Zilean's Revenge (Part 4)
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A1C Bronymous
Ramsus
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Re: Zilean's Revenge (Part 4)
"To be a bit more accurate, we told the paladins about the encampment we just smashed up. After the High Priest looked into Jeraylia's mind, he decided to send some paladins to finish the encampment off and destroy the abomination inside, and we thought it would be best to join them."
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Re: Zilean's Revenge (Part 4)
"Well, if none of you got any other business, other than pulling that huge stick out of Horizon's arse so he can fit in the cart, go we shall, brothers and sisters!", Siph exclaims, nudging and pulling everyone in turn into the card. "Any of you feel like driving, or scouting ahead of the cart on foot, for trouble on the road?"
I'm assuming everyone boarded the cart and about to timeskip. You may pick whether you want someone going 'ahead' of the wagon to scout (perception check), or someone driving/determining the travel route (streetwise for navigation, persuasion or athletics for controlling the horse), or neither (paladins/Bob do it).
I'm assuming everyone boarded the cart and about to timeskip. You may pick whether you want someone going 'ahead' of the wagon to scout (perception check), or someone driving/determining the travel route (streetwise for navigation, persuasion or athletics for controlling the horse), or neither (paladins/Bob do it).
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Re: Zilean's Revenge (Part 4)
Horizon's the best scout we have, not counting Skitter, so...
"If you can't manage to get the stick out, Horizon, it might be prudent for someone to scout a little ways in front, and you're the most qualified of us. As for me, I'll take the reins of this operation," Jeraylia remarks as she takes the driver's seat. "Open to suggestions on directions, otherwise I'll take the scenic route."
Don't have to scout if you don't want, mind.
"If you can't manage to get the stick out, Horizon, it might be prudent for someone to scout a little ways in front, and you're the most qualified of us. As for me, I'll take the reins of this operation," Jeraylia remarks as she takes the driver's seat. "Open to suggestions on directions, otherwise I'll take the scenic route."
Don't have to scout if you don't want, mind.
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Re: Zilean's Revenge (Part 4)
Wanted to add a stick in ass comeback, but couldn't formulate it properly.
"Fine, I will scout ahead, because I'm just that nice and awesome, and the paladins are too stupid to do it properly. But I'm going now, so probably better start moving." Horizon walks ahead of the cart and out the door.
Am I doing perception, streetwise to find the way, what?
Perception: 16+10=26
Stealth: 16+12=28
Too bad, I have FK Navigation I could have used.
"Fine, I will scout ahead, because I'm just that nice and awesome, and the paladins are too stupid to do it properly. But I'm going now, so probably better start moving." Horizon walks ahead of the cart and out the door.
Perception: 16+10=26
Stealth: 16+12=28
Too bad, I have FK Navigation I could have used.
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Re: Zilean's Revenge (Part 4)
"Let's see if I can remember the route. I'll leave directing the horse to someone else. Jeraylia, want to give it a try?"
Rolling Streetsmarts...15 (1d20) + 10 = 25
Rolling Streetsmarts...15 (1d20) + 10 = 25
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Re: Zilean's Revenge (Part 4)
The navigation of the wagon seems to go without a hitch, most of the way - a fairly direct route, big enough for the wagon, is simply chosen. At roughly half the distance to the camp, Horizon spots four zombies, and a pair of skeletons, roaming around aimlessly through one of the wagon-roads, right through their chosen route. They completely fail to notice him, allowing him to easily report the info back to the rest.
Upon informing the party of the undead 'obstacle' in the wagon's way, Bob suddenly speaks up. "Are they in low numbers? Perhaps this could be a chance to try out some of my spells, to see how well they function against actual undead."
Taking the navigation into account, Rolf is fairly certain he can find an alternate, side-route that would avoid the undead-blocked path, and be able to fit the cart, but it would lead through one of the 'seedier' parts of town, and extend the trip slightly.
