Graxx's face fills with anger as he sees the second Zombie beginning to rise once more.
Graxx begins to RAGE!
"I DO NOT FEAR YOU!"
Graxx will strike out with his pike RECKLESSLY against the Zombie that just got up. If the first attack puts that Zombie down the second attack will be against the other zombie.
This post has potentially manipulated dice roll results.
"Their powers of healing are prodigious! Holy power might do the trick, but first we gotta put them down."
Utar swings Lightbringer twice, trying to put the zombies down for good.
Attack: 10 Damage: 9 plus 6 radiant damage.
Bonus Attack: 21 Damage: Unable to parse dice roll. plus 3 radiant damage.
(OOC 2 from divine strike should either attack hit. Focusing on zombie 2 to begin, then zombie 1 if it goes down. If both go down, Utar will use Lightbringer to see that they stay down... Hopefully.)
Finally free of his fear, Graxx goes immediately into a Rage as his vicious pike explodes in a radiant burst on the weakened zombie's chest. The creature slumps to a seated position, a huge hole burned into its torso. Graxx hopes that this one won't be rising again. (Large Zombie #2 takes 21 magical piercing and radiant damageand is DEFEATED.)
The barbarian turns a second later and produces another effective thrust of his weapon, this time aimed at the "healthier" of the two zombies. It sinks in, albeit without a radiant burst. (Large Zombie #1 takes 10 magical piercing damage.)
(@MB: Let me know if I am interpreting your choice of attack correctly. I'm interpreting the second attack as being performed first for the sake of the narrative.)
Not wanting to run the risk of the downed zombie rising again, Utar "double-taps" it by bringing Lightbringer down on its head. Its cranium splits open as a result. (Large Zombie #2 takes 18 magical bludgeoning and radiant damage and is DOUBLE-TAPPED.)
Much like his barbarian companion, Utar then turns to also deliver a blow to the second enemy. Unfortunately, Graxx's blow pushes the zombie just outside of Utar's attack arc and the blow misses.
Neya tries to punch the standing zombie's face but is somewhat dazed from being hit a moment ago on her own face. What she intends to be two quick jabs look more like two soft slaps that wouldn't have hurt a fly. Chastising herself internally for the pathetic attempt, Neya strengthens her resolve and delivers a third, much more effective jab, finally hitting the zombie's nose. (Large Zombie #1 takes 8 magical bludgeoning damage.)
The good news is that the double-tapped zombie looks utterly defeated. The radiant damage to chest and head seem to have done the trick and the robust enemy won't be any further immediate trouble. The bad news is that the remaining zombie's most recent wounds begin to close almost instantly. (Large Zombie #1 recovers 10 HP.)
-> Fist vs. Utar: Attack: 27Damage: Unable to parse dice roll.
For a moment, it looks like Neya and the zombie are entering a slugging contest, and it is the zombie's turn to land a blow. (Neya takes 11 bludgeoning damage.)
The zombie's other fist moves rapidly sideways, aimed at Utar's head. The cleric raises his shield and that's that.
This post has potentially manipulated dice roll results.
"Not retreating. Just repositioning. Be ready in case that spook shows up again." Doozey replied curtly, then exchanged a look with Biscuit. Without words this time, some silent message seems to pass between them as Biscuit took on a guarded stance and try to keep an ear and eye out for any other surprise visitors. Meanwhile, Doozey would rush back into the room, uttering a quick message in halfling and spur Gravy to start harassing the sole remaining undead.
As for Doozey himself, the halfling whispered something as he finally wiped at some of the bloody bruises left by Neya. As the words spill Doozey winced as the blood magic did its work sapping at his vitality, but caused faint red sparks to dance between his fingers. He snatches up the sling again before he lost the charge, and with nimble fingers slipped and loose round after round of burning bullets at the sole remaining zombie.
Movement(Doozey): To AT-27(picking up sling.)
