Smoking Out The Bandits

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gurusql
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Re: Smoking Out The Bandits

#61 Post by gurusql »

Renna

Renna will watch for something else reacting to the zombie presence.

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Re: Smoking Out The Bandits

#62 Post by hedgeknight »

Dredd

When the zombies erupt from the ground, the Half-Orc levels his spear and charges the closest one to his position at the back of the line, passing up his companions on the way. He skewers one of the creatures, hollering over his shoulder: "Don't just stand there picking your nose! Get in here and help us!"
Spear: [1d20+1]=18+1=19 [1d6+3]=1+3=4
Winter is coming...

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Re: Smoking Out The Bandits

#63 Post by Darithe »

Magdal

Startled at the sudden appearance of the undead she struggles to draw her sword and attack.

Attack: [1d20]=7
Damage: [1d8]=4

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Re: Smoking Out The Bandits

#64 Post by OGRE MAGE »

Returning To The Scene
Shallow Graves
Mid Morning, Clear


As more hands and arms reach up from under the soft dirt, Crabgrass and Stobart try to chase these monsters off with faith, brandishing their holy symbols and pronouncing their pious intentions. The one holding Crabgrass rolls its eyes and releases the half-elf, walking toward the treeline with 4 others from the initial wave.

The pair who remain are accosted by missile and melee attacks simultaneously, as Crobeus, Dredd, and Magdal charge to attack, while Pimlan and Skratch attempt their attacks from a distance. Pimlan misses completely, and one of the gangly half-orcs darts sticks into the neck of Crobeus. 2 dam from friendly fire The three successful attacks don't cause enough damage to drop the first zombie, but it looks badly damaged at this point. The second uninjured monster attacks Magdal with fervor, punching her hard in the side of her head with one rotting fist. 4 dam

5 more of these monsters unearth themselves from the dirty ground, slowly joining the pair who weren't turned earlier. (no attacks from them this round)

Meinhardt backs away with Dubricus, who looks terrified at the sight of these undead who were clearly once normal people. People he himself might have known at one point. "I am thinking clearly, sir! It's just that I have......never seen such abominations before!" The uncomfortable mage rummages around in his belt pouch for a moment when Dredd shouts for help. "Ummmmmm, I don't suppose these things would be affected by a Sleep incantation, would they?" He asks this of nobody in particular.

Renna looks around the area, remaining clear of the violence. She doesnt spot anything nearby that coincides with these monsters arrival, but remembers the trail of briars on the other side of the forest where the one cave was found on their last trip.

Actions!

7 zombies remain
1 is badly wounded


Magdal (R1) AC:7 12/16
Crobeus (P1) AC:3 8/10
Pimlan (F1/T1) H-L AC:6 4/9
Dubricus (M1) AC:8 5/5
Crabgrass (MU1/C1) H-E AC:7 7/7
Meinhardt (MU1) AC:10 5/5
Renna (MU1/C1) Elf AC:4 9/9
Skratch (T1) H-O AC:6 8/8
Stobart (C1) AC:5 10/10
Dredd (F1) H-O AC:3 16/16

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Re: Smoking Out The Bandits

#65 Post by Stirling »

Crabgrass

Must remember to give a tithe to the deity of Stobart as his own seems ignorant of his supplication for help.

He seems as weak in martial skills as faith, poking at any zombie trying to reach him. If he can get out the graveyard patch he will, lest he finds his own un-resting place there.

Crabgrass: melee Quarterstaff: [1d20]=10 [1d6]=5

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Re: Smoking Out The Bandits

#66 Post by shaidar »

Stobart

The cleric attempts to turn the new batch of zombies:

[1d20]=16

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Re: Smoking Out The Bandits

#67 Post by gurusql »

Renna

Renna will attempt to assist Stobart lifting her holy symbol and saying "Ar corellon larethian, sar call Arta va / var (pl)! e Tel' (emphasis) Omah (L) Ath Tel'Quessir / Tel'Quess - lar / lirr vian / viaren (pl) Ivae Arta these nevae beings"
Turn Undead [1d20]=17
Great Corellon Larethian, we call on you! As the leader of elvenkind - Shine your light on these dark beings

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Re: Smoking Out The Bandits

#68 Post by Quonundrum »

Meinhardt
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He stares at Dubricus increduously, unconvinced by the man's excuse. This thought is solidified when a Sleep spell is considered ...

"No, of course not, these things are zombies." He then ignores the mage and turns to cast a Magic Missile on the damaged zombie.

Magic Missile: [1d4+1]=1+1=2

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Re: Smoking Out The Bandits

#69 Post by Darithe »

Magdal

Blood streaming down her face from the head wound and dripping into her hair, Magdal is unsteady from the unrelenting attack of the undead and her sword misses again.

Attack: [1d20]=3
Damage: [1d20]=3

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Re: Smoking Out The Bandits

#70 Post by GreyWolfVT »

Pimlan decides not to risk any other friendly fire at least not by his hands anyway and closes in drawing his sword, and swinging once he is in range to attack a zombie.

