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    Bloody Zombies!

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    whit10

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    Re: Bloody Zombies!

    Post  whit10 on Sun Aug 20, 2017 1:23 pm

    Alan makes a good point about CMB checks.  Ok, I'll go with that for now. Dok isn't stuck.

    And since you brought it up Matt, the language IS NOT clear, hence the discussion.  It's poorly worded, it makes logical sense that you would have to make a check for each square since it's Difficult Terrain.

    Moving on.

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    MAS
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    Re: Bloody Zombies!

    Post  MAS on Sun Aug 20, 2017 8:21 pm

    AC: 13 (+9 Armor, +3 ring ) = 25
    SR: 20
    CMB: +8 (+10 raged) +1 Large)
    CMD: 21 (23 raged) +1 Large)
    HP: 125 (Barbarian, 24; Kineticist 56)
    DR 3/Adamantine
    BAB: +7
    FORT: +8 (+3 Cloak) = +11
    REF: +5 (+3 Cloak) = +8
    WILL: +2 (+3 Cloak) = +5
    Rage: 12 rounds daily, +4 bonus HP, +4 bonus to CON & STR
    Movement: 40 ft, 45ft when Raged
    Stamina Pool: 12
    Burn Limit: 6/8
    Non-lethal HP dmg: 14




    Trig hits the Zombie at 0909 with an "Earth Blast", and "Rides the Blast" to 0908.

    EARTH BLAST = 4d6+9
    (1d6+1 + the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st)
    Element earth; Type simple blast (Sp); Level —; Burn 0
    Blast Type physical; Damage bludgeoning, piercing, or slashing

    RIDE THE BLAST
    Element universal; Type utility (Sp); Level 6; Burn 0
    You can use this wild talent as part of activating a kinetic blast other than telekinetic blast. You transform yourself into your element or energy and send yourself along with your kinetic blast. You appear at the end of the blast's path, adjacent to the blast's target (or final target, for form infusions like chain) or at the center of the burst or spread for form infusions like explosion. This ability doesn't work with form infusions that involve melee attacks (such as kinetic blade) or that use a cone shape (such as spray).


    Result of the throw of dice "1d20 +2" :

    19 + 2 = 21

    DMG if hits:

    Result of the throw of dice "4d6 +9" :

    1 + 6 + 5 + 3 + 9 = 24 piercing

    He then uses his move action to reposition to hex 1208.
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    Re: Bloody Zombies!

    Post  whit10 on Sun Aug 20, 2017 11:41 pm

    Trig unleashes a blast of shards at the unsuspecting zombie... but it ducks low at the last second and the blast misses.  Trig needs to pick a different space to move to (Dok is currently occupying space 1208). Or, did you happen to mean 1008?  That's where I'm putting Trig based on the power description. Please tell me if that is wrong.

    Preacher is up, map is current

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    Re: Bloody Zombies!

    Post  MAS on Mon Aug 21, 2017 12:16 am

    whit10 wrote:Trig unleashes a blast of shards at the unsuspecting zombie... but it ducks low at the last second and the blast misses.  Trig needs to pick a different space to move to (Dok is currently occupying space 1208). Or, did you happen to mean 1008?  That's where I'm putting Trig based on the power description. Please tell me if that is wrong.

    Preacher is up, map is current


    Just realized I didn't add my BAB to that attack, only my dex. Things are a bit chaotic here.

    So that was a 28 instead of a 21 to hit.

    Trig will remain in place instead of moving.

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    Re: Bloody Zombies!

    Post  Robyo on Mon Aug 21, 2017 9:46 am

    Preacher is currently 10' up in the air, angelic wings flapping. He raises himself 10' higher.

    Scorching Ray at the two zombies to the right of him:
    1st attack (at red zombie): 8 + 8 + 1(pbs) = 17; if that's a hit: 1 + 3 + 6 + 1 + 1(pbs) = 12 fire damage.
    2nd (at blue): 9 + 8 + 1(pbs) = 18; 6 + 6 + 1 + 1 +1(pbs) = 15 fire damage.
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    whit10

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    Re: Bloody Zombies!

    Post  whit10 on Mon Aug 21, 2017 12:30 pm

    In that case, Trig hit his target. Trig notices that the zombie's flesh is tougher than he might have thought.

