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Zilean's Revenge (Part 4)

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Post  Lyntermas Tue Jun 03, 2014 11:27 am

"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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Post  Zarhon Wed Jun 04, 2014 5:29 pm

"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).
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Post  Broken Logic Wed Jun 04, 2014 6:56 pm

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.
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Post  A1C Bronymous Wed Jun 04, 2014 9:38 pm

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.
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Post  Lyntermas Thu Jun 05, 2014 12:30 pm

"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
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Post  Zarhon Thu Jun 05, 2014 2:37 pm

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.
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Post  A1C Bronymous Thu Jun 05, 2014 3:53 pm

>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."
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Post  Azarune Thu Jun 05, 2014 8:11 pm

"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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Post  Lyntermas Fri Jun 06, 2014 3:33 pm

"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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Post  Broken Logic Sat Jun 07, 2014 7:14 am

"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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Post  Zarhon Sat Jun 07, 2014 2:52 pm

"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.
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Post  A1C Bronymous Sun Jun 08, 2014 12:07 am

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
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Post  Azarune Sun Jun 08, 2014 1:24 am

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.
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Post  Broken Logic Sun Jun 08, 2014 8:38 am

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.
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Post  Zarhon Sun Jun 08, 2014 11:25 am

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.


Last edited by Zarhon on Mon Jun 09, 2014 9:52 am; edited 1 time in total
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Post  Lyntermas Mon Jun 09, 2014 2:04 am

"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.
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Post  Broken Logic Mon Jun 09, 2014 3:06 am

Haha! Spose I'm up.
Starting talents:


Jeraylia looses an arrow at the foot of the closest zombie, impeding its movement and of those behind it.


Combat:
Result: Hit one of the Zombies for a measly 2 damage and give Horizon 5 temp hp (since it seems like he'd probably be closest).

Jeraylia:
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Post  Zarhon Mon Jun 09, 2014 9:50 am

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.


Combat:



Horizon's turn. I assume you hit zombie #1, Jeraylia?
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Post  A1C Bronymous Mon Jun 09, 2014 8:26 pm

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:
Starting Talents:
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Post  Zarhon Mon Jun 09, 2014 9:40 pm

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.

Spoiler:


Rolf's turn.
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Post  Lyntermas Tue Jun 10, 2014 11:31 am

Starting Talents:

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:

Stats:

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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Post  Azarune Tue Jun 10, 2014 3:21 pm

Combat Talents:

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:

Stats:
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Post  Broken Logic Tue Jun 10, 2014 9:17 pm

Jeraylia turns her focus to the weakened skeleton, feathering it with an arrow each time it attacks.


Combat:
Result: Skeleton #1 subjected to Condemnation (save ends).

Jeraylia:
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Post  Zarhon Thu Jun 12, 2014 1:47 pm

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.

Combat:



Horizon's turn.


Last edited by Zarhon on Thu Jun 12, 2014 3:37 pm; edited 1 time in total
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Post  A1C Bronymous Thu Jun 12, 2014 2:15 pm

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:
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