Upon informing the party of the undead 'obstacle' in the wagon's way, Bob suddenly speaks up. "Are they in low numbers? Perhaps this could be a chance to try out some of my spells, to see how well they function against actual undead."
Taking the navigation into account, Rolf is fairly certain he can find an alternate, side-route that would avoid the undead-blocked path, and be able to fit the cart, but it would lead through one of the 'seedier' parts of town, and extend the trip slightly.
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Re: Zilean's Revenge (Part 4)
>implying I would have just gone back and told them
"Six total. A well placed explosion would take most of them. Probably not worth the extra time to go around, since we have range this time."
"Six total. A well placed explosion would take most of them. Probably not worth the extra time to go around, since we have range this time."
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Re: Zilean's Revenge (Part 4)
"If you are going to test out some spells, make sure they aren't loud or flashy. We don't want the cultists to catch wind of us."
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Re: Zilean's Revenge (Part 4)
"I think we can handle the zombies, one way or the other. Besides, the alternative would take longer and may involve... a more calculated threat against us."
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Re: Zilean's Revenge (Part 4)
"Hmmm, 'tis hard to judge which option will better promote our element of surprise. Taking out these mooks may alert others, but as Rolf surmised, a longer route may provide more opportunities of our uncovering. I'd lean towards putting down the unfortunate undead. Dispatching them now means they won't hinder us later, and our numbers make this task a relatively safe prospect."
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Re: Zilean's Revenge (Part 4)
"Muscling through it is, then! Should be simple enough.", Siph remarks, then asks: "Bob, what exactly is it you want to achieve with your 'testing'?"
"Glad you asked! I've been working on a form of shielding spell. Basically, a ward that undead simply cannot pass through, acting much like a wall or forcefield would, whilst being transparent and simpler to form in the absence of holy relics. I've devised two versions of it - one to be used on the undead foes themselves, and one to be used on, well, anyone else, like you or myself. Both work similarly, so if the first one functions as intended, the other should too, which is why I'll test the undead one first, obviously. The main problem, however, is that it may take me a while to 'set it up'. And requires fairly close range. So it may need some assistance and restraint.", Bob answers, enticing a groan from Siph.
Unless you're doing something else, you're all free to do an initiative roll to move the wagon over to engage the undead, along with the paladins and Bob.
"Glad you asked! I've been working on a form of shielding spell. Basically, a ward that undead simply cannot pass through, acting much like a wall or forcefield would, whilst being transparent and simpler to form in the absence of holy relics. I've devised two versions of it - one to be used on the undead foes themselves, and one to be used on, well, anyone else, like you or myself. Both work similarly, so if the first one functions as intended, the other should too, which is why I'll test the undead one first, obviously. The main problem, however, is that it may take me a while to 'set it up'. And requires fairly close range. So it may need some assistance and restraint.", Bob answers, enticing a groan from Siph.
Unless you're doing something else, you're all free to do an initiative roll to move the wagon over to engage the undead, along with the paladins and Bob.
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Re: Zilean's Revenge (Part 4)
Horizon readies his weapons, a strange sensation nagging at the back of his mind. He ignored it, though, striding forward towards the nearest zombie.
Init: 11
Init: 11
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Re: Zilean's Revenge (Part 4)
Rolling his eyes at Bob's statement, Zthulan jumps off of the cart, spear in hand.
Is Koras re-summoned? Might have never mentioned it. Though I think the combat trait allows me to summon her if I use it as my turn.
Initiative: 1.
Is Koras re-summoned? Might have never mentioned it. Though I think the combat trait allows me to summon her if I use it as my turn.
Initiative: 1.
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Re: Zilean's Revenge (Part 4)
Persuasion on horses to move close: 20 ( 6+14persuasion )
Init roll: 19
Jeraylia urges the horses towards the zombies and skeletons, using a soft voice and gentle hand to manoeuvre them close enough for its passengers to engage quickly. Keeping the reins in her hands in case the equestrians got antsy, she then stands on her seat and knocks an arrow to her bow.
Can I just say I had my bow fixed in the interim at the church? Forgot about it until now.
