This post has potentially manipulated dice roll results.
Troll #5 Everyone sees everyone else. Melee for Dak and the Troll, Bargus 30ft offset and Skeletons 30ft distances
Rnd 2
Dak Initiative: 21 AC 18 passive 13 HP 33/58
Hawk initiative: 8 AC 13 passive 16 – HP 1/1
TR1 Initiative: 7 AC 15 passive 12 HP 10/84
Bargus Initiative: 5 AC 15 passive 12 - HP 44/44
Troll Rnd 2
Dak melees TR1
BONUS: Second wind 12 if needed as it applies
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 9 dmg): Attack: 25 Damage: 14 (Slashing Damage) or half (7)
Savage attacker Damage: 15 (Slashing Damage) or half (7)
Hawk helps if able.
MOVE: Bargus moves 20ft to be 10ft from TR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
Dak finishes off the troll and the burning hands seals the deal with Bargus. Troll #5 done.
5x1800xp = 9000/2 = 4500 each.
720gp x 5 = 3600gp /2 = 1800gp
The duo head back to town with their bounties to collect their gold. 2 days back with game found for the trip. The stop off at Varnak to collect and talk about the adventure. They head to the tavern and inn for drink and food with some nice music then a bath. They spend 3gp ech.
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Hey, I just posted to say that you should probably take down the recruiting tag. People who filter by recruiting tags and see a thread with 40+ pages of posts aren't going to feel like they can hop in. Just my opinion, but wanted to let you know. {I am not subscribed to this thread, so I will not see any replies.}
Hey, I just posted to say that you should probably take down the recruiting tag. People who filter by recruiting tags and see a thread with 40+ pages of posts aren't going to feel like they can hop in. Just my opinion, but wanted to let you know. {I am not subscribed to this thread, so I will not see any replies.}
Hey friends. I'm completely open to feedback and advice. So I'm going to remove the Recruitment tag and post a new recruitment thread, to see if we can't get a couple new players.
Backstory: Turns out the slogan “Big guy, little instruments” did not attract crowds. People expect a bit more beauty with their flutes than what Rahne the Goliath could provide, particularly since he had no great talent with any of the instruments he played and he was too shy for the stage. And while his muscles were very useful when they had to fight their way out of town after a poor performance or other disturbance, his appetite and temper made him too expensive to keep in the troop. So at a fork in the road as the rest of the troop hurriedly exited stage right, they directed him left, which eventually brought him to the town of Evergreen Hollow.
Rahne strolls in and looks around. Past experience has led him to look for the inn or tavern where they will eat and sleep, the central square where they will perform, and a secondary exit from the town where they will escape. Having found at least the tavern, he decides to sit down and wait for his companions. The chair squeaks pitifully as he settles in. They sent him this direction to scout ahead, something they had never let him do before. That was two days ago. He guesses they are one or two days behind him - they said they were just making sure to brush away their tracks from the last town they were at. Some of the troop had been giving him dirty looks, as if it were his fault that they had to rapidly depart after the town ran out of eating chickens. While at the tavern, he orders a gallon of ale and passes over 1gp. "I will need change, please." He is pleased that he remembered that his boss had told him to always be polite when he first arrives in a new town since you never knew who might be your next mark.
Character Name: Rahne Birdwhisper Kilnark, Fighter, Entertainer
Stats, 18, 14, 13, 10, 10, 10
Prompt: Close-up of a young male goliath fighter wearing chainmail carrying great axe (or playing a flute)
Rahne strolls in and looks around. Past experience has led him to look for the inn or tavern where they will eat and sleep, the central square where they will perform, and a secondary exit from the town where they will escape. Having found at least the tavern, he decides to sit down and wait for his companions. The chair squeaks pitifully as he settles in. They sent him this direction to scout ahead, something they had never let him do before. That was two days ago. He guesses they are one or two days behind him - they said they were just making sure to brush away their tracks from the last town they were at. Some of the troop had been giving him dirty looks, as if it were his fault that they had to rapidly depart after the town ran out of eating chickens. While at the tavern, he orders a gallon of ale and passes over 1gp. "I will need change, please." He is pleased that he remembered that his boss had told him to always be polite when he first arrives in a new town since you never knew who might be your next mark.
Liam Stonehand takes the 1 gp and drops 9 sp and 6 cp on the counter along with a frothy mug of elvish ale. "Aye, here's your change for the piss swill. If ye have 1 sp to spare, I could give you the Darkbrew, it be dwarven ale. Me own personal cask."
