With a putrid sizzle, the zombie's flesh burrrrrrrns.
Map Stats
Azael (P14) - HP 18/33; AC 16; F 16; R 15; W 19 [AP: 1; HS: 3/6] [ Phase of the Sun ] 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
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 :P
KayWhat we need...Is a little bit of PANIC.Registered Userregular
Lyssa's confidence remains unshaken - her starlight may not have struck true, but the sound of Azael's acid orb burning the closest zombie's flesh is certainly satisfying.
As fast as an acid orb, the zombies begin barreling down the hillside, some taking flight halfway down to launch wildly out-of-control attacks on the women at the front of the caravan. The remainder continue to prowl the top of the hillside, looming down over the beginning skirmish below.
Actions
Zombie 1
Move: Move to N29
Standard: Prepare an action
Rotwing Zombie 1 (N29) - HP 58/58; AC 17; F 16; R 17; W 14 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]
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 quickly charges towards Lyssa as the undead fall in around her. He defiantly drives the Battle Standard of Lorrum down in the middle of the battlefield, hoping to inspire all his allies. He calls out to Lyssa, "Hold the line! The people of Lorrum stand with you!". Everyone near the standard feels their blood rush just a little faster as the standard flies in the crisp wind.
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.
Move Action: Move to P16
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!
0
Options
KayWhat we need...Is a little bit of PANIC.Registered Userregular
edited April 2012
Lyssa grits her teeth against the pain of the flying zombie's charge, but steels herself in the face of the enemy, knowing that the Lorrumites need her strength.
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
Lyssa, Shard of the Stars
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+58 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: 2418
--> Zombie 1 and 5 take 1 acid damage, and are slowed (save ends)
Stats
Rotwing Zombie 1 (N29) - HP 57/58; AC 17; F 16; R 17; W 14 [ Slowed (save ends) ] 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]
Sticky glue, searing light, flappy pieces of cloth be damned, the zombies continue barreling down the hill, with Lyssa being the unfortunate recipient of their attentions, being closest to the base of the hill.
Zombie 8
Move: Move to T28
Standard: Prepare an action
Map Stats
Rotwing Zombie 1 (N29) - HP 57/58; AC 17; F 16; R 17; W 14 [ Slowed, save ends ] 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]
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!
hippofant on
0
Options
GrogMy sword is only steelin a useful shape.Registered Userregular
While Dundalinane lays down covering fire, the elder wilden dashes towards where the beasts have gathered. Spear spinning and stabbing, he creates a few holes in decomposing wings. Enough to get their attention at least.
Actions
Fosphil:
Move: to P20 (via Q19, so no OA)
Standard: Hack and Hew vs Zombie 7 and 4:
-2#1d20+10: 2419 both hit.
- 2#1d8+588 Both take 8 damage and are marked by Fosphil.
Dundalinane:
Move: to K14 and Stealth: 1d20+517 I'm assuming that beats their passive perception.
Standard: Longbow vs Zombie 6
- 1d20+7+225
-1d10+815 and she's no longer hidden.
Stats
Rotwing Zombie 1 (N29) - HP 57/58; AC 17; F 16; R 17; W 14 [ Slowed, save ends ] 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)
0
Options
adventfallsWhy would you wish to know?Registered Userregular
edited May 2012
With a silent, careful motion that seemed unlike him, Wenceslas went towards one of the undead and tried to poke it with his spear. Tried, because he failed so horribly that under a less forgiving DM his spear might have stabbed him instead.
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.
Wenceslas the Quiet Move Action: Move to R-16
Standard Action: Greatspear vs Skeleton 2 1d20+78 CRITICAL MISS
Azael Standard Action: Blazing Starfall on P-20
[Targets: Zombies 4 & 7] 2#1d20+816 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.]
Iados moves forward a bit and tries like heck to make the zombies very very sad. One of them has so much joy in its undead, unbeating heart that it escapes the assault. However, the other is plunged into a deep depression.
Sticky glue, searing light, flappy pieces of cloth be damned, the zombies continue barreling down the hill, with Lyssa being the unfortunate recipient of their attentions, being closest to the base of the hill.
Actions
Zombie 1
Double Move: To N23
End of turn: Save vs Slow: 1d207 Fail!
Rotwing Zombie 1 (N23) - HP 57/58; AC 17; F 16; R 17; W 14 [ Slowed, save ends ] 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]
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!
hippofant on
0
Options
GrogMy sword is only steelin a useful shape.Registered Userregular
edited May 2012
Fosphil manages to blunt the first strike with his shield, but the force of the blow still sends him flying.
Immediate Interrupt vs Zombie 3's attack- 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 1 (N23) - HP 57/58; AC 17; F 16; R 17; W 14 [ Slowed, save ends ] 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!