Init roll: 19
Jeraylia urges the horses towards the zombies and skeletons, using a soft voice and gentle hand to manoeuvre them close enough for its passengers to engage quickly. Keeping the reins in her hands in case the equestrians got antsy, she then stands on her seat and knocks an arrow to her bow.
Can I just say I had my bow fixed in the interim at the church? Forgot about it until now.
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Re: Zilean's Revenge (Part 4)
As the skirmish party pulls the wagon within sight of the undead gathering, they predictably turn their attention to them, and attack!
Initiative rolls:
4x Paladins: 9
Bob: 14
4x zombies roll: 13
2x Skeletons roll: 11
Initiative order (minus Rolf who need to roll):
Jeraylia
Bob
4x Zombies
Horizon
2x Skeletons
4x Paladins
Rolf
Zthulan
Jeraylia is first, unless Rolf rolls higher. Bow is fixed, yes. Koras is automatically summoned when you roll initiative.
Initiative rolls:
4x Paladins: 9
Bob: 14
4x zombies roll: 13
2x Skeletons roll: 11
Initiative order (minus Rolf who need to roll):
Jeraylia
Bob
4x Zombies
Horizon
2x Skeletons
4x Paladins
Rolf
Zthulan
Jeraylia is first, unless Rolf rolls higher. Bow is fixed, yes. Koras is automatically summoned when you roll initiative.
Last edited by Zarhon on Mon Jun 09, 2014 9:52 am; edited 1 time in total
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Re: Zilean's Revenge (Part 4)
"Hmm...that spell might be useful for increasing the "safety zone" of the church, or possibly to corral the zombies into one location to be blasted. Well, let's get started, then." Rolf jumped off the cart and joined the others.
Rolling Initiative...7
OOC: Sorry for late reply, out of state with VERY little internet. Good now, though.
Rolling Initiative...7
OOC: Sorry for late reply, out of state with VERY little internet. Good now, though.
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Re: Zilean's Revenge (Part 4)
Haha! Spose I'm up.
Jeraylia looses an arrow at the foot of the closest zombie, impeding its movement and of those behind it.
- Starting talents:
- 1) [+2] Mocking Melody - Standard Utility
Target creature is subjected to your mocking melody (save ends). A creature subjected to your mocking melody suffers 1d8 damage whenever they roll a 4 or lower on a d8, d10 or d12.
2) [+1] Invigorating Strike - Standard Attack
Deal 1d8 damage to target creature and target ally gains 5 temporary hit points.
3) [+1] Think Up Witty Line (Gather Energy) - Standard Utility
On your next turn, you may take 2 standard actions. You cannot use this talent two turns in a row.
4) [+1] Demand Duel - Standard Attack
Deal 1d8 damage to target creature. If that creature damages one of your allies on its next turn, that creature suffers 1d8 damage.
5)[-3] Misdirection – Interrupt Attack
Trigger – An enemy damages you with a combat talent.
Effect - A random enemy takes the damage instead.
Other - Normally -4, but cost has been reduced by Lightning Reflexes combat trait (once per round).
Jeraylia looses an arrow at the foot of the closest zombie, impeding its movement and of those behind it.
- Combat:
- [+1] Invigorating Strike - Standard Attack
Deal 1d8 damage to target creature and target ally gains 5 temporary hit points.
Target:First Zombie
Roll: 2
- Jeraylia:
- HP=30
Temps=0
Pips=5
Armour effect:You have resist 4 against single-target attacks.
Status: Clean
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Re: Zilean's Revenge (Part 4)
Bob starts casting his spell, targeting one of the zombies. "Blast, this will take longer than I though. Could you all keep them from spilling my guts before I finish this? Oh, and I'm going for the one-eyed zombie, so try to keep it relatively intact, it's quite a hassle to re-focus.", he requests in a somewhat uncertain voice.
Meanwhile, the zombies lurch in to attack, picking Siph, Horizon, Bob and Zthulan as choice meals.
