Act II: Ill Fortunes

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Dec 10, 2016 1:06 am
Two more doors open and two more zombies show up. One of them cannot take any more actions, but one can attack Sir Urik who's stunned (yay...) and another one will attack Ashlyn in diagonal through the door (with some cover to AC).

Both of those attacks miss. Durgrim is up next.

Rolls

1st zombie attack Sir Urik

2nd zombie attack Ashlyn (cover)

Dec 10, 2016 11:48 am
OOC:
I messed up a bit on the positioning, didn't see the "behind the line" part and thought it was "outside the church". But it fits with Durgrims MO of being late.. I'll assume he's late since he opened the door for everyone else :P
Durgrim charges into the church after the rest of the Lightbringers. As the doors opens, he finds himself face to face with a hideous undead. Unbeturbed, Durgrim swings the Foehammer to lay the scourge to rest.
OOC:
Power-attacking creature in i7. I assume the concealment doesn't affect Durgrim since he has Darkvision 60ft?

Rolls

Foegrinder w/ Power attack (attack, weapon damage, electiricty) - (1d20+10, 2d6+10, 1d6)

1d20+10 : (18) + 10 = 28

2d6+10 : (11) + 10 = 12

1d6 : (2) = 2

Dec 10, 2016 4:40 pm
Durgrim hits the creature with a mighty swing, breaking bones and caving its chest, it falters for a moment, but remains standing, looking worse for wear.

Ashily is up next, and seeing the other "magical zombie" is panicked and turned to run, she decides not to wast her attacks on it and instead attack the zombie from around the corner as she's loathe to leave alone all those stunned people in the party.
OOC:
Oh, her BAB is only +5, this meant I made her do two attacks at times I should not have... Oh well...
I realized that Durgrim forgot to roll his 20% miss chance because of the lighting condition within the church, but you know, you went during the day (and I think the encounter is meant to be ran at night), and those big double door are wide open letting light in, so I'll say that as long as you're between the alcoves, there's enough light to attack normally. But anyone not between the alcoves should remember to roll that 20% miss chance...
Ashlyn slices at the creature, lightly wounding it.


Second round of combat.

Initiative
25 Darren
24 Veroth
23 "magic zombies" (initiative at which stun stops)
22 Ujjaya
16 Roland
16 Madman (Danovich?)
15 Wriyn
15 Sir Urik
8 Zombies
5 Durgrim
2 Ashlyn

Combat Map

Conditions
The inside of the church is lit only dimly by candles. Treat this as shadowy illumination: Creatures have concealment (20% miss chance) and can attempt Stealth checks.
Sir Urik, Roland, and Ujjaya are stunned (drops anything held, cannot take actions, takes -2 to AC and loses Dex to AC, attackers receive +4 to attack rolls to perform combat maneuvers on stunned opponent).

So Darren is up.

Rolls

Ashlyn's attack (cover)

Dec 13, 2016 8:58 pm
Darren moves around the pit in the floor, trying to close with the man behind the altar.
OOC:
I'll take the AoO from the creature in the room if I provoke one
Dec 13, 2016 11:55 pm
You have cover from the doorframe when you started moving, so you do not provoke an AoO IIRC (I could be wrong). You see the wild-haired man seem to barely notice you, to concentrated on trying to activate his scroll. You just moved, so are you trying another action as well? If not, we'll jump to Veroth.
Dec 13, 2016 11:56 pm
kalajel says:
You have cover from the doorframe when you started moving, so you do not provoke an AoO IIRC (I could be wrong). You see the wild-haired man seem to barely notice you, to concentrated on trying to activate his scroll. You just moved, so are you trying another action as well? If not, we'll jump to Veroth.
OOC:
Took a double-move, so I'm good :)
Dec 14, 2016 12:17 am
Veroth slides back down to the others, calling out, "There is a crazy one behind the altar," dodging wayward claws, and stabs the miscreant in f9 with his crappy dagger.

Rolls

Acrobatics to avoid AOO (f7, f9) - (1d20+15)

(10) + 15 = 25

dagger to the squishy bits, with flanking - (1d20+13, 1d4+2)

1d20+13 : (20) + 13 = 33

1d4+2 : (4) + 2 = 6

Sneak Attack damage, if applicable - (3d6)

(542) = 11

Confirm critical - (1d20+13)

(16) + 13 = 29

Dec 14, 2016 4:06 am
Veroth maneuvers deftly and then impales the "magical zombie" viciously in the ribs, making it crumble onto the ground lifeless (or lefeless-er...). Speaking of which, it is the other "magical zombie's" turn (and Sir Urik, Ujjaya, and Roland are no longer stunned)...

It will step back and shoot two magic missiles at Durgrim (6 points of damage).

Ujjaya is up next (do not forget he dropped his bow from being stunned...)

Rolls

Magic missile damage - (2d4+2)

(31) + 2 = 6

Dec 14, 2016 7:45 am
kalajel says:
Veroth maneuvers deftly and then impales the "magical zombie" viciously in the ribs, making it crumble onto the ground lifeless (or lefeless-er...). Speaking of which, it is the other "magical zombie's" turn (and Sir Urik, Ujjaya, and Roland are no longer stunned)...

It will step back and shoot two magic missiles at Durgrim (6 points of damage).

