Post by K Man on Apr 17, 2006 11:16:53 GMT -5
Tham rushes across the field, dodging the decprepit corpses to place himself right next to the raging barbarian. As he does so, the largest undead reach out for him with extended claws and swinging clubs. [AoO From undead w/ reach, Need 20's]
[dice=20]
[dice=20]
[dice=20]
They all barely miss the approaching cleric.
Lobelia, noticing Hildigunn may be in some trouble, summons more creatures of shadow to fight on her side. [Summon 4 Celestial Dire Badger to the Left of Hildigunn/Tham.] Once they appear, the summoned creatures lunge at the nearest foes. [Rather than roll them here, I'll roll them seperately.]
[Results = 4 hits, one from each animal. Will Saves for Large Undead and Large Skeleton, +6/+5]
[dice=20]
[dice=20]
[dice=20]
[dice=20]
[Results = Skeleton disbelieves one attack 1/5 damage, Zombie does not. Zombie Damage = 4, Skeleton Damage = 3 - 5 for DR] The badgers are ineffectual to say the least, but they are targets for the larger skeleton for sure... [Current HP of Zombie = 51/55]
{Lin, I can't acces d20 SRD.org from work, but I assume these are the 1HD celestial beings? If not, let me know and I'll edit damage.}
Hildigunn, feeling the brunt of the effects from the last attacks, reaches for her maul. [No AoO's thanks to Tham] She wraps her bleeding hands around the handle and comes back swinging. [Damage Results = enough to kill 3] With the fury and rage only one like her can posses, Hildigunn buries the largest of undead with three expert blows--eventhough she has to take a small step inbetween strikes.
Loopmottin rides again, urging his mount towards the towering ogre undead near the upturned graveyard. [AoO for Approach @ +8]
[dice=20]
The large club slams harmlessly into the ground next to him and the paladin retaliates effectively. [Gnibbles missed, Damage From Loop = 14] [Current HP of Zombie = 37/55]
Caatrah cleans up two more skeletons that have managed to surround him, leaving nothing behind but shattered rib cages and broken skulls. [Damage Results = 2 more destroyed]
The smaller skeletons retaliate for their destroyed bretheren. [On Caatrah, Need 20's]
[dice=20]
[dice=20]
[dice=20]
The other moves to Loopmottin. [Need 20]
[dice=20]
[Confirm = ]
[dice=20]
[Fail, Damage = 4] The skeleton manages to pathetically claw at Loopmottin, barely breaking the surface of his shining armor.
The remaining ogre zombie takes a swipe at [Random] Loopmottin, aiming for the small mounted man. [Attack Roll @ +9]
[dice=20]
And misses.
The remaining largest skeleton maneuvers around and goes for one of the badgers. [Will Save = Fail, although the skeleton did hit for 11 damage, is the badger dead?]
