View Full Version : Part 17 - The Warren
EricStratton
14th June 2010, 11:34 AM
Maz and Sagar open the door. The sound of shuffling feet is clearly audible now as is the unnatural moaning of the undead. The smell of rotting meat pours from this chamber. Gnawed, partially eaten humanoid corpses are strewn everywhere. It seems Kalarel has entrusted these creatures as his last line of defense.
Before he can finish his cookie, Sagar immediately is set upon by a zombie rotter.
Roll init
http://www.rpgtool2demo.org/maptool/scene.asp?ID=k9ucrverm3vb9m3hpu1z6c2qwr5gz3l8pwm1t 2odhmq8xypoz5fw8mohw1jvrfy8
Lycos
14th June 2010, 11:42 AM
Init +8 = 26
Greebo
14th June 2010, 12:03 PM
Do they have surprise against us?
Init 7
Well apparently against me it isn't hard...
Shiz
14th June 2010, 12:22 PM
Rend +4=24
Maz +2=5
If undead are just going to come at us, maybe we should just hang in the doorway?
Greebo
14th June 2010, 12:32 PM
If undead are just going to come at us, maybe we should just hang in the doorway?
Agreed. Zombies are pretty stupid.
EricStratton
14th June 2010, 12:36 PM
Do they have surprise against us?
No, Rend knew there was something (likely zombies) behind the door.
Sagar
14th June 2010, 01:05 PM
Init: +0
You know, maybe putting the 0 initiative guy in the front wasn't such a good idea...
Shiz
14th June 2010, 01:14 PM
We can all delay. I don't see how it matters much.
Greebo
14th June 2010, 01:21 PM
Why *isn't* Jagged up front and Sagar in the middle?
EricStratton
14th June 2010, 01:35 PM
Why *isn't* Jagged up front and Sagar in the middle?
I just do what I'm told to. :)
http://www.legendsofwestwood.org/forum/showthread.php?p=279544#post279544
Greebo
14th June 2010, 01:37 PM
I just do what I'm told to. :)
http://www.legendsofwestwood.org/forum/showthread.php?p=279544#post279544
Yeah, was more for the group, not you. :)
Shiz
14th June 2010, 01:54 PM
Sagar is no slouch vs undead and he can take a beating better.
attriel
16th June 2010, 09:41 AM
Jagged Init +2: 4
EricStratton
16th June 2010, 11:43 AM
Start of Round 1:
Cilene, Rend, Greebo, Maz, Jagged...
http://www.rpgtool2demo.org/maptool/scene.asp?ID=k9ucrverm3vb9m3hpu1z6c2qwr5gz3l8pwm1t 2odhmq8xypoz5fw8mohw1jvrfy8InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used26Cilene32/340190-24Rend35/3601100-7Greebo40/400170-5Mazirith43/430170-4Jagged43/4300100-Bestial Armor4Zombie Rotter0????-?3Sagar37/370082/2-
Shiz
16th June 2010, 11:47 AM
Cilene, you target ZR3. I will go for ZR1.
Chill Wind at N6, Chill Wind (Implement),Area Burst 1 within 10, +7 vs FOR, d6+1, hit: you slide the target one square.
18 vs FOR = dead Rotter 1.
Lycos
16th June 2010, 12:03 PM
Cilene will target Zombie 3 and cast MM at him.
Magic Missile [Level 1] - +6 vs Reflex, Range: 20, Target: One Creature, Hit: Damage 2d4 +5
8 to hit vs. Reflex
Damage: 10 pts of damage.
EricStratton
16th June 2010, 12:18 PM
Round 1:
Cilene just misses the rotter with her Magic Missile (8 vs REF).
But Rend easily catches Rotter 1 in the whipping winds of his storm and the body of the once again dead rotter rolls down the room like a tumbleweed (Rotter 1 = dead).
Shiz
16th June 2010, 12:43 PM
Greebs, leave ZR2 for Maz since he is in range.
Maz moves to M4 and attacks Rotter 2 with a Lightning Lure (Rng 3, +6 vs Fort, d6+6 lightning dmg, pull trg to nearest adj space)
15 vs FOR hopefully kills it.
It is doubtful these are the only undead in here so let's not be hasty about charging in.
Greebo
16th June 2010, 02:16 PM
curse rotter 3 with quickcurse rod (not closest)
EB +5 at Rotter 3, vs ref, d10+4+d6
10+4+6+3 = 23 damage to the minion
attriel
16th June 2010, 02:27 PM
So, is there anything still left?
Greebo
16th June 2010, 02:39 PM
It's MILLER time!
EricStratton
16th June 2010, 05:47 PM
Round 1 con't:
Greebo and Mazirith take aim at their respective zombies. Mazirith sees just enough of Rotter 2 to get it with his Lightning Lure (15-2 (cover) vs FORT = dead).
Greebo decides not to make it close, cursing the zombie, and then planting an Eldritch Blast in Rotter 3's forehead. The resulting cranial explosion produces feelings of both disgust and satisfaction (Rotter 3 = dead).
Jagged...
http://www.rpgtool2demo.org/maptool/scene.asp?ID=k9ucrverm3vb9m3hpu1z6c2qwr5gz3l8pwm1t 2odhmq8xypoz5fw8mohw1jvrfy8
Greebo
17th June 2010, 12:33 PM
Jagged WHAT?
They're dead.
Shiz
17th June 2010, 12:39 PM
There is clearly stuff we cannot see yet...
