This post has potentially manipulated dice roll results.
DM Roll:
DC 21:10.
As Pip ready himself for some spell slinging, Anton lays into his target with brutal efficiency. A tactic that proves effective in ending the creatures' rise, for after the first stroke nearly severs its spine, a second beheads the creature at the head socket. However, both you and Odrin find it hard to breathe for a moment, as the spray of Ash that first practically exploded in your faces from the first stroke starts clogging up the works.
I need a DC 10 Con Save from both Odrin and Anton. If you fail, see the spoilers. This is not against poison, so no advantage from Dwarven Fortitude.
Upon failure gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.
In spite of the breathing complications, Anton presses on forward, further shoving aside the tables and interposing himself between the two zombies impeding his path to the rising skeleton and the rest of the party.
Just waiting on Wakarusa/Mixum's initiative to see if the Skeleton acts next or not.
This post has potentially manipulated dice roll results.
CON save: 19 +3
Ordrin opens his mouth to shout something 'clever' at his foes and feels his lungs burn with the ash of the dead. His thick, painful coughs punctuate the eerily quiet attack of the unholy.
The skeletal figure completes its rise to stand, cracking the bar further beneath the weight of his hands. At full height it towered over everything and one in the room at nearly eight feet in height, humanoid in figure, though wider, and with bony ridges poking out throughout the skeletal structure. Odrin at least would recognize the figure to have belonged to goliath's, having seen or heard tales of his people trading with the mountain dwelling folk. Although he garbed himself oddly -- the clothing matching more lowland dwelling folk.
As faded blue fires for eyes took in the room, they lock upon Mixum and Pip. Though it made the motions, it had no voice, but the angry fist shaking in their directions spoke volumes. In its rage it pulls from behind its weathered traveler's coat a few vials and began lobbing them in the two's direction. With the exception of Anton, the rest can just catch a glimpse of their being plenty more where that come from!
#1 Lob Acid vs Pip - Attack: 7 Damage: 6 of Acid. #2 Lob Acid vs Mixum - Attack: 9 Damage: 7 of Acid.
I will say that Pip and Mixum at least have +2 Cover bonus from any ranged attacks at the moment.
It is now Mixum and Odrin's Turn, followed by the three remaining Dusty Zoms and Lokk.
Rollback Post to RevisionRollBack
Curerntly: Player In: Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In: Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In: Lost Mines of Phandelver (Formerly run by Ceekay77)
"Oh dear, Acid!" He notices it sizzling away nearby and makes a mental note that he should collect a sample. Later.
He produces a small oil can and points it toward the Goliath Skeleton. He squeezes the bottom of the can and Grease shoots across and covers a 10ft square underneath the skeleton. [Dex save 13 or fall prone]
Ordrin presses his hammer upright against the symbol of Moradin hanging from his neck, thrusts the hand of his shield arm at the skeleton, coughs, and casts Sacred Flame.
Sacred Flame (Dex 12), damage 5
Having channeled the All-Father, Ordrin leans hands on knees and coughs violently.
For all of the skeletons considerable size and lacking in muscles, the Skeleton is disturbingly nimble. Though those focused on it would notice that each time a spell might take effect, the flames in its eyes flickers a different color, and an instant later, it moved or reacted at supernatural speed and grace.
"What type of magic malarkey was that?" Lokk comments as he steps just within the tavern. Rather than take an immediate shot, he trains it on a rising zombie and waits for it to get to its feet.
Neither he or Pip have to wait long. Ash sloughs off the long dead corpses of an half-elf, halfling, and human as they got to their feet. And with every step and lackadaisical swing of their limbs, more it of the stuff in a seemingly endless tide fell. Unfortunately, the cold touch of death fails to purchase, but fortunately the same cannot be quite said of Half-Orc -- held taught until the last possible moment before sinking into the one approaching Anton.
As much as the halfling figured staggered under the shot to the chest, it continues to trundle forward out of the temporary smokescreen of ash that erupted from the impact, and joins in on uncoordinated battering of living bodies.
(Held: S. Bow) vs Dusty Zom(2) - Attack: 12 Damage: 10 non-magical piercing.
Pip's Ready Chill Touch - Attack: 7 Damage: 3
Dusty #2 Slam vs Anton - Attack: 10 Damage: 5 of bludgeoning. Dusty #3 Slam vs Anton - Attack: 22 Damage: 2 of bludgeoning. Dusty #4 Slam vs Odrin - Attack: 11 Damage: 3 of bludgeoning.
Between getting up and moving on the most direct course, Dusty #4, the one mention being just past the side entryway, is just out of sentinel reach.
It is now Pip and Anton's turn once more.