And lastly, the medium undead manuever, unable to reach anything of note with their jerky movement and slow process...[Except for 2 possible attacks on Caatrah with 5 ft step. Need 20's]
[dice=20]
[dice=20]
[Initiative: Tham, Lobelia, Hildigunn, Loopmottin, Caatrah, Small Skeletons, Large Undead, Large Skeletons, Medium Undead]
Map;
<<<LEGEND>>>
C = Caatrah
L = Loopmottin (mounted as one unit)
R
R = Hildigunn's Mount
H = Hildigunn
B = Lobelia
b = Lobelia's Celestal Badgers
T = Tham
± = Opened Grave
¤ = Broken table
. or , or ¦ = Rubble (Difficult Terrain)
UU
UU = Larger Undead (Ogre or Similar)
Ogre Zombie
Size/Type: Large Undead
Hit Dice: 8d12+3 (55 hp)
Initiative: -2
Speed: 40 ft. (8 squares; can't run)
Armor Class: 15 (-1 size, -2 Dex, +8 natural) touch 7, flat-footed 15
Base Attack/Grapple: +4/+14
Attack: Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6)
Full Attack: Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: Fort +2, Ref +0, Will +6
Abilities: Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1
u = Lesser Undead (Zombie or Similar)
Human Commoner
Size/Type: Medium Undead
Hit Dice: 2d12+3 (16 hp)
Initiative: -1
Speed: 30 ft. (6 squares; can't run)
Armor Class: 11 (-1 Dex, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Slam+2 melee (1d6+1) or club +2 melee (1d6+1)
Full Attack: Slam+2 melee, (1d6+1) or club +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft
Special Attacks: -
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: Fort +0, Ref +0, Will +3 Fort +0, Ref -1, Will +3
SS
SS = Large Skeleon
Troll Skeleton
Size/Type: Large Undead
Hit Dice: 6d12 (39 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 14 (+3 Dex, -1 size, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +3/+13
Attack: Claw +8 melee (1d6+6)
Full Attack: 2 claws +8 melee (1d6+6) and bite +3 melee (1d6+3)
Space/Reach: 10 ft./10 ft
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +2, Ref +5, Will +5
Abilities: Str 23, Dex 16, Con Ø, Int Ø, Wis 10, Cha 1
s = Medium-Sized Skeleton
Medium Undead
Hit Dice: 1d12 (6 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14
Base Attack/Grapple: +0/+1
Attack: Scimitar +1 melee (1d6+1/18-20) or claw +1 melee (1d4+1)
Full Attack: Scimitar +1 melee (1d6+1/18-20) or 2 claws +1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 13, Dex 13, Con Ø, Int Ø, Wis 10, Cha 1
[rand=89711924688984214153664972010935807312810506017912040266325284005]
[dice=20]
[dice=20]
[dice=20]
They all barely miss the approaching cleric.
Lobelia, noticing Hildigunn may be in some trouble, summons more creatures of shadow to fight on her side. [Summon 4 Celestial Dire Badger to the Left of Hildigunn/Tham.] Once they appear, the summoned creatures lunge at the nearest foes. [Rather than roll them here, I'll roll them seperately.]
[Results = 4 hits, one from each animal. Will Saves for Large Undead and Large Skeleton, +6/+5]
[dice=20]
[dice=20]
[dice=20]
[dice=20]
[Results = Skeleton disbelieves one attack 1/5 damage, Zombie does not. Zombie Damage = 4, Skeleton Damage = 3 - 5 for DR] The badgers are ineffectual to say the least, but they are targets for the larger skeleton for sure... [Current HP of Zombie = 51/55]
{Lin, I can't acces d20 SRD.org from work, but I assume these are the 1HD celestial beings? If not, let me know and I'll edit damage.}
Hildigunn, feeling the brunt of the effects from the last attacks, reaches for her maul. [No AoO's thanks to Tham] She wraps her bleeding hands around the handle and comes back swinging. [Damage Results = enough to kill 3] With the fury and rage only one like her can posses, Hildigunn buries the largest of undead with three expert blows--eventhough she has to take a small step inbetween strikes.
Loopmottin rides again, urging his mount towards the towering ogre undead near the upturned graveyard. [AoO for Approach @ +8]
[dice=20]
The large club slams harmlessly into the ground next to him and the paladin retaliates effectively. [Gnibbles missed, Damage From Loop = 14] [Current HP of Zombie = 37/55]
Caatrah cleans up two more skeletons that have managed to surround him, leaving nothing behind but shattered rib cages and broken skulls. [Damage Results = 2 more destroyed]
The smaller skeletons retaliate for their destroyed bretheren. [On Caatrah, Need 20's]
[dice=20]
[dice=20]
[dice=20]
The other moves to Loopmottin. [Need 20]
[dice=20]
[Confirm = ]
[dice=20]
[Fail, Damage = 4] The skeleton manages to pathetically claw at Loopmottin, barely breaking the surface of his shining armor.
