Fizzwick is left outside briefly looking utterly terrified but says to himself "come on Fizzwick, this is your chance to be more than just a peddler of cheap tricks, and maybe help Tsendur too!" Against every instinct the tiny wizard moves forward through the gaping hole, taking cover where he can but watching Gimdrak's back.
(OOC: Shield andAbsorb Elements always at the ready as Reactions to any incoming harm. 10HP Arcane Ward also up after casting Mage Armor earlier.)
Feel free to roll your own attacks and use the AC and HP in the monster stat blocks to see the results of your combat. We’ll go without initiative to keep things moving along, I’ll work out any conflicts the best I can. Please check that I have your combat stats correct here.
Round 1, 0:06
Aldwin Whearstride (Bduds2006) - AC 17, HP 24, +6 to hit, wielding darts
Fizzwich Wobblewomp (Hexblade37) - AC 15, HP 17+10, +6 to hit, fire bolt
Lia Diamonddew3 (DragonDenn) - AC 16, HP 21, +7 to hit, wielding a crossbow, Blessed until round 5
Ethan Pyregaze (Ismenow) - AC 18, HP 27, +4 to hit, wielding a javelin, Blessed until round 5
Gimdrak (CelticSurfer) - AC 18, HP 28, +5 to hit, wielding a morningstar, Blessed until round 5
Vek (Daz_Florp_Lebam) - AC 16, HP 31, +6 to hit, wielding a greataxe
Scorch Zombie 1 - AC 8. HP 21, +3 to hit, prone.
Scorch Zombie 2 - AC 8. HP 25, +3 to hit, prone.
Scorch Zombie 3 - AC 8. HP 23, +3 to hit, prone.
Scorch Zombie 4 - AC 8. HP 27, +3 to hit, attacking Ethan
Scorch Zombie 5 - AC 8. HP 31, +3 to hit, moving toward Ethan.
Scorch Zombie 6 - AC 8. HP 25, +3 to hit, attacking Ethan.
This area is the base of the tower building and is largely demolished. The entire south facing wall is gone. Whatever was once in this room is now shattered and scattered across the floor and the lawn in front of the gaping hole in the building. An open wooden door on the south end of the east wall leads to area A1. A set of stairs along the north wall allow travel up 15 feet to area A5, however the stairs are damaged.
As soon as you enter the burning building, three scorch zombies tumble down the stairs, landing with a thud at the bottom of the staircase. A flurry of embers fly into the air.
Ethan, who entered the main door, finds himself in the common room of Tsendur's home. A doorway from the south hangs open, the wooden door burned and broken off. On the south east end of the room is an open wooden door that leads to the landing in A4. North of that door is a wood burning stove and cooking supplies. Along the North wall, near the eastern corner, a closed wooden door leads to A3. Near the western corner is another wooden door, this one is closed, and leads to A2. Debris from a dining table, chairs, and a number of personal effects has been scattered across the floor to fuel the fire.
Ethan, finds three scorch zombies breaking everything in the common room of Tsendur's home. Upon seeing Ethan, they lumber over to his position and attack!
This post has potentially manipulated dice roll results.
Lia's stats are a bit off I think. She has +7 to hit with her heavy crossbow.
As a bonus action Lia casts hex on one of the undead. (It does not matter which one... Which ever she can see from her position just outside the breach in the wall.)
She then fires her heavy crossbow at the undead...
To Hit: 21
(Second to hit roll, as rolling with disadvantage): 8
Since Gimdrak doesn't know anyone else here and he doesn't consider anyone to be a part of his team/party at this point, he feels the full burden of responsibility to protect everyone.
(StevenDeeds established in the first post here that we were already an adventuring party.)
(Sorry for the confusion. Initially I was thinking everyone knew each other, but then that raises the question of how. When the question was asked earlier, I suggested that the characters don't know each other, but get to know each other quickly through this first conflict.)
"Oh dear, oh dear, oh dear..." Fizzwick panics a bit at the sight of undead but pulls himself together enough to cast Flaming Sphere, pulling a ball of fire together from the surrounding flames behind the zombies and ramming it into one of them. He nervously says aloud to no one in particular "oh my, um, maybe this will help?"
Fire damage: 8
-Ideally I'll just leave this behind two of the zombies so one or two might get burned again at the end if their turn as the spell describes.
-Hopefully by putting it behind the zombies none of the party members get burned. It's tempting to put it at K9 of course, but I picture the others having already moved into melee, so perhaps J7 if the zombies haven't moved? I'm sure the DM can find an appropriate spot depending on who has moved where.
