
Initiative: 1d20+1 2
Dragon Slayers
Initiative: 1d20+1 18
Battlefront Shift: Ashley will shift 3 squares to S16.
Initiative: 1d20+2 5
Actions
Move: Move to N29
Standard: Prepare an action
Zombie 2
Move: Move to S26
Standard: Slam (charge to S17) versus Ashley's AC: 1d20+9+1 14 Miss!
Zombie 3
Move: Move to S31
Standard: Prepare an action
Zombie 4
Move: Move to Q28
Standard: Slam (flying charge to Q21) vs Lyssa's AC: 1d20+9+1 24 Hit!
Zombie 5
Double Move: Move to P28
Zombie 6
Move: Move to N25
Standard: Slam (flying charge to N19) vs Lyssa's AC: 1d20+9+1 12 Miss!
Map
Stats
Rotwing Zombie 2 (S18) - HP 58/58; AC 17; F 16; R 17; W 14
Rotwing Zombie 3 (S30) - HP 58/58; AC 17; F 16; R 17; W 14
Rotwing Zombie 4 (Q22) - HP 58/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ]
Rotwing Zombie 5 (P29) - HP 58/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ]
Rotwing Zombie 6 (N20) - HP 58/58; AC 17; F 16; R 17; W 14
:arrow:Caleb (T15) - HP 31/35; AC 23; F 18; R 16; W 17 [AP: 1; HS: 0/9; IW: 2/2]
Ashley, Human Bandit (S16) - HP 31/31; AC 17; F 14; R 17; W 15 [HS: 7/9]
Lyssa (P20) - HP 21/41; AC 22; F 16; R 17 W 16 [AP: 1; HS: 9/12]
Eiji Galkin, Gnome Alchemist (R13) - HP 28/28; AC 17; F 13; R 17; W 15 [RP: 2/2, HS: 8/8]
Rotwing Zombie 7 (P30) - HP 40/58; AC 17; F 16; R 17; W 14
Rotwing Zombie 8 (T34) - HP 58/58; AC 17; F 16; R 17; W 14
Azael (P14) - HP 26/33; AC 16; F 16; R 15; W 19 [AP: 1; HS: 2/6] [ Phase of the Sun ]
Wenceslas the Quiet, Human Pikeman (P13) - HP 37/37; AC 18; F 17; R 13; W 14 [HS: 11/12]
Iados (P6) - HP 31/32; AC 18; F 13; R 16; W 18 [AP: 1; HS: 7/7; PP: 4/4]
Fosphil (N15) - HP 40/40; AC 21; F 19; R 16; W 16 [AP: 1; HS: 6/10]
Dundalinane, Wilden Hunter (N13) - HP 31/32; AC 18; F 14; R 15; W 16 [HS: 4/9]
Human Rabble - HP 1/1; AC 15; F 13; R 11; W 11
Companions
Caravan Status
Section 2. Lyssa + Gnome Alchemist, 9 civilians
Section 3. Caleb + Human Bandit, 9 civilians
Section 4. Fosphil + Wilden Hunter, 10 civilians
Section 5. Iados + Human Guard, 8 civilians
Azael, the civvies are yours this combat. Remember, they each get 1 action per turn.
The trees grant cover against ranged attacks. The trunks of the trees (middle square of 3x3 trees, or just the middle corner of 2x2 trees) grant cover against melee, blast, or burst attacks.
The weird yellowish grass is the slope of the hill. When moving left to right onto the hill slope, it is difficult terrain. When moving right to left on the hill slope, you get an extra square of movement per action (including while shifting) as well as an extra 1d6 damage if charging.
While moving right to left or getting hit on the slope, you must make an DC 5 Acrobatics check to keep from falling prone. These rolls are cumulative: if you get hit and forced to move down the slope, that's two DC 5 checks to stop falling prone, or if you move and charge on the slope, that's also two checks.
Caleb then Lyssa!
Ashley, however, is too busy flailing at the undead in front of her to notice, and instead opts to skip back a step after unleashing a seemingly ineffective attack.
Standard Action: Plant Battle Standard of Lorrum in P15
Minor Action: Inspiring Word on Lyssa
-->Lyssa may spend a surge and regain 17 Hit points.
-->Stirring Word: Lyssa gains 3 THP!
-->Battle Standard of Lorrum: Allies within 5 squares gains 1 HP!
Ashley!
Standard Action: Mace vs Z2
--->1d20+7 vs 17 AC = 15! Miss!!.
Move Action: Shift to T15
Lyssa! I hope you hid a little extra righteouness in that bodice!
The Star-Paladin throws everything she can against the undead creature, assailing it with the divine fury of the stars, goading it to stay and fight. Then the stars seek weak points to take advantage of, setting her up for a stronger attack somewhere down the line. For now, subtlety is forgotten, and she merely slashes viciously at her opponent with her sword, wreathed in the cold fire of her patrons. Ichor spurts, and dead flesh blackens.
"FOR LORRUM!" she yells, preparing to press her advantage.
Meanwhile, Eiji runs for the treeline, then selects an alchemical concoction. He pulls back his arm, and lets it fly.
The jar strikes one of the hovering zombies in the knees, spattering it and the other undead near it with caustic, sticky glue, hindering their movements. The little gnome fistpumps, and grins at the success of his 'invention'.
