This post has potentially manipulated dice roll results.
"Considering what it's holding, this statue may even predate Jergal distributing his power. Though, I cannot be entirely sure," Neya adds to Cassyt's assessment.
Neya keeps up her vigilance in these unfamiliar tunnels.
(@Grx: Please keep in mind that Cassyt has her own biases. Don't let me tell you what to do. If Graxx wants to destroy the statue, go for it.)
Cassyt accepts Graxx's apology and continues her conversation with Utar: "Well, as I mentioned earlier, once bodies are ready to be interred and the families are done saying their farewells in the funerary banquet hall, bodies are lowered to the deeper parts of the catacombs through the shaft with the block and tackle system. Some Kelemvorites receive the body down below and complete the burial as needed, but they use a different passage to reach that area." A moment later, Cassyt nods in agreement with Neya's guess on the age of the statue.
Once Doozey points it out, the entire party can hear the whining and pounding sounds coming from the other side of the door. Biscuit and Doozey assume battle positions and ask either Graxx or Neya to investigate the door.
Following suit, Utar points Cassyt to a point behind him and makes ready to attack anything undead that might come out of the door and shamble into Lightbringer's swinging range.
Readied Attack: 12 Damage: 8
Edit 1: If it is undead, Lightbringer will do another 4 radiant damage. I also think divine strike would apply too, doing another 6 bludgeoning damage. Think I have that right...
This post has potentially manipulated dice roll results.
Graxx holds up his hand to the group.
"Let me..."
Graxx grips his pike as he turns back to the group.
"There is no telling what's behind that door. Could be one.. Could be hundreds... If things go south back where the steps collapsed I saw hand holds that could be used for escape. I don't know how smart these things are so maybe they can't climb."
Graxx will slowly approach the door the noise is coming from. He will carefully inspect it to see what is keeping this door shut and if it looks like it can hold much longer.
Investigation: 11
Graxx will then try to listen to the moans and the pounding. Does it sound like more than one creature?
(@MB: You are right about DiIvine Strike. That just happens once a turn now. Awesomesauce!)
Cassyt follows Utar's directions and backs up. Much like Doozey, the half-orc then also prepares for battle, approaching the door alongside Graxx. Despite the group being mostly ready for a fight, Graxx decides to take a more cautious approach. First, he examines the door and determines that it does not appear to be locked, simply shut. Shifting his attention to the noises, the barbarian guesses the the pounding is being delivered to a different door beyond the one he is standing right in front of. Graxx fails to derive any other piece of information from his few seconds of analysis.
Anyone with a passive perception score of 15 or higher thinks they heard a cry for HELP! coming from beyond the door.
Keeping Cassyt behind him, Utar drops his attack stance and turns towards the Kelemvorite, hissing his question towards her in an attempt to keep an element of surprise for Graxx.
"How long ago did the Kelemvorites go missing? Could it be them behind this door?"
(@Ori: More than a turn-equivalent amount of time has elapse since your readied an action, so that has fizzled.)
Utar takes advantage of the extra seconds he was afforded and turns to Cassyt. She is clearly nervous due to the imminent fight ahead of the group. Nonetheless, she manages a short reply: "Several weeks, I believe. The Doomguide would know it better."
Hearing a call for help, Graxx abandons his careful approach and storms into the room. He sees a perfectly square room (20ft x 20ft). The ceiling, far above, is capped with iron grates through which the sky above can be seen. Shackles are bolted to the walls and an iron lockbox is fastened to the wall. The lid of the lockbox is open, revealing a number of wooden stakes. Though it is difficult to be sure, a hinged gate in the grate above seems to be open and a length of rope ending in a grappling hook lays in a heap on the floor right in front of Graxx, beside a short, rusted iron bar.
Two large, muscular zombies are banging on a section of the south wall. Although painted to look like the wall, the pounding makes it clear both visually and audibly that the section the zombies are hitting is made of wood, in a sort of hidden panel. The cries for help are coming from the other side of the panel. The two zombies turn to face Graxx once he barges into the room. Instead of lifeless eyes, these two zombies' eyes burn with resolve and flare in the presence of new adversaries.