EricStratton
17th June 2010, 12:49 PM
So Jagged just stands there for the rest of the campaign? I assume he'll do *something*.
attriel
17th June 2010, 12:50 PM
Jagged moves to N6 and looks around the room for more danger ?
attriel
17th June 2010, 01:04 PM
Jagged moves to N6 and looks around the room for more danger ?
FYI, not done my turn, but before I can come up with the second half ...
EricStratton
17th June 2010, 01:14 PM
Round 1 con't:
Jagged moves into the room and, glancing to right, spots a bigger, meaner Zombie.
Still got a minor and standard left.
http://www.rpgtool2demo.org/maptool/scene.asp?ID=k9ucrverm3vb9m3hpu1z6c2qwr5gz3l8pwm1t 2odhmq8xypoz5fw8mohw1jvrfy8
Greebo
17th June 2010, 02:37 PM
whisper, "Insult its mother!"
Lycos
17th June 2010, 03:29 PM
Cilene comments, "What heartless and cruel zombies to not care about their fallen brethern." :p
*looks down at her nails*
"Ooooo, my nails so need some major work."
*looks back up*
"Can we get on with this??? I need a manicure STAT!"
attriel
17th June 2010, 03:58 PM
Jagged, distraught over having had nothing to play with by the time he got into the room, charges the zombie screaming (Standard: Charge: MBA: Howling Strike (can be used as an MBA as part of a charge): +9 vs AC, 1d12+1d6+5 dmg)
16 vs AC
13 dmg
Shiz
17th June 2010, 04:03 PM
Maz shakes his head and mutters "In my many lifetimes, I have had to rescue so many fools..."
EricStratton
17th June 2010, 05:36 PM
Round 1 con't:
Jagged, distraught over having had nothing to play with by the time he got into the room, charges the zombie screaming. The Howling Charge is a good one (16 vs AC) almost completely severing the creature's arm (13 dmg).
Then he calls back to the group informing them this one zombie isn't alone.
The zombie tries to retaliate by grabbing Jagged but, with only limited use of its arm, it's really more like a pat on the back (natural 1).
From in the distance another zombie shambles into view. Then...
...the rotters attack! Or more accurately a large number of them do the zombie shuffle into view.
Sagar, then everyone else.
Once again the damned mobs got grouped up in init.
http://www.rpgtool2demo.org/maptool/scene.asp?ID=k9ucrverm3vb9m3hpu1z6c2qwr5gz3l8pwm1t 2odhmq8xypoz5fw8mohw1jvrfy8InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used26Cilene32/340190-24Rend35/3601100-7Greebo40/400170-5Mazirith43/430170-4Jagged43/4300100-Bestial Armor4Zombie 113????-?4Zombie 20????-?4Zombie Rotter0????-?3Sagar37/370082/2-
Sagar
17th June 2010, 05:42 PM
Sagar yells, "Jagged! Get back here!". He then steps forward to prevent the zombies from swarming into the room (N4) and fires a lance of radiant energy at Rotter 7. (+5 vs REF, D8+3+vulnerability.)
20 vs REF, 10 damage + radiant vulnerability.
EricStratton
17th June 2010, 05:45 PM
Round 1 conclusion:
Sagar yells, "Jagged! Get back here!". He then steps forward to prevent the zombies from swarming into the room (N4) and fires a lance of radiant energy at Rotter 7 which explodes in a shower of zombie bits (20 vs REF = dead).
End of Round 1
=======
Start of Round 2:
Everyone else....
Shiz
17th June 2010, 05:48 PM
Rend's attack depends on what Cilene kills...
Lycos
17th June 2010, 05:58 PM
Cilene casts scorching Burst at N9.
Scorching Burst [Level 1] - +6 vs. Reflex, Area burst 1 within 10 squares, Hit: Damage 1d6+5
Targetting Rotter 8 and 11.
Rotter 8: Crit = 11 points (Any other damage enhancement rolls that I missed? I don't have a magic wand.)
Rotter 11: 12 to hit. damage = 6 pts.
Shiz
17th June 2010, 06:08 PM
Rend moves to N2 for a straight shot at Zombie 2.
Chill Wind (Implement),Area Burst 1 within 10, +7 vs FOR, d6+1, hit: you slide the target one square.
Zombie 2: 9 vs FOR, 6dmg, slide to M13
Rotter 10: 8 vs FOR
Sagar
18th June 2010, 08:33 AM
If we can pull them in, I can try turning / blasting them and really give us an advantage. But I only get one shot so I want as many as possible close.
Lycos
18th June 2010, 10:09 AM
If we can pull them in, I can try turning / blasting them and really give us an advantage. But I only get one shot so I want as many as possible close.
And I'll blast as you pull them in.
Greebo
18th June 2010, 10:23 AM
Lovely, lovely!
ES: Since by the time my turn rolled around on rotter 3, rotter 2 was dead, rotter 3 would have been the nearest enemy, so I would not have needed to use my QC rod - I would have just cursed ZR3. If you agree with that assessment, then:
Move: Step up to M3.
Minor: Use QC Rod on Zombie 2. If I can't - then curse rotter 11 for good measure.
Standard: Crown of Stars (daily) on Zombie 2
+5 vs. reflex; 2d12+4 dmg (+d6 curse if I can use QC) - if target is bloodied it is blinded EONT
Sustain Minor: Cha vs Will on any target in range (range 10) - on hit deal 3 damage.