Ujjaya is up next (do not forget he dropped his bow from being stunned...)
Durgrim steps up as the magical zombie steps back.
OOC:
 Step up feat, boo-yeah. Do concentration, please
Dec 14, 2016 9:56 am
Regaining his senses, Ujjaya picks up his bow and quickly nocks an arrow and lets fly at Urik's attacker even as he steps into the church.
OOC:
• Five-foot step.
• Flurry of Blows: 3 arrows.
• 1st target: Urik's foe. 2nd: Zombie in doorway to northwest room.
• Deadly Aim: -2 attack, +4 damage.
• Improved Precise Shot: Ignore anything less than total cover or concealment.

Rolls

Arrow #1, damage - (1d20+9, 1d8+9)

1d20+9 : (9) + 9 = 18

1d8+9 : (1) + 9 = 10

Arrow #2, damage - (1d20+9, 1d8+9)

1d20+9 : (8) + 9 = 17

1d8+9 : (6) + 9 = 15

Arrow #3, damage - (1d20+8, 1d8+9)

1d20+8 : (18) + 8 = 26

1d8+9 : (8) + 9 = 17

Dec 14, 2016 4:36 pm
Flurry of blows/arrows is a full-round action. Picking up a bow is a move action. Which means you only have a standard action left to attack with. Unless you somehow have a mean of picking up your bow as a free action I overlooked...
Dec 14, 2016 7:50 pm
Oh, sorry, I missed the step up thingie... It succeeds it's concentration check and sends a couple of magic missiles Durgrim's way.

Rolls

"Magic zombie's" Concentration check

Dec 15, 2016 6:08 am
An arrow sticks into the zombie next to Sir Urik who seem to barely notice it (or even care for it for that matter) poking out of its chest...

Roland is up next (his pistols are on the ground at his feet).
Dec 15, 2016 2:10 pm
Roland picks up his pistol and then uses his action to move deeper within the church.
Dec 15, 2016 4:12 pm
Danovich continues to try casting his scroll. He,s going to have to do a defensive casting check now as well...

Okay, he succeeds both checks which is really bad news for Darren... So he'll to a touch attack (I'll also roll damage in advance).

Okay, he missed, but he still has his charge.

Weiryn is up next.

Rolls

Concentration check

Caster level check (and Wis check in case of failure)

Touch attack (20% miss chance)

Damage for ?

Dec 19, 2016 1:56 pm
Weiryn steps forward past Sir Urik, touching a hand to the amulet around his neck as he mutters words of power. With a final exclamation and gesture of his hand, he points at the mad priest, and a fiery ray flies out to burn him.
OOC:
Scorching Ray: Ranged touch attack. No save. If he has SR it applies, though, so I'm rolling a CL check in case I need to get past it.
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Last edited December 19, 2016 1:58 pm

Rolls

Scorching Ray (Ranged Touch Attack) - (1d20+4, 4d6)

1d20+4 : (20) + 4 = 24

4d6 : (5126) = 14

Confirming critical? Please? - (1d20+4)

(4) + 4 = 8

Caster Level Check (Just in Case) - (1d20+3)

(7) + 3 = 10

Dec 19, 2016 4:33 pm
Weiryn's bolts will strike the mad priest who will shriek in pain. They cause horrible burns on his body, but he remains standing.

Sir Urik will then pick up his sword and shield as two move actions (one for each) which will provoke an attack of opportunity from the zombie next to him. As a swift action, he will then send his celestial crow to harry this zombie.

Sir Urik takes another 5 points of damage and the zombie is not harried. And it is the zombies' turn.

Rolls

Zombie's attack of opportunity on Sir Urik

Zombie's Will save

Dec 19, 2016 4:36 pm
One zombie will take a 5-foot step out of his little alcove and attack Weiryn. Another one will attack Siru Urik and the last one will attack Veroth.

None of them hit. Durgrim is up next.

Rolls

Zombie attack on Weiryn

Zombie attack on Sir Urik

Zombie attack on Veroth

Dec 19, 2016 6:36 pm
OOC:
Full (power) attack at J7, if it drops during the full attack, Durgrim will five foot step and continue the attack at g7. If it drops but he doesn't have any more attacks left, he will still do the five foot step.
Cursing himself for not using the axe in this zombie-infested area, he swings the Forgehammer at the foul zombie.

Rolls

Attack I (Power attack), Normal damage, Electric damage - (1d20+10, 2d6+10, 1d6)

1d20+10 : (6) + 10 = 16

2d6+10 : (52) + 10 = 17

1d6 : (6) = 6

Attack II (Power attack), Normal damage, Electric damage - (1d20+5, 2d6+10, 1d6)

1d20+5 : (10) + 5 = 15

2d6+10 : (16) + 10 = 17

1d6 : (3) = 3

Dec 20, 2016 5:38 am
Durgrim takes a step and destroys the monster on his first blow, caving its head in its chest cavity. The sight is not pretty... Well, that's the rest of his actin wasted (considering you took a 5-foot step to reach it, you cannot move.)
OOC:
Unless there is another move action you'd like to perform?
Ashlyn will continue attacking the same zombie she attacked last time, using all her Power Attack, hopefully helping Veroth kill it.

Another nice blow, but sadly, not enough to destroy the wretched thing...

Rolls

Ashlyn Power Attack

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