Utar gives Cassyt a hard look, "Stay back and keep your head down."
Without missing a beat, he turns on his heel and piles into the room after Graxx, bringing Lightbringer to bear against one of the large zombies. (Move to AW,30)
Attack: 13 Damage: 12
Bonus Attack: 19 Damage: 12
(OOC Spending another charge of war priest for the bonus action. There's an additional 4 radiant damage for the first attack and 1 for the second. If either hit, there's an extra 4 bludgeoning damage to the first attack that hits from divine strike.)
This post has potentially manipulated dice roll results.
Neya sees Utar and Graxx move into the chamber and follows suit.
She takes out her longbow and uses the shadows (Bonus action: shadow step) to appear inside the chamber (at AT-28) and looses two arrows at the zombie Utar's attacking.
Graxx rages and charges in, attacking with all of his might. One of the creatures has it's left eye dismantled by the attacks, though the fiery light continues to emanate from the wound. Graxx also finds that this zombie is much more robust than he might have expected from previous encounters with the undead. (Large Zombie #2 takes 49 magical piercing and radiant damage.)
Utar follows Graxx into the room and swings Lightbringer at the same enemy that the barbarian just attacked. Utar finds out the hard way that this zombie still wears some kind of armor beneath is tattered but layered clothes. It is only with his second attempt that the Tormite manages to damage his foe. (Large Zombie #2 takes 17 magical bludgeoning and radiant damage.)
Neya teleports into the room and aims a couple of arrows at the same foe, although only one sticks. (Large Zombie #2 takes 6 piercing damage.)
The two large zombies open their mouths and let the fiery light in their eyes intensify. Graxx and Utar can't help but look into the flame:
-> Graxx's WIS saving throw {DC 15}: 12
-> Utar's WIS saving throw {DC 15}: 14
Both the half-orc and the human warriors find themselves mesmerized by the light and unable to move for the time being. They are paralyzed and incapacitated
This post has potentially manipulated dice roll results.
Caught off guard by Graxx's action, it took Doozey a moment to find his wits. But once they return, the Grey Hunter spared not a moment to question his companions words prior to having Biscuit charge into the room. From there, Doozey quickly dismounted and bid Biscuit to fall back and protect Cassyt. A perhaps unnecessary act, but one could not be too careful about noise of actual combat attracting even more to the area then a couple falling bodies. Then, Doozey's eyes are again on the Zombies.
Though a touched confused seeing the postures of Graxx and Utar, the stoutling wouldn't spare a thought to question them in favor of slinging a couple of phoenix rounds into their thick mass. One of which upon impact even leaves a swirling, firey pattern, bonding and marking it mystically to the Redfoot.
Movement(Biscuit): To AT-27.
Movement(Doozey): Dismount at AT-28.
Bonus Action(Doozey): Command Biscuit.
Action: Dance of the Phoenix! Attack: 21 Damage: 8 non-magical bludgeoning plus fire damage. Attack: 20 Damage: 9 non-magical bludgeoning plus fire damage.
(The 1st attack to hit the zombie will also apply Favored Foe, inflicting an additional 2 non-magical bludgeoning.)
Movement/Action(Biscuit-Remaining): Move to AS-23 and Ready to Maul any enemy to get close.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
(@Ori: I'm dropping Doozey off at {AT-27} after Biscuit moves because Neya is already at {AT-28}. Also, you didn't specify which enemy you were attacking, so on a 2, I'll say you are attacking the same one everyone else is: 2.)
Graxx tries to rage his way out of paralysis but fails to focus enough to achieve freedom. For now, he remains paralyzed.
Biscuit delivers his master to the square-shaped room and retraces his steps as to better protect Cassyt. Doozey wonders what the others are doing but decides to shoot first and asks questions later. One of his coated bullets finds its mark and leaves a mark. (Large Zombie #2 takes 9 bludgeoning and fire damage.)