(I'm breaking out the minion killer)
11 vs. reflex against Zombie 2 - crap - but on the off chance it hits...16 damage to Zombie 2 (12 if not cursed)
Spend Action point
Eldritch Blast on Zombie Rotter 11 - which may or may not be cursed
+5 vs. ref; d10+4 dmg (possibly plus curse which would mean the roll above since Zombie 2 would then not be cursed)
16 vs reflex on rotter 11; 5 damage (or 9)
EricStratton
18th June 2010, 10:41 AM
Start of Round 2:
Cilene casts Scorching Burst between two rotters (8 and 11). The burst keeps its forward momentum when it hits the ground enveloping the southern rotter (#8, natural 20 = dead) but leaving the northern one unharmed (#11, 12 vs FORT = miss).
Rend moves to into position for a straight shot at Zombie 2 (N2). He's able to get his Chill Wind spell to only produce a couple of flakes which the zombies summarily ignore (9 vs FORT, natural 1 = miss, miss).
Greebo also moves into position (M3). He uses his Quick Curse rod to curse Zombie 2 as if being a member of the undead isn't curse enough. Then he casts Crown of Stars on it. It's one of his more difficult spells and he flubs a couple of words but, luckily, the zombie is too decrepit to get out of the way and the spell connects (11 vs REF) putting the creature in significant pain (16 dmg, not bloodied).
Continuing (AP used) he puts an end to Rotter 11 with a well cast Eldritch Blast (16 vs REF = dead).
Maz, Jagged...
http://www.rpgtool2demo.org/maptool/scene.asp?ID=k9ucrverm3vb9m3hpu1z6c2qwr5gz3l8pwm1t 2odhmq8xypoz5fw8mohw1jvrfy8InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used26Cilene32/340190-24Rend35/3601100-7Greebo40/400070-Crown of Stars5Mazirith43/430170-4Jagged43/4300100-Bestial Armor4Zombie 113????-?4Zombie 216????Cursed (Greebo)?4Zombie Rotter0????-?3Sagar37/370082/2-
Shiz
18th June 2010, 10:44 AM
Jagged, if you are going to pull back, then Maz will delay or ready an action since he has no target in range from the doorway. Otherwise, Maz will come back you up since the caster can probably mop up the zombies due south.
Sagar
18th June 2010, 01:25 PM
What if the other zombies swarm in behind you two? Could be trouble.
attriel
18th June 2010, 01:52 PM
Jagged brings his axe around in a large sweep (Standard: Great Cleave: +9 vs AC, 1d12+5+3 dmg) before stepping back towards the party (Move: Shift K7)
19 vs AC Rotter 4
14 vs AC Zombie 1
25 vs AC Rotter 5
10 dmg each
Sagar
18th June 2010, 03:04 PM
If you shift, you only get one step. If you move, you get an OA but only Z1 should still be alive.
I'd suggest moving back to us so you can't be surrounded.
Shiz
18th June 2010, 05:37 PM
Maz delays until after Jagged
attriel
18th June 2010, 06:34 PM
I'm aware that I only get one step, but without overwhelming odds advancing, I just don't see a barbarian turning and running away ... it seems contrived and meta-gamey :o
Sagar
18th June 2010, 10:25 PM
You are not running away, you are going back to protect the squishies.
Shiz
18th June 2010, 10:36 PM
I'm aware that I only get one step, but without overwhelming odds advancing, I just don't see a barbarian turning and running away ... it seems contrived and meta-gamey :o
I will take that as a no and Maz will act accordingly. Maz is ok with it.
Move to N10, mark Zombie 2 with Aegis (minor), attack with Lightning Lure: +6 vs FOR, d6+6dmg, pull target to nearest unoccupied square
attack misses.
Greebo
20th June 2010, 05:36 PM
I'm aware that I only get one step, but without overwhelming odds advancing, I just don't see a barbarian turning and running away ... it seems contrived and meta-gamey :o
I like someone who plays with the character behavior in mind. :)
EricStratton
22nd June 2010, 11:10 AM
Round 2 con't:
Mazirith moves to stanch the flow of zombies from the eastern side (N10). As he comes along side the wall to his right, the scream of a ghoul fills the room.
Readied action
The ghoul, exhibiting much greater intelligence then its zombie cousins, charges Mazirith (from K13 to N11) it's long, sharp, black nails lashing out and just penetrating the swordmage's defenses (24 vs 22 AC). The cut on his cheek is painful enough (43-8=35 HP) but it's the fact that he can't move his legs anymore that really worries him (immobilized (SE)).
Revise your turns as you see fit. Trask, make sure to roll a save.
http://www.rpgtool2demo.org/maptool/scene.asp?ID=k9ucrverm3vb9m3hpu1z6c2qwr5gz3l8pwm1t 2odhmq8xypoz5fw8mohw1jvrfy8InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used26Cilene32/340190-24Rend35/3601100-7Greebo40/400070-Crown of Stars5Ghoul0????-?5Mazirith35/430170Immoblized (SE)4Jagged43/4300100-Bestial Armor4Zombie 113????-?4Zombie 216????Cursed (Greebo)?4Zombie Rotter0????-?3Sagar37/370082/2-
Lycos
22nd June 2010, 11:13 AM
Trask, make sure to roll a save.
Wrong channel. :lowlol:
Lycos
22nd June 2010, 11:16 AM
Round 3:
Cilene moves to N6.
Casts Scorching Blast at I8.
Scorching Burst [Level 1] - +6 vs. Reflex, Area burst 1 within 10 squares, Hit: Damage 1d6+5
To Hit:
Zombie Rotter 6: 20
Zombie Rotter 9: 22
Zombie 1: 8
9 points of damage to those I hit.
