Zilean's Revenge (Part 4)

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Re: Zilean's Revenge (Part 4)

Post  Zarhon on Thu Jun 12, 2014 3:32 pm

Next up, the skeletons and the paladins engage in battle!

Spoiler:

Skeleton #1 (S1)
Cutter - Minor Utility
Your next ability adds 'lose 2 hp', converts its 'normal' damage to hp loss, and inflicts 1d6+2 ongoing damage (save ends).

Sword Slash - Standard attack
Deal 1d12+2 damage to target enemy. Has a 25% (1d4) chance to repeat this attack against a random adjacent target.

Targets Paladin #1
1d12+2 = 12 + 2 + 2 (Cutter effect) = 16 hp lost
1d4 = 3, no extra
1d6+2 = 6 + 2 = 8 ongoing damage (save ends)

*Condemn triggered*
1d8 = 6 damage from Jeraylia

Save:
d20 - 2 = 4 - 2 = 2, Condemn sticks

Skeleton #2 (S2)
Swiftness - Minor Utility
Your next Sword Slash gets a 'extra adjacent hit' (in addition to the 25% chance), and rolls twice, picking the better result.

Sword Slash - Standard attack
Deal 1d12+2 damage to target enemy. Has a 25% (1d4) chance to repeat this attack against a random adjacent target.

Targets Paladin 4
2d12 = nat, 2   -> 2 + 2 -2 (resist) = 2 damage
2d4 = 2, 3 no extra
Swiftness extra -> 1d2 = 2, hits Rolf
2d12 = 3, 9 -> 9 + 2 = 11 damage

Paladin #1 (P1) (Siph)
*Takes 8 ongoing damage*

Lay on Hands - standard action, 1/combat
Restore 15 hp to yourself, and roll a save check. You are weakened for the rest of the encounter.

d20 = 14, removed ongoing 8

Paladin #2 (P2)
*Takes 4 ongoing damage*

Smite Undead - Standard Attack
Deal 1d8+2 damage to target creature. If that creature is undead, add +2d12 damage.

Targets S2
1d8 +2 +2d12 = 7 + 2 + 10 + 4 = 23 damage

*Interrupted by S2*
Riposte - Interrupt attack
Trigger: You would take damage from an attack.
Effect: Triggering creature is stunned (save ends). Your next attack is weakened.

Save ends:
Daze - 15, removed
Ongoing 4 - 2, sticks
Stun - 1, sticks

Paladin #3 (P3)
Smite Undead - Standard Attack
Deal 1d8+2 damage to target creature. If that creature is undead, add +2d12 damage.

Targets Skeleton 2
1d8 + 2d12 + 2 = 8 + 10 + 2 + 2 = 22 damage

Paladin #4 (P4)
Blessing - Standard Utility
Pick three targets. Living targets receive +2 to their next saving throw. Undead targets receive a penalty instead.

Targets Paladin 2, Bob, Skeleton 1.

Summary:
S1 enhances his attack, causing 16 hp loss and 8 ongoing damage to P1. Condem triggers for 6, and sticks.
S2 enhances his attack, hitting P4 for 2 and Rolf for 11 damage.
P1 heals himself for +15 and removes ongoing 8, and is now weakened for the fight. (26 hp)
P2 smites S2, but is interrupted, stunning him (save ends) / weakening S2's next attack. He only removes daze. He is bloodied (12 hp).
P3 smites S2, hits for 22 damage (bloodied). (25 hp)
P4 'blesses' P2, Bob, S1 (+2/+2/-2 to next save ends). (24 hp)



Rolf's turn.

Note: Horizon's ongoing damage will finish off zombie 2 on its next turn.
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Re: Zilean's Revenge (Part 4)

Post  Lyntermas on Fri Jun 13, 2014 1:04 pm

With the Wand of Fireballs having been a bust, Rolf tried to make up for it by summoning his Thunder Hammer.

Minor Utility:
[-7+3+1 = -3] Hammer of Thunder - Minor Utility
You conjure a Thunder Hammer in your hands.
[*]You can dismiss the Thunder Hammer as a free action. While you are wielding a Thunder Hammer, you cannot use your other combat talents.

Unfortunately, instead of the massive bolts of lightning he had hoped for, the Hammer gave off what could best be described as "ethusiastic static shock". Still, at least the attack had jostled the targets somewhat. "Maybe it'll at least stop those freaking skeletons from dancing around and counterattacking," he muttered, a bit peeved that his attacks didn't seem to be doing much damage.
Standard Attack:

[-2] Thunder Blast - Standard Attack
Deal 1d12 damage to up to four enemies. Those creatures are dazed until the end of your next turn.