Trembling, Cassyt reaches into her backpack and produces a simple cudgel. It is obvious she has never used it before but how hard can it be to swing a stick at a shambling dead body should the need arise.
Despite his precautions, Doozey's fears come to pass sooner rather than later. The sounds of battle catch the attention of at least one more enemy. Through the wall, the ethereal shape of a beheaded woman arrives. Her severed head fluctuates above the image of her body. Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from the ghostly figure. Strange and otherworldly sounds create an unsettling atmosphere in the room now.
This post has potentially manipulated dice roll results.
Graxx is incapable of moving, attacking, speaking, or defending himself for the time being. Unable to maintain his battle Rage going, the barbarian's heart rate slows down. (Rage subsides). Utar is in the same boat as Graxx and can't help but be idle for the next several seconds.
The ghost floats toward Neya and reaches for her chest:
-> Neya's CHA saving throw {DC 13}: 10
The decapitated woman disappears into Neya's body. The monk turns to face Doozey.
(@Drache: You have been possessed by the Ghost. Neya is aware of everything happening but is considered to be incapacitated and unable to control her own body, which is being puppeteered by the enemy. It is your turn next, so please go ahead and use your action and bonus action to attack Doozey. These attacks cannot generally benefit from your class features, but I'll say your more passive abilities are still at play. That includes features like Martial Arts, Extra Attack, Ki-Empowered Strikes, Blindsight, etc. I'm looking forward to seeing how you RP this.)
"Considering what it's holding, this statue may even predate Jergal distributing his power. Though, I cannot be entirely sure," Neya adds to Cassyt's assessment.
Neya keeps up her vigilance in these unfamiliar tunnels.
Perception: 4
Extended Signature
(@Grx: Please keep in mind that Cassyt has her own biases. Don't let me tell you what to do. If Graxx wants to destroy the statue, go for it.)
Cassyt accepts Graxx's apology and continues her conversation with Utar: "Well, as I mentioned earlier, once bodies are ready to be interred and the families are done saying their farewells in the funerary banquet hall, bodies are lowered to the deeper parts of the catacombs through the shaft with the block and tackle system. Some Kelemvorites receive the body down below and complete the burial as needed, but they use a different passage to reach that area." A moment later, Cassyt nods in agreement with Neya's guess on the age of the statue.
Once Doozey points it out, the entire party can hear the whining and pounding sounds coming from the other side of the door. Biscuit and Doozey assume battle positions and ask either Graxx or Neya to investigate the door.
Following suit, Utar points Cassyt to a point behind him and makes ready to attack anything undead that might come out of the door and shamble into Lightbringer's swinging range.
Readied Attack: 12 Damage: 8
Edit 1: If it is undead, Lightbringer will do another 4 radiant damage. I also think divine strike would apply too, doing another 6 bludgeoning damage. Think I have that right...
Edit 2: Doubt that hits...
Graxx holds up his hand to the group.
"Let me..."
Graxx grips his pike as he turns back to the group.
"There is no telling what's behind that door. Could be one.. Could be hundreds... If things go south back where the steps collapsed I saw hand holds that could be used for escape. I don't know how smart these things are so maybe they can't climb."
Graxx will slowly approach the door the noise is coming from. He will carefully inspect it to see what is keeping this door shut and if it looks like it can hold much longer.
Investigation: 11
Graxx will then try to listen to the moans and the pounding. Does it sound like more than one creature?
Perception: 9
(@MB: You are right about DiIvine Strike. That just happens once a turn now. Awesomesauce!)
Cassyt follows Utar's directions and backs up. Much like Doozey, the half-orc then also prepares for battle, approaching the door alongside Graxx. Despite the group being mostly ready for a fight, Graxx decides to take a more cautious approach. First, he examines the door and determines that it does not appear to be locked, simply shut. Shifting his attention to the noises, the barbarian guesses the the pounding is being delivered to a different door beyond the one he is standing right in front of. Graxx fails to derive any other piece of information from his few seconds of analysis.