Actions
Move Action: Warlock's Curse
--> Curse Zombie 6
Minor Action: Divine Challenge
--> Mark Zombie 6
Standard Action: Virtuous Strike versus Zombie 6
--> 1d20+10: 20
--> 1d8+5 8 Radiant Damage (Pending Vulnerability)
--> Lyssa gains +2 on all saves until the end of her next turn
Eiji Galkin, Gnome Alchemist
Move Action: Move to W18
Standard Action: Caustic Glue at O28 (targets Z1 and Z5)
--> 2#1d20+5: 24 18
--> Zombie 1 and 5 take 1 acid damage, and are slowed (save ends)
Stats
Rotwing Zombie 2 (S18) - HP 58/58; AC 17; F 16; R 17; W 14
Rotwing Zombie 3 (S30) - HP 58/58; AC 17; F 16; R 17; W 14
Rotwing Zombie 4 (Q22) - HP 58/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ]
Rotwing Zombie 5 (P29) - HP 57/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Slowed (save ends) ]
Rotwing Zombie 6 (N20) - HP 50/58; AC 17; F 16; R 17; W 14 [ Cursed ] [ Divine Challenge ]
Caleb (P16) - HP 32/35; AC 23; F 18; R 16; W 17 [AP: 1; HS: 0/9; IW: 2/2] [ Standard of Lorrum (P15) ]
Ashley, Human Bandit (T15) - HP 31/31; AC 17; F 14; R 17; W 15 [HS: 7/9]
Lyssa (P20) - HP 39/41 +3THP; AC 22; F 16; R 17 W 16 [AP: 1; HS: 8/12] Virtuous Strike
Eiji Galkin, Gnome Alchemist (W18) - HP 28/28; AC 17; F 13; R 17; W 15 [RP: 2/2, HS: 8/8]
:arrow:Rotwing Zombie 7 (P30) - HP 40/58; AC 17; F 16; R 17; W 14
Rotwing Zombie 8 (T34) - HP 58/58; AC 17; F 16; R 17; W 14
Azael (P14) - HP 27/33; AC 16; F 16; R 15; W 19 [AP: 1; HS: 2/6] [ Phase of the Sun ]
Wenceslas the Quiet, Human Pikeman (P13) - HP 37/37; AC 18; F 17; R 13; W 14 [HS: 11/12]
Iados (P6) - HP 31/32; AC 18; F 13; R 16; W 18 [AP: 1; HS: 7/7; PP: 4/4]
Fosphil (N15) - HP 40/40; AC 21; F 19; R 16; W 16 [AP: 1; HS: 6/10]
Dundalinane, Wilden Hunter (N13) - HP 33/32; AC 18; F 14; R 15; W 16 [HS: 4/9]
Human Rabble - HP 1/1; AC 15; F 13; R 11; W 11
The March of the Dead continues...
Alénthian, the Grace of Corellon in Dragon Slayers - AC:35, F:29, R:30, W:31
Actions
Move: Move to P25
Slam (charge to O19) vs Lyssa's AC: 1d20+9+1 21 Miss!
Zombie 8
Move: Move to T28
Standard: Prepare an action
Map
Stats
Rotwing Zombie 2 (S18) - HP 58/58; AC 17; F 16; R 17; W 14
Rotwing Zombie 3 (S30) - HP 58/58; AC 17; F 16; R 17; W 14
Rotwing Zombie 4 (Q22) - HP 58/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ]
Rotwing Zombie 5 (P29) - HP 57/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Slowed, save ends ]
Rotwing Zombie 6 (N20) - HP 42/58; AC 17; F 16; R 17; W 14 [ Cursed [ Divine Challenge ]
Caleb (P16) - HP 32/35; AC 23; F 18; R 16; W 17 [AP: 1; HS: 0/9; IW: 2/2]
Ashley, Human Bandit (T15) - HP 31/31; AC 17; F 14; R 17; W 15 [HS: 7/9]
Lyssa (P20) - HP 39+3/41; AC 22; F 16; R 17 W 16 [AP: 1; HS: 8/12] [ +2 saves, EoNT ]
Eiji Galkin, Gnome Alchemist (W18) - HP 28/28; AC 17; F 13; R 17; W 15 [RP: 2/2, HS: 8/8]
Rotwing Zombie 7 (O19) - HP 40/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ]
Rotwing Zombie 8 (T34) - HP 58/58; AC 17; F 16; R 17; W 14
:arrow:Azael (P14) - HP 27/33; AC 16; F 16; R 15; W 19 [AP: 1; HS: 2/6] [ Phase of the Sun ]
Wenceslas the Quiet, Human Pikeman (P13) - HP 37/37; AC 18; F 17; R 13; W 14 [HS: 11/12]
Iados (P6) - HP 31/32; AC 18; F 13; R 16; W 18 [AP: 1; HS: 7/7; PP: 4/4]
Fosphil (N15) - HP 40/40; AC 21; F 19; R 16; W 16 [AP: 1; HS: 6/10]
Dundalinane, Wilden Hunter (N13) - HP 32/32; AC 18; F 14; R 15; W 16 [HS: 4/9]
Human Rabble - HP 1/1; AC 15; F 13; R 11; W 11
Companions
Caravan Status
Section 2. Lyssa + Gnome Alchemist, 9 civilians
Section 3. Caleb + Human Bandit, 9 civilians
Section 4. Fosphil + Wilden Hunter, 10 civilians
Section 5. Iados, 7 civilians
Azael, the civvies are yours this combat. Remember, they each get 1 action per turn.
The trees grant cover against ranged attacks. The trunks of the trees (middle square of 3x3 trees, or just the middle corner of 2x2 trees) grant cover against melee, blast, or burst attacks.
The weird yellowish grass is the slope of the hill. When moving left to right onto the hill slope, it is difficult terrain. When moving right to left on the hill slope, you get an extra square of movement per action (including while shifting) as well as an extra 1d6 damage if charging.
While moving right to left or getting hit on the slope, you must make an DC 5 Acrobatics check to keep from falling prone. These rolls are cumulative: if you get hit and forced to move down the slope, that's two DC 5 checks to stop falling prone, or if you move and charge on the slope, that's also two checks.
Azael, Iados (who is now visible on the map, oops), and Fosphil!
Actions
Move: to P20 (via Q19, so no OA)
Standard: Hack and Hew vs Zombie 7 and 4:
-2#1d20+10: 24 19 both hit.
- 2#1d8+5 8 8 Both take 8 damage and are marked by Fosphil.
Dundalinane:
Move: to K14 and Stealth: 1d20+5 17 I'm assuming that beats their passive perception.
Standard: Longbow vs Zombie 6
- 1d20+7+2 25
-1d10+8 15 and she's no longer hidden.