Targets: Z3, Z4, S1, S2
Rolling...2
Summary: Z3, Z4, S1 and S2 takes 2 damage and are dazed until the end of Rolf's next turn.


Stats:
HP: 25 -11 + 4 Regen = 18
Pips:0
Stats: Regen 4
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Re: Zilean's Revenge (Part 4)

Post  Azarune on Sat Jun 14, 2014 6:05 am

Finally freeing himself from the zombie's grasp, an exhausted Zthulan notices Koras about to get entangled by Bob's "volunteer".  
"Second verse, same as the first."  He mutters before offering his remaining reserves of energy to the elements, he unleashes another heal across the party.
Combat:
[-2] Saving Grace  - Standard Utility [Created by Azureink]
Up to six target creatures gain 1d10 hp.
Targets: Rolf, Bob, Koras, Paladin #2, Paladin #3, Paladin #4
Heal: 6

Koras
[0] Bite - Standard Attack
The Conjurer’s Pet deals 1d6 damage to target creature.
Target: Skeleton #2
Damage: 1

Summary: Skeleton #2 takes 1 damage.  Rolf, Bob, Koras, Paladin #2, Paladin #3, and Paladin #4. are healed for 6.

Stats:
HP: 30
Pips: 0
Status:
    Save against Grappled, 20 + 3 (Ring of Resilience) passed.

Koras: 15 - 8 + 6 = 13
Status:
  Save against Grappled, 5. failed
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Re: Zilean's Revenge (Part 4)

Post  Broken Logic on Sat Jun 14, 2014 9:02 am

Zombie #2's hit of 5 on me reduced to 1 by resist 4 single attack armor.


Jeraylia fires off a bolt to buy the second paladin some breathing space, ignoring the flaming zombie clawing at her boots. It strikes the skeleton's sword mid blow, sending it careening around to slice through some adjacent zombie limbs instead.
"Yup, a walk in the park as expected," she mutters with a wry grimace as she knocks another arrow.


Combat:
[+1] Invigorating Strike - Standard Attack
Deal 1d8 damage to target creature and target ally gains 5 temporary hit points.
Target: Skeleton #2
Ally: Paladin #2
Roll: 8 (crit)

Dazzling Performance
8: You may use one of target enemy’s combat talents at random without paying its energy cost.
Using Skeleton #2's: Sword Slash - Standard attack
Deal 1d12+2 damage to target enemy. Has a 25% (1d4) chance to repeat this attack against a random adjacent target.
Target: Zombie #3
Damage Roll : 3 (1d12) + 2
Repeat Roll: 4 (!!! success)
Target (Z1=1, Z2, Z3, Z4, S1, S2=6):1 = Zombie #1.
Damage Roll: 8 (1d12) + 2
Result: Lots happened Very Happy. Skeleton #2 takes 8 damage. Paladin #2 gains 5 temps. Zombie #3 takes 5 damage. Zombie #1 takes 10 damage.

Oh, realised that it might have other talents I might have used at random... Uh retcon whatever.
Jeraylia:
HP=29
Temps=0
Pips=4
Armour effect:You have resist 4 against single-target attacks.
Status: Clean
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Re: Zilean's Revenge (Part 4)

Post  Zarhon on Sat Jun 14, 2014 1:11 pm

The assaults causes one of the skeletons to finally collapse into a heap of bones.

Bob then finishes his spell, causing the first zombie to become 'encapsulated' in some kind of sphere-shaped magic barrier. "Yes! It looks like it's working!", he exclaims, as the zombie repeatedly smashes its decaying body against the barrier, effectively trapped without realizing it.

The rest of the zombies have no such issues, however, and continue attacking mindlessly.


Combat:

Bob- 30hp + 6 temp. hp (Regen 1)
Experiment #1 - Sphere barrier - Standard Action
Target creature is encapsulated in a magical sphere barrier. They cannot be targeted, and cannot target anything other than themselves or the sphere, or any creature in the sphere with them. The sphere has 20hp, 10 resist, and lasts until broken (treat the target as KO'd for ending combat).

Save ends: 6 + 2 = 8, still 'grappled'.

Zombie #1 (Z1)
*Trapped in sphere - fizzles pip booster to gain pips*

Zombie #2 (Z2)
*Takes 3 ongoing damage, KO'd*

Zombie #3 (Z3)
Bite - Standard attack
Deal 1d10+2 damage to target enemy and toss a coin, if heads, target gets 4 ongoing damage
(save ends). If the target has been "grappled", deal 1d10+4 damage, no coin toss is needed,
and the ongoing damage increases by 2 for each time bite is used.

