I'm sure you can wipe up two zombies, but the gaggle of them are in the south, blocking the south stairs. Sam can get them to move, or you can take the west stairs.
<technical difficulties. Map updated to reflect current posiitons.>
Perhaps not understanding the function of turn undead, Piccolo again advance on the enemies. She assesses one that is hurt badly and throws a dagger at it: To hit: 19 damage 9. If it still stands, she will throw another with sneak attack, if it dies, she attacks the ogre she has damaged earlier: to hit: 20 damage 15. She then again moves back to her out of line of sight area. (Added bless rolls)
Trisk moves closer but not within melee range and casts Chill Touch at one of the zombies that has not been turned by Sam.
Attack: 19 Damage: Unable to parse dice roll. necrotic damage, and it can't regain hit points until the start of my next turn. Until then, the ghostly, skeletal hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
"Good job Sam, there's a way clear to the West everyone!" Trisk alerts everyone of the safe exit before moving back to rejoin Piccolo.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"Hang on give me a moment! I've got these two pests I need to boot first before we carefully proceed around the trap!" Ethan calls out as he swings his pact weapon again at the one who missed.
Strike 1: 22, 13 Total
Strike 2: 19, 17 Total
Sentinel reaction (on the one that tried to attack Sam): 19, 13 Total
If the target crumbles to dust, Ethan will then move around the left edge of the pit carefully so he doesn't fall in on the way to the door in the west section. "This way. Go around the edges so you don't fall."
Rollback Post to RevisionRollBack
The Wildland Shifters Daisy Ethalena- Female Wood Elf Ranger (Monster Slayer) Ethan Wolftree - Male Simic Hybrid Warlock (The Hexblade) Mira Laurits - Female Harengon Sorcerer(Clockwork Soul) Raiden Kurosaki - Male Kitsune Wizard (Bladesinger) Rixian Nishinoya - Male Fire Genasi Paladin (Oath of Vengeance) Tenebris Amaro - Male Dark Elf Druid (Circle of Stars) Yurime Hanasaki- Female Kumiho Bard (College Of Creation)
This post has potentially manipulated dice roll results.
Grinning once Sam turns all but two of the zombies away, he figures now's the best time to resort to melee combat as he charges at the zombie that's attacking Sam with his new weapon strapped to his cannon and attempts to impale him.
Longsword/Bayonet Impale (1-handed): 22, 13 Slashing + 3 and an extra 15 Thunder if it's even alive by then.
Hit or miss, he'll then blast at the zombie targeting Ethan: 28 Damage: 11 Force, pushed into the pit if it's close to there
If both zombies are dead, he'll gesture to the others to tread carefully around the pit's edges. "Follow Ethan. He knows his way around this damned pit better than I do! Watch your footing!"
Wildland Shifters Pt 2 (Pt 1 with PyromaniIsDeadThankGod) Celci (The Lamb) - Non-Binary Changeling Sorcerer (Shadow Magic) Maya Kurosaki- Female Kitsune Cleric (Twilight Domain); Currently in Lancea Randy Wolftree - Male Human Artificer (Armourer); Currently in Crimson Sands of Time Shijiro Otsune- Male Kitsune Blood Hunter (Order Of The Lycan) Trojan Dseyller - Male Tortle Barbarian (Path of the Ancestral Guardian) Xenia Ironhide - Female Kobold Rogue (Soulknife)
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
To help the group (if there is a trap), the little dextrous girl comes forward and tries to spot a trap. If she finds one, she will try to disarm it. (Perception: 17), then using fast hands and thieves tools, Disarm trap (Dex) : 24). She then joins the group if they begin to head west.
(sorry all, I am back, work, travel, life). Tetrevess has been following along and watching the group with an admiring gaze, but also muttering to himself, showing he’s not all there. Following the rest, he ritual casts Telepathic Bond and Water Breathing (hey, who knows) on the group.