Cilene tries to recognize the winged creature. +3 for Nature, +13 for Arcana. Rolled 14.
EricStratton
22nd June 2010, 11:26 AM
Wrong channel. :lowlol:
Ahhh, dimensional leakage! :eek!:
Shiz
22nd June 2010, 11:32 AM
I rolled a 5 for Maz's attack so it doesn't matter what I change it to. That said, he marks the ghoul instead of the zombie.
ST = fail.
Greebo
22nd June 2010, 12:23 PM
Shouldn't the ghoul be after maz, init wise?
EricStratton
22nd June 2010, 12:42 PM
Shouldn't the ghoul be after maz, init wise?
No, that would mean it gets to go in response to the readied action and then immediately after the action that triggered said readied action. Player's Handbook, pg 291, Ready an action:
After you resolve your readied action, move your place in the initiative order to directly before the creature or the event that triggered your readied action.
EricStratton
22nd June 2010, 01:16 PM
Round 2, Maz's move con't:
Mazirith recovers from the initial shock of the ghoul's sudden appearance enough to mark the ghoul but not enough to hit it (11 vs FORT). His efforts to regain motion in his legs are unsuccessful (save: 2).
On the other side of the room Jagged, facing a wall of zombies, brings his axe around in a large sweep. The axe passes effortlessly through Rotter 4 and 5 (dead and dead) before stopping partway through the Zombie black goo oozing out of the newly created wound (14 vs AC = hit; 13+10=23 dmg, bloodied). Satisfied he steps back towards the party (Move: Shift K7).
Zombie 1 holds itself together long enough to lunge at Jagged (shift to J7) but not enough to successfully grab him (6 vs 13 REF).
Following behind the zombie Rotter 9 goes for Jagged and gets in a lucky blow (20 vs 16 AC) whacking the barbarian upside the head (43-5=38 HP).
One more rotter appears from the western alcove and it joins the others as they slowly advance on you.
Meanwhile back on the eastern side, Zombie 2 lumbers around the ghoul (shift to O11), trips on its own feet, and misses Mazirith completely (natural 1).
Rotter 10 comes around Maz from his left (O10). Maz can barely be bothered as he stiff arms the creature holding it at bay as one would a child (9 vs 22 AC).
From between the ghoul and the zombies, Mazirith spots a small winged creature hop out into the open. He's not entirely sure what it is but it doesn't look alive in the natural sense of the word. It stops along side the eastern wall (at O14) hovering quietly. A nearly invisible beam appears to fire from its eyes at Mazirith who avoids the attack easily (13 vs 16 REF).
Sagar, Rend, Greebo...
http://www.rpgtool2demo.org/maptool/scene.asp?ID=k9ucrverm3vb9m3hpu1z6c2qwr5gz3l8pwm1t 2odhmq8xypoz5fw8mohw1jvrfy8InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used26Cilene32/340190-24Rend35/3601100-7Greebo40/400070-Crown of Stars5Ghoul0????Marked (Aegis - Maz)?5Mazirith35/430170Immoblized (SE)4Jagged38/4300100-Bestial Armor4Zombie 123????Bloodied; ?4Zombie 216????Cursed (Greebo)?4Zombie Rotter0????-?3Small Winged Creature0????-?3Sagar37/370082/2-
Shiz
22nd June 2010, 01:20 PM
Round 3:
Cilene moves to N6.
Casts Scorching Blast at H8.
Scorching Burst [Level 1] - +6 vs. Reflex, Area burst 1 within 10 squares, Hit: Damage 1d6+5
To Hit:
Zombie Rotter 4: 20
Zombie Rotter 5: 22
Zombie 1: 8
9 points of damage to those I hit.
I'll edit later if Sagar, makes this move not as effective.
You need to re-target at I8. Rend will wait to see what Cilene does.
Lycos
22nd June 2010, 01:25 PM
You need to re-target at I8. Rend will wait to see what Cilene does.
Yes, you will since I go before you. :p
Sagar
22nd June 2010, 01:35 PM
Sagar, with an "I told you so" kind of sigh, grabs his holy symbol and moves smartly forward to help Maz (to O9). There, he will raise his holy symbol and try to turn undead (close burst 2, +5 vs Will, d10+3 damage, push 5, immobilize until EoNT).
Ghoul: 11+5 = 16 vs Will
Zombie: 8+5= 13 vs Will
Rotter: 3+5= 8 vs Will
4 radiant damage to all hit + any radiant vulnerability
Push all hit back up to 5 spaces.
All hit are immobilized until end of my turn.
Lycos
22nd June 2010, 01:38 PM
My round 3 turn above have been edited.
Shiz
22nd June 2010, 01:50 PM
Rend needs to see results of Sagar's Turn.
Greebo
22nd June 2010, 01:51 PM
Move: To M6
Minor: Sustain crown - Charisma vs. Will attack against any target in range. On a hit, deal radiant damage equal to your Charisma modifier (+3).
+5 vs. will on Rotter 10 (or 9 if 10 is destroyed): 12 vs will, 3 radiant if hits
Standard: EB+5 vs. ref on Zombie 2(cursed); d10+4+d6
if Zombie 2 dead, ghoul instead, no curse. 14 vs. ref; 9 dmg vs. zombie 2 or 5 damage vs. ghoul
EricStratton
22nd June 2010, 06:38 PM
Round 2 conclusion:
Sagar, with an "I told you so" kind of sigh, grabs his holy symbol and moves smartly forward to help Maz (to O9). There, he raises his holy symbol and tries to turn undead. The zombie is overwhelmed by the holy surge and goes flying backward burning and shrieking from the radiant burns which start to drip zombie ooze all over the floor (16+4+5 (vuln) = 25 dmg, bloodied). The rotter and ghoul are able to withstand the worst of the blast but both are hurt by it with the rotter collapsing in a heap (ghoul, rotter = miss; Ghoul: (4+5 (vuln)) / 2 = 4 dmg); Rotter: dead).