Round Two Initiative Tracker:
Pip Anton Alphonso Ordrin Mixum Lokk Dusty Zoms (1-3)
Much appreciated Esker for keeping for catching the ball I dropped there. Also... make another Con Save.
Anton sees an opening as the second zombie (Dusty #2) misses him, striking at it in the moment between its attack and the next.
Riposte: Attack: 22 Damage: 16
CON save (what is the timing?): 14
(on his turn) His sword hacks off a bit of undead flesh (is that another CON save?) kicking up another ash cloud, but he goes in again, hoping to fell another undead menace.
Attack: 15 Damage: 9
If the saves are triggered by exchange of melee attacks, I guess he needs to make two more...
This post has potentially manipulated dice roll results.
@Esker The timing appears to be when a zombie first gets damaged at least by weapon attacks. And only the once. So striking Dusty #2 after Lokk's shot was fine. But now let's see...
This post has potentially manipulated dice roll results.
Wholly unprepared for so swift a vengeful strike, another clean stroke from Esker severs halfling head. Now with only the one still harassing him, he hacks deep into the human, the former bartender going by dregs of garment, nearly taking off an arm. Yet by some unholy miracle, the former tender still looked ready to lunge at any moment.
As for Pip, the cold hand of death clings to the throat of the half-elf patron, crushing it... but not killing it just yet. It does turn from Odrin long enough to moan and glare balefully at the gnome. But only briefly, as there were closer life forms to take out its suffering upon.
As for the skeleton "giant". It appears it possessed some intelligence, or perhaps even an understanding of the grease still surrounding it. And so, rather than the move, all of its ire is focused on flinging more strange concoctions at Mixum this time. Only this time when they shatter, the liquid that explodes out almost instantly freezes, chilling whatever it comes into contact with. Afterwards, it sinks down below the bar and out of sight, glaring all the while at the two gnomes.
#1 Flash Freeze Jug vs Mixum - Attack: 12 Damage: 7 of Cold. If hit, target speed is slowed by 10ft. #2 Flash Freeze Jug vs Mixum - Attack: 6 Damage: 4 of Cold. If hit, target speed is slowed by 10ft. (Does not stack)
It is now Odrins and Mixum's Turn. At the moment, the skeleton has total cover behind the bar.
I am just going to throw out Lokk's attack just before when it gets around to the Zombies turn.
Round Two Initiative Tracker:
Pip Anton Alphonso (Prone). Ordrin Mixum Lokk Dusty Zoms (1-3)
Mixum avoids the freezing flasks and regretfully watches them shatter on the floor. He hopes the samples are recoverable. Mixum moves to a position (around the edge of the bar or on top of the bar more than 10ft from the skeleton if possible)
He draws his infused hand x-bow and fires at the skeleton Attack: 6 Damage 5
Neither the hammer of Sharindlar or the cunning of a gnome taking a more tactical position harms undead form. Rather the crossbolt shatters upon impact, and a hole is opened up where hammer slams into well worn flooring. But Mixum has at least a rough angle on the skeleton through a natural break in the bar for the tender to come and go. An easy slip under the gnome too... if he did not mind all the grease still coating much of everything around it!
"So far so good, Ordrin. But here-"Lokk fires off a shot at the dusty terror still assaulting Ordrin. Thinking more tactically after, he ducks behind one of the overturned tables for a more advantageous shot the next go around. Unhindered by such notions, the two remaining Zombies continue try battering their chosen prey with rotting fist, and an implacable advance towards death.
(S. Bow) vs Dusty Zom(4) - Attack: 17 Damage: 11 non-magical piercing.
Severing one at the spine in another clean stroke. Then while the other still had its focus set on Odrin, Another decisive strike beheads a zombie from the side. With no other threat visible or known aside from the skeleton, Anton starts making his way there, shouldering or shoving whatever debris or furniture might be in his way.
Even then, he cannot quite reach it just yet.
Pip is up, and can move into a position to at least see the skeleton. But, it will still have some cover, and ranged attacks are at disadvantage while it is [condition]prone[/prone].
Round Three Initiative Tracker:
Pip Anton Alphonso (Prone). Ordrin Mixum Lokk Dusty Zoms (1-4)
This post has potentially manipulated dice roll results.
Seeing Anton finish off the 2 remaining zombies Pip adjusts his position enough so that he can see the giant skeleton where it lays. Not wanting to miss due to the clutter of the room he launches 3 magical darts of energy at the undead creature.
Ordrin's wracking coughs have him doubled over, only dimly aware of the zombie ready to strike. He finally readies himself in time to see Anton efficiently mow down the undead. Ordrin's shield arm sags, eyes wide and mouth half open in amazement at the killing machine, and a small cough ejects a poof of zombie dust from his lungs.