Targets Bob
1d10 +4  = 5 + 4 = 9 damage
Ongoing 4 (save ends)

Chew Flesh - minor attack
Deal 1d8 damage to target enemy and heal yourself for same amount.
If target is grappled, -1 PiP cost and gain same amount of temporary hp as well.

Targets Bob
1d8 = 3 damage & temporary hp & healing.

Zombie #4 (Z4)
Slam - Standard attack
Deal 1d10 damage to target enemy.

Targets Zthulan
1d10 = 3 damage
Grapple
1d2 = 2, no grapple

Chew Flesh - minor attack
Deal 1d8 damage to target enemy and heal yourself for same amount.
If target is grappled, -1 PiP cost and gain same amount of temporary hp as well.

Targets Zthulan
1d8 = 2 damage & healing & temporary hp.

Summary: Bob finishes his spell, trapping Z1, still grappled. Z1 can't target anything. Z2 gets KO'd from ongoing damage. Z3 targets Bob for 9+3=12 damage and 4 ongoing damage, and gets 3 hp and temporary hp. Z4 hits Zthulan for 3+2=5 damage, heals for 2 hp.



Horizon's turn.

Note: S2 and Z2 are both KO'd now.
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Re: Zilean's Revenge (Part 4)

Post  A1C Bronymous on Sat Jun 14, 2014 3:12 pm

"That's IT!? You spent all that time trying to trap one zombie?" His own target having fallen apart, Horizon now looks at the ones attacking the dwarf, but holds back a bit before doing anything. "I thought you were going to blow them apart or something."


Combat:
[+1] Target (Gather Energy)- Standard Utility<
On your next turn, you make take 2 standard actions. You cannot use this talent two turns in a row.

HP: 30
Pips: 4
Status: +2 to next save
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Re: Zilean's Revenge (Part 4)

Post  Broken Logic on Sat Jun 14, 2014 6:39 pm

"Sad to say, but I've got to agree with the bloodthirsty barbarian, there. I, too, was hoping for at least a few fireworks."
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Re: Zilean's Revenge (Part 4)

Post  Zarhon on Sun Jun 15, 2014 7:38 pm

"I said I was going to make a wall. Fireworks is what they do.", Bob argues, pointing at the paladins. "And I said this is all work-in-progress. I'd rather keep things simple and life saving, thank you very much.", Bob rants. Meanwhile, the skeleton and paladins continue their clash.

combat:

Skeleton #1 (S1)
Sword Slash - Standard attack
Deal 1d12+2 damage to target enemy. Has a 25% (1d4) chance to repeat this attack against a random adjacent target.

Targets Rolf
1d12+2 = 2 + 2 = 4 damage
1d4 = 1, no extra

*Condemn triggered*
1d8 = 2 damage from Jeraylia

Save ends: 2, condemn sticks

Paladin #1 (P1) (Siph)
Smite Undead - Standard Attack
Deal 1d8+2 damage to target creature. If that creature is undead, add +2d12 damage.

Targets S1
1d8 + 2 + 2d12 = 6 + 2 + 7 + 9 = 24 damage, weakened to 12 damage.

Paladin #2 (P2)
*Takes 4 ongoing damage*
*Stunned*

Save ends:
ongoing 4 - 2, saved
stun - 19, removed

Paladin #3 (P3)
Holy Wrath - Standard Attack
Deal seven instances of 1d4 damage to random enemy targets. For every 4 rolled against an undead creature,
triple the damage for that roll. Skip you next turn.

Targets (7d3, Z3,Z4,S1): 3,2,1,2,1,3,1
7d4: 4 (12),2,3,1,3,2,3
Z3: 3 + 3 + 3 = 9 damage
Z4: 2 + 1 = 3 damage
S1: 12 + 2 = 14 damage

(S1/Z3 dead)

Paladin #4 (P4)
Holy Wrath - Standard Attack
Deal seven instances of 1d4 damage to random enemy targets. For every 4 rolled against an undead creature,
triple the damage for that roll. Skip you next turn.

Targets Z4 (only one left)
7d4= 2,1,4 (12),1,3,3,1 = 23 damage

Summary:
S1 attacks Rolf for 4, takes 2 damage from condemn, which sticks. P1 deals 12 damage (after weakness) to S1. P2 is stunned and only removes stun. P3 hits Z3/Z4/S1 for 9/3/14 damage, killing Z3 and S1. P4 hits Z4 for 23 damage, killing it as well. Only target remaining is S1, who is trapped.