    Preacher's Scorching Rays find their mark. The two zombies are badly damaged. The web in that section is now on fire as well and the entire web will be consumed soon.

    Map is updated. I will take the zombies turn shortly.

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    MAS
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    Re: Bloody Zombies!

    Post  MAS on Mon Aug 21, 2017 10:00 pm

    Trig still used "ride the blast" so he is located adjacent to the zombie at 0908 (as part of his attack action) but did not move after that - so he needs to be relocated, please.

    Thank you sir.
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    Re: Bloody Zombies!

    Post  whit10 on Tue Aug 22, 2017 12:02 am

    ah, sorry about that Matt, my mistake.

    Ok - the zombie nearest to Trig takes a full attack.

    2 claws, one bite

    Roll(1d20)+8:
    14,+8
    Total:22

    Roll(1d20)+8:
    14,+8
    Total:22

    Roll(1d20)+8:
    10,+8
    Total:18

    Nice AC Matt, he misses all attacks on Trig.

    All other zombies attempt to converge on Dok (most obvious target).

    The stench around these creatures is very foul and putrid.

    1 zombie has to make a CMB roll, the rest have to free themselves from the web (though it's on fire and will be gone at the end of the round - yes, they will take damage - as will Dok, unless he has some resistance 2d4 damage

    Move attempt by the unstuck zombie:

    Roll(1d20)+7:
    11,+7
    Total:18

    he is stuck in the web for this last round he takes fire damage

    Roll(2d4)+0:
    1,2,+0
    Total:3 - damage to all zombies and Dok

    4 checks to free themselves -

    Roll(1d20)+7:
    6,+7
    Total:13

    Roll(1d20)+7:
    13,+7
    Total:20

    Roll(1d20)+7:
    3,+7
    Total:10

    Roll(1d20)+7:
    7,+7
    Total:14

    One is free and moves to attack Dok - one claw

    Roll(1d20)+8:
    5,+8
    Total:13

    ...and that's a miss as well.



    The hotel room -

    Conrad is alternatively cursing in German, crying and seeing to de Genovisi.
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    whit10

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    Re: Bloody Zombies!

    Post  whit10 on Tue Aug 22, 2017 1:18 am

    Start of Round 3


    Olistaff - 18
    Dok - 12
    Trig- 9
    Preacher - 8
    Zombies - 4
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    navyik

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    Re: Bloody Zombies!

    Post  navyik on Tue Aug 22, 2017 7:01 pm

    Does Atticus see what Conrad was shooting at? He has blindsense Ase well...
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    Re: Bloody Zombies!

    Post  whit10 on Tue Aug 22, 2017 8:32 pm

    Give me a perception check for the dragon - I wasn't aware of the blind sense
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    Re: Bloody Zombies!

    Post  navyik on Tue Aug 22, 2017 10:08 pm

    Olistaff
    AC 18 (mage armor)
    Hp 88

    Atticus
    AC 21
    Hp 44
    Dkvis 60'
    Blind sense 60'

    The web DC is 20

    Atticus perception. 10+14=24
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    Re: Bloody Zombies!

    Post  whit10 on Wed Aug 23, 2017 2:53 am

    The web got burned up at the end of last turn. It also did fire damage to the zombies.

    Atticus thinks that someone went running for the door on the 1st floor. Can't tell anything else
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    Re: Bloody Zombies!

    Post  navyik on Wed Aug 23, 2017 8:04 am

    Olistaff
    AC 18 (mage armor)
    Hp 88

    Atticus
    AC 21
    Hp 44
    Dkvis 60'
    Blind sense 60'

    The web DC is 20

    I think you are saying that someone ran from the room downstairs to the door. If so, Atticus will fly back out and watch the door.

    Olistaff will ready a scroll of glitter dust and also watch the door. If he or Atticus notes something invisible coming out, Oli will glitter dust the area of the doorway.
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    Chris

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    Re: Bloody Zombies!

    Post  Chris on Wed Aug 23, 2017 10:49 am

    DoK gets an AoO on the zombie that moved within his threat zone of 15ft

    Result of the throw of dice "1d20 +12" :

    9 + 12 = 21

    if that hits, damage

    Result of the throw of dice "1d8 +6" :

    6 + 6 = 12

    + TRIP vs CMD

    Dok takes 3 fire damage from his Temp HP

    < -- noted

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    Re: Bloody Zombies!

