Looks like I messed up the roll in the thread, I guess you can only have one modifer. (2d6+6)[12] total undead hitdice are turned, undead with up to 9 hit dice are affected.
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Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
Just checking in again. I see that the rebuke attempt hasn't been resolved yet, and that Armun wanted to do something after it, so I'm waiting for that before posting IC. Unless of course this is the start of combat, in which case I'm waiting for an initiative roll.
I do hope we are still running?
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Currently Played characters: Morda, in Reincarnate. Zeus, in The Twisted Dungeon of Chaos. Map
Sorry to hear that. Hopefully things will get better there for you soon!
If you need me to handle the map, I'll give it a shot, and you can let me know if it doesn't look right.
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Currently Played characters: Morda, in Reincarnate. Zeus, in The Twisted Dungeon of Chaos. Map
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
Oh, duh. For some reason I visualized them as very small and skulking.
Ah well, it was a rebuke attempt well-spent, anyway.
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Quote:
Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
I'm not sure why initiative hasn't been called for yet, but this does seem the appropriate time to roll it. I'd guess because the undead aren't fighting back?
Because of the Rebuke, and because they aren't doing anything more than cowering in the corner.
I'm going to assume that last attack missed.
But also, to save time, I have a suggestion. If we're pretty much just going to beat on these undead until they die, their rebuke wears off (and initiative is rolled and such) or something else happens, instead of rolling 1 attack at a time and waiting for the DM to reply between each one, lets just drop a bunch of attacks in an organized fashion either here, or in spoiler boxes in the IC if the DM would prefer.
Then the DM can look through, figure out at what point in that list we are stopped by the death of the zombie lizards, the zombies start fighting back, or something else happens, and the remaining rolls are just discarded as things are now happening that require us as players to react.
Like so:
Spoiler
Zeus gets 2 attacks per round by making full attacks. He ignores penalties for shooting into melee, gains a +2 on attacks because the targets are cowering in the corner, and prioritizes shooting at the zombie closest to him until it dies, at which point he'll direct his remaining attacks at the other zombie lizard thing. We've already taken 1 turn of attacks since the rebuke.
Round 1: Merla drops her staff and draws another dagger from her belt (Move Action). She attacks with the dagger she already drew. (Standard Action) (1d20+8)[20] to hit, (1d4+3)[7] damage if hit
Round 2: Merla lunges this way and that, slicing with both daggers in a martial dance.
Attack 1: (1d20+6)[13] to hit, (1d4+3)[7] damage if hit
Attack 2: (1d20+6)[22] to hit, (1d4+3)[4] damage if hit
Round 3 Attack 1: (1d20+6)[7] to hit, (1d4+3)[7] damage if hit
Attack 2: (1d20+6)[22] to hit, (1d4+3)[5] damage if hit
Round 4 Attack 1: (1d20+6)[24] to hit, (1d4+3)[7] damage if hit
Attack 2: (1d20+6)[24] to hit, (1d4+3)[6] damage if hit
Round 5 Attack 1: (1d20+6)[13] to hit, (1d4+3)[4] damage if hit
Attack 2: (1d20+6)[20] to hit, (1d4+3)[6] damage if hit
Round 6 Attack 1: (1d20+6)[19] to hit, (1d4+3)[7] damage if hit
Attack 2: (1d20+6)[20] to hit, (1d4+3)[5] damage if hit
Round 7 Attack 1: (1d20+6)[12] to hit, (1d4+3)[5] damage if hit
Attack 2: (1d20+6)[18] to hit, (1d4+3)[5] damage if hit
Round 8 Attack 1: (1d20+6)[25] to hit, (1d4+3)[6] damage if hit
Attack 2: (1d20+6)[20] to hit, (1d4+3)[7] damage if hit
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Quote:
Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
The zombies are fighting back now, since you got too close to them. (Rebuke wears off once you get within 10' of the creature I believe) I've just been crazy busy with work again, but I promise I'm going to sort this out tomorrow...
That's only mentioned for turning, not rebuking, isn't it? RAW says only Turned undead are un-turned if you approach within 10 feet, and I just did a quick google search and the consensus is that rebuked undead just cower in place no matter what.
If you're doing it differently I would definitely like to rescind that action and just sit back and let the party beat on them.
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Quote:
Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
Ah fair enough. That was from memory so it was the turning i was remembering. In that case, they're pretty much just going to sit there getting beat upon...