Anyone with a passive perception score of 15 or higher thinks they heard a cry for HELP! coming from beyond the door.
Keeping Cassyt behind him, Utar drops his attack stance and turns towards the Kelemvorite, hissing his question towards her in an attempt to keep an element of surprise for Graxx.
"How long ago did the Kelemvorites go missing? Could it be them behind this door?"
Graxx turns back to the others at hearing the cries for help.
"CRIES FOR HELP!" shouts Graxx back down the hall way.
Graxx wastes no time and throws caution to the wind. He will sling open the simply shut door and charge in with reckless abandon.
DM's Screen:
12
(@Ori: More than a turn-equivalent amount of time has elapse since your readied an action, so that has fizzled.)
Utar takes advantage of the extra seconds he was afforded and turns to Cassyt. She is clearly nervous due to the imminent fight ahead of the group. Nonetheless, she manages a short reply: "Several weeks, I believe. The Doomguide would know it better."
Hearing a call for help, Graxx abandons his careful approach and storms into the room. He sees a perfectly square room (20ft x 20ft). The ceiling, far above, is capped with iron grates through which the sky above can be seen. Shackles are bolted to the walls and an iron lockbox is fastened to the wall. The lid of the lockbox is open, revealing a number of wooden stakes. Though it is difficult to be sure, a hinged gate in the grate above seems to be open and a length of rope ending in a grappling hook lays in a heap on the floor right in front of Graxx, beside a short, rusted iron bar.
Two large, muscular zombies are banging on a section of the south wall. Although painted to look like the wall, the pounding makes it clear both visually and audibly that the section the zombies are hitting is made of wood, in a sort of hidden panel. The cries for help are coming from the other side of the panel. The two zombies turn to face Graxx once he barges into the room. Instead of lifeless eyes, these two zombies' eyes burn with resolve and flare in the presence of new adversaries.
ROLLING FOR INITIATIVE:
(Graxx, Utar, and Neya go first.)
"TWO BIG ZOMBIES IN HERE!" Graxx shouts as he charges in.
(Movement) Graxx will move to AV,29.
(Bonus Action) Graxx will RAGE.
Graxx will RECKLESS GWM attack the Zombie at AW,29.
He strikes twice aiming to pierce the creatures flaming eyes.
Attack: 20 Damage: 20
Attack: 17 Damage: 20
Divine Fury Radiant to 1st Hit: 9
Utar gives Cassyt a hard look, "Stay back and keep your head down."
Without missing a beat, he turns on his heel and piles into the room after Graxx, bringing Lightbringer to bear against one of the large zombies. (Move to AW,30)
Attack: 13 Damage: 12
Bonus Attack: 19 Damage: 12
(OOC Spending another charge of war priest for the bonus action. There's an additional 4 radiant damage for the first attack and 1 for the second. If either hit, there's an extra 4 bludgeoning damage to the first attack that hits from divine strike.)
Neya sees Utar and Graxx move into the chamber and follows suit.
She takes out her longbow and uses the shadows (Bonus action: shadow step) to appear inside the chamber (at AT-28) and looses two arrows at the zombie Utar's attacking.
Longbow Attack: 14 Damage: 10
Extra Longbow Attack: 17 Damage: 5
Extended Signature
Graxx rages and charges in, attacking with all of his might. One of the creatures has it's left eye dismantled by the attacks, though the fiery light continues to emanate from the wound. Graxx also finds that this zombie is much more robust than he might have expected from previous encounters with the undead. (Large Zombie #2 takes 49 magical piercing and radiant damage.)
Utar follows Graxx into the room and swings Lightbringer at the same enemy that the barbarian just attacked. Utar finds out the hard way that this zombie still wears some kind of armor beneath is tattered but layered clothes. It is only with his second attempt that the Tormite manages to damage his foe. (Large Zombie #2 takes 17 magical bludgeoning and radiant damage.)
