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Book Two: Chapter Seven: "Restless Remains"

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Post  Malazek Mon Feb 22, 2010 1:02 pm

Malazek wrote:The orc-zombies do not react to the intrusion.
Davin has Init 28
Verity has Init 28
Hound has Init 27
Straegis has Init 14

The Zombies have Init 13.
Are you trying to stealthy PAST them? Or just trying to get the jump on them? Actions, please.
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Post  Halcyon Mon Feb 22, 2010 3:18 pm

Juugug, Tully... are you in range to turn them?

Verity readies a crossbow attack on any enemy who notices the party or who doesn't drop from his allies attacks.

DM EDIT: I am pretty sure you meant to THINK that (thru OHOM) and not say it aloud; so I changed the quotation marks to italics. Is that correct?
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Post  macksgarageusa Tue Feb 23, 2010 12:54 pm

O.o.C.: Should we just keep on sneakin til they notice us? or attack while we have the surprise? I'll keep a javelin attack ready.

Straegis maintains his hold on the javelin as the group moves forward.

Standard: Ready ranged attack on undead orc.

Attack: 1d20=10+16+2(C.A.)=28
Damage: 1d6=3+9=12

Stealth: 1d20=12+7(half-lvl)+8(aid)=27
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Post  Malazek Tue Feb 23, 2010 1:49 pm

Verity wrote:Juugug, Tully... are you in range to turn them?
Aye.
Yess.
Vangg responds that he too is ready.
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Post  Malazek Tue Feb 23, 2010 11:01 pm

Straegis wrote:the group moves forward
After moving further forward (another round of stealth), the undead orcs STILL haven't reacted.
Malazek wrote:Are you trying to stealth PAST them? Or just trying to get the jump on them? Actions, please.
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Post  Swifthand Wed Feb 24, 2010 4:41 pm

I say kill everything here, systematically, room by room.

(Waiting for agreement and then...)

Twin Strike - 33, 35
Damage - 12, 24

Hound's Hit and Run - 35 (natch)
Damage - 18

-Swift
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Post  Halcyon Thu Feb 25, 2010 1:00 pm

OCC: Sound good Mack? If so:

"Sounds good, everybody pick a zombie. OK, now on 3 kill it quietly: 1...2...3!"

Verity will loose a bolt at his quarry, which misses (10 to hit).
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Post  Malazek Thu Feb 25, 2010 2:43 pm

Init 29
The Monster Squad readies it's actions.

As soon as the count down commences, the Zombies react. Turning to the heroes, they lift their arms in typical zombie fashion and release painful moans from their decaying lungs

Init 28
Verity gets to "3" and misses with his attack.

Davin fires two bolts into the skulls of zombies, felling both of his targets.

Init 27
Hound bites one of the zombies. With a mouthful of nasty, he destroys the undead orc.

Init 14
Straegis throws his Javelin, piecing another through the eye. It falls dead.

Juugug hoists the symbol of the queen, and damns the monsters back to their graves.
Turn Undead: 11 and 14 vs Will. Both miss

Taalgarnuk does the same, whilst throwing a dagger ... the sanctioned blade buries itself in his target cranium.
25 vs AC;the Orc-Zombie dies.

Vangg, too.
20, 18, 31, and 32 vs Will.
All but one are destroyed.

Azzy charges into the room, reaping through the standing-fallen with his scythe.
37 and 28 vs Reflex; the last Orc-Zombie dies.

Kersh follows, swinging his flail wildly.

Next?
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Post  Swifthand Fri Feb 26, 2010 9:14 am

Is OHOM still up?

Davin will listen at the next passage to hear what is coming up.

Perception = 44 (with Hound's aid), 58 (with OHOM)
Stealth = 31

-Swift
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Post  Malazek Fri Feb 26, 2010 9:42 am

Davin wrote:Is OHOM still up?
Yes.

Davin wrote:Davin will listen at the next passage to hear what is coming up.
Perception = 44 (with Hound's aid), 58 (with OHOM)
Stealth = 31
Davin hears something. Verifying his own keen perception against the less acute (albiet plentiful) senses of his allies, he is able to make out the presence of more monsters ahead.

Beyond the arches at the top of the steps, is a long round hall with alcoves on otherside. (When the priests lived here, those "alcoves" were tiny rooms with steel doors. But when you were here last time, the doors had been replaced by iron bars, to create a series of "cells.")