*Combat over*

After a display of holy powers that are indeed similar to fireworks, the only undead remaining is the solitary zombie, stuck within a sphere.
"Well, that didn't take too long. What of the, uh, trapped one, though?"
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Re: Zilean's Revenge (Part 4)

Post  Azarune on Tue Jun 17, 2014 1:41 pm

"Could we just simply either dispel the shield and dispose of it? Or even perhaps crush it using the sphere."
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Re: Zilean's Revenge (Part 4)

Post  A1C Bronymous on Tue Jun 17, 2014 3:40 pm

"Hemming in one zombie isn't too much help against a horde- fix that. That's a big one, or else switch to blowing up."
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Re: Zilean's Revenge (Part 4)

Post  Broken Logic on Tue Jun 17, 2014 9:19 pm

"Hold on, guys. How big can you make the shield, Bob? Might we be able to use it for delaying tactics on the abomination? I doubt it'll be sitting all by its lonesome, so having it occupied for a moment while we take care of its caretakers might be helpful."
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Re: Zilean's Revenge (Part 4)

Post  Lyntermas on Wed Jun 18, 2014 4:05 am

Rolf approached the sphere and examined it. "Good proof of concept, at the very least," he said, knocking on the sphere. "I can tell this spell's got a good bit of durability. Heck, this shield might even be able to hold Zilean for a bit (well, assuming he tried brute forcing his way out as opposed to actively undoing the spell itself)."

He turned to Bob. "In its current form, it's ideal for essentially eliminating a combatant from battle, although it brings up the problem of that they still need to be dealt with afterwards. As Jeraylia said, if used against the abomination, we could have some breathing room to eliminate other threats, heal our wounds, or prepare for one major assault. Some possible avenues for future experimentation could be generating a wall which archers could shoot over while zombies can't get any closer. If you're feeling up to a challenge, you might try creating a "one-way" barrier, allowing attacks to go in (keeping one opponent helpless while we still attack it), or to go out (keeping a vulnerable ally safe while still being able to fight. Either way, I'd say this experiment was a success."

"I say we dispel the sphere and finish the zombie off. Better than leaving it to eventually break free and attack more innocents."
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Re: Zilean's Revenge (Part 4)

Post  Zarhon on Wed Jun 18, 2014 8:43 pm

"Yes, an excellent suggestion. Give me a few moments to dispel it, and get ready to re-assault it. Not to get pride ahead of me, but I'm rather pleased with these results! Judging by how it works on an undead, casting it on anyone else could make them very capable of dealing with undead indeed!", Bob replies, working on dispelling the shield.

Bob's Arcana roll:
d20+10 = 15 + 10 = 25

After about two minute of concentration and tension as the party prepares to re-assault the zombie, Bob suddenly stops.
"Okay, apparently I discovered another kink with the spell - it's really hard to dispel. So much about pride.", he sheepishly replies. "Well, uhm... We certainly can't leave that thing here... Brute force it, or try dispelling, uh, harder?"
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Re: Zilean's Revenge (Part 4)

Post  Lyntermas on Fri Jun 20, 2014 1:22 am

"I got this," Rolf said as he approached the sphere. He then started to try undoing the magical energies that held the barrier in place. "...Of course, uh, any assistance would not be turned away. I'm good with magic, but you put a lot of juice into making this, Bob."

Arcana:
Dispel Magic (3) – 2/Day [Created by ZamuelNow]
You may make an Arcana check with a +10 bonus to dispel or stop an ongoing magical effect.

Rolling...11 (1d20) + 14 + 10 (Dispel Magic) = 35
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Re: Zilean's Revenge (Part 4)

Post  A1C Bronymous on Fri Jun 20, 2014 2:50 am

Horizon walks up to it, taps it a few times, and then raises his scimitar above his head. He doesn't quite notice the black energy crawling up his arm to the tip of his blade, before he brings it down hard in a piercing strike.

Using Athletics to Assist, but flavoring it with some deimomagic to work as a dispel assistance.
Roll: 14+13=27 to assist.
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Re: Zilean's Revenge (Part 4)

Post  Broken Logic on Fri Jun 20, 2014 8:35 am

I might as well get into this assist. I should use it more, seeing as I'm good for it.
Arcana assist (team player boost to +4 on success): 19 ( 12 + 7Arcana )


"The shield is holy in creation, so I'd suggest a few rites in its dispelling. Something like: "ha'emet totsee otkha lakhofshee" or "consummatum est"." Jeraylia also made the sign of Pelor towards the barrier for good measure.
"Alternatively, I don't suppose you installed an off button, Bob?"
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Re: Zilean's Revenge (Part 4)

Post  Zarhon on Fri Jun 20, 2014 2:02 pm

"Divinity and divine influences don't really have an 'off' switch us mortals can reach, I'm afraid. It would be a very strange and/or doomed world if it did.", Bob replies to Jeraylia.