OOC: Welcome @BillM328897 and welcome Rahne. With new players comes new stock in the Magic Shope. Since we already have a potion of climbing and a quiver of ehlonna, here goes two new rolls: Magic Item Table F,88, 1
Bargus spends 24 hrs per day coping his three 4th level spells into his grimoire and 200gp for each one so 600gp for all three spells. He spends the money to copy his 3rd level and 4th level spells into his spare spell book. six 3rd level spells and three 4th level spells so another 30 hrs and 300gp total time is 54hr and cost 900gp. He devotes 8 hrs to sleep and 16 hrs per day to scribing which takes him 3.375 days or 4 days to complete it.
He and Dak are ready to take on the next encounter for the mini campaign.
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
OOC: Welcome @BillM328897 and welcome Rahne. With new players comes new stock in the Magic Shope. Since we already have a potion of climbing and a quiver of ehlonna, here goes two new rolls: Magic Item Table F,8, 64
Weapon +1 and Warning Weapon are both already in the shope, Cherry picking two new items from Table F:
This post has potentially manipulated dice roll results.
Zim shouts over a frothy mug of ale, "Hit by a wagon! That's what it felt like to be touched by those greater zombies." Kane chimes in, "The battle was truly the most harrowing experience of my life. If luck had not been on our side, I dare say that we would have become undead minions of the necromancer, ourselves."
There is a long and awkward pause while the three eat their modest meals (3 sp) and drink their ales (12 cp). Tesco says, "Food and drinks are on me, this time. Both of you were valuable partners in battle. I don't think I could have done it without your endurance, Zim and your tactics, Kane." Zim interrupts, "And your Leadership Tesco! Hear hear!" Tesco continues, "Aye, thanks. The blow we struck against the minioins of the Silverwood should be sustained long enough for us to rest and regroup. I for one will be questing solo for the interim and I suggest the same for both of you. Once we gain a bit more experience, I think we will be ready for what lies ahead."
The rest of the meal is bitter sweet with everyone in agreement.
Zim wastes no time, finding a bounty for a Ash Wolves Knight in Deadman's Canyon, "Papa needs a new pair of greaves." Encounter Table 304 (Level 3 recommended) 88, selecting 41-60: 1x Knight (700 XP, 230 gp)
Bargus buys a pearl of power. He can now cast 2 of his 3rd level spells for animate dead 1/day and recover one of the 3rd level spells back. Leaving 2 of his 3rd level spells for combat or utility.
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The duo head out to their location where the last clue pointed them to for the next encounter.
The next morning Dak and Bargus decide to go Troll hunting again. Living off the land as they go and come back. Bargus Survival: 12; Dak Survival: 14 .vs DC 10. Fail is 4 rations each.
The duo travel to the Valley taking 2 days to get to the edge. The camp for the night at the edge. The next morning, they perform their rituals. Bargus cast Mage armor. Both finish some of the cooked game or rations and drink some water to prepare for the day. The camp is broken down and they head into the valley.
Greater Zombies Encounter 5 As you step into the overgrown cemetery, you notice the ground stirring, dirt shifting as rotting hands break through the surface. Emerging from their graves, towering figures with decayed flesh and glowing eyes rise, their movements slow but filled with unyielding strength. They march forward, driven by an unseen force
This post has potentially manipulated dice roll results.
It's a Greater zombie hunt not Troll grin..The live off the land for the 2 day journey to the area. The camp the second night and start fresh the next day.
1 hour into the hunt they find something. Bargus has his skeletons 60ft behind him for stealth and it pays off. He has surprise but not Dak.
Rnd 1 for Bargus and skeletons
Dak Initiative: 21 AC 19 passive 13 HP 67/67
Bargus Initiative: 14 AC 15 passive 12 - HP 51/51
GZ1 Initiative: 9 AC 15 passive 8 HP 97/97
GZ2 Initiative: 7 AC 15 passive 8 HP 97/97
Hawk initiative: 4 AC 13 passive 16 – HP 1/1
MOVE: Bargus moves 30ft forward to prep for later. Bargus brings the skeletons up 30ft forward putting them 90ft out still which negates the surprise advantage to normal attacks.
ACTION: Cast Fireball, Damage: 30 (Fire Damage) sv DC 16 Dexterity GZ1 save attempt 5; GZ2 save attempt 16 BONUS: SK1-8 attack most wounded GZ.