The remaining ogre zombie takes a swipe at [Random] Loopmottin, aiming for the small mounted man. [Attack Roll @ +9]
[dice=20]
And misses.
The remaining largest skeleton maneuvers around and goes for one of the badgers. [Will Save = Fail, although the skeleton did hit for 11 damage, is the badger dead?]
And lastly, the medium undead manuever, unable to reach anything of note with their jerky movement and slow process...[Except for 2 possible attacks on Caatrah with 5 ft step. Need 20's]
[dice=20]
[dice=20]
[Initiative: Tham, Lobelia, Hildigunn, Loopmottin, Caatrah, Small Skeletons, Large Undead, Large Skeletons, Medium Undead]
Map;
[/pre]
|
|
| _ _ uuus
| | | / ssC
| |..
| .`
| |_____/
|
|
|
| _ ___ ___ _ _
/ ¦ ± ± ± ± ± ± ± ¦ UU SS
| UUs SS
\ ¦ ± ± ± ± ± ± ± . bbL b
/ b u
| / ± ± ± ± ± ± ± > Tuu
| _____________________ H
/ | | R
\ | | R ___________________
\ | | / |
| | (Church) < | ¤ ¤ ¤ |
| | | B | ¤ (INN) ¤ ¤ |
/ | | / ¤ ¤ ¤ |
| |_____________________| | ¤ ¤ |
| \___________________|
\
\_____________
\
\__
\ /
\ ________/
\_________ __________/
\ ___________/
\ _______/
<<<LEGEND>>>
C = Caatrah
L = Loopmottin (mounted as one unit)
R
R = Hildigunn's Mount
H = Hildigunn
B = Lobelia
b = Lobelia's Celestal Badgers
T = Tham
± = Opened Grave
¤ = Broken table
. or , or ¦ = Rubble (Difficult Terrain)
UU
UU = Larger Undead (Ogre or Similar)
Ogre Zombie
Size/Type: Large Undead
Hit Dice: 8d12+3 (55 hp)
Initiative: -2
Speed: 40 ft. (8 squares; can't run)
Armor Class: 15 (-1 size, -2 Dex, +8 natural) touch 7, flat-footed 15
Base Attack/Grapple: +4/+14
Attack: Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6)
Full Attack: Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: Fort +2, Ref +0, Will +6
Abilities: Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1
u = Lesser Undead (Zombie or Similar)
Human Commoner
Size/Type: Medium Undead
Hit Dice: 2d12+3 (16 hp)
Initiative: -1
Speed: 30 ft. (6 squares; can't run)
Armor Class: 11 (-1 Dex, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Slam+2 melee (1d6+1) or club +2 melee (1d6+1)
Full Attack: Slam+2 melee, (1d6+1) or club +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft
Special Attacks: -
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: Fort +0, Ref +0, Will +3 Fort +0, Ref -1, Will +3
SS
SS = Large Skeleon
Troll Skeleton
Size/Type: Large Undead
Hit Dice: 6d12 (39 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 14 (+3 Dex, -1 size, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +3/+13
Attack: Claw +8 melee (1d6+6)
Full Attack: 2 claws +8 melee (1d6+6) and bite +3 melee (1d6+3)
Space/Reach: 10 ft./10 ft
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +2, Ref +5, Will +5
Abilities: Str 23, Dex 16, Con Ø, Int Ø, Wis 10, Cha 1
s = Medium-Sized Skeleton
Medium Undead
Hit Dice: 1d12 (6 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14
Base Attack/Grapple: +0/+1
Attack: Scimitar +1 melee (1d6+1/18-20) or claw +1 melee (1d4+1)
Full Attack: Scimitar +1 melee (1d6+1/18-20) or 2 claws +1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 13, Dex 13, Con Ø, Int Ø, Wis 10, Cha 1
[rand=89711924688984214153664972010935807312810506017912040266325284005]