Working together, the team seems to cause an influence on the barrier, causing it to intermittently flash brighter and dimmer, and apparently 'weakening'. It then suddenly bursts outwards and inwards, affecting everyone nearby with some strange magic, and momentarily blinding them with a flash.

As they open their eyes, they realize that most of their wounds appear to have vanished.

They also note that the formerly trapped zombie now appears to lack any wounds whatsoever - as if it didn't 'die' in the first place. It's standing idly, looking around. Bob appears to be flabbergasted by this.



You may all roll either perception or heal.
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Re: Zilean's Revenge (Part 4)

Post  A1C Bronymous on Fri Jun 20, 2014 2:29 pm

"It...heals things. Your shield heals things, including the things we're trying to trap and kill..." Horizon approaches the not-zombie carefully. "I thought holy healing magic actually hurt undead, though, or is that just a myth?"

Perception: 4+10=14
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Re: Zilean's Revenge (Part 4)

Post  Broken Logic on Fri Jun 20, 2014 6:21 pm

"I meant the gun, but that is also very true," Jeraylia commented, squinting to see through the after-effects of the previous flash.


Perception check: 27 ( 18 + 9perception )
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Re: Zilean's Revenge (Part 4)

Post  Lyntermas on Fri Jun 20, 2014 9:45 pm

"...Bob, if your barrier just did what I think it did, you've just discovered anti-necromancy. Might want to look more into that." Rolf looked over at the not-zombie and tried to see if there were any indications as to whether or not it was actually alive or...better looking undead? "Hello, sir, how are you feeling?" he asked the figure tentatively.

Roll for Heal... 5 (1d20) + 9 = 14
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Re: Zilean's Revenge (Part 4)

Post  Zarhon on Fri Jun 20, 2014 11:03 pm

"W-well, yes, holy magic is supposed to harm the undead. It's the opposite of negative energy, which necromancy uses. The only way that zombie should have been 'restored' would have been through negative energy, which would have harmed us as a result! It's like ice feeding a fire, without melting! It's a paradox of everything I know as a cleric!"

Jeraylia notices that the 'zombie' isn't blinking, at all.

The 'zombie' just stares at Rolf for a few seconds, then moves its lips soundlessly and clumsily. It does so again, this time making some guttural noises. Then it seemingly loses its focus and/or attention and starts walking away, cautiously followed by the paladins.

"Should we, uh, stop it... him...? Or something? We're still kind of on important business and all..."
, Siph asks.
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Re: Zilean's Revenge (Part 4)

Post  A1C Bronymous on Fri Jun 20, 2014 11:54 pm

"No, it's simple. You just over fed it positive energy. It hit the zero point of dead and then crossed over into living again. It's in Negative Death. Unliving, if you will." It sounded plausible. Sort of. "I say we kill it anyway. It's probably an abomination to some other cult somewhere, and I don't imagine anyone wants to see it walking around town. I am curious now, though- if you use the shield on the big monster, will it heal it? Turn it into an Unliving deal? Heal the individual parts in to separate pieces again?" Horizon approaches the not-zombie with his kukri, getting ready to re-gut it. "This may call for Science."
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Re: Zilean's Revenge (Part 4)

Post  Lyntermas on Sat Jun 21, 2014 5:28 am

"Huh, perhaps the "relifening" process doesn't bring back everything. Poor thing might be braindead...or maybe it's just a healthy looking zombie after all. I'll see what I can glean from a little magic analysis, then let you guys put it out of its misery or "science" it or whatever." Rolf tried to get a little closer to see if he could detect any magical forces acting on the not-zombie.

Rolling Arcana...11 (1d20) + 14 = 25
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Re: Zilean's Revenge (Part 4)

Post  Azarune on Sun Jun 22, 2014 10:11 pm

Shocked and disturbed over the turn of events, Zthulan approaches the zombie. "Let's see if an actual spirit inhabits this vessel, shall we?"


Not entirely sure what roll this would be. But I got a 10, if that counts for anything.
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Re: Zilean's Revenge (Part 4)

Post  Zarhon on Tue Jun 24, 2014 9:32 pm

There's some kind of magical force present, but Rolf does not know what it is.

Zthulan doesn't see anything, spiritually, when inspecting the 'zombie'.
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Re: Zilean's Revenge (Part 4)

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