Ethan will smile at the zombies then drop his javelin and stretch out his hands, “Let Kossuth embrace you.” A wave of fire will flow from his hands at all three of them.
This post has potentially manipulated dice roll results.
Round 2, 0:12
Aldwin Whearstride (Bduds2006) - 6+7+9=22 damage to Zombie 1
Fizzwich Wobblewomp (Hexblade37) - casts Flaming Sphere on Zombie 2, 4 damage (they are resistant) When casting the spell, Fizzwhich feels a terrible discontent that he has never felt before. He is hit with the Bane of the Mind: You generate an aura of psychic dissonance when you cast the spell. You must make a Constitution saving throw 14against your own spell save DC (14) or suffer 1 point of psychic damage. For 2 rounds per level of the spell you cast (4) (one round for a cantrip), you have advantage on saving throws against psychic effects, and you also have resistance to psychic damage. However, during the same period, you also have disadvantage on Intelligence and Wisdom checks.
Lia Diamonddew3 (DragonDenn) - Casts Hex on Zombie 1. 13 damage with crossbow (shot was partially obstructed by Aldwin, but still hits) Casting the Hex spell also affects Lia with the Bane of the Mind. Constitution saving throw: 16, spell DC: (14)
Ethan Pyregaze (Ismenow) - casts [Burning Hands[/spell] on zombies 4 and 6 (within the cone) zombie 4 Dexterity save 10 zombie 6 Dextarity save 10 vs a DC of 14, both take a damage of 13. Ethan suffers from the Bane of Heat: You generate heat when you cast a spell. You must make a Constitution saving throw 23against your own spell save DC (14) or suffer 1 point of fire damage. For 2 rounds per level of the spell you cast (2)(one round for a cantrip), you have advantage on saving throws against cold spells or effects, as well as resistance to cold damage. However, due to your discomfort, you also have disadvantage on Strength and Dexterity checks during that time.
Gimdrak (CelticSurfer) - casts Thunderous Smite and attacks Scorch Zombie 2. Deals 18 damage. Zombie’s strength savings throw: 17 vs DC 11
Casting the Thunderous Smite spell causes Gimdrak to be overcome by the Bane of Lightning: You generate an aura of lightning when you cast a spell. You must make a Constitution saving throw against 12 your own spell save DC (11) or suffer 1 point of lightning damage. For 2 rounds per level of the spell you cast (2) (one round for a cantrip), you have advantage on saving throws against lightning effects, and you also have resistance to lightning damage. However, during the same period, you also have disadvantage on Strength and Constitution checks.
Vek (Daz_Florp_Lebam) - 12 damage to zombie 3
Vek Aldwin and Gimdrak learn more about the scorch zombies the hard way:
A creature that touches the scorch zombie or hits it with a melee attack while within 5 feet of it takes 1d4 fire damage.
The zombies bodies glow orange like iron in a smiths furnace, and getting close to them in melee combat they seem to be just as hot!
Vek fire damage: Unable to parse dice roll.
Aldwin fire damage: Unable to parse dice roll.
Gimdrak fire damage: Unable to parse dice roll.
Results:
Scorch Zombie 1 - AC 8. HP 0 dead.
Scorch Zombie 2 - AC 8. HP 3, +3 to hit.
Scorch Zombie 3 - AC 8. HP 11, +3 to hit.
Scorch Zombie 4 - AC 8. HP 14, +3 to hit, attacking Ethan
Scorch Zombie 5 - AC 8. HP 31, +3 to hit, moving toward Ethan.
Scorch Zombie 6 - AC 8. HP 12, +3 to hit, attacking Ethan.
Monster’s turn
Zombie 2 attacks Gimdrak 23 vs AC 18
Zombie 3 attacks Vek 6 vs AC 16
Zombie 4 attacks Ethan with advantage because Ethan is flanked. 7 vs AC 18
Zombie 5 attacks Ethan with advantage because Ethan is flanked. 18 vs AC 18
Zombie 6 attacks Ethan with advantage because Ethan is flanked. 9 vs AC 18
(ooc: Since the fire damage roll for me didn't parse in your post above, StevenDeeds, should I try and roll it myself to see how much damage I took? If so, it is: 3)
(ooc: Also, would Gimdrak realize that there is someone fighting on the other side of the door that's right behind him? I would hate to make Ethan fight three zombies all by himself.)
(You can hear that there is fighting on the other side of the door. A perception check DC 10 will indicate if you figure out that a Ethan is out numbered.)
