Author Topic: Campaign Thread III: Zombie Weenus  (Read 89510 times)

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bhu

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Re: Campaign Thread III: Zombie Weenus
« Reply #960 on: January 09, 2011, 04:50:52 AM »
its a ranged touch attack doing 1d8 damage per 2 caster levels.

konner09

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Re: Campaign Thread III: Zombie Weenus
« Reply #961 on: January 09, 2011, 04:54:37 AM »
[spoiler]1d20: 18
damage:9
http://invisiblecastle.com/roller/view/2832750/[/spoiler]
[spoiler] Every generation has a teen heartthrob made for 16 and Tiger Beet magazine.

You can go back many years and there was a guy named Donny Osmond who probably every male teenager wanted to kick the crap out of. Leif Garrett, David Cassidy, The Mmm Bop kids, Justin timberlake, on and on.

This Bieber kid is just another of many over-hyped kids created? by the music machine geniuses to give them someone to grace the covers of 16 magazine and to get little teen girls excited. Random Youtuber [/spoiler]

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bhu

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Re: Campaign Thread III: Zombie Weenus
« Reply #962 on: January 09, 2011, 05:53:59 AM »
KF1 takes it right in the face.  In anger he charges past Nanshork, Radmelon and Flay and does a flying kick at Unicorn 3.  
http://www.vat19.com/dvds/worlds-largest-gummy-bear.cfm http://invisiblecastle.com/roller/view/2832786/ hitting but failing to critical, and kicking it solidly in the face http://invisiblecastle.com/roller/view/2832790/ (I beieve all 3 of you may get an AoO)

KF2 gets back up and tries to stomp Nanshork http://invisiblecastle.com/roller/view/2832796/ and misses.

KF6 moves up between Radmelon and Nanshork and takes a swing at nan http://invisiblecastle.com/roller/view/2832800/ also missing (you may also be ableto AoO him if you have the right Feats)

KF10 moves up behind him

KF3 charges past Radmelon at Sebastian http://invisiblecastle.com/roller/view/2832804/ http://invisiblecastle.com/roller/view/2832808/  kicking the unicorn in the chest for almost no effect whatsoever.  (Rad has a chance at AoO)

KF8 moves up behind him and tries to backfist Radmelon http://invisiblecastle.com/roller/view/2832817/ also failing (jesus the zombies suck!)

KF4 and 9 try taking on Thog  who takes an AoO to swing on 4 http://invisiblecastle.com/roller/view/2832831/ nearly beheading him in the process.  http://invisiblecastle.com/roller/view/2832836/ http://invisiblecastle.com/roller/view/2832838/ 4 misses horribly due to his overconfidence and ensuing lesson, but 9 gets a punch in http://invisiblecastle.com/roller/view/2832840/  "NOW THONG ANGRY!"  :shakefist

Kf5 tries flanking Nanshork  http://invisiblecastle.com/roller/view/2832845/ and finally gets a kick in for http://invisiblecastle.com/roller/view/2832845/ 7 points

Cusic and Unicorns are next, I've PM'd littha to ask for him to join back in.  If there is no answer the uni's and Cusic tear things up shortly.
« Last Edit: January 09, 2011, 06:23:05 AM by bhu »

Littha

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Re: Campaign Thread III: Zombie Weenus
« Reply #963 on: January 09, 2011, 12:30:09 PM »
[spoiler]Cusic rushes forward and leaps into the air, coming down on K4 and power attacking for 1

1d20+14=30 Jump check
1d20+6=16 To hit
Damage: (1d8+4)*2= 16 Math is wrong forgot mutiplier for 2h weapons.
(1d8+6)*2=20


I really hope I didn't get any of the math wrong on that the second time...
[/spoiler]

Radmelon

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Re: Campaign Thread III: Zombie Weenus
« Reply #964 on: January 09, 2011, 02:07:40 PM »

bhu

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Re: Campaign Thread III: Zombie Weenus
« Reply #965 on: January 09, 2011, 06:34:07 PM »
AoO:
1d20+6=22, 1d8+3=6Unarmed

which of the many zombies that you can do this too is getting it?

K4 is seriously deaded now.
« Last Edit: January 09, 2011, 06:38:12 PM by bhu »

Radmelon

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Re: Campaign Thread III: Zombie Weenus
« Reply #966 on: January 09, 2011, 08:55:03 PM »
Whichever.

bhu

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Re: Campaign Thread III: Zombie Weenus
« Reply #967 on: January 10, 2011, 02:08:08 AM »
Unicorns 3 and 5 team up on Kung Fu Zombie 1, one of them getting a Full Attack http://invisiblecastle.com/roller/view/2834138/  http://invisiblecastle.com/roller/view/2834146/  http://invisiblecastle.com/roller/view/2834149/ http://invisiblecastle.com/roller/view/2834156/ only missing once!  http://invisiblecastle.com/roller/view/2834164/
http://invisiblecastle.com/roller/view/2834170/ http://invisiblecastle.com/roller/view/2834176/

The others ... are starting to look twitchy...other than Sebastian.

Ernie shoots at a zombie and actually whiffs http://invisiblecastle.com/roller/view/2834194/, possibly distracted by the fact that the mercenary next to him is using a rabid ferret on a stick as a weapon.

VennDygrem is now up!

