As the zombies come into range they move to attack. They are quite clearly hostile. Please give me initiative rolls. Zombie initiative: 17
If you go before the zombies, then post actions as well. Io is turning undead, what is the DC on that? Bard is doing Flaming arrows, please roll attacks. What is Kanlos going to do?
This post has potentially manipulated dice roll results.
As the zombies approach, and their hostile intent becomes clear, Xerronios touches the first of his prepared arrows to the torch and looses. He fires the other 3 in quick succession.
Then initiative: 12. Before I edited this post to add my action and the d6 for the arrows, his initiative was 24. Please use that.
Xerronios pulls out a chip of mica, mutters the words of magic, then strums a few lines on his lute using the necessary arcane gestures. A moment later everyone ears are ringing with a loud, intense, shattering noise, centered in the midst of the zombies.
ooc: Centering the spell to affect as many zombies as possible. Shattering damage, 1/2 on successful CON save, DC 14: 16
Does anyone's actions above change, with the knowledge that only 2 of the 12 zombies continue towards you, while the other ten are turned? Shatter will cancel the turn completely, and the attacks you make will also do so for those you hit, as any damage taken ends the turned affect. Just want to make sure of this before completeing the pre-combat readied actions, then going into the round 1 actions.
Also, each of those flame arrows takes an attack action to use, so how are you shooting off four of them? With that, how do you also get a shatter spell off as well? Seems like 5 rounds of actions, unless I am missing something.
Does anyone's actions above change, with the knowledge that only 2 of the 12 zombies continue towards you, while the other ten are turned? Shatter will cancel the turn completely, and the attacks you make will also do so for those you hit, as any damage taken ends the turned affect. Just want to make sure of this before completeing the pre-combat readied actions, then going into the round 1 actions.
Also, each of those flame arrows takes an attack action to use, so how are you shooting off four of them? With that, how do you also get a shatter spell off as well? Seems like 5 rounds of actions, unless I am missing something.
Does anyone's actions above change, with the knowledge that only 2 of the 12 zombies continue towards you, while the other ten are turned? Shatter will cancel the turn completely, and the attacks you make will also do so for those you hit, as any damage taken ends the turned affect. Just want to make sure of this before completeing the pre-combat readied actions, then going into the round 1 actions.
Also, each of those flame arrows takes an attack action to use, so how are you shooting off four of them? With that, how do you also get a shatter spell off as well? Seems like 5 rounds of actions, unless I am missing something.
ooc: That's on me. I completely misunderstood how much time we had before the zombies closed to combat range, thinking there was time to fire the 4 arrows before we got to actual initiative >0. And as for the turning... INT 19 That's a high enough roll that Xerronios would have recognized the turning for what it was so, use this instead. I still forget that damage negates a turning since in AD&D that didn't happen IIRC and I so rarely see a turning in 5e.
Seeing most of the zombies being Turned by his companion, Xerronios puts the tip of one of the readied arrows to the torch and shoots at zombie on the right. Then, shoots it again.
ooc2: That's the held action and his first action with initiative order, if I've finally got it right :) I don't know how much to add for the flaming effect.
Since I now know how many zombies are turned, I'll post Io's actions.
Io will close in on the two zombies that resisted his magic. He feels that two zombies are easy enough to handle so he takes the simple approach of slashing one across the face with his sword.
Kanlos downs one of the unturned zombies on his own, while a flame arrow and Io's attack, take out the second one. The other ten zombies move away from the group, hussling down the path, continuing in their same direction, but clearly fleeing away from the holyness of Io.
Io points to the tracks on the sand and says, "Perhaps we should follow it so see where it leads? So many wrecked ships... perhaps there could be survivors?"
My understanding was that we were on the beach, the zombies were coming from one direction and are now headed back that way, Kanlos's plan was to head inland.
Zombies came from one direction, then turned from the path and towards the group. (I did not have you standing on their path when you were waiting for them.) They then, once turned, fled to the path, and continued the direction they were going previously.