Stats
Rotwing Zombie 2 (S18) - HP 58/58; AC 17; F 16; R 17; W 14
Rotwing Zombie 3 (S30) - HP 58/58; AC 17; F 16; R 17; W 14
Rotwing Zombie 4 (Q22) - HP 50/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [Marked by Fosphil]
Rotwing Zombie 5 (P29) - HP 57/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Slowed, save ends ]
Rotwing Zombie 6 (N20) - HP 27/58; AC 17; F 16; R 17; W 14 [ Cursed [ Divine Challenge ]
Caleb (P16) - HP 32/35; AC 23; F 18; R 16; W 17 [AP: 1; HS: 0/9; IW: 2/2]
Ashley, Human Bandit (T15) - HP 31/31; AC 17; F 14; R 17; W 15 [HS: 7/9]
Lyssa (P20) - HP 39+3/41; AC 22; F 16; R 17 W 16 [AP: 1; HS: 8/12] [ +2 saves, EoNT ]
Eiji Galkin, Gnome Alchemist (W18) - HP 28/28; AC 17; F 13; R 17; W 15 [RP: 2/2, HS: 8/8]
Rotwing Zombie 7 (O19) - HP 32/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [Marked by Fosphil]
Rotwing Zombie 8 (T34) - HP 58/58; AC 17; F 16; R 17; W 14
:arrow:Azael (P14) - HP 27/33; AC 16; F 16; R 15; W 19 [AP: 1; HS: 2/6] [ Phase of the Sun ]
Wenceslas the Quiet, Human Pikeman (P13) - HP 37/37; AC 18; F 17; R 13; W 14 [HS: 11/12]
Iados (P6) - HP 31/32; AC 18; F 13; R 16; W 18 [AP: 1; HS: 7/7; PP: 4/4]
Fosphil (P20) - HP 40/40; AC 21; F 19; R 16; W 16 [AP: 1; HS: 6/10]
Dundalinane, Wilden Hunter (K14) - HP 32/32; AC 18; F 14; R 15; W 16 [HS: 4/9]
Human Rabble - HP 1/1; AC 15; F 13; R 11; W 11
Azael, Iados (who is now visible on the map, oops)
Dragon Slayers
Azael meanwhile, was working crowd control as the refugees moved back. Two zombies fell within the wrath of her arcane might, but only one seemed to flinch at the spell.
Standard Action: Greatspear vs Skeleton 2
1d20+7 8 CRITICAL MISS
Azael Standard Action: Blazing Starfall on P-20
[Targets: Zombies 4 & 7]
2#1d20+8 16 Miss! 17 Hit!
1d4+11 12
Zombie 7 takes 12 Radiant damage [not counting any vulnerabilities]!
[There is a zone of burst 1 fire centered on P-20. Anyone trying to leave it takes 4 Fire and Radiant damage.]
Rabble Action: Move one square west.
Iados!
Dishearten vs Will at n20 vs z6 and z7: 1d20+8 12 miss 1d20+8 24 hit 1d6+7 8
Z7 takes 8 damage, and -4 to hit until the end of my next turn
Actions
Double Move: To N23
End of turn: Save vs Slow: 1d20 7 Fail!
Zombie 2
Move: Shift to T18, 1 up
Standard: Slam (charge to T16) vs Ashley's AC: 1d20+9+1 12 Miss!
Zombie 3
Move: Move to P25, 1 up
Standard: Slam (charge to O21) vs Fosphil's AC: 1d20+9+1 22 Hit!
Zombie 4
Standard: Slam (charge to Q19) vs Fosphil's AC: 1d20+9+1 27 Hit!
Zombie 5
Move: Move to M24, 1 up
Double Move: To P23
End of turn: Save vs Slow: 1d20 9 Fail!
Zombie 6
Standard: Slam vs Lyssa's AC: 1d20+9 28 Hit!
Map
Stats
Rotwing Zombie 2 (T16) - HP 58/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ]
Rotwing Zombie 3 (O21) - HP 58/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ]
Rotwing Zombie 4 (Q19) - HP 50/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Marked by Fosphil, EoFNT ]
Rotwing Zombie 5 (P23) - HP 57/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Slowed, save ends ]
Rotwing Zombie 6 (N19) - HP 27/58; AC 17; F 16; R 17; W 14 [ Cursed ] [ Divine Challenge ]
:arrow:Caleb (P16) - HP 32/35; AC 23; F 18; R 16; W 17 [AP: 1; HS: 0/9; IW: 2/2]
Ashley, Human Bandit (T15) - HP 31/31; AC 17; F 14; R 17; W 15 [HS: 7/9]
Lyssa (O16) - HP 29/41; AC 22; F 16; R 17 W 16 [AP: 1; HS: 8/12] [ +2 saves, EoNT ]
Eiji Galkin, Gnome Alchemist (W18) - HP 28/28; AC 17; F 13; R 17; W 15 [RP: 2/2, HS: 8/8]
Rotwing Zombie 7 (O19) - HP 7/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Marked by Fosphil EoFNT ] [ -4 to attack, EoINT ]
Rotwing Zombie 8 (T34) - HP 58/58; AC 17; F 16; R 17; W 14
Azael (P14) - HP 27/33; AC 16; F 16; R 15; W 19 [AP: 1; HS: 2/6] [ Phase of the Sun ]
Wenceslas the Quiet, Human Pikeman (R16) - HP 37/37; AC 18; F 17; R 13; W 14 [HS: 11/12]
Iados (P10) - HP 31/32; AC 18; F 13; R 16; W 18 [AP: 1; HS: 7/7; PP: 4/4]
Fosphil (Q16) - HP 5/40; AC 21; F 19; R 16; W 16 [AP: 1; HS: 6/10]
Dundalinane, Wilden Hunter (K14) - HP 32/32; AC 18; F 14; R 15; W 16 [HS: 4/9]
Human Rabble - HP 1/1; AC 15; F 13; R 11; W 11
Companions
Caravan Status
Section 2. Lyssa + Gnome Alchemist, 9 civilians
Section 3. Caleb + Human Bandit, 9 civilians
Section 4. Fosphil + Wilden Hunter, 10 civilians
Section 5. Iados, 7 civilians
Azael, the civvies are yours this combat. Remember, they each get 1 action per turn.
The trees grant cover against ranged attacks. The trunks of the trees (middle square of 3x3 trees, or just the middle corner of 2x2 trees) grant cover against melee, blast, or burst attacks.
The weird yellowish grass is the slope of the hill. When moving left to right onto the hill slope, it is difficult terrain. When moving right to left on the hill slope, you get an extra square of movement per action (including while shifting) as well as an extra 1d6 damage if charging.
While moving right to left or getting hit on the slope, you must make an DC 5 Acrobatics check to keep from falling prone. These rolls are cumulative: if you get hit and forced to move down the slope, that's two DC 5 checks to stop falling prone, or if you move and charge on the slope, that's also two checks.
The Glass Warlord!
Immediate Vengeance vs Fortitude: 1d20+9 = 17 hit
Zombie 3 takes 7 damage, and is weakened and marked til the end Fosphil's next turn.