Bonus Action(Doozey): Crimson Rite on Sling, taking 3 damage.
Action: Dance of the Arc Phoenix! (At Zombie #1) Attack: Unable to parse dice roll. Damage: 10 non-magical bludgeoning plus lightning and fire damage. (with help from Gravy). Attack: 12 Damage: 9 non-magical bludgeoning plus lightning and fire damage.
(The 1st attack to hit the zombie will also apply Favored Foe, inflicting an additional 1 non-magical bludgeoning.)
Doozey tells Cassyt that there is still business to be done in the chamber he just left. Leaving Biscuit and the acolyte behind, the stoutling reenters the room with bloody sling in hand and shoots some prepared ammunition at the remaining foe. (Crimson Rite enacted; Doozey takes 1 damage.)
Gravydistracts, Biscuitstands guard, and Doozey delivers a combination of lightning and fire to the zombie's chest. (Favored Foe enacted; Large Zombie #1 takes 25 bludgeoning, lightning, and fire damage.)
Utar seeks to continue the aims of Operation Night Night on the remaining zombie by repeatedly bashing its head in with Lightbringer.
He can't help but feel he maybe should have had a more elegant solution for this issue, but you work with what ya got; a magical mace.
Attack: 20 Damage: 10 plus 5 radiant damage.
Bonus Attack: 27 Damage: 7 plus 1 radiant damage.
(OOC This is Utar's last charge of War Priest. 1d8 bludgeoning damage from divine strike to add to a successful hit - 2. Going to do the same thing as last time, if the zombie goes down, Utar will bop its noggin to prevent it from getting back up.)
Graxx feels the tide of battle turning and buries his pike into the enemy's gut. Another burst of radiant light opens a hole in its stomach, throwing rotted guts in all directions, including Graxx's. (Large Zombie #1 takes 34 magical piercing and radiant damage.)
Utar piles on the damage with a radiant burst of his own. The half-orc aims for the head, caving it in with two blows and sending more putrid matter all about. (Large Zombie #1 takes 25 magical bludgeoning and radiant damage.)
Neya decides to deliver her next blows from afar, aiming an arrow at each of the fiery lights that now float where the eyes used to be. One of the arrows misses and pierces the hidden door the zombies were banging on. The other arrow seems enough to put the creature down. (Large Zombie #1 takes 9 piercing damage and is DEFEATED.)
The group breathes heavy and watches the perfectly still undead for a few seconds. It is making no effort to rise again. Allowing themselves to look about their surroundings, CRAP sees that the ceiling in this perfectly square room, 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 as well. 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 near the entrance, beside a short and rusted iron bar.
The party also takes stock, once again, of the hidden door. Although painted to look like the wall, it is now clear that the section the zombies were hitting is made of wood, in a sort of hidden panel. The cries for help have stopped now with the silence that followed the end of combat. Instead, a wavering voice reluctantly speaks from the other side: "Hello?"
WE ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
This post has potentially manipulated dice roll results.
Graxx rage subsides.. His body exhales as he feels the pain of his injuries.
"Those were a bit tougher than I thought..."
Graxx looks up at the grate and his eyes follow the length of rope down to the grappling hook. Graxx takes the tip of his pike and slowly gives a tap the rope.
"And it looks like I risked all our lives for some grave robbers."
Graxx goes up to the hidden door.
"You can come on out now. The dead are dead once again. Don't try any funny business or you will join them"
This post has potentially manipulated dice roll results.
"I'm not so sure that's all that is to it." Doozey replied upon finally catching his own breath, then gestures to the shackles. "This... this reminds of something from the order. A sort of... testing chamber, or... execution cell?" He frowned at that, but choose to focus on Gravy, telling him to stick to Utar again. Despite the many mysterious growing by the moment and their myriad of possible connections, the ghost and crier being counted among them, the stoutling opted to focus on next on patching everyone up. Starting with himself, the healer's kit gets broken out to down a diluted healing concoction before he moved on towards slathering on some salve to help with the immediate bleeding and future swelling.