Horizon's turn. I assume you hit zombie #1, Jeraylia?
Meanwhile, the zombies lurch in to attack, picking Siph, Horizon, Bob and Zthulan as choice meals.
- Combat:
Bob- 30hp, Regen 1
Experiment #1 - Standard Action
Targets Zombie #1
Effect unknown. Requires 3 full rounds of inactivity (as if stunned) to finish casting. Bob has vulnerability 5 whilst casting. If intended target is KO'd, he can switch to a different target, but adds +1 rounds required to finish.
Zombie #1 (Z1)
Slam - Standard attack
Deal 1d10 damage to target enemy.
Targets Paladin #1 (Siph)
1d10 - 2 (resist) = 3 damage
Grapple
1d2 = 2, no grapple
Zombie #2 (Z2)
Slam - Standard attack
Deal 1d10 damage to target enemy.
Targets Horizon
1d10 = 6 damage
Grapple
1d2 = 1, "grappled" (daze, bonus effects for future attacks), save ends
Zombie #3 (Z3)
Slam - Standard attack
Deal 1d10 damage to target enemy.
Targets Bob
1d10 = 2 + 5 (vuln) = 7 damage
Grapple
1d2 = 1, "grappled" (daze, bonus effects for future attacks), save ends
Zombie #4 (Z4)
Slam - Standard attack
Deal 1d10 damage to target enemy.
Targets Zthulan
1d10 = 8 damage
Grapple
1d2 = 2, no grapple
Summary: Bob begins his spell on Zombie #1, will finish in 3 rounds (counting this one). Zombie #1 hits paladin #1 (Siph) for 3 (with resist) damage, Zombie #2 hits Horizon for 6 damage and grapples him, Zombie #3 hits Bob for 7 (with vuln) damage and grapples him, Zombie #4 hits Zthulan for 8 damage.
Horizon's turn. I assume you hit zombie #1, Jeraylia?
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Re: Zilean's Revenge (Part 4)
Horizon, unable to swing on the first zombie that approaches before it lunges at him, just grabs a hold of its head and pushes it back. He waits a moment, considering his options, and then drops his center of gravity, rolls back on his right leg, and throws the zombie off of him.
- 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.
Save against Grapple: 19 saved
HP: 24
Pips: 5
Status: None
- Starting Talents:
- [+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.
[-1] AF (Flaming Arrow) - Standard Attack<
Deal 1d8 damage to target creature. That creature suffers 3 ongoing damage (save ends).
[+1] Hack, Slash (Noxious Mixture) - Standard Attack<
Deal 2d4 damage to target creature. If the creature is suffering from a (save
ends) condition, deal 1d12 damage to the creature instead.
[-2] Brutality (Where it Hurts)- Interrupt Utility<
Trigger - You attack an enemy suffering from a (save-ends) effect.
Effect - The triggering attack deals 1d12 extra damage to that enemy. You may use this talent only once per turn.
[+3] Regroup (Open Options)- Standard Utility<
Choose one of your talents you didn’t bring into battle this encounter. Substitute that power for this power for the rest of the encounter.
[-2] Too Close (Vengeance is Mine)- Reaction Attack
Trigger – An enemy deals damage to you
Effect – Deal an equal amount of damage to the triggering enemy
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Re: Zilean's Revenge (Part 4)
The skeletons attack, rattling as they swing swords at a paladin and Rolf, followed by the paladins, wielding divine powers against the zombies, and assisting the assaulted.
Rolf's turn.
- Spoiler:
- 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 Paladin #3
1d12 = 7 + 2 - 2 (resist) = 7 damage
1d4 = 2, no extra
Skeleton #2 (S2)
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 = 7 + 2 = 9 damage
1d4 = 2, no extra
Paladin #1 (P1) (Siph)
Smite Undead - Standard Attack
Deal 1d8+2 damage to target creature. If that creature is undead, add +2d12 damage.