Stats
Rotwing Zombie 2 (T16) - HP 58/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ]
Rotwing Zombie 3 (O21) - HP 51/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ][ Marked by Fosphil, EoFNT ], Weakened (eoFnt)
Rotwing Zombie 4 (Q19) - HP 50/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Marked by Fosphil, EoFNT ]
Rotwing Zombie 5 (P23) - HP 57/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Slowed, save ends ]
Rotwing Zombie 6 (N19) - HP 27/58; AC 17; F 16; R 17; W 14 [ Cursed ] [ Divine Challenge ]
:arrow:Caleb (P16) - HP 32/35; AC 23; F 18; R 16; W 17 [AP: 1; HS: 0/9; IW: 2/2]
Ashley, Human Bandit (T15) - HP 31/31; AC 17; F 14; R 17; W 15 [HS: 7/9]
Lyssa (O16) - HP 29/41; AC 22; F 16; R 17 W 16 [AP: 1; HS: 8/12] [ +2 saves, EoNT ]
Eiji Galkin, Gnome Alchemist (W18) - HP 28/28; AC 17; F 13; R 17; W 15 [RP: 2/2, HS: 8/8]
Rotwing Zombie 7 (O19) - HP 7/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Marked by Fosphil EoFNT ] [ -4 to attack, EoINT ]
Rotwing Zombie 8 (T34) - HP 58/58; AC 17; F 16; R 17; W 14
Azael (P14) - HP 27/33; AC 16; F 16; R 15; W 19 [AP: 1; HS: 2/6] [ Phase of the Sun ]
Wenceslas the Quiet, Human Pikeman (R16) - HP 37/37; AC 18; F 17; R 13; W 14 [HS: 11/12]
Iados (P10) - HP 31/32; AC 18; F 13; R 16; W 18 [AP: 1; HS: 7/7; PP: 4/4]
Fosphil (Q16) - HP 14/40; AC 21; F 19; R 16; W 16 [AP: 1; HS: 6/10]
Dundalinane, Wilden Hunter (K14) - HP 32/32; AC 18; F 14; R 15; W 16 [HS: 4/9]
Human Rabble - HP 1/1; AC 15; F 13; R 11; W 11
The Classy Warlord!
Dragon Slayers
And this is where the melee gets confusing.
"FOR LORRUM!" the petite half-elven woman yells, before diving back into the fray. She clasps her sword in both hands as it starts to shine with a piercing, burning light, causing the living to look away for fear of losing their sight. The crunch of the blow she strikes makes the outcome of her charge all too apparent, and a zombie lies broken and burned at her feet while another of the group charred and corroded by the Paladin's power.
"For Lorrum!" comes another cry, this time from the mostly hidden Alchemist in the bushes. He launches another of his firey inventions, burning the zombie previously harassing Fosphil to a crisp, while setting another alight. He cackles madly, then scurries deeper into the foliage, disappearing from the undead's senses almost entirely.
Actions:
Immediate Reaction: Cape of the Mountebank
--> Trigger: You are hit by an attack
--> Effect: Teleport 5 squares (R15) and gain combat advantage versus that attacker until EoNT
Standard Action: Dazzling Flare vs Zombie 6 (Reflex 17)
--> 1d20+7+2+1: 21
--> 2d8+5+2+1d6 23 Radiant Damage +5 Vulnerability
--> Zombie 6 gets -2 to hit until the EoNT(Lyssa)
--> And it dies.
Move Action: Curse Zombie 2
Minor Action: Vanguard Weapon
--> Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn.
Action Point! Charge Zombie 4
--> Charge to O18, and use Virtuous Strike as an MBA
--> 1d20+10+2+1: 21
--> 1d8+5+1d8 16 Radiant Damage +5 Vulnerability
--> All allies within 10 squares (that's all of them) gain +1 to hit and +4 to damage until the start of Lyssa's next turn.
Eiji Galkin, Gnome Alchemist
Standard Action: Fire Jar at P20 (Zombie 7, 3 and 4, R17)
--> 3#1d20+4+1: 19 21 15
--> 1d6+4+4 10 Fire Damage
Move Action: Move to Y18
--> Stealth 1d20+8: 24
Rotwing Zombie 2 (T16) - HP 58/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Cursed ]
Rotwing Zombie 3 (O21) - HP 41/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ][ Marked by Fosphil, EoFNT ], Weakened (eoFnt)
Rotwing Zombie 4 (Q19) - HP 29/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Marked by Fosphil, EoFNT ]
Rotwing Zombie 5 (P23) - HP 57/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Slowed, save ends ]
Rotwing Zombie 6 (N19) - HP ReDead/58; AC 17; F 16; R 17; W 14 [ Cursed ] [ Divine Challenge ] [ ReDead ]
:arrow:Caleb (P16) - HP 32/35; AC 23; F 18; R 16; W 17 [AP: 1; HS: 0/9; IW: 2/2] [ +1 to hit, +4 to damage ]
Ashley, Human Bandit (T15) - HP 31/31; AC 17; F 14; R 17; W 15 [HS: 7/9] [ +1 to hit, +4 to damage ]
Lyssa (O18) - HP 29/41; AC 22; F 16; R 17 W 16 [AP: 1; HS: 8/12] [ +2 saves, EoNT ]
Eiji Galkin, Gnome Alchemist (Y18) - HP 28/28; AC 17; F 13; R 17; W 15 [RP: 2/2, HS: 8/8] [ Stealthed ]
Rotwing Zombie 7 (O19) - HP Dead!/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Marked by Fosphil EoFNT ] [ -4 to attack, EoINT ]
Rotwing Zombie 8 (T34) - HP 58/58; AC 17; F 16; R 17; W 14
Azael (P14) - HP 27/33; AC 16; F 16; R 15; W 19 [AP: 1; HS: 2/6] [ Phase of the Sun ] [ +1 to hit, +4 to damage ]
Wenceslas the Quiet, Human Pikeman (R16) - HP 37/37; AC 18; F 17; R 13; W 14 [HS: 11/12] [ +1 to hit, +4 to damage ]
Iados (P10) - HP 31/32; AC 18; F 13; R 16; W 18 [AP: 1; HS: 7/7; PP: 4/4] [ +1 to hit, +4 to damage ]
Fosphil (Q16) - HP 14/40; AC 21; F 19; R 16; W 16 [AP: 1; HS: 6/10] [ +1 to hit, +4 to damage ]
Dundalinane, Wilden Hunter (K14) - HP 32/32; AC 18; F 14; R 15; W 16 [HS: 4/9] [ +1 to hit, +4 to damage ]
Human Rabble - HP 1/1; AC 15; F 13; R 11; W 11
The Classy Warlord! (He gets his bonus next turn, unless he wants to delay effectively.)