Short Sword [1d20]=4to hit, [1d6]=5 dmg
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Re: Smoking Out The Bandits

#71 Post by hedgeknight »

Dredd

Seeing Magdal in trouble, Dredd pivots away and rams his spear at the zombie attacking his only friend from back home. "Mags! Get back!"
Spear: [1d20+1]=7+1=8 [1d6+3]=4+3=7
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Re: Smoking Out The Bandits

#72 Post by grokkngrognard »

There were too many undead for Skratch to attempt a swipe with short sword or dagger. She stayed back and used her sling, aiming for one that has been injured.

Sling To Hit: [1d20+2]=15+2=17 Damage: [1d4+1]=3+1=4

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Re: Smoking Out The Bandits

#73 Post by Scott308 »

Crobeus - Human Paladin

Stung by a dart thrown by a "friendly," the paladin growls "Not me, fool! Attack the zombies!" He is distracted just enough by this to cause him to miss wildly as he attacks the zombie again.
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Re: Smoking Out The Bandits

#74 Post by OGRE MAGE »

Returning To The Scene
Shallow Graves
Mid Morning, Clear


Renna and Stobart continue to divert these zombies away from their friends using the symbols of their gods to turn five more away from the fight.

That seems to be good fortune, since their friends appear to be having trouble remembering their fighting skills. None of the hand-to-hand attacks cause the remaining monsters any damage, but Meinhardt and Skratch are able to assail the wounded zombie with stone and spell, knocking it back to the ground where it came from. Dubricus seems unimpressed. "Well, I could have done that too." Other than look around nervously and keep his distance from the danger, the groups leader doesn't do much else to aid the struggle.

While the first wave of turned monsters disappear into the trees, the second wave isn't far behind them, slowly walking away from the priests powerful rebuttal. The 2 remaining zombies continue to assail anyone near the fight, one dressed in dirty and tattered peasants garb clubs Dredd in his throat with a well placed clenched fist. 3 dam

Actions!

2 uninjured zombies remain

Magdal (R1) AC:7 12/16
Crobeus (P1) AC:3 8/10
Pimlan (F1/T1) H-L AC:6 4/9
Dubricus (M1) AC:8 5/5
Crabgrass (MU1/C1) H-E AC:7 7/7
Meinhardt (MU1) AC:10 5/5 MM
Renna (MU1/C1) Elf AC:4 9/9
Skratch (T1) H-O AC:6 8/8
Stobart (C1) AC:5 10/10
Dredd (F1) H-O AC:3 13/16

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Re: Smoking Out The Bandits

#75 Post by hedgeknight »

Dredd

The Half-Orc grunts from the zombie's club-like fist, taking a step back. He pivots his spear and thrusts it into the zombie's chest! "Back to the hole you came from!"
Spear: [1d20+1]=14+1=15 [1d6+3]=4+3=7
Winter is coming...

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Re: Smoking Out The Bandits

#76 Post by Quonundrum »

Meinhardt
Image
Dubricus seems unimpressed. "Well, I could have done that too." Other than look around nervously and keep his distance from the danger, the groups leader doesn't do much else to aid the struggle.
When one of the two remaining zombies strikes Dredd in the throat, Meinhardt glances back at Dubricus, eyebrows raised in an expression suggesting now would be a good time to do something. He casts another Magic Missile spell, this time targetting the zombie Dredd is fighting.

Magic Missile: [1d4+1]=3+1=4

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Re: Smoking Out The Bandits

#77 Post by shaidar »

Stobart strikes at one of the remaining zombies with his staff:

Staff: To-hit [1d20]=11; dmg [1d6]=5

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Re: Smoking Out The Bandits

#78 Post by grokkngrognard »

With her sling whirring above her head, Skratch lets a lead ball fly against one of the two zombies.

Sling To Hit: [1d20+2]=19+2=21 Damage: [1d4+1]=1+1=2

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Re: Smoking Out The Bandits

#79 Post by Stirling »

Crabgrass

At last gets to twirl his staff with accuracy and crack a cranium on an emerging zombie.

Crabgrass: melee Quarterstaff: [1d20]=16 [1d6]=2
Renna looks around the area, remaining clear of the violence. She doesn't spot anything nearby that coincides with these monsters arrival, but remembers the trail of briars on the other side of the forest where the one cave was found on their last trip.
I didn't go to that cave, but if these Turned zombies are going deliberately to that cave, the same as the skeletons, (rather than just get Turned and flee in a random direction) then there must be something that particularly draws undead / evil to that area. A cult, ritual site, evil icon, shrine? That might, at the risk of further encounters, be worth investigating as much as the bandits problem.

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Re: Smoking Out The Bandits

#80 Post by GreyWolfVT »

Pimlan will assist with whichever of the two remaining zombies has enough room for him to get an attack in on.

Short Sword [1d20]=4to hit, [1d6]=5 dmg or not...
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

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Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
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