End of Round 2
=====
Start of Round 3:
Cilene moves into the room (N6). She throws a Scorching Blast past Jagged which torches the two Rotters to smoldering bits (20, 22 vs REF = dead, dead) but leaves the Zombie unharmed (8 vs REF = miss).
Turning her attention to the winged creature (27 Arcana) she recognizes it as a homunculus, specifically a Clay Scout. These minor, flying constructs are created to guard a specific place, object, or beings. Clay Scouts generally try to remain unseen when they attack, preferring to Mind Touch their targets dazing them and becoming invisible to them at which point they'll try to Bite the target while using Redirect to channel attacks to targets near them. They are immune to disease and poison but other than that are generally not particularly good at defense.
Rend...
Greebo, Zombie 2 is still alive but now has superior cover. You want to change targets?
http://www.rpgtool2demo.org/maptool/scene.asp?ID=k9ucrverm3vb9m3hpu1z6c2qwr5gz3l8pwm1t 2odhmq8xypoz5fw8mohw1jvrfy8InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used26Cilene32/340190-24Rend35/3601100-7Greebo40/400070-Crown of Stars5Ghoul4????Marked (Aegis - Maz)?5Mazirith35/430170Immoblized (SE)4Jagged38/4300100-Bestial Armor4Zombie 123????Bloodied; ?4Zombie 225????Bloodied; Cursed (Greebo); Immobilized until EoNT-R3-Sagar?4Zombie Rotter0????-?3Small Winged Creature0????-?3Sagar37/370082/2-
Shiz
22nd June 2010, 08:01 PM
Rend will WildShape (minor), move to M8, then charge Zombie 1 (K7) with a
Pounce (beast form),+7 vs REF, d8+5, Hit: target grants CA to the next attack before the end of my next turn. Can be used as a melee basic attack when charging (+8 vs REF).
14 vs REF, 9dmg (+1 dmg to bloodied with totem), CA to next attacked
attriel
22nd June 2010, 09:18 PM
Seriously, I was the problem here? ;)
Greebo
22nd June 2010, 09:21 PM
Retarget to ghoul please.
Lycos
22nd June 2010, 11:47 PM
Just in case, I will say that I am telling everyone about what I know about the homunculus.
Shiz
23rd June 2010, 09:50 AM
Retarget to ghoul please.
Rend? He and Jagged are kindred spirits. The ghoul isn't going anywhere with Maz's mark on him. Rend wants to circle around and get the homonoculus.
EricStratton
23rd June 2010, 10:39 AM
Rend? He and Jagged are kindred spirits. The ghoul isn't going anywhere with Maz's mark on him. Rend wants to circle around and get the homonoculus.
No, he was talking about Greebo, I think.
EricStratton
23rd June 2010, 11:01 AM
Round 3 con't:
Rend Wild Shapes, moves (M8), and charges Zombie 1 (K7) Pouncing (14 vs REF) on it's chest and tearing at it's face (23+9=32 dmg, grants CA to next attacker).
Greebo moves into the room (M6). A beam of light fires out of the arcane crown on his head (12+2 (Pounce CA) vs WIL) vaporizing Zombie 1 (32+8 = dead). Turning his attention to Maz's situation, a bolt of energy flies off his finger which the ghoul deftly dodges (14 vs REF).
The ghoul drawn to an immobilized opponent attempts to drive it's teeth into Mazirith's neck. The swordmage is too good and the attack is parried (19 vs 22 AC). Then it shifts to cover (M11).
Mazirith, Jagged...
http://www.rpgtool2demo.org/maptool/scene.asp?ID=k9ucrverm3vb9m3hpu1z6c2qwr5gz3l8pwm1t 2odhmq8xypoz5fw8mohw1jvrfy8InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used26Cilene32/340190-24Rend35/3601100-7Greebo40/400070-Crown of Stars5Ghoul4????Marked (Aegis - Maz)?5Mazirith35/430170Immoblized (SE)4Jagged38/4300100-Bestial Armor4Zombie 225????Bloodied; Cursed (Greebo); Immobilized until EoNT-R3-Sagar?4Zombie Rotter0????-?3Clay Scout0????-?3Sagar37/370082/2-
Shiz
23rd June 2010, 11:13 AM
With the ghoul safely marked, Maz focuses on the Clay Scout:
Shift to O11, attack Clay Scout with Lightning Lure (Rng 3, +6 vs Fort, d6+6 lightning dmg, pull trg to nearest adj space)
14 vs FOR, 11dmg, pull to O12
EricStratton
23rd June 2010, 03:02 PM
Turn removed due to illegal movement not caught in time by DM.
attriel
23rd June 2010, 03:34 PM
Not to be problematic, but how does Maz move when he's immobilized?
Shiz
23rd June 2010, 03:35 PM
DOH! Change target to the ghoul then.
Time wipe please!
