The one looking for Oriki passes the feat test but is too distracted by the arrow sticking out of it to spot anything.
The other two sense that Sheridan is something unnatural and not to be trifled with and turn and run, trying to claw past the zombies in an attempt to get away.
This post has potentially manipulated dice roll results.
They tend the flesh of two of the zombies but are unable to break through the press of bodies. Constantin clears his firing lane of allies and takes aim at one of the retreating ghouls. Attack: 11 Damage: 10
Oriki, seeing the Ghoul he shot failing to notice him, smiles and cheerfully looses another arrow at its head before lying flat on his back on the roof, to stay out of view.
There’s a sickening moment where the zombies pull the ghoul apart and start feeding. Constantin looks away momentarily swallowing heavily like he’s trying not to retch. Sheridan has control of the zombies so you are safe for now and the way is clear to the pirate galley
Under Sheridans direction the zombies leave their grizzly feast and shuffle up the gangplank onto the main deck of the berthed ship. Following behind you see a large undead pirate that you recognise from before, the first mate who apparently lead the raid on the Devils Queen, along with 5 more pirates. Upon the aft castle near the helm you see a huge figure, bedecked in half plate with a greatsword, a large canine head sprouting from the beneath a tricorn captains hat.
This post has potentially manipulated dice roll results.
Oriki dashes forward, deftly dodging past enemies until he reaches the main mast. Jumping, he grabs onto the boom to pull himself onto the rigging and out of reach of the enemies below.
The one looking for Oriki passes the feat test but is too distracted by the arrow sticking out of it to spot anything.
The other two sense that Sheridan is something unnatural and not to be trifled with and turn and run, trying to claw past the zombies in an attempt to get away.
Attack: 19 Damage: 8
Attack: 14 Damage: 7
They tend the flesh of two of the zombies but are unable to break through the press of bodies.
Constantin clears his firing lane of allies and takes aim at one of the retreating ghouls.
Attack: 11 Damage: 10
Attack: 13 Damage: 9
Both shots smash into its back and it staggers under the shots but it doesn’t fall.
Oriki, seeing the Ghoul he shot failing to notice him, smiles and cheerfully looses another arrow at its head before lying flat on his back on the roof, to stay out of view.
Attack: 16 Damage: 8
Stealth 13
The arrow slams through the ghouls skull, making undead redead as it slumps to the floor.
Draskan charges forward with a bellowing roar and swings his mighty maul at one of the ghouls
Attack: 19 Damage: 9
The hammer crunches down into the ghoul that Constantin had shot killing it.
With one ghoul eliminated, Draskan turns his attention to the other and again swings with ferocious force
Attack: 15 Damage: 9
Damage re roll (1dice) 4
Damage re roll (1dice) 5
The return stroke bludgeons the other pirate into the zombies who take delight in slamming into the ghoul.
Attack: 22 Damage: 7
Attack: 11 Damage: 6
Attack: 8 Damage: 4
Attack: 14 Damage: 3
Attack: 23 Damage: 8
Attack: 9 Damage: 5
Attack: 16 Damage: 4
There’s a sickening moment where the zombies pull the ghoul apart and start feeding. Constantin looks away momentarily swallowing heavily like he’s trying not to retch.
Sheridan has control of the zombies so you are safe for now and the way is clear to the pirate galley
Under Sheridans direction the zombies leave their grizzly feast and shuffle up the gangplank onto the main deck of the berthed ship. Following behind you see a large undead pirate that you recognise from before, the first mate who apparently lead the raid on the Devils Queen, along with 5 more pirates.
Upon the aft castle near the helm you see a huge figure, bedecked in half plate with a greatsword, a large canine head sprouting from the beneath a tricorn captains hat.
Initiative:
Captain 11
Ghouls 3
First mate 20
Zombies 3
Constantin 11
Initiative 13
Initiative - 11
Initiative 23
Oriki 23
Oriki dashes forward, deftly dodging past enemies until he reaches the main mast. Jumping, he grabs onto the boom to pull himself onto the rigging and out of reach of the enemies below.
Acrobatics 11
Swinging up into the rigging Oriki lands on a support beam
As he lands on the beam, oriki swings his bow around from his back, fits an arrow and looses it at the captain.
Attack: 18 Damage: 9