Zork is upset by this rush of zombies and decides to target the Stag Lord even more vigorously (If that is even possible).
Out of Character: I would have liked Grizzly to attack now but I don't think he could reach him correct? If he can't he will send him to aide the fey.
Upon the success of the Faun's sleep spells, I move my full speed to the gate to look and see what is delaying the others outside. "OH!" I state, at a loss for words due to the sheer number of zombies. After a moments hesitation, I begin to summon reinforcements to aid my beleaguered companions.
Out of Character: That's my 5th use of Summon Monster. Just using this as a note to keep track. Don't forgot my one summon healed you for 5 HP too Mykael.
Edited: Diarmadhim on 10th Jun, 2016 - 3:41pm
Seeing the Stag Lord fall into a slumber Mykael moves forward looking to see if he can get around the gate somehow. If so he will disarm the bandit leader and see if it is possible to bind him with rope. He will be sure to remove the Stag Lords helmet as well if possible.
The gate indeed blocks Grizzly, so the dog runs out the fort towards the zombies.
Mykael grabs the gate and it definitely feels loosely held by the pile of rocks. With a mighty heave, the gate pops out of the pile of rubble and swings freely open, stopping at a 45 degree angle.
Bal and Neenah slash and splash to no effect, overwhelmed by the number of zombies who just aren't falling. With the last drop of her effort expended, Bal drops to the ground, bleeding from the scratch and bite marks.
The Fauns end their sleepy song, followed by three thuds of bodies hitting floor.
The elementals hears the commotion outside and begin their slow, lumbering march out the fort. The Lyrakien Azata flutters down beside the Stag Lord, observing curiously.
Archival follows outside, summoning two more earth elementals, which run towards the fight, ending their move next to White Fang and the single zombie 100' from the main group.
Zork's preferred target is fast asleep, but there's a zombie right behind him threatening Theaton. Zork's first arrow hits, but the weapon isn't as effective as it would be on a person (11th Zombie 5 damage).
Against the same target, Theaton's manyshot and second shot hit, but only serve to make the zombie look like a pincushion.
White fangs bits down hard on the zombie next to him (10th Zombie 5 damage), but neither the piercing of his fangs nor the strength of the jaw does the damage. It's the tearing of the flesh as it just falls away. The wolf twists its head and the zombie falls to the floor.
Then the zombies give back. Despite Neenah's watery armor, two zombies strike her (Neenah 14 damage) and she falls beside Bal on the ground. Another zombie hits Kesten's horse (Horse 9 damage), while the others all miss. The one next to White Fang doesn't get up but flails from its position on the ground.
Round 7
Arnisa keeps attacking with dagger and fist. She hits with her fist, but it doesn't faze the zombie.
With the Stag lord and his two bandits in the watchtower fast asleep, only the zombies outside remain a threat. The Stag Lord snores heavily.
The grey haired bandit shouts, "Need help with those zombies?" And he heads out the front, longsword in hand.
Kesten slashes with his scimitar at an injured zombie (1st zombie 8 damage), cutting straight through and it falls apart, dead.
Grizzly gets next to Theaton, but misses the zombie.
Mykael kneels next to the Stag Lord, the helm has a bone buckle and you take the helm off. The face that greets you is far from serene in his sleep. It is marred with scars and acid burns discolour the skin on his cheeks His eyes are baggy and dark and part of his brown hair has fallen out.
Archival's Fauns know enough to switch to their shortbows, firing at the zombie next to White Fang. 2 arrows hit but don't do enough damage. The three original earth elementals charge to save Theaton, pummeling the zombie into the ground (11th zombie 24 damage). The two next to White Fang do the same (10th zombie 15 damage) flooring it too, and moving further. The Azata just looks on in horror at the Stag Lord, recoiling and fluttering away, up above the fort wall, 140' from the zombies.
Archival takes a 1 round holiday having directed the distracted summon.
The only zombies left are in the big group around the fey. Zork's next two arrows hit, but don't sink in very far (4th zombie 3 damage).
Theaton gets 3 arrows in against the same target, suffering the same problem with his arrows' penetration power (4th zombie 2 damage).
White Fang charges at that zombie too, but misses.
The 8 remaining zombies retaliate but are flailing ineffectively with only 1 blow landed (Arnisa 6 damage).
Round 8
Arnisa refuses to fall, slashing and bashing a zombie (4th zombie 8 damage) finishing off the injured one.
The grey haired man runs past and shouts, "Save your arrows for another day! Slashing weapons are the best to deal with zombies!"
Seeing our downed allies, I summon another monster into the fray. This time, I call upon a lantern archon to assist us. They fly over the fray, keeping out of harms way while firing rays of light that bypass all damage reductions.
Out of Character:
Lantern Archon
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size), vs Evil: AC 17, touch 13, flat-footed 17 (+2 deflect vs. Evil)
HP 17, Fort +6, Ref +3, Will +1, vs Evil: Fort +8, Ref +5, Will +3; +4 vs poison (+2 resistance vs. Evil)
DR 10/evil; Immune to electricity and petrification
Speed fly 60 ft. (Perfect)
Ranged 2 light rays + 3 ranged touch (1d6), 30 ft. Range, overcomes damage reduction of any type.
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Gestalt (Su): 9 lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large Air Elemental plus the following: archon, good, and lawful subtypes; archon traits (Aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.
Spell-Like Abilities (CL 3rd):
At will - Aid, Continual Flame, Detect Evil, Greater Teleport (Self plus 50 lbs of objects only)
Diehard, Improved Initiative
ST 5, DX 11, CN 16, IQ 6, WS 11, CH 10
BAB +2; CMB -2; CMD 8
Senses: darkvision 60 ft., low-light vision; Perception +4
Languages: Celestial, Draconic, Infernal; Truespeech.
6th use of Summon Monster.
Edited: Diarmadhim on 12th Jun, 2016 - 5:58pm