Alénthian, the Grace of Corellon in Dragon Slayers - AC:35, F:29, R:30, W:31
Caleb then calls out to Fosphil, "Stay stalwart, my friend. These beasts will have no more victims today!". Everyone near the standard continues to feel a burst of energy rush across their skin, as the battle standard continues to fly.
Inspiring Presence! Lyssa gains +4 HP after using her action point!
Move Action: Move to T17
Standard Action: Seize the Upper Hand vs Rotwing 2
--->1d20+10 vs 17 AC = 17! Hit!! .
--->Rotwing 2 takes 12 damage! .
---> While Caleb has combat advantage vs R2, all attacker gain +3 damage vs R2 UEoNT
Minor Action: Inspiring Word on Fosphil
-->Fosphil may spend a surge and regain 18 Hit points.
-->Stirring Word: Fosphil gains 3 THP!
-->Battle Standard of Lorrum: Allies within 5 squares gains 1 HP!
Ashley!
Standard Action: Dazing Strike vs Z2
--->1d20+7 vs 17 AC = 21! Hit!!.
--->Rotwing 2 takes 6 damage! .
--->Rotwing 2 is DAZED UEoNT
--->Ashley shifts to S14
Move Action: Move to P13
Boo! Hiss! Team Ugly Zombie!
Actions
Move: Move to T23
Standard: Slam (charge to T18) vs Caleb's AC: 1d20+9+1 13 Miss!
Map
Stats
Rotwing Zombie 2 (T16) - HP 32/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Cursed ] [ Takes 3 extra damage from attacks, EoCNT ] [ Dazed, EoANT ]
Rotwing Zombie 3 (O21) - HP 41/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Marked by Fosphil, EoFNT ] [ Weakened, EoFNT ]
Rotwing Zombie 4 (Q19) - HP 29/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Marked by Fosphil, EoFNT ]
Rotwing Zombie 5 (P23) - HP 57/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Slowed, save ends ]
Rotwing Zombie 6 (N19) - HP 27/58; AC 17; F 16; R 17; W 14 [ Divine Challenge ]
Lyssa (O18) - HP 34/41; AC 22; F 16; R 17 W 16 [AP: 1; HS: 8/12] [ +2 saves, EoNT ]
Eiji Galkin, Gnome Alchemist (Y18) - HP 29/28; AC 17; F 13; R 17; W 15 [RP: 2/2, HS: 8/8] [ Hidden (24) ] [ +1 attack & +4 damage, SoLNT ]
Caleb (T17) - HP 33/35; AC 23; F 18; R 16; W 17 [AP: 1; HS: 0/9; IW: 0/2] [ +1 attack & +4 damage, SoLNT ]
Ashley, Human Bandit (P13) - HP 31/31; AC 17; F 14; R 17; W 15 [HS: 7/9] [ +1 attack & +4 damage, SoLNT ]
Rotwing Zombie 8 (T18) - HP 58/58; AC 17; F 16; R 17; W 14
:arrow:Azael (P14) - HP 28/33; AC 16; F 16; R 15; W 19 [AP: 1; HS: 2/6] [ Phase of the Sun ] [ +1 attack & +4 damage, SoLNT ]
Wenceslas the Quiet, Human Pikeman (R16) - HP 37/37; AC 18; F 17; R 13; W 14 [HS: 11/12] [ +1 attack & +4 damage, SoLNT ]
Iados (P10) - HP 32/32; AC 18; F 13; R 16; W 18 [AP: 1; HS: 7/7; PP: 4/4] [ +1 attack & +4 damage, SoLNT ]
Fosphil (Q16) - HP 32 +3/40; AC 21; F 19; R 16; W 16 [AP: 1; HS: 5/10] [ +1 attack & +4 damage, SoLNT ]
Dundalinane, Wilden Hunter (K14) - HP 32/32; AC 18; F 14; R 15; W 16 [HS: 4/9] [ +1 attack & +4 damage, SoLNT ]
Human Rabble - HP 1/1; AC 15; F 13; R 11; W 11
Companions
Caravan Status
Section 2. Lyssa + Gnome Alchemist, 9 civilians
Section 3. Caleb + Human Bandit, 9 civilians
Section 4. Fosphil + Wilden Hunter, 10 civilians
Section 5. Iados, 7 civilians
Azael, the civvies are yours this combat. Remember, they each get 1 action per turn.
The trees grant cover against ranged attacks. The trunks of the trees (middle square of 3x3 trees, or just the middle corner of 2x2 trees) grant cover against melee, blast, or burst attacks.
The weird yellowish grass is the slope of the hill. When moving left to right onto the hill slope, it is difficult terrain. When moving right to left on the hill slope, you get an extra square of movement per action (including while shifting) as well as an extra 1d6 damage if charging.
While moving right to left or getting hit on the slope, you must make an DC 5 Acrobatics check to keep from falling prone. These rolls are cumulative: if you get hit and forced to move down the slope, that's two DC 5 checks to stop falling prone, or if you move and charge on the slope, that's also two checks.
Azael!
Distracted by this feat of strength Dundalinane let's out a shout of surprise, giving away her position and causing her shot to go wide.
Move: to S17
Standard: Shove and Slap vs Z8's Fortitude: 1d20+9+1 = 12 sonuva-
Lucky Charm: 1d6 = 6 for a total of 18. HIT
Damage: 2d10+4+4 = 18 and Zombie 8 is pushed 4 squares to P22
Shove and Slap Secondary vs Z2's Fortitude: 1d20+9+1 = 16 hit (just)
Zombie 2 takes 7 damage, and is Dazed (save ends).
Z8 and Z2 are marked by Fosphil.
Dundalinane
Move: Stealth: 1d20+9 12 er not sure if that'll do it. I'll assume not.
Standard: Ranged Basic Attack vs AC: 1d20+7 8 ugh.