ST = fail
For the DM's sanity sake, assume that the next party member (including himself) to take 7 or more damage will trigger Maz's Channeling Shield. If the ghoul attacks someone other than Maz, then the Aegis means the attakc is -2 and 8 damage is prevented. I am just refreshing how his mark works.
attriel
23rd June 2010, 04:25 PM
Jagged moves to N11, stepping around Mazirith's bonded legs (Move: N11, avoiding the OA). Screaming like a banshee, he brings his axe around (Standard: Howling Strike: +9 vs AC, 1d12+1d6+5 dmg). Sadly, the wall gets in the way, showering Maz with stone chips
Howling Strike: 12 vs AC ... moving on
EricStratton
23rd June 2010, 05:57 PM
Not to be problematic, but how does Maz move when he's immobilized?
Dammit! :lowlol: You're better at this then I am. That's what I get for trying to squeeze a turn in in between server restarts.
EricStratton
23rd June 2010, 06:15 PM
Mazirith STAYS RIGHT WHERE HE IS (!!) and (14 vs FORT) misses the ghoul with his lasso. To add insult to injury he's still unable to get his legs to move (ST: failed).
Jagged on the other hand is able to move so he does so (to N11), stepping around Mazirith's bonded legs. Screaming like a banshee, he brings his axe around. Sadly (12 vs AC), the wall gets in the way, showering Maz with stone chips.
The Zombie stands there looking ugly (immobilized). At least I remembered that one.
The rotter shuffles up to Rend moaning "braaaaains". Not realizing it's attacking a wolf it swings where a biped's head would be giving Rend a good chuckle (11 vs AC).
Shifting our attention back to the eastern side, the clay scout twitches an ear and decides it's seen enough. It moves to the eastern doors, opens them with its little claw, and disappears into the dark.
Jagged, roll an OA please.
Sagar, Cilene, Rend, Greebo...
http://www.rpgtool2demo.org/maptool/scene.asp?ID=k9ucrverm3vb9m3hpu1z6c2qwr5gz3l8pwm1t 2odhmq8xypoz5fw8mohw1jvrfy8InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used26Cilene32/340190-24Rend35/3601100-7Greebo40/400070-Crown of Stars5Ghoul4????Marked (Aegis - Maz)?5Mazirith35/430170Immoblized (SE)4Jagged38/4300100-Bestial Armor4Zombie 225????Bloodied; Cursed (Greebo); Immobilized until EoNT-R3-Sagar?4Zombie Rotter0????-?3Clay Scout0????-?3Sagar37/370082/2-
Shiz
23rd June 2010, 07:28 PM
Rend will get the rotter, Pounce 12+7 vs REF = dead, then me moves to I13 and
attriel
23rd June 2010, 07:33 PM
OA vs flying monkey
22 vs AC, 10 dmg
Lycos
24th June 2010, 09:05 AM
Cilene moves to O11.
MM on the ghoul.
Magic Missile [Level 1] - +6 vs Reflex, Range: 20, Target: One Creature, Hit: Damage 2d4 +5
To Hit: 21
10 pts of damage.
Sagar
24th June 2010, 09:41 AM
Sagar will move south to O13 and fire a lance of faith at the Zombie (+5 vs REF, D8+3+radiant vuln. +2 to hit to Greebo.)
Groan:
13 vs REF to hit zombie.
4 + radiant vuln damage if hit.
+2 to hit to Greebo
Shiz
24th June 2010, 09:58 AM
If I remember right from our last ghoul fight, they have high REF.
Greebo
24th June 2010, 10:21 AM
Waiting for results.
Sagar
24th June 2010, 11:42 AM
If I remember right from our last ghoul fight, they have high REF.
I meant zombie. I figured I'd let you guys take out the ghoul.
EricStratton
24th June 2010, 03:44 PM
Previously on Keep of the Shadowfell....
The clay scout makes a break for the doors. Jagged, never taking his eyes off the ghoul, whips his axe around (22 vs AC) spraying clay shards all over the back wall (10 dmg). The scout quickly regains its footing and disappears out the door.
<LOST-type wipe to the present complete with weird knocking sound they use>
Sagar moves south (to O13) and fires a Lance of Faith at the Zombie (13 vs REF) hitting it hard and giving Greebo an advantage (25+4+5=34 dmg, +2 to hit to Greebo).
Rend charges around the corner like the thief from the stories, Han the Solo, and Pounces on the zombie rotter taking its head off with one swipe (19 vs REF = dead). Then he trots around the western side of the room.
Rend:
(PP: 20) Behind you in the western alcove you notice a hole in the wall (left side of C14) behind a partially eaten corpse.
Greebo...
http://www.rpgtool2demo.org/maptool/scene.asp?ID=k9ucrverm3vb9m3hpu1z6c2qwr5gz3l8pwm1t 2odhmq8xypoz5fw8mohw1jvrfy8InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used26Cilene32/340190-24Rend35/3601100-7Greebo40/400070-Crown of Stars5Ghoul4????Marked (Aegis - Maz)?5Mazirith35/430170Immoblized (SE)4Jagged38/4300100-Bestial Armor4Zombie 234????Bloodied; Cursed (Greebo); +2 to hit to Greebo?3Clay Scout10????-?3Sagar37/370082/2-
Greebo
24th June 2010, 03:54 PM
Gee, how could I resist zombie 2 - its so juicy looking...
Move to 012
Minor: Sustain crown - attacking zombie 2 - Cha vs Will on any target in range (range 10) - on hit deal 3 radiant damage.
11 vs. will - 3 dmg radiant (+5) if it hits...