As Pip ready himself for some spell slinging, Anton lays into his target with brutal efficiency. A tactic that proves effective in ending the creatures' rise, for after the first stroke nearly severs its spine, a second beheads the creature at the head socket. However, both you and Odrin find it hard to breathe for a moment, as the spray of Ash that first practically exploded in your faces from the first stroke starts clogging up the works.
I need a DC 10 Con Save from both Odrin and Anton. If you fail, see the spoilers. This is not against poison, so no advantage from Dwarven Fortitude.
Upon failure gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.
In spite of the breathing complications, Anton presses on forward, further shoving aside the tables and interposing himself between the two zombies impeding his path to the rising skeleton and the rest of the party.
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
CON save: 22
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Mixum
Initiative 10
CON save: 19 +3
Ordrin opens his mouth to shout something 'clever' at his foes and feels his lungs burn with the ash of the dead. His thick, painful coughs punctuate the eerily quiet attack of the unholy.
The skeletal figure completes its rise to stand, cracking the bar further beneath the weight of his hands. At full height it towered over everything and one in the room at nearly eight feet in height, humanoid in figure, though wider, and with bony ridges poking out throughout the skeletal structure. Odrin at least would recognize the figure to have belonged to goliath's, having seen or heard tales of his people trading with the mountain dwelling folk. Although he garbed himself oddly -- the clothing matching more lowland dwelling folk.
As faded blue fires for eyes took in the room, they lock upon Mixum and Pip. Though it made the motions, it had no voice, but the angry fist shaking in their directions spoke volumes. In its rage it pulls from behind its weathered traveler's coat a few vials and began lobbing them in the two's direction. With the exception of Anton, the rest can just catch a glimpse of their being plenty more where that come from!
#1 Lob Acid vs Pip - Attack: 7 Damage: 6 of Acid.
#2 Lob Acid vs Mixum - Attack: 9 Damage: 7 of Acid.
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
Initiative Tracker (PC, Hostile, Friendly NPC):
PipAntonAlphonsoOrdrinMixumLokk
Dusty Zoms (1-3)
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Mixum
"Oh dear, Acid!" He notices it sizzling away nearby and makes a mental note that he should collect a sample. Later.
He produces a small oil can and points it toward the Goliath Skeleton. He squeezes the bottom of the can and Grease shoots across and covers a 10ft square underneath the skeleton. [Dex save 13 or fall prone]
Ordrin presses his hammer upright against the symbol of Moradin hanging from his neck, thrusts the hand of his shield arm at the skeleton, coughs, and casts Sacred Flame.
Sacred Flame (Dex 12), damage 5
Having channeled the All-Father, Ordrin leans hands on knees and coughs violently.
CON save: 3 +3
For all of the skeletons considerable size and lacking in muscles, the Skeleton is disturbingly nimble. Though those focused on it would notice that each time a spell might take effect, the flames in its eyes flickers a different color, and an instant later, it moved or reacted at supernatural speed and grace.
"What type of magic malarkey was that?" Lokk comments as he steps just within the tavern. Rather than take an immediate shot, he trains it on a rising zombie and waits for it to get to its feet.
Neither he or Pip have to wait long. Ash sloughs off the long dead corpses of an half-elf, halfling, and human as they got to their feet. And with every step and lackadaisical swing of their limbs, more it of the stuff in a seemingly endless tide fell. Unfortunately, the cold touch of death fails to purchase, but fortunately the same cannot be quite said of Half-Orc -- held taught until the last possible moment before sinking into the one approaching Anton.
As much as the halfling figured staggered under the shot to the chest, it continues to trundle forward out of the temporary smokescreen of ash that erupted from the impact, and joins in on uncoordinated battering of living bodies.
(Held: S. Bow) vs Dusty Zom(2) - Attack: 12 Damage: 10 non-magical piercing.
Pip's Ready Chill Touch - Attack: 7 Damage: 3
Dusty #2 Slam vs Anton - Attack: 10 Damage: 5 of bludgeoning.
Dusty #3 Slam vs Anton - Attack: 22 Damage: 2 of bludgeoning.
Dusty #4 Slam vs Odrin - Attack: 11 Damage: 3 of bludgeoning.
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
Anton sees an opening as the second zombie (Dusty #2) misses him, striking at it in the moment between its attack and the next.
Riposte: Attack: 22 Damage: 16
CON save (what is the timing?): 14
(on his turn) His sword hacks off a bit of undead flesh (is that another CON save?) kicking up another ash cloud, but he goes in again, hoping to fell another undead menace.
Attack: 15 Damage: 9
If the saves are triggered by exchange of melee attacks, I guess he needs to make two more...
CON save 1: 21
CON save 2: 17
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Pip's eyes go a bit wide at the sight of the giant skeleton. But its the closer ash zombies he's worried about at the moment.