Stats
Rotwing Zombie 2 (T16) - HP 25/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Cursed ] [ [ Marked by Fosphil, EoFNT ]Takes 3 extra damage from attacks, EoCNT ] [ Dazed, (save ends) ]
Rotwing Zombie 3 (O21) - HP 41/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ]
Rotwing Zombie 4 (Q19) - HP 29/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ]
Rotwing Zombie 5 (P23) - HP 57/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Slowed, save ends ]
Lyssa (O18) - HP 34/41; AC 22; F 16; R 17 W 16 [AP: 1; HS: 8/12] [ +2 saves, EoNT ]
Eiji Galkin, Gnome Alchemist (Y18) - HP 29/28; AC 17; F 13; R 17; W 15 [RP: 2/2, HS: 8/8] [ Hidden (24) ] [ +1 attack & +4 damage, SoLNT ]
Caleb (T17) - HP 33/35; AC 23; F 18; R 16; W 17 [AP: 1; HS: 0/9; IW: 0/2] [ +1 attack & +4 damage, SoLNT ]
Ashley, Human Bandit (P13) - HP 31/31; AC 17; F 14; R 17; W 15 [HS: 7/9] [ +1 attack & +4 damage, SoLNT ]
Rotwing Zombie 8 (P22) - HP 40/58; AC 17; F 16; R 17; W 14 [ Marked by Fosphil, EoFNT ]
:arrow:Azael (P14) - HP 28/33; AC 16; F 16; R 15; W 19 [AP: 1; HS: 2/6] [ Phase of the Sun ] [ +1 attack & +4 damage, SoLNT ]
Wenceslas the Quiet, Human Pikeman (R16) - HP 37/37; AC 18; F 17; R 13; W 14 [HS: 11/12] [ +1 attack & +4 damage, SoLNT ]
Iados (P10) - HP 32/32; AC 18; F 13; R 16; W 18 [AP: 1; HS: 7/7; PP: 4/4] [ +1 attack & +4 damage, SoLNT ]
Fosphil (S17) - HP 32 +3/40; AC 21; F 19; R 16; W 16 [AP: 1; HS: 5/10] [ +1 attack & +4 damage, SoLNT ]
Dundalinane, Wilden Hunter (K14) - HP 32/32; AC 18; F 14; R 15; W 16 [HS: 4/9] [ +1 attack & +4 damage, SoLNT ]
Human Rabble - HP 1/1; AC 15; F 13; R 11; W 11
Azael!
Dragon Slayers
Wenceslas was not so fortunate in opportunities, instead trying to poke a skeleton that was annoying Fosphil.
[Targets: Zombies 1, 3, 5, and 8]
3#1d20+8 26 26 Hit! 28 CRITICAL HIT! 13 Miss!
1d4+11 12
1d12 1
Zombies 1 and 3 take 12 Fire and Radian damage, and Zombie 8 takes 13 Fire/Radiant damage!
There is now a burst 1 zone of burning ground centered on P-22. Attempting to leave the zone incurs 4 Fire damage.
Wenceslas Move Action: Move to S-16
Standard: Greatspear vs Skeleton 2
1d20+7 13 Miss!
Iados!
Dishearten aug 2vs Will: 1d20+9 17 Hit 1d20+9 22 Hit 1d20+9 13 Miss 2d6+11 20 damage
Z1 and Z3 take 20 damage and take -4 to hit until the end of my next turn.
Actions
Move: Move to N21
Standard: Slam (charge to N19) vs Lyssa's AC: 1d20+9+1-4 12 Miss!
Effect: Zombie 1 takes 4 fire damage!
End Of Turn: Save vs Slow: 1d20 2 Fail!
Zombie 2
Standard: Slam vs Fosphil's AC: 1d20+9 15 Miss!
End of turn: Save vs Daze: 1d20 15 Success!
Zombie 4
Standard: Slam (charge to P15) vs Azael's AC: 1d20+9+1 16 Hit!
Zombie 5
Move: Move to P21
Standard: Slam (charge to P19) vs Lyssa's AC: 1d20+9+1 30 CRITICAL HIT!!!
End Of Turn: Save vs Slow: 1d20 5 Fail!
Map
Stats
Rotwing Zombie 2 (T16) - HP 17/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Cursed ] [ Takes 3 extra damage from attacks, EoCNT ] [ Marked by Fosphil, EoFNT ]
Rotwing Zombie 4 (P15) - HP 29/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ]
Rotwing Zombie 5 (P19) - HP 53/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Slowed, save ends ]
:arrow:Lyssa (M16) - HP 9/41; AC 22; F 16; R 17 W 16 [AP: 1; HS: 8/12] [ +2 saves, EoNT ]
Eiji Galkin, Gnome Alchemist (Y18) - HP 29/28; AC 17; F 13; R 17; W 15 [RP: 2/2, HS: 8/8] [ Hidden (24) ]
Caleb (T17) - HP 33/35; AC 23; F 18; R 16; W 17 [AP: 1; HS: 0/9; IW: 0/2]
Ashley, Human Bandit (P13) - HP 31/31; AC 17; F 14; R 17; W 15 [HS: 7/9]
Fosphil (S17) - HP 32 +3/40; AC 21; F 19; R 16; W 16 [AP: 1; HS: 5/10]
Dundalinane, Wilden Hunter (K14) - HP 32/32; AC 18; F 14; R 15; W 16 [HS: 4/9]
Azael (P12) - HP 9/33; AC 16; F 16; R 15; W 19 [AP: 1; HS: 2/6] [ Phase of the Sun ]
Wenceslas the Quiet, Human Pikeman (R16) - HP 37/37; AC 18; F 17; R 13; W 14 [HS: 11/12]
Iados (P10) - HP 32/32; AC 18; F 13; R 16; W 18 [AP: 1; HS: 7/7; PP: 2/4]
Human Rabble - HP 1/1; AC 15; F 13; R 11; W 11
Companions
Caravan Status
Section 2. Lyssa + Gnome Alchemist, 9 civilians
Section 3. Caleb + Human Bandit, 9 civilians
Section 4. Fosphil + Wilden Hunter, 10 civilians
Section 5. Iados, 7 civilians
Azael, the civvies are yours this combat. Remember, they each get 1 action per turn.
The trees grant cover against ranged attacks. The trunks of the trees (middle square of 3x3 trees, or just the middle corner of 2x2 trees) grant cover against melee, blast, or burst attacks.
The weird yellowish grass is the slope of the hill. When moving left to right onto the hill slope, it is difficult terrain. When moving right to left on the hill slope, you get an extra square of movement per action (including while shifting) as well as an extra 1d6 damage if charging.