Sounds like Kanlos wants to forgo the tracks and head straight inland. Xerronios wants to follow the tracks, but not sure if they wish to follow the zombies they just chased off, understanding that the turned affect only lasts a minute, and those zombies are likely to simply turn around and attack you. Io was wanting to follow the tracks as well.
So, again, do you follow the zombies you just chased away, and risk fighting them, or do you head the direction they came from? You can also head straight inland, forgoing the path the zombies use, though the terrain doesn't look very nice for such a move...
The Bone Reef Before the island was flipped on its head, the coral reef served as a natural barrier preventing ships from getting too close. Now it serves as an above-ground cave structure.
The reef, built of marble and grown coral, once served as a second home to the ancient merfolk of the island. These structures have been flipped upside down and may be nigh unrecognizable now that the weather and time have taken their toll. The coral that forms these cave-like structures is now bleached an eerie, bone-white. The seagrasses and algae that once lived on the coral have died and petrified in the stark sunlight. The tops of the coral, once the base of the structure, are evenly sheared off, leaving some without an enclosed ceiling. A successful DC 15 Intelligence (Nature) check reveals that this island could not have always been a floating island, else it would not have had coral attached. Whatever caused the island’s present state, whether natural, magical, or divine, also destroyed much of the surrounding flora. It is as if a massive hand scooped up everything in the area and upturned it.
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As the zombies come into range they move to attack. They are quite clearly hostile. Please give me initiative rolls. Zombie initiative: 17
If you go before the zombies, then post actions as well. Io is turning undead, what is the DC on that? Bard is doing Flaming arrows, please roll attacks. What is Kanlos going to do?
Actually the turning undead and flame arrows are readied actions, so those will go before we head into initiative.
Saves vs turn undead...
1 ... 13
2 ... 6
3 ... 7
4 ... 6
5 ... -1
6 ... 18
7 ... 11
8 ... 12
9 ... 13
10 ... 15
11 ... 1
12 ... 1
Please roll flaming arrow attacks for that readied action, then we will move into initiative order.
Io's initiative: 20
The DC for Turn Undead, I believe, is the same as Io's Spell Save DC. So it is 14 and it's a WIS save.
On failure, for the next 1 minute or until they take damage, they will be using their movement and action to move away from Io.
Actions: I actually want to know how many zombies are turned before I take my turn.
As the zombies approach, and their hostile intent becomes clear, Xerronios touches the first of his prepared arrows to the torch and looses. He fires the other 3 in quick succession.
He fires 2 arrows each at 2 targets.
1: Attack: 20 Damage: 3 + 5
2: Attack: 23 Damage: 3 + 1
3: Attack: 16 Damage: 3 + 3
4: Attack: 6 Damage: 3 + 1
ooc: forgot to add the 1d6. Fixed that.
Then initiative: 12. Before I edited this post to add my action and the d6 for the arrows, his initiative was 24. Please use that.
Xerronios pulls out a chip of mica, mutters the words of magic, then strums a few lines on his lute using the necessary arcane gestures. A moment later everyone ears are ringing with a loud, intense, shattering noise, centered in the midst of the zombies.
ooc: Centering the spell to affect as many zombies as possible.
Shattering damage, 1/2 on successful CON save, DC 14: 16
Tandor the White, Human Life Cleric
ooc: Please use these attack and damage rolls for the arrows as the ones above keep changing. Arg!!
1: Attack: 25 Damage: 14
2: Attack: 8 Damage: 7
3: Attack: 8 Damage: 7
4: Attack: 17 Damage: 7
Tandor the White, Human Life Cleric
OOC: Double arg! The damage from spell also changed!!!!
Tandor the White, Human Life Cleric
Kanlos initiative: 23
Kanlos steadies himself and takes careful aim at the foremost zombie and releases an arrow.
Attack: 11 Damage: 19 (Steady Aim and Sharpshooter) + sneak attack 8
Does anyone's actions above change, with the knowledge that only 2 of the 12 zombies continue towards you, while the other ten are turned? Shatter will cancel the turn completely, and the attacks you make will also do so for those you hit, as any damage taken ends the turned affect. Just want to make sure of this before completeing the pre-combat readied actions, then going into the round 1 actions.