SK1 Range Attack: 21 Damage: 7 (piercing)
SK2 Range/Melee Attack: 18 Damage: 4 (piercing)
SK3 Range/Melee Attack: 13 Damage: 7 (piercing)
SK4 Range/Melee Attack: 15 Damage: 7 (piercing)
SK5 Range/Melee Attack: 5 Damage: 4 (piercing)
SK6 Range/Melee Attack: 16 Damage: 5 (piercing)
SK7 Range/Melee Attack: 16 Damage: 8 (piercing)
SK8 Range/Melee Attack: 22 Damage: 6 (piercing)
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Knight Rewards plate (sellback, 750 gp) Greatsword (sellback, 25 gp) Heavy Crossbow (sellback, 25 gp) bounty 230 gp 230+750+25+25, total 1030 gp 700 XP (Zim total 3815 XP)
Bargus sends a fireball at the two undead and it hits for 30dmg on GZ1 and GZ2 saves and takes 15 dmg. The skeletons add more damage doing 37 dmg but it seems less effective. doing 18dmg more to GZ1 the more damaged of the two. GZ1 48 dmg and GZ2 15 dmg.
Rnd 1 for Bargus and skeletons
Dak Initiative: 21 AC 19 passive 13 HP 67/67
Bargus Initiative: 14 AC 15 passive 12 - HP 51/51
GZ1 Initiative: 9 AC 15 passive 8 HP 49/97
GZ2 Initiative: 7 AC 15 passive 8 HP 82/97
Hawk initiative: 4 AC 13 passive 16 – HP 1/1
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The team does 74 dmg to the troll and the troll attacks Dak for 22 + Bite Attack: 24 Damage: 6 (piercing Damage)
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Troll #5 Everyone sees everyone else. Melee for Dak and the Troll, Bargus 30ft offset and Skeletons 30ft distances
Rnd 2
Dak Initiative: 21 AC 18 passive 13 HP 33/58
Hawk initiative: 8 AC 13 passive 16 – HP 1/1
TR1 Initiative: 7 AC 15 passive 12 HP 10/84
Bargus Initiative: 5 AC 15 passive 12 - HP 44/44
Troll Rnd 2
Dak melees TR1
BONUS: Second wind 12 if needed as it applies
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 9 dmg): Attack: 25 Damage: 14 (Slashing Damage) or half (7)
Savage attacker Damage: 15 (Slashing Damage) or half (7)
Hawk helps if able.
MOVE: Bargus moves 20ft to be 10ft from TR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
ACTION: Cast Burning Hands, Attack TR1 Burning hands level 1 Damage: 12 (Fire Damage DC 16 Dex) or half (6) TR1 18
BONUS: SK1-8 attack TR1
SK1 Range Attack: 5 Damage: 6 (piercing)
SK2 Range/Melee Attack: 9 Damage: 8 (piercing)
SK3 Range/Melee Attack: 11 Damage: 8 (piercing)
SK4 Range/Melee Attack: 7 Damage: 8 (piercing)
SK5 Range/Melee Attack: 20 Damage: 5 (piercing)
SK6 Range/Melee Attack: 11 Damage: 4 (piercing)
SK7 Range/Melee Attack: 24 Damage: 7 (piercing)
SK8 Range/Melee Attack: 23 Damage: 5 (piercing)
End of turn!
Bite Attack: 13 Damage: 9 (piercing Damage)
Claw Attack: 27 Damage: 22 (Slashing Damage)
Claw Attack: 8 Damage: 12 (Slashing Damage)
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Dak finishes off the troll and the burning hands seals the deal with Bargus. Troll #5 done.
5x1800xp = 9000/2 = 4500 each.
720gp x 5 = 3600gp /2 = 1800gp
The duo head back to town with their bounties to collect their gold. 2 days back with game found for the trip. The stop off at Varnak to collect and talk about the adventure. They head to the tavern and inn for drink and food with some nice music then a bath. They spend 3gp ech.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Hey, I just posted to say that you should probably take down the recruiting tag. People who filter by recruiting tags and see a thread with 40+ pages of posts aren't going to feel like they can hop in. Just my opinion, but wanted to let you know.
{I am not subscribed to this thread, so I will not see any replies.}
Hey friends. I'm completely open to feedback and advice. So I'm going to remove the Recruitment tag and post a new recruitment thread, to see if we can't get a couple new players.
Yeah I thinks that’s sensible. Like they did with Forest of Wonders. One on how to join and play and one to play in.
