Sparhawk, again happy to be taking on plantoid dwarves instead of killer vines, will yell out, "Call off your guards, we are not foes, but you force us to defend ourselves!"
He swings his holy empowered longsword, seeming to regain his confidence with each strike Attack 1: z1 (if still alive) Attack: 21 Damage: 10 plus Divine favor3
Attack 2: z1 (if alive, z2 if not and next on the list) Attack: 10 Damage: 11 radiant: 3
He embraces the power of the moon goddess from Eberk (in case a save is required)
Again, Sparhawk’s swing takes down the foe, severing it’s head with the 2nd swing. A flower stem sticking out from the severed dwarf neck.
Sparhawk make a wisdom save. The sweet perfume seems to be stronger now
the 5th zombie begin to shudder and shake. The greenish veins enlarge and pulsate, then it falls to the ground still. After a moment the zombie body splits open and vines sporting yellow flowers springs forth, bathing a 30’ radius in its sweet scent everyone within 30’ make a wisdom save ( Sparhawk this is an extra save for you)
This post has potentially manipulated dice roll results.
Sparhawk notices the sweet smell, and hopes between his natural immunity to disease, Marduck and the moon goddess, he can resist any evil magiks of these creatures:
"They are surrounding me, which is how I like it. Keep your distance and hit em from range if you can." the brave but perhaps unwise paladin feels sure of himself and the blessings of the gods to protect him, and as always, feels responsible for his friends.
Eberk runs in next to Sparhawk. He uses his Turn Undead.
Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Frangipani sent another shard of ice into the centre of the group, which then exploded.
Attack: 10 Damage: 8 + 11 Cold damage to all with 5'
Frangipanis ice shard just makes it, striking Bjorns target, finishing it off as it explodes, sending ice hunks into the remaining zombies, Sparhawk and the yellow musk creeper plant that emerged from the split zombie.
(I believe Sparhawk needs to make a dex save or take the 11 damage, also rereading the bless spell, I think it is every save and attack, so this is poor sparhawks third save this round: Dex: 18)Plus Bless: 2
Sparhawk doesn't mind his friends spells hitting the group and him. He knows they will heal him if needed, and the plants may be very effected by the cold.
Eberk runs in next to Sparhawk. He uses his Turn Undead.
Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
( sorry, didn’t see this post for some reason)
Z3 wisdom sav 13
Z4 sav 0
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Sparhawk also yells out to Frangipani, "What are these things, they have flowers inside of them, maybe a druid summoned them?"
Again, Sparhawk’s swing takes down the foe, severing it’s head with the 2nd swing. A flower stem sticking out from the severed dwarf neck.
Sparhawk make a wisdom save. The sweet perfume seems to be stronger now
Z2-4 resume their attack on Sparhawk
z2- Attack: 16 Damage: 3
z3- Attack: 15 Damage: 9
z4- Attack: 9 Damage: 9
the 5th zombie begin to shudder and shake. The greenish veins enlarge and pulsate, then it falls to the ground still. After a moment the zombie body splits open and vines sporting yellow flowers springs forth, bathing a 30’ radius in its sweet scent everyone within 30’ make a wisdom save ( Sparhawk this is an extra save for you)
Sparhawk notices the sweet smell, and hopes between his natural immunity to disease, Marduck and the moon goddess, he can resist any evil magiks of these creatures:
Wisdom with bless: 14 + Bless: 4
(Off, second save for Wisdom (no bless I think) "Maybe we should hit em from range, they are immitting some sort of poison"
Wisdom: 20
" I.am.from.the.Sea."
" This is some weird dryskin stuff."
Wisdom save: 19
Ape-Lir beats his chest in agreement.
"They are surrounding me, which is how I like it. Keep your distance and hit em from range if you can." the brave but perhaps unwise paladin feels sure of himself and the blessings of the gods to protect him, and as always, feels responsible for his friends.
"These plant freaks don't represent me," Bjorn replies from across the stream. 19 plus 2 (Bless), for 8 at z2.
"Think they can swim?"
Frangipani sent another shard of ice into the centre of the group, which then exploded.
(Does Sparhawk get hit by these cold attacks, does it need to hit his ac, or automatic cold damage?)
( Well they're all missing so need to worry.)
Don’t forget to add a d4 for Bless.
Eberk runs in next to Sparhawk. He uses his Turn Undead.
Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Bjorns bolt sink into the unfortunate musk zombie
( This one hit, just barely)
Frangipanis ice shard just makes it, striking Bjorns target, finishing it off as it explodes, sending ice hunks into the remaining zombies, Sparhawk and the yellow musk creeper plant that emerged from the split zombie.
( Oops....well hopefully the cold hurts the tropical plants more...)
(I believe Sparhawk needs to make a dex save or take the 11 damage, also rereading the bless spell, I think it is every save and attack, so this is poor sparhawks third save this round: Dex: 18)Plus Bless: 2
Sparhawk doesn't mind his friends spells hitting the group and him. He knows they will heal him if needed, and the plants may be very effected by the cold.
( sorry, didn’t see this post for some reason)
Z3 wisdom sav 13
Z4 sav 0