    Post  Chris on Wed Aug 23, 2017 10:53 am


    I think Dok is up again?


    Still nobody has taken any damage from what I can tell, so no healing needed Sad


    Dok will use another Oracle Channel for damage vs zombies (did you get that 15 last time after the confusion on the web? it still hit all but 1)

    Result of the throw of dice "4d6" :

    2 + 6 + 6 + 3 = 17


    to all zombies and any inviso undead within 30ft

    DC 21 for half
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    Re: Bloody Zombies!

    Post  whit10 on Wed Aug 23, 2017 12:21 pm

    three more zombies go down. Olistaff's actions have been noted.

    Trig is up. Map is current.



    I'll be out of town until tomorrow. I have to drive to Ft. Collins for something that could probably be handled with a phone call. (grrr)

    I'll update when I get back... the zombies aren't looking to good so I think this fight will end soon.
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    Re: Bloody Zombies!

    Post  whit10 on Wed Aug 23, 2017 5:03 pm

    11th hour reprieve. I'm not going to Ft. Collins after all.

    Game on, I will keep updating today
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    Re: Bloody Zombies!

    Post  Chris on Wed Aug 23, 2017 5:37 pm

    whit10 wrote:11th hour reprieve.  I'm not going to Ft. Collins after all.

    Game on, I will keep updating today

    cheers WOOT!
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    MAS
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    Re: Bloody Zombies!

    Post  MAS on Wed Aug 23, 2017 6:42 pm

    AC: 13 (+9 Armor, +3 ring ) = 25
    SR: 20
    CMB: +8 (+10 raged) +1 Large)
    CMD: 21 (23 raged) +1 Large)
    HP: 125 (Barbarian, 24; Kineticist 56)
    DR 3/Adamantine
    BAB: +7
    FORT: +8 (+3 Cloak) = +11
    REF: +5 (+3 Cloak) = +8
    WILL: +2 (+3 Cloak) = +5
    Rage: 12 rounds daily, +4 bonus HP, +4 bonus to CON & STR
    Movement: 40 ft, 45ft when Raged
    Stamina Pool: 12
    Burn Limit: 6/8
    Non-lethal HP dmg: 14



    Trig moves to 1409, then unleashes another EARTH BLAST of sharp stones at the Zombie located 1608 (top zombie).

    Result of the throw of dice "1d20 +9" :

    14 + 9 = 23

    Dmg if hits:
    Result of the throw of dice "4d6 +9" :

    2 + 1 + 4 + 3 + 9 = 19 Piercing
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    Re: Bloody Zombies!

    Post  whit10 on Wed Aug 23, 2017 10:00 pm

    Trig moves to the attack and shreds another zombie with his force blasts, the car takes quite a bit of damage too and is knocked on it's side.

    the zombie collapses into a pile of rotting flesh - the blast finished him off after Dok's channel.

    Preacher is up.

    Map is current.


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    Re: Bloody Zombies!

    Post  Robyo on Thu Aug 24, 2017 11:31 pm

    Preacher
    FORT:+4
    REF:+6
    WILL:+7
    Armor Class:17; Touch AC: 13
    Hit Points: 71
    BAB:+4
    CMB:+4
    CMD:18
    Initiative:+5
    Passive Perception: 20

    "The Lawd has bestowed it upon me to clean up this mess!" He flies over to 1510 (stays same elevation, 20' up) and casts Scorching Ray.

    Two more scorching rays. One at each of the remaining zombies.
    1st attack: 16 + 8 + 1(pbs) = 25; if that's a hit: 3 + 4 + 6 + 3 + 1(pbs) = 17 fire damage.
    2nd: 14 + 8 + 1(pbs) = 23; 6 + 5 + 2 + 3 +1(pbs) = 17 fire damage.

    Spells used: 2-2nd
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    Re: Bloody Zombies!

    Post  whit10 on Fri Aug 25, 2017 12:14 pm

    Both hit and finish off the remaining zombies with howls of pain as they are incinerated.

    Off initiative.
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    Re: Bloody Zombies!

    Post  navyik on Fri Aug 25, 2017 12:32 pm

    Oli and Atticus are still watching the building. Nothing coming out? "Someone has attacked the priest inside the hotel! We need to search."
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    Re: Bloody Zombies!