The new recruitment tag caught me!
Character Name: Rahne Birdwhisper Kilnark
Class: Fighter
Origin: Entertainer
Backstory: Turns out the slogan “Big guy, little instruments” did not attract crowds. People expect a bit more beauty with their flutes than what Rahne the Goliath could provide, particularly since he had no great talent with any of the instruments he played and he was too shy for the stage. And while his muscles were very useful when they had to fight their way out of town after a poor performance or other disturbance, his appetite and temper made him too expensive to keep in the troop. So at a fork in the road as the rest of the troop hurriedly exited stage right, they directed him left, which eventually brought him to the town of Evergreen Hollow.
Gear: Chain mail, shield, Great Axe, Handaxe, Javelin (8), Adventuring Gear backpack, Flute, 50gp
Magic Gear: Potion of Climbing, Quiver of Ehlonna
Stats, 18, 14, 13, 10, 10, 10
Prompt: Close-up of a young male goliath fighter wearing chainmail carrying great axe (or playing a flute)
https://www.dndbeyond.com/characters/132647705/7d5MZL
Rahne strolls in and looks around. Past experience has led him to look for the inn or tavern where they will eat and sleep, the central square where they will perform, and a secondary exit from the town where they will escape. Having found at least the tavern, he decides to sit down and wait for his companions. The chair squeaks pitifully as he settles in. They sent him this direction to scout ahead, something they had never let him do before. That was two days ago. He guesses they are one or two days behind him - they said they were just making sure to brush away their tracks from the last town they were at. Some of the troop had been giving him dirty looks, as if it were his fault that they had to rapidly depart after the town ran out of eating chickens. While at the tavern, he orders a gallon of ale and passes over 1gp. "I will need change, please." He is pleased that he remembered that his boss had told him to always be polite when he first arrives in a new town since you never knew who might be your next mark.
Liam Stonehand takes the 1 gp and drops 9 sp and 6 cp on the counter along with a frothy mug of elvish ale. "Aye, here's your change for the piss swill. If ye have 1 sp to spare, I could give you the Darkbrew, it be dwarven ale. Me own personal cask."
OOC: Welcome @BillM328897 and welcome Rahne. With new players comes new stock in the Magic Shope. Since we already have a potion of climbing and a quiver of ehlonna, here goes two new rolls: Magic Item Table F, 88, 1
Bargus spends 24 hrs per day coping his three 4th level spells into his grimoire and 200gp for each one so 600gp for all three spells. He spends the money to copy his 3rd level and 4th level spells into his spare spell book. six 3rd level spells and three 4th level spells so another 30 hrs and 300gp total time is 54hr and cost 900gp. He devotes 8 hrs to sleep and 16 hrs per day to scribing which takes him 3.375 days or 4 days to complete it.
He and Dak are ready to take on the next encounter for the mini campaign.
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Weapon +1 and Warning Weapon are both already in the shope, Cherry picking two new items from Table F:
Periapt of Wound Closure (500 gp)
Stone of Good Luck (Luckstone) (600 gp)
Zim shouts over a frothy mug of ale, "Hit by a wagon! That's what it felt like to be touched by those greater zombies." Kane chimes in, "The battle was truly the most harrowing experience of my life. If luck had not been on our side, I dare say that we would have become undead minions of the necromancer, ourselves."
There is a long and awkward pause while the three eat their modest meals (3 sp) and drink their ales (12 cp). Tesco says, "Food and drinks are on me, this time. Both of you were valuable partners in battle. I don't think I could have done it without your endurance, Zim and your tactics, Kane." Zim interrupts, "And your Leadership Tesco! Hear hear!" Tesco continues, "Aye, thanks. The blow we struck against the minioins of the Silverwood should be sustained long enough for us to rest and regroup. I for one will be questing solo for the interim and I suggest the same for both of you. Once we gain a bit more experience, I think we will be ready for what lies ahead."
The rest of the meal is bitter sweet with everyone in agreement.
Zim wastes no time, finding a bounty for a Ash Wolves Knight in Deadman's Canyon, "Papa needs a new pair of greaves." Encounter Table 304 (Level 3 recommended) 88, selecting 41-60: 1x Knight (700 XP, 230 gp)
Default Approach, 30 feet. Zim init 19, knight K1.