While moving right to left or getting hit on the slope, you must make an DC 5 Acrobatics check to keep from falling prone. These rolls are cumulative: if you get hit and forced to move down the slope, that's two DC 5 checks to stop falling prone, or if you move and charge on the slope, that's also two checks.
Lyssa et al.!
Dundalinane does a tree dance.
Melee Basic Attack vs Zombie 2
Attack vs AC: 1d20+10+2 23 hit
1d8+5 9 damage and Zombie 2 is dazed (eont)
Fosphil:
Minor: Shielding Shove- Push Wenceslas 1 square to T15 and mark Zombie 2 til eomnt
Move: Shift to R16
Standard: Charge to O18 (via P17) Melee Basic Attack vs Zombie 1
Attack vs AC: 1d20+10 29 Bamf
Damage: 1d8+5 13 He dead!
Dundalinane:
Move: to L15 and Stealth: 1d20+9 10 ><
Standard: Ranged Basic Attack vs Zombie 2
Attack vs AC: 1d20+7 8 You suck dundalinane.
Stats
Rotwing Zombie 1 (N19) - HP 12/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Slowed, save ends ] [ -4 attack, EoINT ]DeadRotwing Zombie 2 (T16) - HP 5/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Cursed ] [ Takes 3 extra damage from attacks, EoCNT ] [ Marked by Fosphil, EoFNT ]
Rotwing Zombie 4 (P15) - HP 29/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ]
Rotwing Zombie 5 (P19) - HP 53/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Slowed, save ends ]
:arrow:Lyssa (M16) - HP 9/41; AC 22; F 16; R 17 W 16 [AP: 1; HS: 8/12] [ +2 saves, EoNT ]
Eiji Galkin, Gnome Alchemist (Y18) - HP 29/28; AC 17; F 13; R 17; W 15 [RP: 2/2, HS: 8/8] [ Hidden (24) ]
Caleb (T17) - HP 33/35; AC 23; F 18; R 16; W 17 [AP: 1; HS: 0/9; IW: 0/2]
Ashley, Human Bandit (P13) - HP 31/31; AC 17; F 14; R 17; W 15 [HS: 7/9]
Fosphil (O18) - HP 32 +3/40; AC 21; F 19; R 16; W 16 [AP: 1; HS: 5/10]
Dundalinane, Wilden Hunter (L15) - HP 32/32; AC 18; F 14; R 15; W 16 [HS: 4/9]
Azael (P12) - HP 9/33; AC 16; F 16; R 15; W 19 [AP: 1; HS: 2/6] [ Phase of the Sun ]
Wenceslas the Quiet, Human Pikeman (R16) - HP 37/37; AC 18; F 17; R 13; W 14 [HS: 11/12]
Iados (P10) - HP 32/32; AC 18; F 13; R 16; W 18 [AP: 1; HS: 7/7; PP: 2/4]
Human Rabble - HP 1/1; AC 15; F 13; R 11; W 11
Lyssa et al. the rest!
Dragon Slayers
She then gestures to the monster advancing on Azael and Iados, and her star symbol flashes in response. For a moment, nothing happens, then an almighty surge of cold, pure light lances down from the heavens, pinning the creature in place while it flays the decaying flesh from its ensorcelled bones. Again, she turns, this time directing a beam of intense, divine energy from her star symbol, just daring the thing to move towards her and attack.
The slight half-elven woman coughs, and her stance wavers as she channels her powers.
"Lyssa!" Eiji cries, bursting from the undergrowth to throw a potion towards her. "You cannot fall!"
The Star Paladin is bolstered by the healing brew, and her sword glows with that now-familiar light again. Though nothing is in reach of her instinctive swing.
Move Action: Divine Challenge vs Z5
Minor Action: Curse Zombie 4
ACTION POINT!
--> Veteran's Armour - +1 to hit and all defenses UEoNT
Standard Action: Dread Star vs Zombie 4 (Will14)
--> 1d20+7+1: 26
--> 3d6+5+5+2+1d6 26 Radiant Damage
--> Immobilised UEoNT
--> -2 Penalty to Will (save ends)
Standard Action: Dire Radiance vs Z5
--> 1d20+7+1[/u: 16
--> 1d6+5+2+5 18 Radiant Damage
Eiji Galkin, Gnome Alchemist
Move Action: Move to S18
Standard Action: Revitalising Potion on Lyssa
--> Lyssa gains 13 HP and can make a basic attack
--> Pity that Lyssa doesn't have Eldritch Blast, isn't it?
Stats
Rotwing Zombie 1 (N19) - HP 12/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Slowed, save ends ] [ -4 attack, EoINT ]DeadRotwing Zombie 2 (T16) - HP 5/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Cursed ] [ Takes 3 extra damage from attacks, EoCNT ] [ Marked by Fosphil, EoFNT ]
Rotwing Zombie 4 (P15) - HP 3/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ], [ Cursed ]
Rotwing Zombie 5 (P19) - HP 35/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Slowed, save ends ], [ Divine Challenge ], [ Dire Radiance ]
Lyssa (M16) - HP 22/41; AC 22; F 16; R 17 W 16 [AP: 1; HS: 7/12] [ +1 to hit and to all defenses, EoNT ]
Eiji Galkin, Gnome Alchemist (S18) - HP 29/28; AC 17; F 13; R 17; W 15 [RP: 1/2, HS: 8/8] [ Hidden (24) ]
:arrow:Caleb (T17) - HP 33/35; AC 23; F 18; R 16; W 17 [AP: 1; HS: 0/9; IW: 0/2]
Ashley, Human Bandit (P13) - HP 31/31; AC 17; F 14; R 17; W 15 [HS: 7/9]
Fosphil (O18) - HP 32 +3/40; AC 21; F 19; R 16; W 16 [AP: 1; HS: 5/10]
Dundalinane, Wilden Hunter (L15) - HP 32/32; AC 18; F 14; R 15; W 16 [HS: 4/9]
Azael (P12) - HP 9/33; AC 16; F 16; R 15; W 19 [AP: 1; HS: 2/6] [ Phase of the Sun ]
Wenceslas the Quiet, Human Pikeman (R16) - HP 37/37; AC 18; F 17; R 13; W 14 [HS: 11/12]
Iados (P10) - HP 32/32; AC 18; F 13; R 16; W 18 [AP: 1; HS: 7/7; PP: 2/4]
Human Rabble - HP 1/1; AC 15; F 13; R 11; W 11
No trees, no starshards.