(ooc: I was thinking that it would be best for Gimdrak to enter through the big hole, as well.)
Gimdrak enters slowly and cautiously.
Wiley Gambit Gaming
A Sometimes-DM
Speedwell | Harengone | Fey Wanderer Ranger | The Wild Beyond the Witchlight
Fizzwick is left outside briefly looking utterly terrified but says to himself "come on Fizzwick, this is your chance to be more than just a peddler of cheap tricks, and maybe help Tsendur too!" Against every instinct the tiny wizard moves forward through the gaping hole, taking cover where he can but watching Gimdrak's back.
(OOC: Shield andAbsorb Elements always at the ready as Reactions to any incoming harm. 10HP Arcane Ward also up after casting Mage Armor earlier.)
Feel free to roll your own attacks and use the AC and HP in the monster stat blocks to see the results of your combat. We’ll go without initiative to keep things moving along, I’ll work out any conflicts the best I can. Please check that I have your combat stats correct here.
Round 1, 0:06
Aldwin Whearstride (Bduds2006) - AC 17, HP 24, +6 to hit, wielding darts
Fizzwich Wobblewomp (Hexblade37) - AC 15, HP 17+10, +6 to hit, fire bolt
Lia Diamonddew3 (DragonDenn) - AC 16, HP 21, +7 to hit, wielding a crossbow, Blessed until round 5
Ethan Pyregaze (Ismenow) - AC 18, HP 27, +4 to hit, wielding a javelin, Blessed until round 5
Gimdrak (CelticSurfer) - AC 18, HP 28, +5 to hit, wielding a morningstar, Blessed until round 5
Vek (Daz_Florp_Lebam) - AC 16, HP 31, +6 to hit, wielding a greataxe
Scorch Zombie 1 - AC 8. HP 21, +3 to hit, prone.
Scorch Zombie 2 - AC 8. HP 25, +3 to hit, prone.
Scorch Zombie 3 - AC 8. HP 23, +3 to hit, prone.
Scorch Zombie 4 - AC 8. HP 27, +3 to hit, attacking Ethan
Scorch Zombie 5 - AC 8. HP 31, +3 to hit, moving toward Ethan.
Scorch Zombie 6 - AC 8. HP 25, +3 to hit, attacking Ethan.
This area is the base of the tower building and is largely demolished. The entire south facing wall is gone. Whatever was once in this room is now shattered and scattered across the floor and the lawn in front of the gaping hole in the building. An open wooden door on the south end of the east wall leads to area A1. A set of stairs along the north wall allow travel up 15 feet to area A5, however the stairs are damaged.
As soon as you enter the burning building, three scorch zombies tumble down the stairs, landing with a thud at the bottom of the staircase. A flurry of embers fly into the air.
Ethan, who entered the main door, finds himself in the common room of Tsendur's home. A doorway from the south hangs open, the wooden door burned and broken off. On the south east end of the room is an open wooden door that leads to the landing in A4. North of that door is a wood burning stove and cooking supplies. Along the North wall, near the eastern corner, a closed wooden door leads to A3. Near the western corner is another wooden door, this one is closed, and leads to A2. Debris from a dining table, chairs, and a number of personal effects has been scattered across the floor to fuel the fire.
Ethan, finds three scorch zombies breaking everything in the common room of Tsendur's home. Upon seeing Ethan, they lumber over to his position and attack!
Scorch Zombie 4 to hit: 9
Scorch Zombie 6 to hit: 6
both miss miserably.
Ethan will move forward pulling out his javelin, leaving his mace in his belt, holding his shield at the ready to defend himself.
(Ethan is going in through the main door, does he see anything there?
Gimdrak yells, "In the name of Tyr, die!"
Then, as a bonus action, I will cast Thunderous Smite to give myself an extra 2d6 thunder damage on my next melee strike.
As my regular action, I'll attack Scorch Zombie 2 with my Morningstar.
Attack: 21 (ooc: I forgot to add my +2 proficiency bonus to the roll)
Damage: 5 (Piercing damage) + 8 (Thunder damage)
Wiley Gambit Gaming
A Sometimes-DM
Speedwell | Harengone | Fey Wanderer Ranger | The Wild Beyond the Witchlight
Lia's stats are a bit off I think. She has +7 to hit with her heavy crossbow.
As a bonus action Lia casts hex on one of the undead. (It does not matter which one... Which ever she can see from her position just outside the breach in the wall.)
She then fires her heavy crossbow at the undead...