He casts Chill Touch on the closest ash zombie to him
Attack: 19 Damage: 8
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
Wholly unprepared for so swift a vengeful strike, another clean stroke from Esker severs halfling head. Now with only the one still harassing him, he hacks deep into the human, the former bartender going by dregs of garment, nearly taking off an arm. Yet by some unholy miracle, the former tender still looked ready to lunge at any moment.
As for Pip, the cold hand of death clings to the throat of the half-elf patron, crushing it... but not killing it just yet. It does turn from Odrin long enough to moan and glare balefully at the gnome. But only briefly, as there were closer life forms to take out its suffering upon.
As for the skeleton "giant". It appears it possessed some intelligence, or perhaps even an understanding of the grease still surrounding it. And so, rather than the move, all of its ire is focused on flinging more strange concoctions at Mixum this time. Only this time when they shatter, the liquid that explodes out almost instantly freezes, chilling whatever it comes into contact with. Afterwards, it sinks down below the bar and out of sight, glaring all the while at the two gnomes.
#1 Flash Freeze Jug vs Mixum - Attack: 12 Damage: 7 of Cold. If hit, target speed is slowed by 10ft.
#2 Flash Freeze Jug vs Mixum - Attack: 6 Damage: 4 of Cold. If hit, target speed is slowed by 10ft. (Does not stack)
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
Coughing raggedly, Ordrin struggles to swing his hammer at the nearest zombie.
Attack with disadvantage: 1 +4
Damage:Attack: 6 +2
"Call out if you need Sharindlar's mercy!" Ordrin pants between coughs, keeping an eye on Mixum.
CON save: 5 +3
Mixum avoids the freezing flasks and regretfully watches them shatter on the floor. He hopes the samples are recoverable. Mixum moves to a position (around the edge of the bar or on top of the bar more than 10ft from the skeleton if possible)
He draws his infused hand x-bow and fires at the skeleton Attack: 6 Damage 5
Neither the hammer of Sharindlar or the cunning of a gnome taking a more tactical position harms undead form. Rather the crossbolt shatters upon impact, and a hole is opened up where hammer slams into well worn flooring. But Mixum has at least a rough angle on the skeleton through a natural break in the bar for the tender to come and go. An easy slip under the gnome too... if he did not mind all the grease still coating much of everything around it!
"So far so good, Ordrin. But here-" Lokk fires off a shot at the dusty terror still assaulting Ordrin. Thinking more tactically after, he ducks behind one of the overturned tables for a more advantageous shot the next go around. Unhindered by such notions, the two remaining Zombies continue try battering their chosen prey with rotting fist, and an implacable advance towards death.
(S. Bow) vs Dusty Zom(4) - Attack: 17 Damage: 11 non-magical piercing.
Bonus Action: Cunning Action(Hide) for 10.
Dusty #3 Slam vs Anton - Attack: 7 Damage: Unable to parse dice roll. bludgeoning.
Dusty #4 Slam vs Ordrin - Attack: 19 Damage: 5 bludgeoning.
Round Three Initiative Tracker:
Pip
Anton
Alphonso (Prone).
Ordrin
Mixum
Lokk
Dusty Zoms (1-3)
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
Anton once again ripostes the zombie who missed him:
Attack: 20 Damage: 19
Then (on his turn) goes for it again (if it's still up; otherwise going for the other one).
Attack: 7 Damage: 13
He then makes sure to keep himself next to as many remaining monsters (and allies!) as possible.
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Anton again catches an undead mid-lunge, and....
DM Rolls:
#1: ??? Save(DC 21): 18.
#2: ??? Save(DC 19): 5.
Severing one at the spine in another clean stroke. Then while the other still had its focus set on Odrin, Another decisive strike beheads a zombie from the side. With no other threat visible or known aside from the skeleton, Anton starts making his way there, shouldering or shoving whatever debris or furniture might be in his way.
Even then, he cannot quite reach it just yet.
Pip is up, and can move into a position to at least see the skeleton. But, it will still have some cover, and ranged attacks are at disadvantage while it is [condition]prone[/prone].
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
Seeing Anton finish off the 2 remaining zombies Pip adjusts his position enough so that he can see the giant skeleton where it lays. Not wanting to miss due to the clutter of the room he launches 3 magical darts of energy at the undead creature.
Magic Missile lvl 1
11 force damage
Ordrin's wracking coughs have him doubled over, only dimly aware of the zombie ready to strike. He finally readies himself in time to see Anton efficiently mow down the undead. Ordrin's shield arm sags, eyes wide and mouth half open in amazement at the killing machine, and a small cough ejects a poof of zombie dust from his lungs.