Ok - via chat i'm told it hits so assuming that kills Z2
EB +5 vs. ref on the ghoul; d10+4 (no curse yet)
19 vs. reflex on the ghoul; 6 dmg
Lycos
24th June 2010, 04:39 PM
Revised Cilene's turn above.
EricStratton
24th June 2010, 05:11 PM
Round 3 con't:
Greebo moves into the center of the action (O12). Another beam of light lances out from his Crown (11 vs WIL) setting the remaining zombie on fire sending it back to hell (34+3+5 (vuln) = dead).
Spinning around he casts Eldritch Blast at the ghoul who does an impressive back flip over the energy bolt (19 vs REF = miss).
Realizing everyone pushed passed her, Cilene reconsiders her action.
Lycos, I totally skipped over Cilene. Both her targets are dead so feel free to redo your move. Just keep your rolls if they're applicable, please.
Cilene...
http://www.rpgtool2demo.org/maptool/scene.asp?ID=k9ucrverm3vb9m3hpu1z6c2qwr5gz3l8pwm1t 2odhmq8xypoz5fw8mohw1jvrfy8InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used26Cilene32/340190-24Rend35/3601100-7Greebo40/400070-Crown of Stars5Ghoul4????Marked (Aegis - Maz)?5Mazirith35/430170Immoblized (SE)4Jagged38/4300100-Bestial Armor3Clay Scout10????-?3Sagar37/370082/2-
Lycos
24th June 2010, 06:18 PM
Lycos, I totally skipped over Cilene. Both her targets are dead so feel free to redo your move. Just keep your rolls if they're applicable, please.
I edited it above. I want to use Magic Missile. :D
EricStratton
25th June 2010, 10:06 AM
Round 3 con't:
Cilene moves into the middle of the fight (O11) and uses Magic Missile to attack the darkness (read: ghoul). The ghoul attempts to backflip over the projectile again but Cilene saw the acrobatics coming and compensated (21 vs AC) hitting the ghoul squarely in the chest (4+10=14 dmg).
The ghoul not like being cornered lashes out at Jagged (31-2 (marked) vs 16 AC) ripping through his defenses as if they didn't exist. Mazirith's shield takes all the dmg (7-8<=0) but the uncountable diseases the ghoul carries still courses through Jagged's veins rending his legs unusable (immobilized (SE)). Then it takes a step away from the group (shift to L12).
Maz, Jagged, Sagar, and then top of the order again...
http://www.rpgtool2demo.org/maptool/scene.asp?ID=k9ucrverm3vb9m3hpu1z6c2qwr5gz3l8pwm1t 2odhmq8xypoz5fw8mohw1jvrfy8InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used26Cilene32/340190-24Rend35/3601100-7Greebo40/400070-Crown of Stars5Ghoul14????Marked (Aegis - Maz)?5Mazirith35/430170Immoblized (SE)4Jagged38/4300100Immoblized (SE)Bestial Armor3Clay Scout10????-?3Sagar37/370082/2-
Shiz
25th June 2010, 10:24 AM
Maz is still immobilized so Lightning Lure on the ghoul:
Lightning Lure (Rng 3, +6 vs Fort, d6+6 lightning dmg, pull trg to nearest adj space)
19 vs FOR, 9dmg, pulled to M11
ST = failed
"Swing away, Jagged! Feel free to kill it, but Rend might be upset with you..."
EricStratton
25th June 2010, 05:23 PM
Round 3:
Mazirith, unfazed by his lack of motion, (19 vs FORT) just manages to lure the ghoul to him (14+9=23 dmg, pulled to M11).
And he still can't get his legs to respond.
Jagged, Sagar, and then top of the order again...
http://www.rpgtool2demo.org/maptool/scene.asp?ID=k9ucrverm3vb9m3hpu1z6c2qwr5gz3l8pwm1t 2odhmq8xypoz5fw8mohw1jvrfy8InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used26Cilene32/340190-24Rend35/3601100-7Greebo40/400070-Crown of Stars5Ghoul23????Marked (Aegis - Maz)?5Mazirith35/430170Immoblized (SE)4Jagged38/4300100Immoblized (SE)Bestial Armor3Clay Scout10????-?3Sagar37/370082/2-
Sagar
25th June 2010, 05:46 PM
Assuming the ghoul is really at L12 as describe - but not as shown...
Sagar moves to block the ghouls escape (M13) and uses his axe to drop a righteous brand on the undead beastie (+6 vs AC, D12+5 damage, +3 to hit to Rend)
9 vs AC.
Sigh....
Shiz
25th June 2010, 05:52 PM
The ghoul is at M11. You want to be at N12. Rend is going to come in and flank.
EricStratton
26th June 2010, 06:55 PM
Assuming the ghoul is really at L12 as describe - but not as shown...
I couldn't be happier to see I'm not the only one that has problems keeping up w/ D&D posts. :lowlol:
So where do you really want to move to?
Sagar
28th June 2010, 07:35 AM
I want to be at M12. I would LIKE to be at L11 but I don't want to be OA immobilized.
Lycos
28th June 2010, 09:47 AM
MM on the darkness (ghoul).
Magic Missile [Level 1] - +6 vs Reflex, Range: 20, Target: One Creature, Hit: Damage 2d4 +5
22 vs. reflex.
10 pts.
EricStratton
28th June 2010, 04:41 PM
Round 3 con't:
Skipping ahead...
Sagar slips in next to the ghoul (M12) and unleashes a wild swing the ghoul easily side steps (9 vs AC).
Jagged, Cilene, Rend, Greebo...