Either way I think the party is sticking together, no one has stated they are splitting the party into 2 or more groups.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Ok, Piccolo plays a melodic tune on her flute as she moves toward the west passage and looks for traps: (Perception: 28)
(You see an image of Tetrevess attuning a gate key to the white gate, then joining the group) (OOC: He has an Arcana of +11 and has advantage on rolls, and really, he should do all the attuning as it is almost automatic for him)
(Tetrevess)
You see Piccolo's eyes wink at you, she glances at the white gate as she plays her tiny instrument. You feel her suggestion to go to the white gate and attune a key. Maybe it's her childlike innocence or her obvious magical presence, but you almost feel compelled to do so, maybe simply to get her approval or favor, maybe for another reason, but the suggestion is powerful. (Persuasion 19)
Either way I think the party is sticking together, no one has stated they are splitting the party into 2 or more groups.
Unless you have a way through the white gate, it seems so.
To clarify, you need to copy an attunement from a key that already has it or from the contact stone in that area. You have neither option available yet.
As you move down the short but wide set of steps to the next room, you feel a slippery surface underfoot. The floor of this chamber is covered with viscous slime that drips from four stalagmites, creating difficult terrain throughout the chamber. These 10-foot-diameter spires of rock rise 20 feet above the floor and exude the otherworldly slime. Their sides are slick and smooth, difficult to climb.
This zone is bathed in a weird green glow that provides dim illumination. You feel like you're being watched. Then you see it: hundreds of unblinking eyes stare into this room from long walls of glistening green stone.
Clinging to the cavern walls by the hundreds, between this world and the Far Realm, are the manifestations of beholder spawn.
Everyone, make a DC12 Wisdom save.
<these creatures are so numerous, they are handled like an environmental hazard, similar to a trap, but not.>
This post has potentially manipulated dice roll results.
Trisk's WIS: 18
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
— A basic prayer.
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Picollo's distraction successfully aids Ethan, allowing him to dodge the zombies Slam.
Her two daggers fingers their marks, but fail to bring down either zombie.
Randy brings down the zombie with a fire bolt and follows up by pushing the ogre back 5ft
...
<sorry, got distracted.>
The spectral hand reaches out to grab the ogre, wringing the unlife from him, but he still stands.
1 20
2 18
3 10
4 6
5 8
6 17
7 19
Ogre 15
Sam's prayers turn all but two of the zombies, seeding them coweing to the far walls of the cave. One falls in a pit.
The remaining two attack Ethan and Sam
X Ethan 14 for 7 bludgeoning plus 7 necrotic
X Sam 17 for 7 bludgeoning plus 7 necrotic
Players are up.
I'm sure you can wipe up two zombies, but the gaggle of them are in the south, blocking the south stairs. Sam can get them to move, or you can take the west stairs.
<technical difficulties. Map updated to reflect current posiitons.>
Perhaps not understanding the function of turn undead, Piccolo again advance on the enemies. She assesses one that is hurt badly and throws a dagger at it: To hit: 19 damage 9. If it still stands, she will throw another with sneak attack, if it dies, she attacks the ogre she has damaged earlier: to hit: 20 damage 15. She then again moves back to her out of line of sight area. (Added bless rolls)
Trisk moves closer but not within melee range and casts Chill Touch at one of the zombies that has not been turned by Sam.
Attack: 19 Damage: Unable to parse dice roll. necrotic damage, and it can't regain hit points until the start of my next turn. Until then, the ghostly, skeletal hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
"Good job Sam, there's a way clear to the West everyone!" Trisk alerts everyone of the safe exit before moving back to rejoin Piccolo.
"Hang on give me a moment! I've got these two pests I need to boot first before we carefully proceed around the trap!" Ethan calls out as he swings his pact weapon again at the one who missed.
Strike 1: 22, 13 Total
Strike 2: 19, 17 Total
Sentinel reaction (on the one that tried to attack Sam): 19, 13 Total
If the target crumbles to dust, Ethan will then move around the left edge of the pit carefully so he doesn't fall in on the way to the door in the west section. "This way. Go around the edges so you don't fall."
The Wildland Shifters
Daisy Ethalena - Female Wood Elf Ranger (Monster Slayer)
Ethan Wolftree - Male Simic Hybrid Warlock (The Hexblade)
Mira Laurits - Female Harengon Sorcerer (Clockwork Soul)
Raiden Kurosaki - Male Kitsune Wizard (Bladesinger)
Rixian Nishinoya - Male Fire Genasi Paladin (Oath of Vengeance)
Tenebris Amaro - Male Dark Elf Druid (Circle of Stars)
Yurime Hanasaki - Female Kumiho Bard (College Of Creation)
Grinning once Sam turns all but two of the zombies away, he figures now's the best time to resort to melee combat as he charges at the zombie that's attacking Sam with his new weapon strapped to his cannon and attempts to impale him.