Round 1
K1 rushes Zim, greatsword1 Attack: 6 Damage: 7
K1 rushes Zim, greatsword2 Attack: 17 Damage: 14
Zim magic morningstar +1, Attack: 21 Damage: 8, on-hit sap disadv
Round 3
K1 rushes Zim, greatsword1 Attack: 9 Damage: 13
K1 rushes Zim, greatsword2 Attack: 18 Damage: 10
Zim magic morningstar +1, Attack: 19 Damage: 15, on-hit sap disadv
Round 4
K1 rushes Zim, greatsword1 Attack: 23 Damage: 6
K1 rushes Zim, greatsword2 Attack: 6 Damage: 13
Zim magic morningstar +1, Attack: 21 Damage: 13, on-hit sap disadv
Round 5
K1 rushes Zim, greatsword1 Attack: 12 Damage: 14
K1 rushes Zim, greatsword2 Attack: 11 Damage: 14
Zim magic morningstar +1, Attack: 12 Damage: 8, on-hit sap disadv
Zim takes 11, 11, total 22 damage. Zim (30/52)
Zim uses his reaction to parry, reducing damage by 7
Zim uses second wind to heal, 5
K1 takes 8 damage and sap disadv. K1 (44/52)
K1 disadv roll, first attack 9. Otherwise Zim takes 9 more damage.
Zim uses second wind again, 10
K1 takes 13 damage and sap disadv. K1 (31/52)
Zim takes 12 more damage. Reaction parry to reduce damage by 10
All misses
Bargus buys a pearl of power. He can now cast 2 of his 3rd level spells for animate dead 1/day and recover one of the 3rd level spells back. Leaving 2 of his 3rd level spells for combat or utility.
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Zim prevents 10 health. Zim (40/52)
Zim heals to full. Zim (52/52)
K1 misses due to sap disadv
Zim does not use second wind this time.
Zim takes 12, reduced by 7, total 5 damage. Zim (47/52)
K1 (31/52), Zim (47/52)
Round 5
K1 rushes Zim, greatsword1 Attack: 14 Damage: 10
K1 rushes Zim, greatsword2 Attack: 17 Damage: 12
Zim magic morningstar +1, Attack: 12 Damage: 10, on-hit sap disadv
Round 6
K1 rushes Zim, greatsword1 Attack: 16 Damage: 10
K1 rushes Zim, greatsword2 Attack: 18 Damage: 8
Zim magic morningstar +1, Attack: 22 Damage: 11, on-hit sap disadv
Round 7
K1 rushes Zim, greatsword1 Attack: 9 Damage: 9
K1 rushes Zim, greatsword2 Attack: 15 Damage: 6
Zim magic morningstar +1, Attack: 25 Damage: 13, on-hit sap disadv
Round 8
K1 rushes Zim, greatsword1 Attack: 8 Damage: 7
K1 rushes Zim, greatsword2 Attack: 14 Damage: 7
Zim magic morningstar +1, Attack: 17 Damage: 12, on-hit sap disadv
The duo head out to their location where the last clue pointed them to for the next encounter.
The next morning Dak and Bargus decide to go Troll hunting again. Living off the land as they go and come back. Bargus Survival: 12; Dak Survival: 14 .vs DC 10. Fail is 4 rations each.
The duo travel to the Valley taking 2 days to get to the edge. The camp for the night at the edge. The next morning, they perform their rituals. Bargus cast Mage armor. Both finish some of the cooked game or rations and drink some water to prepare for the day. The camp is broken down and they head into the valley.
Encounter hunt time 1
GZ1 Perception check: 11
GZ2 Perception check: 1
Bargus Stealth: 22
Bargus Perception: 7
Dak Stealth: 10
Dak Perception: 16
GZ1 Initiative: 9 AC 15 passive 8 HP 97/97
GZ2 Initiative: 7 AC 15 passive 8 HP 97/97
Bargus Initiative: 14 AC 15 passive 12 - HP 51/51
Hawk initiative: 4 AC 13 passive 16 – HP 1/1
Dak Initiative: 21 AC 19 passive 13 HP 67/67
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
SK5 AC 13 passive 12 HP 13/13
SK6 AC 13 passive 12 HP 13/13
SK7 AC 13 passive 12 HP 13/13
SK8 AC 13 passive 12 HP 13/13
Greater Zombies Encounter 5
As you step into the overgrown cemetery, you notice the ground stirring, dirt shifting as rotting hands break through the surface. Emerging from their graves, towering figures with decayed flesh and glowing eyes rise, their movements slow but filled with unyielding strength. They march forward, driven by an unseen force
Px greater zombies
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
K1 takes 15 damage and sap disadv. K1 (16/52)
K1 disadv roll, first attack 8. Otherwise Zim takes 7 damage.