Targets Zombie #2
1d8 + 2d12 + 2 = 6 + 3 + 2 + 2 = 13 damage
Paladin #2 (P2)
Shield Ward - Standard Utility
Grant an ally 1d10 temporary hit points.
Targets Bob
1d10 = 6 temporary hp
Paladin #3 (P3)
Smite Undead - Standard Attack
Deal 1d8+2 damage to target creature. If that creature is undead, add +2d12 damage.
Targets Zombie #3
1d8 + 2d12 + 2 = 3 + 11 + 10 + 2 = 26 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 Bob, Horizon, Skeleton 1.
Summary: S1 deals 7 damage to P3. S2 deals 9 damage to Rolf. P1 deals 13 damage to Z2. P2 gives Bob 6 temporary hp. P3 deals 26 damage to
Z3 (bloodied). P4 gives Bob & Horizon +2 vs save ends effects, and S1 -2 vs save ends.
Rolf's turn.
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Re: Zilean's Revenge (Part 4)
- Starting Talents:
- [-7] 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. Instead you may use the combat talents below.
[+1] Fireball - Standard Attack
Deal 1d8 damage to target creature and each creature adjacent to the target.
[-9] Flirty Fire Amazon (Conjure Fire Giant) - Standard Utility
Conjure an allied Fire Giant. It has the following stat-block.
[+2] Shield Spell (Perfect Focus) - Standard Utility
You gain resist 3 until the end of your next turn. At the start of your next turn, if you have not taken damage since you last used this ability, you gain 2 more energy.
[+1] Gather Energy - Standard Utility
On your next turn, you may take 2 standard actions. You cannot use this talent two turns in a row.
Rolf tries to start off the fight with a bang with his wand of Fireballs...which decides to just spit out a few embers this time.
- Attack:
- Wand of Fireballs - 1000 Gold
Weapon
Once per battle, you may use the following combat talent.
[+1] Explosive Fireball - Standard Attack [1/Battle]
Deal 2d10 damage to target creature and each creature adjacent to the target.
Target: S1 (with Z4 and S2 adjacent)
Rolling...1 + 2 = 3
Summary: S1, S2, and Z4 take 3 damage
- Stats:
- HP: 25 (30 - 9 + 4 Regen)
Pips: 5
Status: Regen 4
OOC:...I think I might switch back to that Nat 1 combat trait after this battle, since Command Spirit feels like a waste of space.
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Re: Zilean's Revenge (Part 4)
- Combat Talents:
- [+1] Invigorating Strike - Standard Attack
Deal 1d8 damage to target creature and target ally gains 5 temporary hit points.
[-2] Saving Grace - Standard Utility [Created by Azureink]
Up to six target creatures gain 1d10 hp.
[+2] Shamanistic Brew (Healing Salve) [Polished by Daniel Berke] - Standard Utility
Target ally regains 1d10+2 hp.
[+2] Infuse (Celestial Light) - Standard Utility
All allies gain 3 temporary hit points.
[-3] Miracle – Free Utility
Target unconscious ally regains 3d12 hp.
Wincing from the impact Zthulan pushes the pain away and starts chanting a healing spell. Meanwhile Koras begins raking with spectral claws and teeth across the offending zombie.
- Combat:
- [-2] Saving Grace - Standard Utility [Created by Azureink]
Up to six target creatures gain 1d10 hp.
Targets: Paladin #1, Horizon, Bob, Zthulan
Heal: 9
Koras
[0] Bite - Standard Attack
The Conjurer’s Pet deals 1d6 damage to target creature.
Target: Zombie #4
Damage: 5
Summary: Zombie #1 takes 5 damage. Paladin #1, Bob, Horizon and Zthulan are healed for 9.
- Stats:
- HP: 30 - 4 + 9 = 30
Temp: 4 (Amulet of Protection) - 4 (Zombie attack)
Pips: 2
Status:
Save against Grappled, 5 + 3 (Ring of Resilience) failed.
Koras: 15 HP
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Re: Zilean's Revenge (Part 4)
Jeraylia turns her focus to the weakened skeleton, feathering it with an arrow each time it attacks.
