6. Dawn of a New Night

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GreyWolfVT
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Re: 6. Dawn of a New Night

#141 Post by GreyWolfVT »

Fendt stands beside Robert, mace out and ready. "Heal Tib he needs it the most."
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Re: 6. Dawn of a New Night

#142 Post by Dram »

Bragar Pulls his mace ands readies himself behind Fendt and Robert. He then cast the spell Chant upon the party within 3". May the power of Haela Brightaxe be with you. He then begins to chant

Chant
+1 to party in area of effect/-1 to enemies in area of effect on attacks, damage
and saving throws. CT 1 Turn. Spell duration length of chanting.
Last edited by Dram on Tue Dec 02, 2014 1:35 am, edited 1 time in total.
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Re: 6. Dawn of a New Night

#143 Post by Zhym »

Go ahead and make an attack roll in case it's needed. Thanks.
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Re: 6. Dawn of a New Night

#144 Post by GreyWolfVT »

“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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Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
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Re: 6. Dawn of a New Night

#145 Post by Cwreando »

Just clarifying that Robert would be near the newly found secret door area.
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Re: 6. Dawn of a New Night

#146 Post by Storm11 »

Can these undead be turned at all? the spell blade asks whilst drawing his bow and firing some arrows at the leading zombie. How many can we see coming towards us?


PbP Forum code: [1d20+2] = 19+2 = 21+[1d6] = 6+[1d20+2] = 18+2 = 20+[1d6] = 5
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Re: 6. Dawn of a New Night

#147 Post by OGRE MAGE »

Tibbius moves to the back of the room. He let's as many of his fighting comrades as possible get in between him and the zombies. He then prepares his Web spell and waits to see what happens next.
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Re: 6. Dawn of a New Night

#148 Post by greyarea »

Melampus raises his holy symbol and yells, Back to the grave, unquiet dead! You must return to the afterworld!
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Re: 6. Dawn of a New Night

#149 Post by Cwreando »

Robert hearing Fendt request shifts from Farie Fire to Cure Light Wound on Tibbius as he puts a calm hand on him and cast Cure Light Wounds.

Cure Light Wound [1d8] = 8
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Re: 6. Dawn of a New Night

#150 Post by Zhym »

I'm waiting a bit longer for moves from Tumbler and Agrippo before updating.

Storm11: If the zombies win initiative, and close into melee before Castran can act, will he fire into melee? If all zombies are turned, I assume he doesn't fire?
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Re: 6. Dawn of a New Night

#151 Post by Storm11 »

Castran won't fire into melee.

I don't know how you run turning, once they flee depending on how many there are he will continue to fire at one if all are successfully turned if there are three or less. They will come back after all. Will the turning be broken?
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Re: 6. Dawn of a New Night

#152 Post by Zhym »

Turned undead will flee for a number of rounds indicated by a die roll. At the end of those rounds, the undead may or may not come back. If they do, they can be turned again. Any turned undead that is attacked will resume its attack.
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Re: 6. Dawn of a New Night

#153 Post by Computer +1 »

Tumbler has gotten really quiet with the new arrivals. "How much can we trust these new recruits?" he wonders to himself. "If I were a Vampire would I insert a bunch of my own into a group just to cause trouble.." he wonders with some dread. Since Tumbler was never the most trusting to begin with be decides to stay in the background and keep a watchful eye on the new "friends".

At the site of the undead Tumbler stays in the back to see who is trustworthy.
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Re: 6. Dawn of a New Night

#154 Post by Zhym »

Date: Nouluna 5, 1221
Time: 10:01 PM - Combat Round 1
Weather: Rain
Moon: Full
Location: Castle Ravenloft, Beyond the Fireplace
**************************************

The zombies, moving with the speed that the veteran members of the party have come to expect of Strahd's servants, quickly swarm into the room. Agrippo and Fendt step up to meet them. Tibbius and Tumbler move to the back—one for safety, one to observe.

Two of the zombies converge on Fendt. Reaching claws and biting mouths scratch and taste only the steel of his chain mail. Fendt counters with a blow from his mace that knocks the zombie's arm off. The arm crawls towards him.

Another pair of zombies attack Agrippo. A gangrenous claw scrapes the warrior's neck (Agrippo: -4 HP). Agrippo slices the arm off at the shoulder. It, too, clambers forward to attack.

Bragar steps back and begins to chant. The chanting lifts your spirits and makes you fight more fiercely. The zombies don't seem to like the sound at all.

Melampus presents his holy symbol. "Back to the grave, unquiet dead!" he yells. "You must return to the afterworld!" The zombies appear unfazed. Melampus can even see one zombie's worm-eaten face sneer with amusement!

Castran the battle cleric looks for an opening to fire his bow. Stepping between Fendt and Agrippo, he puts two arrows into a zombie just past the door. When the first arrow hits, a leg falls off and starts kicking its way into melee. At the second arrow, a hand falls off. Tensing its fingers, it springs into the fray.

Tibbius pulls a bit of spider silk from his robes, perhaps readying himself for a spell.

Robert follows Tibbius to the back of the room. With mistletoe in hand, the druid brings the spellcaster back to full strength, except that the slowed poison still runs through his system.

Actions!
Map 5k combat.png
Map 5k combat.png (42.99 KiB) Viewed 532 times
Status: Agrippo: 32/52, Tibbius: 10/10 (poisoned, slow poison; -1 to rolls), Iluq: 13/34 (poisoned, paralyzed), Tumbler: 24/39, Robert: 16/27; Fendt: 15/15; Castran: 13/23; Melampus: 21/30; Bragar: 23/42
Effects: Chant (Bragar): 9 rounds
Last edited by Zhym on Wed Dec 03, 2014 8:24 pm, edited 3 times in total.
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Re: 6. Dawn of a New Night

#155 Post by Storm11 »

If Castran can get another couple of shots off at the dismembered zombie if it's slowed he will. Otherwise he will switch to his blades and attack in melee.
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Re: 6. Dawn of a New Night

#156 Post by Zhym »

The zombies are not hindered in any way by losing body parts. I'll take that as a move into melee.

Please make your attack roll when you get a chance.
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Re: 6. Dawn of a New Night

#157 Post by MonkeyWrench »

Iluq remains against the wall, paralyzed, simply waiting for the zombies to make it towards him and begin the om nomming
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Re: 6. Dawn of a New Night

#158 Post by Dram »

Bragar- Will continue to chant till concentration is broken.
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Re: 6. Dawn of a New Night

#159 Post by Storm11 »

Castran attacks with his enchanted Shortsword and his dagger as the injured zombie closes. He will try and target the same one as he hit last time if possible.

[1d20+2] = 6+2 = 8+[1d6+2] = 4+2 = 6+[1d20-1] = 19-1 = 18+[1d4+1] = 3+1 = 4
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Re: 6. Dawn of a New Night

#160 Post by Stirling »

Agrippo, wielding the Sunsword will strike and hack at the nearest zombie attacking twice this round.

44319 [1d8+4] = 3+4 = 7
44318 [1d20+3] = 12+3 = 15


44317 [1d8+4] = 7+4 = 11
44316 [1d20+3] = 8+3 = 11

He will call to others "At Madam Eva's camp we bought some potions that Madam Eva promised. "Drink all of this, and one of you will be protected from the life-stealing attacks of the undead for about an hour, give or take.", we have three such potions, I have one, Robert the druid another and Iluq the last one. Force feed Iluq his now. It might protect him from any harm or arm that reaches out if we cannot cure him up."
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