He then moved on to offer the same treatment to the rest of Crap, starting with Neya and Utar, before eventually finding a moment for Graxx, the barbarian could spare a moment off to the side. As for Cassyt and Biscuit, he'd trust one of the others to eventually call her in, or leave her under the fey touched mastiff's protection until the all clear.
(Rolls slightly out of order.)
For Those Willing to receive Healer's Healing from Doozey: -->Neya: 13 HP restored. --> Utar: 17 HP restored. --> Graxx: 18 HP restored. --> Doozey: 16 HP restored.
Breathing hard, Utar leans against the cold, damp stone of the room. As Gravy returns his pauldron, he gives the bird a nod in greeting and gratefully accepts a little healing from Doozey with a nod of thanks.
Recovering his breath, Utar pushes himself off the wall and heads into the corridor, shepherding Cassyt into the room.
"Only the living left in here. You should join us."
Rollback Post to RevisionRollBack
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Cassyt looks surprised at suddenly being face-to-face with both Doozey and Biscuit: "Are we retreating?"
She readies a dash action to run away depending on Doozey's answer.
END OF INITIATIVE ROUND 5
(Graxx, Utar, and Neya go next.)
Graxx's face fills with anger as he sees the second Zombie beginning to rise once more.
Graxx begins to RAGE!
"I DO NOT FEAR YOU!"
Graxx will strike out with his pike RECKLESSLY against the Zombie that just got up. If the first attack puts that Zombie down the second attack will be against the other zombie.
Attack: 25 Damage: 11
Attack: 19 Damage: 10
Divine Fury(Radiant) to first hit: 10
Recovering from the blow to the face, Neya responds in kind.
"We gotta keep them from getting back up somehow."
Unarmed Attack: 21 Damage: 11
Extra Unarmed Attack: 9 Damage: 11
Bonus Unarmed Attack: 25 Damage: 9
Extended Signature
"Their powers of healing are prodigious! Holy power might do the trick, but first we gotta put them down."
Utar swings Lightbringer twice, trying to put the zombies down for good.
Attack: 10 Damage: 9 plus 6 radiant damage.
Bonus Attack: 21 Damage: Unable to parse dice roll. plus 3 radiant damage.
(OOC 2 from divine strike should either attack hit. Focusing on zombie 2 to begin, then zombie 1 if it goes down. If both go down, Utar will use Lightbringer to see that they stay down... Hopefully.)
Finally free of his fear, Graxx goes immediately into a Rage as his vicious pike explodes in a radiant burst on the weakened zombie's chest. The creature slumps to a seated position, a huge hole burned into its torso. Graxx hopes that this one won't be rising again. (Large Zombie #2 takes 21 magical piercing and radiant damage and is DEFEATED.)
The barbarian turns a second later and produces another effective thrust of his weapon, this time aimed at the "healthier" of the two zombies. It sinks in, albeit without a radiant burst. (Large Zombie #1 takes 10 magical piercing damage.)
(@MB: Let me know if I am interpreting your choice of attack correctly. I'm interpreting the second attack as being performed first for the sake of the narrative.)
Not wanting to run the risk of the downed zombie rising again, Utar "double-taps" it by bringing Lightbringer down on its head. Its cranium splits open as a result. (Large Zombie #2 takes 18 magical bludgeoning and radiant damage and is DOUBLE-TAPPED.)
Much like his barbarian companion, Utar then turns to also deliver a blow to the second enemy. Unfortunately, Graxx's blow pushes the zombie just outside of Utar's attack arc and the blow misses.
Neya tries to punch the standing zombie's face but is somewhat dazed from being hit a moment ago on her own face. What she intends to be two quick jabs look more like two soft slaps that wouldn't have hurt a fly. Chastising herself internally for the pathetic attempt, Neya strengthens her resolve and delivers a third, much more effective jab, finally hitting the zombie's nose. (Large Zombie #1 takes 8 magical bludgeoning damage.)