Combining memory and sound, Davin figures the "cells" are still full of undead (you destroyed them all last time, remember?) ... but if zombies are wandering about out here, then there's no reason to presume the monster up-ahead are caged.
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Post  Halcyon Fri Feb 26, 2010 4:03 pm

Verity mentally comments to his brothers in faith, A year past I never could have imagined this - skulking about our own Temple, assaulting our former home.
Then to all assembled,
Once the fight up there starts it will be tough to keep it quiet. Is there some way to block off a couple of the arches, or some other way to keep from being overun by scores of Risen?"
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Post  Malazek Fri Feb 26, 2010 5:21 pm

Book Two: Chapter Seven: "Restless Remains" - Page 23 Y8Yki

Note: The first room and the round hall WERE natural formations, but the Cave Templars have rounded out the shape with their diverse mining skills (think about all the subterranean races involved here). The roof of the first room is still decorated with stalagtites. The round hall, howevemr is more or less just a round tunnel that wraps through the raw stone).


Last edited by Malazek on Sat Feb 27, 2010 3:08 pm; edited 2 times in total
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Post  macksgarageusa Fri Feb 26, 2010 8:33 pm

O.o.C.: First, I just realized how cool it is that our little site contains stats, info and story for more than one game (Brackwater, Runes), keep up the good work!!! Second, as much as I've been chastised for this in the past...due to the layout of the map, would it make most sense to split the group and meet at the far end? We'll need a little discussion to figure out the optimum arrangement for party members but I feel like that would be the quickest way to get thru here. Unless...Davin could scout ahead a little on both sides and give us a report of our enemies positions in either hall. Just a thought, lemme know.
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Post  Malazek Sat Feb 27, 2010 3:04 pm

OOC: Hmm. If you do split up, it would be easier for me if Straegis+Verity+Davin stayed in "Team-A" and Vangg+Kersh+Azzy went with "Team-B". The other NPCs could be split up from there. (By "easier for me," I mean less "real life" time would be needed to get through here).
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Post  Halcyon Mon Mar 01, 2010 4:40 pm

"If Davin doesn't mind scouting ahead I'm all for it. We can forgo judgement whether to split up until we have a better idea what we're up against."
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Post  Swifthand Thu Mar 04, 2010 6:10 pm

Davin scouts.

Stealth = 35 (51 w/ OHOM)
Perception = 44 (60 w/ OHOM)

-Swift
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Post  Malazek Thu Mar 04, 2010 8:15 pm

Sneaking through the rightside arch, Davin scouts a ways into the tunnel, carefully moving against the wall to stay hidden. Nobody, other than Davin himself, could hear his footsteps. At the first opening, he stops and studies the sights and sounds of the first few alcoves: Orc-zombies. Dozens of orc-zombies. Gone are the myriad of stitched-together abominations; undead orc warriors have taken their place. It doesn't take long to guess where they came from; and by studying their attire (through OHOM) the group is able to identify these "orcs" as part of the same group you let pass you at the Dwarven gate deep beneath the UnderMountain Road. Somehow, they've been zombified.
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Post  Swifthand Sun Mar 07, 2010 12:03 pm

Davin thinks...

Killing all the zombies in our path seems to be the only option. Sound like a plan?


-Swift
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Post  Malazek Mon Mar 08, 2010 9:16 am

Aye, Davidge; we kills dem all.
Yess. Ssuffers none o' da 'bom'nationss ta exzisst nolongers.
As usual, Palol, you are both direct and correct.
As daQueen commandeth, we shall smite these unnatural monstrosities back to the graves from whence they clambered!
Uh, wut? Kersh kill more dead orcs? Okay.
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Post  Halcyon Mon Mar 08, 2010 3:33 pm

"Okay, get in position. Okay, on three kill a zombie: 1. 2. 3!"

And thus Verity waits for everyone to stealth to where they want to start killin' and we all kick it off with a suprise round. For his part he charges a zombie (once everyone is situated and ready to attack simultaneously).
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Post  Malazek Tue Mar 09, 2010 10:52 am

Attack rolls for the Surprise Round?
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Post  Halcyon Tue Mar 09, 2010 3:52 pm

Verity will charge a dead orc, 35 to hit 10 damage
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Post  Malazek Thu Mar 11, 2010 12:52 am

OOC: Mack called and said he can't get the REPLY button to work, so i'll roll for him when we're reeady.
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Post  macksgarageusa Thu Mar 11, 2010 12:20 pm

O.o.C.: Figured it out, good to go now, thx!

Straegis will ready a ranged attack for an orc, when the party agrees he sends the javelin flying toward an unsuspecting enemy.

Standard: Ranged attack on undead orc at (?).

Attack: 1d20=11+16+2(C.A.)=29
Damage: 1d6=5+9=14

O.o.C.: I wasn't sure if this would be needed or not so I just went ahead and rolled it anyway.
Stealth: 1d20=9+7(half-lvl)+?(OHOM)=??
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Post  Swifthand Fri Mar 12, 2010 9:25 am

Twin Strike (against 2 separate targets) - 38, 39
Damage - 17, 18 vs quarry

Hit and Run (Hound) - 31
Damage - 18

-Swift
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