To Hit: 21
(Second to hit roll, as rolling with disadvantage): 8
Will say she targets zombie #1.
Damage: 13 piercing and 5 necrotic.
(StevenDeeds established in the first post here that we were already an adventuring party.)
(Sorry for the confusion. Initially I was thinking everyone knew each other, but then that raises the question of how. When the question was asked earlier, I suggested that the characters don't know each other, but get to know each other quickly through this first conflict.)
"Oh dear, oh dear, oh dear..." Fizzwick panics a bit at the sight of undead but pulls himself together enough to cast Flaming Sphere, pulling a ball of fire together from the surrounding flames behind the zombies and ramming it into one of them. He nervously says aloud to no one in particular "oh my, um, maybe this will help?"
Fire damage: 8
-Ideally I'll just leave this behind two of the zombies so one or two might get burned again at the end if their turn as the spell describes.
-Hopefully by putting it behind the zombies none of the party members get burned. It's tempting to put it at K9 of course, but I picture the others having already moved into melee, so perhaps J7 if the zombies haven't moved? I'm sure the DM can find an appropriate spot depending on who has moved where.
Vek's going to close the distance on the (looking at the map) upper-right-most zombie-thing , and attempt to cut it in half or something:
Greataxe hack-o-matic: Attack: 11 Damage: 12
Aldwin will move into the room and seeing the flurry of movement attacking the downed creatures he's about to yell no when he notices they are undead.
Moving to the zombie one he will start to unleash a flurry of kicks.
---
Flurry of blows
Normal unarmed Attack: 7 Damage: 6
Ki unarmed 1 Attack: 9 Damage: 7
Ki unarmed 2 Attack: 26 Damage: 9
If either ki hits they need a DC 1e strength heck or be pushed 15 away
Also, forgot that if they are prone all melee get advantage so not sure how you want me to do that after the fact.
Maybe just. 1 21 2: 22 3; 22
Sorry dc 13, am posting from my cell so little wonky
Ethan, I'll assume you are going to hold position and fight zombie 4 unless I hear otherwise.
At 9:00 PM PST I'll start processing the round.
Ethan will smile at the zombies then drop his javelin and stretch out his hands, “Let Kossuth embrace you.” A wave of fire will flow from his hands at all three of them.
Burning hands, DC 14 dex save for half 13
Round 2, 0:12
Aldwin Whearstride (Bduds2006) - 6+7+9=22 damage to Zombie 1
Fizzwich Wobblewomp (Hexblade37) - casts Flaming Sphere on Zombie 2, 4 damage (they are resistant) When casting the spell, Fizzwhich feels a terrible discontent that he has never felt before. He is hit with the Bane of the Mind: You generate an aura of psychic dissonance when you cast the spell. You must make a Constitution saving throw 14against your own spell save DC (14) or suffer 1 point of psychic damage. For 2 rounds per level of the spell you cast (4) (one round for a cantrip), you have advantage on saving throws against psychic effects, and you also have resistance to psychic damage. However, during the same period, you also have disadvantage on Intelligence and Wisdom checks.
Lia Diamonddew3 (DragonDenn) - Casts Hex on Zombie 1. 13 damage with crossbow (shot was partially obstructed by Aldwin, but still hits) Casting the Hex spell also affects Lia with the Bane of the Mind. Constitution saving throw: 16, spell DC: (14)
Ethan Pyregaze (Ismenow) - casts [Burning Hands[/spell] on zombies 4 and 6 (within the cone) zombie 4 Dexterity save 10 zombie 6 Dextarity save 10 vs a DC of 14, both take a damage of 13. Ethan suffers from the Bane of Heat: You generate heat when you cast a spell. You must make a Constitution saving throw 23against your own spell save DC (14) or suffer 1 point of fire damage. For 2 rounds per level of the spell you cast (2)(one round for a cantrip), you have advantage on saving throws against cold spells or effects, as well as resistance to cold damage. However, due to your discomfort, you also have disadvantage on Strength and Dexterity checks during that time.
Gimdrak (CelticSurfer) - casts Thunderous Smite and attacks Scorch Zombie 2. Deals 18 damage. Zombie’s strength savings throw: 17 vs DC 11
Casting the Thunderous Smite spell causes Gimdrak to be overcome by the Bane of Lightning: You generate an aura of lightning when you cast a spell. You must make a Constitution saving throw against 12 your own spell save DC (11) or suffer 1 point of lightning damage. For 2 rounds per level of the spell you cast (2) (one round for a cantrip), you have advantage on saving throws against lightning effects, and you also have resistance to lightning damage. However, during the same period, you also have disadvantage on Strength and Constitution checks.