    Post  Chris on Fri Aug 25, 2017 12:51 pm

    navyik wrote:Oli and Atticus are still watching the building.  Nothing coming out?  "Someone has attacked the priest inside the hotel!  We need to search."

    "Noooo!" Dok runs for the room with the priest as quickly as possible. The plates of his ancient armor fold back into the scarab on his lapel.
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    Re: Bloody Zombies!

    Post  whit10 on Fri Aug 25, 2017 3:51 pm

    You do not detect anything coming out the door -

    Anyone who goes to the hotel room finds Konrad bent over Bartolo and he looks to trying to figure out what happened... though he's obviously quite distressed.
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    Re: Bloody Zombies!

    Post  Robyo on Fri Aug 25, 2017 7:50 pm

    From which direction did the zombies come? Preacher is looking around for any witnesses.
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    Re: Bloody Zombies!

    Post  navyik on Fri Aug 25, 2017 8:00 pm

    Olistaff summons a hound archon to track with scent from the room.
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    Re: Bloody Zombies!

    Post  whit10 on Sat Aug 26, 2017 2:02 am

    Preacher-

    Survivors (those brave enough to stick their heads out) start talking excitedly in Italian at you... eventually, you manage to piece together that they came from the direction of a cemetery to the east of the city

    Olistaff - make a perception check for the hound please. (or Survival if that's the appropriate check)

    Trig and Dok?
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    Re: Bloody Zombies!

    Post  navyik on Sat Aug 26, 2017 9:53 am

    Survival. 11+14=25
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    Re: Bloody Zombies!

    Post  Chris on Sat Aug 26, 2017 11:06 am

    Dok rushes to Bartolo's aid. If he is still alive, Dok will Lay on Hands. If he is gone, Dok will head back to the streets.

    Out on the streets, Dok will enlist the uninjured bystanders to gather the wounded into a large group. Once they are all in a group, Dok will use Channel Heals to heal everyone that is alive back to full health.

    study Chris is assuming they are 0 level peasants and that a single 3d6 heal would heal them back to full. If that is not the case, Dok will continue to use 3d6 heals on the entire group. Dok can heal in a 30ft burst, so he could theoretically heal 50-100 people if they were gathered closely together study

    Dok further instructs people to gather the zombie bodies into a pile and burn the corpses.
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    Re: Bloody Zombies!

    Post  Robyo on Sat Aug 26, 2017 11:47 am

    "Shall we investigate the cemetery?"

    Preacher will assist Dok with the survivors. He reloads his shotgun. Wings are gone.
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    Re: Bloody Zombies!

    Post  Chris on Sat Aug 26, 2017 12:09 pm

    Robyo wrote:"Shall we investigate the cemetery?"

    Preacher will assist Dok with the survivors. He reloads his shotgun. Wings are gone.

    Dok bows his head quickly to Preacher in appreciation of the help. His focus is on triage for the living now.

    "It seems we have a capable group here. I will go with you to the cemetery after we care for injured."
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    Re: Bloody Zombies!

    Post  whit10 on Sat Aug 26, 2017 1:22 pm

    The hound seems to have picked up the scent - it heads to the east.

    All the people around Dok are healed. Bartolo is still alive and breathing calmly but seems to be comatose.

    Konrad says "I was just looking out the window for a moment... then I heard a sound, like something small being thrown. When I turned around, I saw a man in dark robes with a blowgun... he vanished and I started firing. Then I noticed that Bartolo was on the ground.

    Anything else before heading to the cemetery?
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    Re: Bloody Zombies!

    Post  Chris on Sat Aug 26, 2017 1:44 pm

    Dok will continue to minister to Bartolo.  Dok will cast Detect Poison and Lesser Restoration on Bartolo.

    Dok takes no credit for the street healing.  He would deflect any thanks to the Order of Hermes.


    If there is no poison present and the LR doesn't improve his situation, there is little more Dok can do for him.  Dok offers to send a telegram to the Order of Hermes back in Egypt and request a more specialized Medicus.

    Otherwise Dok is ready to check the cemetery


    *edit
    Dok refreshes his False Life
    Result of the throw of dice "1d10 +9" :

    2 + 9 = 11
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    Re: Bloody Zombies!