Greebo
28th June 2010, 04:56 PM
When my turn rolls around - if it's open, I'll move to L12 to flank, otherwise I'll stay put and curse the ghoul.
Minor: Crown - Minor: Sustain crown - attacking ghoul - +5 vs Will - deal 3 radiant damage.
__ vs. will - 3 dmg radiant (+5) if it hits...
EB +5 vs. ref on the ghoul +2 if I'm flanking
d10+4 (and if I didn't move, +1d6 for the curse)
_ vs. reflex on the ghoul; _ dmg
attriel
28th June 2010, 05:22 PM
Sorry, big deployment today
Jagged howls as the Ghoul is dragged back into range, brings his greataxe around (Howling Strike: +9 vs AC, 1d12+1d6+5)
24 vs AC
20 dmg
Lycos
28th June 2010, 11:10 PM
My move is on the previous page for round 3.
EricStratton
29th June 2010, 09:01 AM
Fight conclusion:
Jagged howls as the Ghoul is dragged back into range, brings his greataxe around with great accuracy (24 vs AC) and even greater effect (23+20=43 dmg, bloodied). The ghoul staggers backwards on the verge of death.
Cilene, not one to enjoy suffering, quickly puts the ghoul out if the party's misery with a Magic Missile to the brain (22 vs REF; 43+10=dead).
End of encounter
150 xp/each for clearing the Ghoul Warren.
+1 AP each.
Lycos
29th June 2010, 09:07 AM
"Well, that was a nice work out."
*Cilene primps her cloths*
"Now, where did that guardian go? He must be destroyed or owned by me." :D
Shiz
29th June 2010, 09:21 AM
Rend wanders over to examine the crevasse/passage he noticed in the west wall.
EricStratton
29th June 2010, 09:46 AM
Rend wanders over to examine the crevasse/passage he noticed in the west wall.
Rend kicks a corpse out of the way revealing a small tunnel. He figures to traverse it he'll need to squeeze down inside it. Peering down the tunnel using Cilene's light he can see the tunnel goes about 15 feet and then opens up into a bigger room.
Greebo
29th June 2010, 09:55 AM
Lets get our breath (5 min rest) while we search the room and corpses.
Shiz
29th June 2010, 10:03 AM
5 minute rest first.
Squeeze rules: half speed and grant CA?
EricStratton
29th June 2010, 10:05 AM
Current statuses
http://www.rpgtool2demo.org/maptool/scene.asp?ID=k9ucrverm3vb9m3hpu1z6c2qwr5gz3l8pwm1t 2odhmq8xypoz5fw8mohw1jvrfy8InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used26Cilene32/340290-24Rend35/3602100-7Greebo40/400170-Crown of Stars5Mazirith35/430270-4Jagged38/4301100-Bestial Armor3Clay Scout10????-?3Sagar37/370182/2-
EricStratton
29th June 2010, 10:50 AM
5 minute rest first.
Squeeze rules: half speed and grant CA?
✦ Half Speed: As part of the same move action, move up to half your speed.
✦ –5 Penalty to Attack Rolls: You have a –5 penalty to attack rolls until you return to your normal space.
✦ Grant Combat Advantage: You grant combat advantage to all enemies until you return to your normal space.
✦ Provoke Opportunity Attacks: If squeezing causes any part of your space to leave a square adjacent to an enemy, that enemy can make an opportunity attack against you.
Shiz
29th June 2010, 11:16 AM
While the other rest up a bit, Rend is going to Wild Shape and then squeeze down the rabbit hole, so to speak. He will ask Sagar to stand at the entrance.
He will try and be stealthly: +10 (+11 in dim light) = 31 wow.
Perception for the end of the squeeze: 19
EricStratton
29th June 2010, 11:32 AM
Rend disappears so completely that even his team isn't sure where he went.
The tunnel is disgusting. There are half eaten...things... at every step. It looks like the ghoul dug this or was using it as a home.
Finally coming out the other side and giving a good shake to clear this fur of all sorts of unspeakables Rend finds himself in a brick-lined chamber splayed with the half-eaten remains of goblins, hobgoblins, humans, elves, and forest creatures. The victims’ belongings lie in disarray amid the gore.
Perc: 19:
The shredded clothing, rusted armor and swords, and other personal belongings of past meals are gathered in the small room at the end of the tunnel. After a few minutes of scavenging Rend uncovers a bag of holding with 176 gp inside.
Bag of Holding: This bag (value 1,000 gp) can hold objects weighing up to 200 pounds and having a total volume of up to 20 cubic feet, but it always weighs just 1 pound no matter how full it is. Drawing an item from the bag requires a minor action.
EricStratton
29th June 2010, 11:33 AM
I have a work meeting to go to. No idea how long it'll take. BBL
EricStratton
29th June 2010, 02:22 PM
Ok, I'm back.
Assuming Rend is satisfied that the room has been thoroughly looted and joins the team, anyone surging? What would you like to do next?
You see a set of double doors to the East.
Greebo
29th June 2010, 02:29 PM
Listen at the door?
Shiz
29th June 2010, 03:10 PM
Rend will listen, +10 =26, then he will test the doors to see if they are locked or otherwise secured.
EricStratton
6th July 2010, 09:30 AM
One of the doors is currently open. The clay scout didn't shut it after it made it's way out.
Rend moves to the side of the open door and listens. (Perc : 26) He hears a low, repeating murmuring much like chanting.
Sagar
6th July 2010, 09:38 AM
/whispers.. peek in.. what do you see?
Shiz
6th July 2010, 09:56 AM
Rend will risk a peek.
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