Honestly, I'd like to try to take on the chimera, but I'd really like to have a full party to do that if possible. Our wizard seems to have disappeared through the 4th plane. If the others want to go ahead, so be it, and hopefully no one dies.
Also, if you don't mind estimating a number for us, how many attacks did it take to kill those 2 undead. I'm curious to know about how tough they were, and also how many crossbow bolts I'm down by. Do I need to roll something to tell in character if they had damage reduction to my attacks? Also, did we get any experience for that? I'm going to assume for the sake of buff duration that this has taken another few minutes.
I'll go ahead and post IC to the effect of moving our position to attack the chimera, but again, it'd be lovely to be able to have an arcane caster of some sort come along with us for some extra boom. And considering this will probably fight back and try to eat us, let's not shortcut our setup.
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Currently Played characters: Morda, in Reincarnate. Zeus, in The Twisted Dungeon of Chaos. Map
Well, it's got DR and lots of attacks, but it's AC is garbage and me and Armun have decent AC and bludgeoning attacks. Armun could probably smash this thing by himself. I'm not even going to expend my third level spell on this one unless things go really pear-shaped. But yeah, let's be cautious. Take the shot when you're ready :)
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Quote:
Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
I think Armun should be a step further back than suggestedso as to force the creature to come through if it wants to attack us. If we also ready actions to move forward and block its progress when it tries to come through, we can attack it while it's squeezing into a small space and get a solid advantage. http://www.d20srd.org/srd/combat/mov...inandObstacles under "Squeezing".
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Quote:
Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
... Okay. I guess that works. We must have really 'rolled' some bad attack rolls on those undead. I'll adjust my character sheet accordingly, not going to worry about salvaging crossbow bolts just yet.
That still leaves the question of experience. And the IC thread is awaiting your attention. Hopefully your work stops swarming you soon, because I'm still really psyched about this game, but I do understand that things like that are first priority.
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Currently Played characters: Morda, in Reincarnate. Zeus, in The Twisted Dungeon of Chaos. Map
AC 16, 29 HP, DR 5/slashing. It happens. The hammer attack got high numbers, and would still have taken 4 turns to kill them both, assuming that it got equally high numbers on all of the 4 attacks.
Experience I was keeping track of myself, rather than bog things down every time you kill a monster or evade a trap, but I can easily do it that way if you prefer? I was planning on telling people every time you go down a dungeon level, or up a character level, and leaving it at that...
I'm okay with it either way; as long as you, yourself, are keeping active track of the traps and monsters we survive and are not thinking to add it up later. That's always a real pain and it's a lot more irritating then you'd think to go back through several pages and count up every trap or monster the party has encountered. Still, this is your barbecue :)
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Quote:
Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
I have a spreadsheet, on Google Docs, that details all of the traps and monsters so far encountered - successfully or not - and experience for them all. It's all in hand :)
If that's how you'd prefer it, sure. Kinda makes a dungeon crawl a little demotivating with no record of what we've gained that we can see though. Perhaps we could keep both records on your end and on ours?
I'm pretty certain you guys will need to move into the room before charging, since you don't have a straight line move at it from there. This plan scares me a little bit, but it doesn't look like we have other options unless I want to spend all my crossbow bolts and an hour or two killing this thing.
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Currently Played characters: Morda, in Reincarnate. Zeus, in The Twisted Dungeon of Chaos. Map
Ok - so that came out kinda backwards to what would have been useful. I'll let you decide who's doing what when, rather than acting in strict initiative order and having two people charge towards the skeleton just before the third fires at it...
As for experience - if that's how you'd prefer it then that's fine. So far it's up to 475 each. (Splitting equally between the people who were still involved at the time of the encounter)
Thank you, for some reason that makes me happy. I just like being able to see my progress I suppose.
I'd intended for those shots to be while the others were preparing to charge, as I wanted to see if it would react to being shot again, and watch more closely to see if I was even hurting it. I presume we're going to need to throw it's initiative in and then start acting in our turns once it reacts, but thankfully I don't take penalties for avoiding hitting allies in melee, since I have Precise Shot. So if you're wanting to have them charge before me, that's not going to generate any problems that I can see. I think we need to wait for Armun either way though, since it'd be him initiating combat unless the skeleton decides that getting shot the first time was okay, but the second is just too much to put up with.
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Currently Played characters: Morda, in Reincarnate. Zeus, in The Twisted Dungeon of Chaos. Map