- Combat:
- Minor - Swap Mocking Melody for [-2] Bad Evil Monster, You Should Be Ashamed Of Yourself (Condemn) - Standard Utility
Target creature is subjected to your Condemnation (save ends). In addition, you may use the following combat talent.
[0] Condemnation - Reaction Attack
Trigger - A creature subjected to your “Condemnation” makes an attack.
Effect - Deal 1d8 damage to that creature.
Using Condemn with Standard Action
Target: Skeleton #1
- Jeraylia:
- HP=30
Temps=0
Pips=3
Armour effect:You have resist 4 against single-target attacks.
Status: Clean
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Re: Zilean's Revenge (Part 4)
Bob continues his spell, but the zombie assaulting him doesn't relent from his grip. A paladin pushes the zombie off, but suffers a strong bite in doing so. The rest of the zombies pick Koras, Jeraylia and another paladin as their targets.
Horizon's turn.
- Combat:
Bob- 24hp + 6 temp. hp (Regen 1)
Experiment #1 - Standard Action
Continues another turn...
Save ends: 4 + 2 = 6, still 'grappled'.
Zombie #1 (Z1)
Slam - Standard attack
Deal 1d10 damage to target enemy.
Targets Koras
1d10 = 8 damage
Grapple
1d2 = 1, grappled.
Zombie #2 (Z2)
Slam - Standard attack
Deal 1d10 damage to target enemy.
Targets Jeraylia
1d10 = 5 damage
Grapple
1d2 = 2, no grapple
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 = 7 + 4 + 5 (vuln) = 16 damage
Ongoing 4 (save ends)
*Interrupted by Paladin #2*
Sworn Defender - Interrupt utility
Trigger: An ally would be bloodied or KO'd by an attack.
Effect: You suffer it's full effects instead, and become dazed (save ends).
Paladin takes 16 damage and Ongoing 4 (save ends), is dazed (save ends).
Zombie #4 (Z4)
Slam - Standard attack
Deal 1d10 damage to target enemy.
Targets Paladin 4
1d10 = 8 -2 (resist) = 6 damage
Grapple
1d2 = 1, grappled
Summary: Bob continues his thing (1 more round needed). Z1 hits Koras for 8 damage + 'grappled'. Z2 hits Jeraylia for 5 damage. Z3 would have done 16 damage + 4 ongoing to Bob, but Paladin 2 took it for him (bloodied now), along with a daze. Z4 hit P4 for 6 damage + 'grapple'.
Horizon's turn.
Last edited by Zarhon on Thu Jun 12, 2014 3:37 pm; edited 1 time in total
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Re: Zilean's Revenge (Part 4)
Horizon goes after the zombie that attacked him first, driving first his scimitar, and then his Kukri into it, ripping flesh open as he tears them away.
- Combat:
- [-1] AF (Flaming Arrow) - Standard Attack<
Deal 1d8 damage to target creature. That creature suffers 3 ongoing damage (save ends).
Target: Zombie 2
Roll: 6
[+1] Hack, Slash (Noxious Mixture) - Standard Attack<
Deal 2d4 damage to target creature. If the creature is suffering from a (save
ends) condition, deal 1d12 damage to the creature instead.
Roll: 4
[-2] Brutality (Where it Hurts)- Interrupt Utility<
Trigger - You attack an enemy suffering from a (save-ends) effect.
Effect - The triggering attack deals 1d12 extra damage to that enemy. You may use this talent only once per turn.
Roll: 10
Total: 6+4+10=20 damage plus 3 ongoing damage to Zombie 2.
HP: 30
Pip: 3
Status: +2 to next Save
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Similar topics
» Zilean's Revenge (Part 3)
» Zilean's Revenge (Part 5)
» Zilean's Revenge (Part 2)
» An Abominable Antagonist
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» Zilean's Revenge (Part 2)
» An Abominable Antagonist
» Zilean's Revenge
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