Grog on
0
Options
KayWhat we need...Is a little bit of PANIC.Registered Userregular
edited May 2012
The onslaught of the flying undead is fast and fierce, and the blow to Lyssa's shoulder causes her to flash out of existence briefly, reappearing in the midst of her companions. She turns her wrathful gaze on the nearest zombie, marking it for later, then unleashes a devastating burst of radiant light directly at her attacker, burning it with the pure energy of the stars.
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:
Lyssa, Shard of the Stars
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+1d623 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+1d816 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: 192115
--> 1d6+4+410 Fire Damage
Rotwing Zombie 1 (N23) - HP 57/58; AC 17; F 16; R 17; W 14 [ Slowed, save ends ] 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.)
Caleb's eyes are dazzled as the holy fire emenates from Lyssa! He has to avert his eyes from the spectacle, thus charging towards Ashley to help with the zombie floating above her. He lashes out with his sword, hoping to create an opening for Ashley. Seizing her chance, she makes a leaping strike, connecting with a solid crack to the undead's skull! The undead's head bobbles back and forth as he seeks his senses...
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
As the warlord rushes into the fray, he himself almost becomes another victim, having opened himself to attack. Though the zombie flails wildly in its attack, Caleb remains pressed between two mindless flesh hulks.
Rotwing Zombie 1 (N23) - HP 57/58; AC 17; F 16; R 17; W 14 [ Slowed, save ends ] 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 ]
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!
hippofant on
0
Options
GrogMy sword is only steelin a useful shape.Registered Userregular
Seeing the warlord surrounded, Fosphil moves with a deceptive agility for his age. Before the foul undead can so much as bare their fangs, a blow from his shield sends one of them flying back toward the flock, while a backhanded blow stuns the other (admittedly already concussed) zombie.
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.
Rotwing Zombie 1 (N23) - HP 57/58; AC 17; F 16; R 17; W 14 [ Slowed, save ends ] 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!
0
Options
adventfallsWhy would you wish to know?Registered Userregular
edited May 2012
Azael grinned as Fosphil pushed a zombie right into the perfect spot. Just the beauty of the move! It was an intoxicating opportunity, one that she couldn't pass up. With a mighty spell, four zombies were trapped and three had their skin burned from their walking corpses.
Wenceslas was not so fortunate in opportunities, instead trying to poke a skeleton that was annoying Fosphil.
Azael Main Action: Blazing Starfall on O-22
[Targets: Zombies 1, 3, 5, and 8] 3#1d20+826 26 Hit! 28 CRITICAL HIT!13 Miss! 1d4+1112 1d121
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+713 Miss!
"They aren't very smart, are they?" Iados asks as he moves up the line, firing blasts at the flying zombies. As the powerful blast strikes them, they seem mostly unphased. "Er, they are pretty tough, though."
move to O13 Dishearten aug 2vs Will: 1d20+917 Hit 1d20+922 Hit 1d20+913 Miss 2d6+1120 damage
Z1 and Z3 take 20 damage and take -4 to hit until the end of my next turn.
Though our heroes seem to have the situation well in hand, having obliterated half of the undead blocking their path and the remainder largely constrained by magics and glue, the imminent threat of zombificiation is not quite passed. One zombie manages to sneak through their front-line, dealing a heavy blow to the powerful but fragile sorceress, while another lands a mighty blow against Lyssa's temple, leaving the star-paladin seeing stars herself. Perhaps there is something to be said for mindless toughness over clever overconfidence!
Lyssa takes a whopping 25 damage and is pushed 2 squares to M16!
Effect: Zombie 5 takes 4 fire damage!
End Of Turn: Save vs Slow: 1d205 Fail!
Map 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 ] 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]
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.!
hippofant on
0
Options
GrogMy sword is only steelin a useful shape.Registered Userregular
edited May 2012
Fosphil curses his carelessness when the calloused corpses send Lyssa careening. Slapping Wenceslas on the back, confident in the quiet fellow's ability to finish their foe, the wilden dashes in front of the advancing zombies and fells one with a mighty thrust of his spear.
Dundalinane does a tree dance.
Immediate Reaction: Wrath of the Destroyer (trigger: enemy makes an attack against Fosphil while bloodied) Melee Basic Attack vs Zombie 2
Attack vs AC: 1d20+10+223 hit 1d8+59 damage and Zombie 2 is dazed (eont)
Fosphil:
Minor: Shielding Shove- Push Wenceslas 1 square to T15 and mark Zombie 2 til eomnt
Rotwing Zombie 1 (N19) - HP 12/58; AC 17; F 16; R 17; W 14 [ Flying 1 Up ] [ Slowed, save ends ] [ -4 attack, EoINT ] Dead Rotwing 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!