(Large Zombie goes next.)
DM's Screen:
1 1
The good news is that the double-tapped zombie looks utterly defeated. The radiant damage to chest and head seem to have done the trick and the robust enemy won't be any further immediate trouble. The bad news is that the remaining zombie's most recent wounds begin to close almost instantly. (Large Zombie #1 recovers 10 HP.)
The upright zombie attacks:
-> Fist vs. Neya: Attack: 18 Damage: 11
-> Fist vs. Utar: Attack: 27
Damage: Unable to parse dice roll.For a moment, it looks like Neya and the zombie are entering a slugging contest, and it is the zombie's turn to land a blow. (Neya takes 11 bludgeoning damage.)
The zombie's other fist moves rapidly sideways, aimed at Utar's head. The cleric raises his shield and that's that.
(Doozey and Cassyt go next.)
"Not retreating. Just repositioning. Be ready in case that spook shows up again." Doozey replied curtly, then exchanged a look with Biscuit. Without words this time, some silent message seems to pass between them as Biscuit took on a guarded stance and try to keep an ear and eye out for any other surprise visitors. Meanwhile, Doozey would rush back into the room, uttering a quick message in halfling and spur Gravy to start harassing the sole remaining undead.
As for Doozey himself, the halfling whispered something as he finally wiped at some of the bloody bruises left by Neya. As the words spill Doozey winced as the blood magic did its work sapping at his vitality, but caused faint red sparks to dance between his fingers. He snatches up the sling again before he lost the charge, and with nimble fingers slipped and loose round after round of burning bullets at the sole remaining zombie.
Movement(Doozey): To AT-27(picking up sling.)
Bonus Action(Doozey): Crimson Rite on Sling, taking 3 damage.
Action: Dance of the Arc Phoenix! (At Zombie #1)
Attack: Unable to parse dice roll. Damage: 10 non-magical bludgeoning plus lightning and fire damage. (with help from Gravy).
Attack: 12 Damage: 9 non-magical bludgeoning plus lightning and fire damage.
(The 1st attack to hit the zombie will also apply Favored Foe, inflicting an additional 1 non-magical bludgeoning.)
Action(Biscuit): Defensive Training.
(Accidentally put a 0 when coding the attack. To avoid an error message (hopefully), redoing the attack roll - Attack: 11)
(Edit: And I somehow managed to fudge it again... let's try this one more time - Attack: 26)
When you realize you're doing too much: Signature.
Doozey tells Cassyt that there is still business to be done in the chamber he just left. Leaving Biscuit and the acolyte behind, the stoutling reenters the room with bloody sling in hand and shoots some prepared ammunition at the remaining foe. (Crimson Rite enacted; Doozey takes 1 damage.)
Gravy distracts, Biscuit stands guard, and Doozey delivers a combination of lightning and fire to the zombie's chest. (Favored Foe enacted; Large Zombie #1 takes 25 bludgeoning, lightning, and fire damage.)
At the warning that "the spook" may show up again, Cassyt turns to face the direction Biscuit is facing and prepares another casting of Sacred Flame.
END OF INITIATIVE ROUND 6
(Graxx, Utar, and Neya go next.)
Utar seeks to continue the aims of Operation Night Night on the remaining zombie by repeatedly bashing its head in with Lightbringer.
He can't help but feel he maybe should have had a more elegant solution for this issue, but you work with what ya got; a magical mace.
Attack: 20 Damage: 10 plus 5 radiant damage.
Bonus Attack: 27 Damage: 7 plus 1 radiant damage.
(OOC This is Utar's last charge of War Priest. 1d8 bludgeoning damage from divine strike to add to a successful hit - 2. Going to do the same thing as last time, if the zombie goes down, Utar will bop its noggin to prevent it from getting back up.)