Alénthian, the Grace of Corellon in Dragon Slayers - AC:35, F:29, R:30, W:31
Ashley, inspired by the Warlord's grit decides to take a more tactful approach. She quickly darts forward, bringing her mace down on the skull of another zombie, crushing it like a rotten melon. As the guts and goo shower down around the body, she's able to deftly roll back away from the mess.
Standard Action: Furious Smash vs Rotwing 2
--->1d20+10 vs 16 Fort = 16! Hit!! .
--->Rotwing 2 takes 4+3 = 7 damage and is slain! .
Move Action: Move to T22
Ashley!
Move Action: Shift to P14
Standard Action: Mace vs Z4
--->1d20+7 vs 17 AC = 21! Hit!!.
--->Rotwing 2 takes 8 damage and is slain! .
--->Ashley shifts to P13
Finish them!!
Stats
Rotwing Zombie 5 (P19) - HP 53/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Slowed, save ends ] [ Divine Challenge ]
Lyssa (M16) - HP 26/41; AC 22; F 16; R 17 W 16 [AP: 0; HS: 7/12] [ +1 attacks, defenses, EoNT ]
Eiji Galkin, Gnome Alchemist (S18) - HP 29/28; AC 17; F 13; R 17; W 15 [RP: 1/2, HS: 8/8]
Caleb (T22) - HP 33/35; AC 23; F 18; R 16; W 17 [AP: 1; HS: 0/9; IW: 0/2]
Ashley, Human Bandit (P14) - HP 31/31; AC 17; F 14; R 17; W 15 [HS: 7/9]
Fosphil (O18) - HP 32 +3/40; AC 21; F 19; R 16; W 16 [AP: 1; HS: 5/10]
Dundalinane, Wilden Hunter (L15) - HP 32/32; AC 18; F 14; R 15; W 16 [HS: 4/9]
:arrow:Azael (P12) - HP 9/33; AC 16; F 16; R 15; W 19 [AP: 1; HS: 2/6] [ Phase of the Sun ]
Wenceslas the Quiet, Human Pikeman (R16) - HP 37/37; AC 18; F 17; R 13; W 14 [HS: 11/12]
Iados (P10) - HP 32/32; AC 18; F 13; R 16; W 18 [AP: 1; HS: 7/7; PP: 2/4]
Human Rabble - HP 1/1; AC 15; F 13; R 11; W 11
Companions
Caravan Status
Section 2. Lyssa + Gnome Alchemist, 9 civilians
Section 3. Caleb + Human Bandit, 9 civilians
Section 4. Fosphil + Wilden Hunter, 10 civilians
Section 5. Iados, 7 civilians
Azael, the civvies are yours this combat. Remember, they each get 1 action per turn.
The trees grant cover against ranged attacks. The trunks of the trees (middle square of 3x3 trees, or just the middle corner of 2x2 trees) grant cover against melee, blast, or burst attacks.
The weird yellowish grass is the slope of the hill. When moving left to right onto the hill slope, it is difficult terrain. When moving right to left on the hill slope, you get an extra square of movement per action (including while shifting) as well as an extra 1d6 damage if charging.
While moving right to left or getting hit on the slope, you must make an DC 5 Acrobatics check to keep from falling prone. These rolls are cumulative: if you get hit and forced to move down the slope, that's two DC 5 checks to stop falling prone, or if you move and charge on the slope, that's also two checks.
Azael et Iados!
Move to p15.
"Come, we will be exposed climbing the hill. Gather what you can from the carts and ready some rop-" The wilden stops when he sees the others pausing for breath or tending to wounds.
"Ah, yes. A rest first perhaps."
Dragon Slayers
Alénthian, the Grace of Corellon in Dragon Slayers - AC:35, F:29, R:30, W:31
It is time... to split the party! Some of you will need to forage for food, while others stay behind to organize/defend/rally the Lorrumites. Your companions will not be directly involved, but their skills and expertise may be utilised juts as any other Lorrumite's. I will not lay out mechanically how to win or what you get for winning this challenge, since I think it's actually imbalanced due to my splitting the party up, but there will be good things or bad things resulting!
So. Decide how you want to split yourselves up, and !ready when you're in your teams.
Stats
Eiji Galkin, Gnome Alchemist (???) - HP 29/28; AC 17; F 13; R 17; W 15 [RP: 2/2, HS: 8/8]
Caleb (???) - HP 33/35; AC 23; F 18; R 16; W 17 [AP: 1; HS: 0/9; IW: 2/2]
Ashley, Human Bandit (???) - HP 31/31; AC 17; F 14; R 17; W 15 [HS: 7/9]
Fosphil (???) - HP 40/40[/color]; AC 21; F 19; R 16; W 16 [AP: 1; HS: 4/10]
Dundalinane, Wilden Hunter (???) - HP 32/32; AC 18; F 14; R 15; W 16 [HS: 4/9]
Azael (???) - HP 9/33; AC 16; F 16; R 15; W 19 [AP: 1; HS: 2/6] [ Phase of the Sun ]
Wenceslas the Quiet, Human Pikeman (???) - HP 37/37; AC 18; F 17; R 13; W 14 [HS: 11/12]
Iados (???) - HP 32/32; AC 18; F 13; R 16; W 18 [AP: 1; HS: 7/7; PP: 4/4]
With that, Caleb rounds up the rest of his comrades and explains the situation.
"So those are the details. What do you guys think? We'll definitely need to split up. Some into the woods, some here at camp. Any volunteers?" says the Warlord, looking towards the darkening woods, a scold on his face.
"I think I would be best here," the girl says. "My armour, I would be more of a hinderance than a help while hunting. I could help calm the Lorrumites, keep things together at base camp. I am also well-suited to protecting them, I feel."
Alénthian, the Grace of Corellon in Dragon Slayers - AC:35, F:29, R:30, W:31
Dragon Slayers
"That settles it. Fosphil and myself will venture into the woods to see what we can find. The rest of you, stay near the caravan. Try to set up some sort of defensive perimeter, and if you have time perhaps you can look around the outskirts to see if there's anything useful."
With that, Caleb slings his shield across his back, tightens his sword belt and motions to Fosphil to follow.
"And if by chance we aren't back by first light, continue to Dalequan. We'll meet you on the road."