Longsword/Bayonet Impale (1-handed): 22, 13 Slashing + 3 and an extra 15 Thunder if it's even alive by then.
Hit or miss, he'll then blast at the zombie targeting Ethan: 28 Damage: 11 Force, pushed into the pit if it's close to there
If both zombies are dead, he'll gesture to the others to tread carefully around the pit's edges. "Follow Ethan. He knows his way around this damned pit better than I do! Watch your footing!"
Wildland Shifters Pt 2 (Pt 1 with PyromaniIsDeadThankGod)
Celci (The Lamb) - Non-Binary Changeling Sorcerer (Shadow Magic)
Maya Kurosaki - Female Kitsune Cleric (Twilight Domain); Currently in Lancea
Randy Wolftree - Male Human Artificer (Armourer); Currently in Crimson Sands of Time
Shijiro Otsune - Male Kitsune Blood Hunter (Order Of The Lycan)
Trojan Dseyller - Male Tortle Barbarian (Path of the Ancestral Guardian)
Xenia Ironhide - Female Kobold Rogue (Soulknife)
Ok zombies are dead / turned. Zombie problem solved.
South or west?
West.
The South is still blocked by the turned zombies?
To help the group (if there is a trap), the little dextrous girl comes forward and tries to spot a trap. If she finds one, she will try to disarm it. (Perception: 17), then using fast hands and thieves tools, Disarm trap (Dex) : 24). She then joins the group if they begin to head west.
(sorry all, I am back, work, travel, life). Tetrevess has been following along and watching the group with an admiring gaze, but also muttering to himself, showing he’s not all there. Following the rest, he ritual casts Telepathic Bond and Water Breathing (hey, who knows) on the group.
Ritual casting takes over ten minutes. Turn undead only lasts for 1.
But I digress.
Picollo spots no hidden traps. There are Giles in the ground, but they're pretty obvious if you're not a zombie.
Edit: (I missed something)
Down the stairs to the east is an active white gate. You do not have a glyph key for this yet.
They move away from Sam, so if he just walks there and yoi stay together as a group, they'll move back uo to the north.
Really ,expending that resource should just turn the undead fkr a monite. The specifics are just minutiae.
That’s what Sam will do
So we are going South instead of West?
Either way I think the party is sticking together, no one has stated they are splitting the party into 2 or more groups.
Ok, Piccolo plays a melodic tune on her flute as she moves toward the west passage and looks for traps: (Perception: 28)
(You see an image of Tetrevess attuning a gate key to the white gate, then joining the group) (OOC: He has an Arcana of +11 and has advantage on rolls, and really, he should do all the attuning as it is almost automatic for him)
(Tetrevess)
You see Piccolo's eyes wink at you, she glances at the white gate as she plays her tiny instrument. You feel her suggestion to go to the white gate and attune a key. Maybe it's her childlike innocence or her obvious magical presence, but you almost feel compelled to do so, maybe simply to get her approval or favor, maybe for another reason, but the suggestion is powerful. (Persuasion 19)
Unless you have a way through the white gate, it seems so.
To clarify, you need to copy an attunement from a key that already has it or from the contact stone in that area. You have neither option available yet.
So, moving south...
As you move down the short but wide set of steps to the next room, you feel a slippery surface underfoot. The floor of this chamber is covered with viscous slime that drips from four stalagmites, creating difficult terrain throughout the chamber. These 10-foot-diameter spires of rock rise 20 feet above the floor and exude the otherworldly slime. Their sides are slick and smooth, difficult to climb.
This zone is bathed in a weird green glow that provides dim illumination. You feel like you're being watched. Then you see it: hundreds of unblinking eyes stare into this room from long walls of glistening green stone.
Clinging to the cavern walls by the hundreds, between this world and the Far Realm, are the manifestations of beholder spawn.
Everyone, make a DC12 Wisdom save.
<these creatures are so numerous, they are handled like an environmental hazard, similar to a trap, but not.>
Trisk's WIS: 18