    Post  whit10 on Sat Aug 26, 2017 1:54 pm

    He is poisoned but your ministrations seem to have little effect. The dart is still present with what looks like a small amount of black, tar-like substance on it.

    Just waiting for everyone to say ready (Trig?) and then we will proceed.


    Really like this group!
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    Re: Bloody Zombies!

    Post  Chris on Sat Aug 26, 2017 4:40 pm

    Dok will carefully remove the dart from Bartolo and wrap it in some gauze from his medical bag and slide it into a vial with a cork for safe keeping.

    Can Dok tell what kind of poison it is?

    Knowledge: Medicine

    Result of the throw of dice "1d20 +5" :

    4 + 5 = 9

    to Conrad: "He's been poisoned. Do you have an apothecary nearby? I am not familiar (I assume) with this toxin."

    to the party: "Can anyone else identify the poison or neutralize it?" Dok holds up the dart for inspection
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    Re: Bloody Zombies!

    Post  navyik on Sat Aug 26, 2017 4:56 pm

    "I would, uh, have to, well, uh, research it. But, well, it stands to reason, of c-course, that a, uh, poison user, well, he would, well, have an a-antidote...f...for a-accidents."
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    Re: Bloody Zombies!

    Post  whit10 on Sat Aug 26, 2017 9:01 pm

    You cannot tell anything from the Knowledge check, only that it's poison of some kind -

    Konrad says that the only doctor or chemist that he would know would be in Milan or Rome - there could be someone local but he doesn't know Trento very well.
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    Re: Bloody Zombies!

    Post  Chris on Sat Aug 26, 2017 9:15 pm

    Dok nods at Oli, "all the more reason to pursue him or her."

    Dok returns to street level and addresses any of the survivors that he recently helped, "Senore Bartolo needs an apothecary or at minimum a doctore. We are going to investigate the source of the zombies. Can any of you help get aid for Senore Bartolo?"



    Dok is otherwise ready to go tomb-crawling
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    Re: Bloody Zombies!

    Post  navyik on Sat Aug 26, 2017 10:52 pm

    "w-well, let's n-not let em know, we are, um, well, that we're coming...". Oli casts group non detection.
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    Re: Bloody Zombies!

    Post  whit10 on Sun Aug 27, 2017 1:32 pm

    My sincerest apologies... I'll get back to updating later tonight or tomorrow.

    Having a very serious bout of depression right now. Sorry guys
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    Re: Bloody Zombies!

    Post  navyik on Sun Aug 27, 2017 2:35 pm

    Ok cousin. All love.
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    Re: Bloody Zombies!

    Post  MAS on Sun Aug 27, 2017 9:27 pm

    Hang tough, Josh.

    Trig adds 1 point of burn to his "internal buffer" prior to setting out for further adventure.
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    Re: Bloody Zombies!

    Post  whit10 on Mon Aug 28, 2017 5:37 pm

    I'm too much of a Norseman to let that 'weak' shit matter for long....




    How do you wish to proceed to the cemetery? All together? Someone first?

    Konrad recovers himself enough to say "I will take the Senore to Milan, we may be able to save him there. Here are the maps and passes that you will need on your journeys. God be with you."
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    Re: Bloody Zombies!

    Post  Chris on Mon Aug 28, 2017 5:48 pm

    Dok will send a quick telegram back to the Order in Cairo.

    "I suggest we gather ourselves and proceed to the cemetery in a group. Safety in numbers, after all."
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    Re: Bloody Zombies!

    Post  Robyo on Mon Aug 28, 2017 10:24 pm

    "Agreed. There may yet be more foul magic afoot! Let the pseudo-dragon scout it out."
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    Re: Bloody Zombies!

    Post  navyik on Tue Aug 29, 2017 1:06 am

    Olistaff
    AC 18 (mage armor)
    Hp 88

    Atticus
    AC 21
    Hp 44
    Dkvis 60'
    Blind sense 60'

    Nondetection on the whole party (I will give you an exact duration when I get a chance to look it up, but it is long).

    Hound archon 9 rounds. He tracks by scent until his time elapses.
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    Re: Bloody Zombies!

    Post  whit10 on Tue Aug 29, 2017 2:13 pm

    ok, I'll take all of that into account.

    Please go to "Tomb Robbers"

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    Re: Bloody Zombies!

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