Neya teleports into the room and aims a couple of arrows at the same foe, although only one sticks. (Large Zombie #2 takes 6 piercing damage.)
The two large zombies open their mouths and let the fiery light in their eyes intensify. Graxx and Utar can't help but look into the flame:
-> Graxx's WIS saving throw {DC 15}: 12
-> Utar's WIS saving throw {DC 15}: 14
Both the half-orc and the human warriors find themselves mesmerized by the light and unable to move for the time being. They are paralyzed and incapacitated
(Doozey and Cassyt are up next.)
If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.
Caught off guard by Graxx's action, it took Doozey a moment to find his wits. But once they return, the Grey Hunter spared not a moment to question his companions words prior to having Biscuit charge into the room. From there, Doozey quickly dismounted and bid Biscuit to fall back and protect Cassyt. A perhaps unnecessary act, but one could not be too careful about noise of actual combat attracting even more to the area then a couple falling bodies. Then, Doozey's eyes are again on the Zombies.
Though a touched confused seeing the postures of Graxx and Utar, the stoutling wouldn't spare a thought to question them in favor of slinging a couple of phoenix rounds into their thick mass. One of which upon impact even leaves a swirling, firey pattern, bonding and marking it mystically to the Redfoot.
Movement(Biscuit): To AT-27.
Movement(Doozey): Dismount at AT-28.
Bonus Action(Doozey): Command Biscuit.
Action: Dance of the Phoenix!
Attack: 21 Damage: 8 non-magical bludgeoning plus fire damage.
Attack: 20 Damage: 9 non-magical bludgeoning plus fire damage.
(The 1st attack to hit the zombie will also apply Favored Foe, inflicting an additional 2 non-magical bludgeoning.)
Movement/Action(Biscuit-Remaining): Move to AS-23 and Ready to Maul any enemy to get close.
When you realize you're doing too much: Signature.
(@Ori: I'm dropping Doozey off at {AT-27} after Biscuit moves because Neya is already at {AT-28}. Also, you didn't specify which enemy you were attacking, so on a 2, I'll say you are attacking the same one everyone else is: 2.)
Graxx tries to rage his way out of paralysis but fails to focus enough to achieve freedom. For now, he remains paralyzed.
Biscuit delivers his master to the square-shaped room and retraces his steps as to better protect Cassyt. Doozey wonders what the others are doing but decides to shoot first and asks questions later. One of his coated bullets finds its mark and leaves a mark. (Large Zombie #2 takes 9 bludgeoning and fire damage.)
DM's Screen:
18
Trembling, Cassyt reaches into her backpack and produces a simple cudgel. It is obvious she has never used it before but how hard can it be to swing a stick at a shambling dead body should the need arise.
Despite his precautions, Doozey's fears come to pass sooner rather than later. The sounds of battle catch the attention of at least one more enemy. Through the wall, the ethereal shape of a beheaded woman arrives. Her severed head fluctuates above the image of her body. Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from the ghostly figure. Strange and otherworldly sounds create an unsettling atmosphere in the room now.
END OF INITIATIVE ROUND 1
(Graxx would go next but is unable to do anything for now.)
Graxx is incapable of moving, attacking, speaking, or defending himself for the time being. Unable to maintain his battle Rage going, the barbarian's heart rate slows down. (Rage subsides). Utar is in the same boat as Graxx and can't help but be idle for the next several seconds.
The ghost floats toward Neya and reaches for her chest:
-> Neya's CHA saving throw {DC 13}: 10
The decapitated woman disappears into Neya's body. The monk turns to face Doozey.
(@Drache: You have been possessed by the Ghost. Neya is aware of everything happening but is considered to be incapacitated and unable to control her own body, which is being puppeteered by the enemy. It is your turn next, so please go ahead and use your action and bonus action to attack Doozey. These attacks cannot generally benefit from your class features, but I'll say your more passive abilities are still at play. That includes features like Martial Arts, Extra Attack, Ki-Empowered Strikes, Blindsight, etc. I'm looking forward to seeing how you RP this.)