VennDygrem

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Re: Campaign Thread III: Zombie Weenus
« Reply #968 on: January 10, 2011, 04:51:04 PM »
Alcy casts Spiritual Weapon, which conjures a greatsword made of force and attacks KF7.
[spoiler]The map is pretty confusing with all those creatures on there, and I forgot to swap out my spells so I'm kinda stuck with the old ones. So I guess this will do well enough

Attack: 1d20(15)+8=23
Damage: 1d8(1)+1=2


...dammit.[/spoiler]

bhu

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Re: Campaign Thread III: Zombie Weenus
« Reply #969 on: January 10, 2011, 06:38:16 PM »
Alcy casts Spiritual Weapon, which conjures a greatsword made of force and attacks KF7.
[spoiler]The map is pretty confusing with all those creatures on there, and I forgot to swap out my spells so I'm kinda stuck with the old ones. So I guess this will do well enough

Attack: 1d20(15)+8=23
Damage: 1d8(1)+1=2


...dammit.[/spoiler]


You do ding him at least

KF#= Kung Fu Zombies
Ka=Karl the Merc Leader
Me#= Mercenaries
Un#=Unicorns
Er=Ernie
Th=Thog
S/B= Squirrel/Badger
Se=Sebastian the Unicorn leader
Hg#=Hobgoblins on your side
Everything else: PC's

black is  the cave entrance into the mountain, green is heavily tree'd forest

RUam is up, still awaiting AoO decisions from Flay and Nanshork

Monotremeancer

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Re: Campaign Thread III: Zombie Weenus
« Reply #970 on: January 10, 2011, 07:03:01 PM »
You mind updating the map so it's fresh? I still not 100% sure if I should cast Overgrowth, so I'd like to see how many of these guys I would be able to catch in my net at the moment
Who cares for realism when you can be awesome?

bhu

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Re: Campaign Thread III: Zombie Weenus
« Reply #971 on: January 10, 2011, 10:57:04 PM »
Ive been updating it as we go along.  The link from the round 1 announcement should still work but if it doesnt try this https://spreadsheets.google.com/ccc?key=0AswjSeBdvTjbdGFReG80RHZwT0VsSHlEQ1RPaTJ2Wmc&hl=en&authkey=CJWqqvcI#gid=0

Nanshork

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Re: Campaign Thread III: Zombie Weenus
« Reply #972 on: January 10, 2011, 11:02:33 PM »
[spoiler]
AOO
Hit: 16
Damage: 6

[/spoiler]
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bhu

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Re: Campaign Thread III: Zombie Weenus
« Reply #973 on: January 10, 2011, 11:03:51 PM »
who is on the receiving end?

Flay Crimsonwind

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Re: Campaign Thread III: Zombie Weenus
« Reply #974 on: January 11, 2011, 06:04:45 AM »
Holy shit. I do get one, yes, and I have to use a quick cut with my secondary weapon.

Quick Draws the wakizashi Migime, which Quick cut applies to would not apply to since a zombie cannot take a critical hit, yes?
To-Hit: 25
Damage: 2

bhu

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Re: Campaign Thread III: Zombie Weenus
« Reply #975 on: January 11, 2011, 06:06:54 AM »
It's definitely still not all that happy  ;)

RobbyPants

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Re: Campaign Thread III: Zombie Weenus
« Reply #976 on: January 11, 2011, 09:26:04 AM »
Mustave will start casting sleep (which won't finish until his next action).  If nothing changes (and the mercs have 1 HD), he'll target the four from E 12 to F 13.  Still, I may have to change targets by next round.
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Monotremeancer

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Re: Campaign Thread III: Zombie Weenus
« Reply #977 on: January 11, 2011, 11:52:28 AM »
[spoiler]I think I'll go with Overgrowth unless someone complains very loudly, very soon. It'll be a semi-circle (150ft radius) with the flat end against the edge of the forest. Theoretical middle of the flat end will be at J13, but I'll leave a square with the corners G13, M13, G10, M10 unnafected. Since there is no larger trees out there I assume ranged weapons will still be able to hit them since it seems the stuff will grow roughly to their chests.[/spoiler]

A smile spreads across my face as I finish the last syllable of the spell. When the last of the built-up energy leaves me I say to the squirrels and their mounts Now they won't be able to move just as much, and you badgers will be able to take them down one by one as they exit.
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Nanshork

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Re: Campaign Thread III: Zombie Weenus
« Reply #978 on: January 11, 2011, 03:33:10 PM »
[spoiler]
Look at that, more than one provoked an AoO from me.  I'll hit the one that swung at me (KF6).
[/spoiler]
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bhu

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Re: Campaign Thread III: Zombie Weenus
« Reply #979 on: January 11, 2011, 09:55:04 PM »
[spoiler]I think I'll go with Overgrowth unless someone complains very loudly, very soon. It'll be a semi-circle (150ft radius) with the flat end against the edge of the forest. Theoretical middle of the flat end will be at J13, but I'll leave a square with the corners G13, M13, G10, M10 unnafected. Since there is no larger trees out there I assume ranged weapons will still be able to hit them since it seems the stuff will grow roughly to their chests.[/spoiler]

A smile spreads across my face as I finish the last syllable of the spell. When the last of the built-up energy leaves me I say to the squirrels and their mounts Now they won't be able to move just as much, and you badgers will be able to take them down one by one as they exit.

So you're trying to shape it so the back of the half circle  is against the forest while causing the grass to overgrow where the bad guys are while leaving an open space where your allies are currently standing, am I correct?