Zim takes 6 damage.
Zim takes 13 damage, reaction parry reduces this 7
Recycle skipped post for second wind, Zim uses second wind again, 6
K1 takes 11 damage and sap disadv. K1 (5/52)
Sap steals another hit.
Zim takes 6 damage. Zim (41/52)
Zim takes 13 reduced by 12, total 1. Zim (40/52)
Zim heals 6 hp. Zim (46/52)
Round 9
Zim magic morningstar +1, Attack: 11 Damage: 12, on-hit sap disadv
K1 rushes Zim, greatsword1 Attack: 8 Damage: 9
K1 rushes Zim, greatsword2 Attack: 19 Damage: 6
Round 10
Zim magic morningstar +1, Attack: 24 Damage: 13, on-hit sap disadv
K1 rushes Zim, greatsword1 Attack: 14 Damage: 12
K1 rushes Zim, greatsword2 Attack: 24 Damage: 13
Round 11
Zim magic morningstar +1, Attack: 14 Damage: 9, on-hit sap disadv
K1 rushes Zim, greatsword1 Attack: 24 Damage: 6
K1 rushes Zim, greatsword2 Attack: 13 Damage: 12
Round 12
Zim magic morningstar +1, Attack: 17 Damage: 13, on-hit sap disadv
K1 rushes Zim, greatsword1 Attack: 19 Damage: 10
K1 rushes Zim, greatsword2 Attack: 13 Damage: 15
It's a Greater zombie hunt not Troll grin..The live off the land for the 2 day journey to the area. The camp the second night and start fresh the next day.
1 hour into the hunt they find something. Bargus has his skeletons 60ft behind him for stealth and it pays off. He has surprise but not Dak.
Rnd 1 for Bargus and skeletons
Dak Initiative: 21 AC 19 passive 13 HP 67/67
Bargus Initiative: 14 AC 15 passive 12 - HP 51/51
GZ1 Initiative: 9 AC 15 passive 8 HP 97/97
GZ2 Initiative: 7 AC 15 passive 8 HP 97/97
Hawk initiative: 4 AC 13 passive 16 – HP 1/1
MOVE: Bargus moves 30ft forward to prep for later. Bargus brings the skeletons up 30ft forward putting them 90ft out still which negates the surprise advantage to normal attacks.
ACTION: Cast Fireball, Damage: 30 (Fire Damage) sv DC 16 Dexterity GZ1 save attempt 5; GZ2 save attempt 16
BONUS: SK1-8 attack most wounded GZ.
SK1 Range Attack: 21 Damage: 7 (piercing)
SK2 Range/Melee Attack: 18 Damage: 4 (piercing)
SK3 Range/Melee Attack: 13 Damage: 7 (piercing)
SK4 Range/Melee Attack: 15 Damage: 7 (piercing)
SK5 Range/Melee Attack: 5 Damage: 4 (piercing)
SK6 Range/Melee Attack: 16 Damage: 5 (piercing)
SK7 Range/Melee Attack: 16 Damage: 8 (piercing)
SK8 Range/Melee Attack: 22 Damage: 6 (piercing)
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Zim takes 8 damage. Zim (38/52)
K1 uses a reaction to parry, AC 18 becomes AC 20. Miss
Zim takes 10 more damage but reduces it with his last parry 13
Whiff
K1 takes 13 damage and dies. K1 (-8/52)
Knight Rewards
plate (sellback, 750 gp)
Greatsword (sellback, 25 gp)
Heavy Crossbow (sellback, 25 gp)
bounty 230 gp
230+750+25+25, total 1030 gp
700 XP (Zim total 3815 XP)
Bargus sends a fireball at the two undead and it hits for 30dmg on GZ1 and GZ2 saves and takes 15 dmg. The skeletons add more damage doing 37 dmg but it seems less effective. doing 18dmg more to GZ1 the more damaged of the two. GZ1 48 dmg and GZ2 15 dmg.
Rnd 1 for Bargus and skeletons
Dak Initiative: 21 AC 19 passive 13 HP 67/67
Bargus Initiative: 14 AC 15 passive 12 - HP 51/51
GZ1 Initiative: 9 AC 15 passive 8 HP 49/97
GZ2 Initiative: 7 AC 15 passive 8 HP 82/97
Hawk initiative: 4 AC 13 passive 16 – HP 1/1
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;