Vek (Daz_Florp_Lebam) - 12 damage to zombie 3
Vek Aldwin and Gimdrak learn more about the scorch zombies the hard way:
A creature that touches the scorch zombie or hits it with a melee attack while within 5 feet of it takes 1d4 fire damage.
The zombies bodies glow orange like iron in a smiths furnace, and getting close to them in melee combat they seem to be just as hot!
Vek fire damage: Unable to parse dice roll.
Aldwin fire damage: Unable to parse dice roll.
Gimdrak fire damage: Unable to parse dice roll.
Results:
Scorch Zombie 1 - AC 8. HP 0 dead.
Scorch Zombie 2 - AC 8. HP 3, +3 to hit.
Scorch Zombie 3 - AC 8. HP 11, +3 to hit.
Scorch Zombie 4 - AC 8. HP 14, +3 to hit, attacking Ethan
Scorch Zombie 5 - AC 8. HP 31, +3 to hit, moving toward Ethan.
Scorch Zombie 6 - AC 8. HP 12, +3 to hit, attacking Ethan.
Monster’s turn
Zombie 2 attacks Gimdrak 23 vs AC 18
Zombie 3 attacks Vek 6 vs AC 16
Zombie 4 attacks Ethan with advantage because Ethan is flanked. 7 vs AC 18
Zombie 5 attacks Ethan with advantage because Ethan is flanked. 18 vs AC 18
Zombie 6 attacks Ethan with advantage because Ethan is flanked. 9 vs AC 18
Monster’s turn
Zombie 2 attacks Gimdrak 23 vs AC 18 hit. 6 bludgeoning damage, plus 1 fire damage.
Zombie 3 attacks Vek 18 vs AC 16 hit. 2 bludgeoning damage, plus 1 fire damage
Zombie 4 attacks Ethan with advantage because Ethan is flanked. 22 vs AC 18 hit. 6 bludgeoning damage, plus 1 fire damage
Zombie 5 attacks Ethan with advantage because Ethan is flanked. 16 vs AC 18 hit. 7 bludgeoning damage, plus 3 fire damage
Zombie 6 attacks Ethan with advantage because Ethan is flanked. 23 vs AC 18 hit. 6 bludgeoning damage, plus 4 fire damage
(ooc: Since the fire damage roll for me didn't parse in your post above, StevenDeeds, should I try and roll it myself to see how much damage I took? If so, it is: 3)
(ooc: Also, would Gimdrak realize that there is someone fighting on the other side of the door that's right behind him? I would hate to make Ethan fight three zombies all by himself.)
Wiley Gambit Gaming
A Sometimes-DM
Speedwell | Harengone | Fey Wanderer Ranger | The Wild Beyond the Witchlight
(You can hear that there is fighting on the other side of the door. A perception check DC 10 will indicate if you figure out that a Ethan is out numbered.)
Vek fire damage: 1
Aldwin fire damage: 1
Gimdrak fire damage: 3 (Thanks for rolling that)
Aldwin Whearstride (Bduds2006) - AC 17, HP 23, +6 to hit, wielding darts
Fizzwich Wobblewomp (Hexblade37) - AC 15, HP 17+10, +6 to hit, fire bolt
Lia Diamonddew3 (DragonDenn) - AC 16, HP 21, +7 to hit, wielding a crossbow, Blessed until round 5
Ethan Pyregaze (Ismenow) - AC 18, HP 8, +4 to hit, wielding a javelin, Blessed until round 5
Gimdrak (CelticSurfer) - AC 18, HP 28, +5 to hit, wielding a morningstar, Blessed until round 5
Vek (Daz_Florp_Lebam) - AC 16, HP 27, +6 to hit, wielding a greataxe
Scorch Zombie 1 - AC 8. HP 0 dead.
Scorch Zombie 2 - AC 8. HP 3, +3 to hit. fire ball save14 vs DC 14, damage if hit 10
Scorch Zombie 3 - AC 8. HP 11, +3 to hit. fire ball save7 vs DC 14, damage if hit 6
Scorch Zombie 4 - AC 8. HP 14, +3 to hit, attacking Ethan
Scorch Zombie 5 - AC 8. HP 31, +3 to hit, moving toward Ethan.
Scorch Zombie 6 - AC 8. HP 12, +3 to hit, attacking Ethan.
are we ready for round 2 actions?