Grog on
0
Options
KayWhat we need...Is a little bit of PANIC.Registered Userregular
edited May 2012
As the flying zombies close in, Lyssa looks around at her allies, blood on her lips thanks to the battering she is enduring. Fosphil's charge, and subsequent kill, emboldens her. She levels her sword at the one flapping near the Wilden fighter, and screams a challenge. A pale halo shimmers around the undead abomination's head, spurring it to attack her.
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.
Lyssa, Shard of the Stars
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+1d626 Radiant Damage
--> Immobilised UEoNT
--> -2 Penalty to Will (save ends)
Standard Action: Dire Radiance vs Z5
--> 1d20+7+1[/u: 16
--> 1d6+5+2+518 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 ] Dead Rotwing 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]
As holy light and arcane fire sear the air around him, Caleb turns his fury on the zombie in front of him. Forgoing any sort of skill and finesse, Caleb braces his shoulder against his shield and barrels into the rotting hulk. The forces of his charge causes the zombie to crumble, leaving Caleb standing in a pile of fetid gore. Looking for greener pastures, the Warlord begins to flank the remaining zombies, hopping to cut off any chance at escape.
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.
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]
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.
Iados looks at the remaining thingey and stares hard. Real hard. And the thingey in the air squawks a terrible noise as it recoils in pain. And then falls to the earth, dead again.
Mind Thrust vs Will: 1d20+828 CRIT for 17 damage and that's it.
Move to p15.
GrogMy sword is only steelin a useful shape.Registered Userregular
A little surprised at the creature's seemingly spontaneous death, Fosphil signals the all clear to the cowering Lorrumites. "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."
Surverying the battle field, the Warlord takes solace in the fact that they won't have to put another body on a cart this time. As the others are bandaging wounds and take a short rest, Caleb looks towards the sun, trying to guess how many hours of daylight they have left.
KayWhat we need...Is a little bit of PANIC.Registered Userregular
Lyssa takes a few moments to recover, then cleans her sword. "We should move on from here a ways, and make camp," she suggests. "And it is not only the Lorrumites who are exhausted."
3DS FCode: 1993-7512-8991
0
Options
adventfallsWhy would you wish to know?Registered Userregular
Azael grunted, limping quite a bit from that last blow. "Tell me about it. I never thought a bag of bones could hit that hard."
Taking heed of Lyssa's suggestion, after struggling up the hill, the caravan pushes on but a while until it arrives at a forest clearing in the late afternoon. There they come to a stop for the night to rest and recover. As they set up camp for the night, Mathilda pulls Caleb aside. "Sir Caleb, I'm afraid we're running low on supplies. I think we may have lost some in the attacks, and now we don't have enough to go around tonight...."
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
Lyssa (???) - HP 26/41; AC 22; F 16; R 17 W 16 [AP: 0; HS: 7/12] 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]
"I appreciate the respect, but I'm no 'sir'. But it is grim news that of all things that stop us from reaching Dalequan. I will speak with the others. In the meantime, please prepare what meals you can for the women and children, the ill or elderly. And please have any abled bodied man...or woman, report to me as quickly as they can, regardless of their fighting experience.".
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'm probably the best there is here at finding things, seeing as how that's kind of what I do. I've never tried to find food though, so this will be a new one for me. Anyone else feel like coming along and helping me not get killed? Maybe someone that can tell me if the mushrooms I find are poison and will kill us all?"
KayWhat we need...Is a little bit of PANIC.Registered Userregular
Lyssa considers this, then nods towards the train of wagons.
"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."
3DS FCode: 1993-7512-8991
0
Options
GrogMy sword is only steelin a useful shape.Registered Userregular
"My eyes are keen as the horned man and I've knowledge of poisons, though I know little of what could be nourishing to your kind."
0
Options
adventfallsWhy would you wish to know?Registered Userregular
"I've got the gift of gab.... and I know a thing or two about magic."
As the heroes strategize back and forth about the various combinations, who may be better at what, and whose armor makes the least noise, the Warlord puts his hand up, bringing the discussion to a stop.
"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."
Posts
Dire Radiance vs Fortitude: 1d20+7 12 1d6+5+1d6 16
Probably not with that roll.
3DS FCode: 1993-7512-8991
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 :P
Initiative! 1d20+0 18
3DS FCode: 1993-7512-8991
Initiative: 1d20+1 2
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...
3DS FCode: 1993-7512-8991
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)
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!
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.)
3DS FCode: 1993-7512-8991
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!
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 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!
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 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.
3DS FCode: 1993-7512-8991
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."
3DS FCode: 1993-7512-8991
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."
3DS FCode: 1993-7512-8991
"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."