"WE HAVE THEM NOW!" Graxx shouts with a grin as he sees the battle turning in CRAP's FAVOR.
Graxx will make two reckless strikes against the last remaining Zombie.
Attack: 26 Damage: 8
Attack: 24 Damage: 7
Divine Fury(Radiant) to first hit: 8
Additional Divine Fury Die due to Crit(Radiant): 4
Additional damage due to crit with Vicious Pike: 7(Piercing)
Neya uses the shadows to get some distance (shadow step to AT-28) from the large skeleton and unleashes arrows at it
Longbow Attack: 24 Damage: 6
Extra Longbow Attack: 8 Damage: 12
Extended Signature
Graxx feels the tide of battle turning and buries his pike into the enemy's gut. Another burst of radiant light opens a hole in its stomach, throwing rotted guts in all directions, including Graxx's. (Large Zombie #1 takes 34 magical piercing and radiant damage.)
Utar piles on the damage with a radiant burst of his own. The half-orc aims for the head, caving it in with two blows and sending more putrid matter all about. (Large Zombie #1 takes 25 magical bludgeoning and radiant damage.)
Neya decides to deliver her next blows from afar, aiming an arrow at each of the fiery lights that now float where the eyes used to be. One of the arrows misses and pierces the hidden door the zombies were banging on. The other arrow seems enough to put the creature down. (Large Zombie #1 takes 9 piercing damage and is DEFEATED.)
The group breathes heavy and watches the perfectly still undead for a few seconds. It is making no effort to rise again. Allowing themselves to look about their surroundings, CRAP sees that the ceiling in this perfectly square room, 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 as well. 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 near the entrance, beside a short and rusted iron bar.
The party also takes stock, once again, of the hidden door. Although painted to look like the wall, it is now clear that the section the zombies were hitting is made of wood, in a sort of hidden panel. The cries for help have stopped now with the silence that followed the end of combat. Instead, a wavering voice reluctantly speaks from the other side: "Hello?"
WE ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
Graxx rage subsides.. His body exhales as he feels the pain of his injuries.
"Those were a bit tougher than I thought..."
Graxx looks up at the grate and his eyes follow the length of rope down to the grappling hook. Graxx takes the tip of his pike and slowly gives a tap the rope.
"And it looks like I risked all our lives for some grave robbers."
Graxx goes up to the hidden door.
"You can come on out now. The dead are dead once again. Don't try any funny business or you will join them"
Intimidation: 24
"I'm not so sure that's all that is to it." Doozey replied upon finally catching his own breath, then gestures to the shackles. "This... this reminds of something from the order. A sort of... testing chamber, or... execution cell?" He frowned at that, but choose to focus on Gravy, telling him to stick to Utar again. Despite the many mysterious growing by the moment and their myriad of possible connections, the ghost and crier being counted among them, the stoutling opted to focus on next on patching everyone up. Starting with himself, the healer's kit gets broken out to down a diluted healing concoction before he moved on towards slathering on some salve to help with the immediate bleeding and future swelling.
He then moved on to offer the same treatment to the rest of Crap, starting with Neya and Utar, before eventually finding a moment for Graxx, the barbarian could spare a moment off to the side. As for Cassyt and Biscuit, he'd trust one of the others to eventually call her in, or leave her under the fey touched mastiff's protection until the all clear.
(Rolls slightly out of order.)
For Those Willing to receive Healer's Healing from Doozey:
-->Neya: 13 HP restored.
--> Utar: 17 HP restored.
--> Graxx: 18 HP restored.
--> Doozey: 16 HP restored.
When you realize you're doing too much: Signature.
Breathing hard, Utar leans against the cold, damp stone of the room. As Gravy returns his pauldron, he gives the bird a nod in greeting and gratefully accepts a little healing from Doozey with a nod of thanks.
Recovering his breath, Utar pushes himself off the wall and heads into the corridor, shepherding Cassyt into the room.
"Only the living left in here. You should join us."