Also, each of those flame arrows takes an attack action to use, so how are you shooting off four of them? With that, how do you also get a shatter spell off as well? Seems like 5 rounds of actions, unless I am missing something.
Kanlos would aim at one of unturned zombies.
ooc: That's on me. I completely misunderstood how much time we had before the zombies closed to combat range, thinking there was time to fire the 4 arrows before we got to actual initiative >0. And as for the turning... INT 19 That's a high enough roll that Xerronios would have recognized the turning for what it was so, use this instead. I still forget that damage negates a turning since in AD&D that didn't happen IIRC and I so rarely see a turning in 5e.
Seeing most of the zombies being Turned by his companion, Xerronios puts the tip of one of the readied arrows to the torch and shoots at zombie on the right. Then, shoots it again.
ooc2: That's the held action and his first action with initiative order, if I've finally got it right :) I don't know how much to add for the flaming effect.
Shot 1: Attack: 9 Damage: 8
Shot 1: Attack: 6 Damage: 6
Tandor the White, Human Life Cleric
Since I now know how many zombies are turned, I'll post Io's actions.
Io will close in on the two zombies that resisted his magic. He feels that two zombies are easy enough to handle so he takes the simple approach of slashing one across the face with his sword.
Long Sword attack: 24 Dmg: 6
Extra Crit damage: 8
Kanlos downs one of the unturned zombies on his own, while a flame arrow and Io's attack, take out the second one. The other ten zombies move away from the group, hussling down the path, continuing in their same direction, but clearly fleeing away from the holyness of Io.
Combat is over. What do you guys wish to do now?
Io points to the tracks on the sand and says, "Perhaps we should follow it so see where it leads? So many wrecked ships... perhaps there could be survivors?"
Kanlos nods, "Sounds like a plan, I can take the lead if you'd like."
Survival: 16
Stealth: 14
Perception: 10
Xerronios nods his agreement, gathering up his torch and readied arrows.
Tandor the White, Human Life Cleric
Io nods. He holds his sword and shield to get ready to follow Kanlos' lead.
Do you follow the zombies fleeing from Io, or do you head in the opposite direction?
My understanding was that we were on the beach, the zombies were coming from one direction and are now headed back that way, Kanlos's plan was to head inland.
"I think we should follow the tracks. I wish we could backtrack the zombies but don't think we should provoke another fight," says the bard.
Tandor the White, Human Life Cleric
Zombies came from one direction, then turned from the path and towards the group. (I did not have you standing on their path when you were waiting for them.) They then, once turned, fled to the path, and continued the direction they were going previously.
Sounds like Kanlos wants to forgo the tracks and head straight inland. Xerronios wants to follow the tracks, but not sure if they wish to follow the zombies they just chased off, understanding that the turned affect only lasts a minute, and those zombies are likely to simply turn around and attack you. Io was wanting to follow the tracks as well.
So, again, do you follow the zombies you just chased away, and risk fighting them, or do you head the direction they came from? You can also head straight inland, forgoing the path the zombies use, though the terrain doesn't look very nice for such a move...
The Bone Reef
Before the island was flipped on its head, the coral reef served as a natural barrier preventing ships from getting too close. Now it serves as an above-ground cave structure.
The reef, built of marble and grown coral, once served as a second home to the ancient merfolk of the island. These structures have been flipped upside down and may be nigh unrecognizable now that the weather and time have taken their toll. The coral that forms these cave-like structures is now bleached an eerie, bone-white. The seagrasses and algae that once lived on the coral have died and petrified in the stark sunlight. The tops of the coral, once the base of the structure, are evenly sheared off, leaving some without an enclosed ceiling. A successful DC 15 Intelligence (Nature) check reveals that this island could not have always been a floating island, else it would not have had coral attached. Whatever caused the island’s present state, whether natural, magical, or divine, also destroyed much of the surrounding flora. It is as if a massive hand scooped up everything in the area and upturned it.