“After all that little twigs”says Adrom “zombie is something worth fighting “ he prepares himself and a little bit of radiant energy flashes from his hammer.
"They would definitely be something up Uncle's Alley, that's for sure." Vondal crookedly grins. "A moment." Is all he asks before either putting the chest away among his belongings for safekeeping, or scooping out the various coins for the same purpose if it proves too large and unyielding for all but Karl at best. With that and some dusting of the hands, the gold dwarf follows after the others. "What a lovely establishment." Vondal states dryly upon giving it a once over. "I am going to have quick look around it. And if none are, then we can rejoice in that our not so living, not quite kin are all inside, and thus, easy enough to keep manageable!" Vondal said with almost some cheer to his voice. After which, he'd motion for Nif at least to join him doing a quick look around the building, calling out if they found anything, but otherwise looping back eventually to give the go ahead to enter.
This post has potentially manipulated dice roll results.
Vondal and Nif's stealth rolls: 21, 24
The two dwarves head around the building, keeping a watch for danger. Because of the tree-and-bush-covered hill on the eastern side, they have to walk along the wall on that side of the building. They take quick glances inside, but all they see are a counter top, broken shelving, and mounds of trash and debris full of wood and cloth. They see no danger on the outside of the building, and report that when they meet up with the others back at the front of the building.
Vondal just motions from both Karl and Adrom to the door of the tavern in an 'after you' sort of gesture. In spite of the confidence built up facing the twigs, remembering the slobber knocker versues the undead from before, the Gold Dwarf knew his place wasn't always in the front line of such a tussle.
Karl tiptoes up the path with Adrom, Vondal, Nif and Daran following behind. The tall dwarf opens the door and peeks into the eastern room. It's dark, but he can see a counter and various heaps of trash and debris.
Karl turns and looks at Daran “not much in here but old junk! Would your friend have left it in here - we can give it more of a captain cook if ya reckon it’s worth it?”
"Mirna said it was hidden under the floor — like that other chest was." The half-elf moves forward and looks into the room. "I should have a look just in case." As he enters and begins poking about, four of the "trash heaps" begin moving.
"Here comes our zombies, I think!" Vondal declares, readying either bow or Vonsorm depending on the comfortable enough distance away from the nearest pile. "Best strike'm quick 'fore they rise!" He would declare as much, but would rather follow another's lead this time then be first in the fray.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Karl is the only one that gets inside before the zombies start attacking. Karl, what do you do?
Daran holds out his holy symbol and calls upon the cleansing energies of Chauntea. A translucent holy fire appears to fall from the ceiling onto one of the zombies. (sacred flame DEX save DC13: 12 — taking 6 radiant damage) The zombie takes damage and releases a cloud of ash in response. Luckily, neither Daran nor Karl are near it.
OOC: The room is 20x20. Think of it like a 4x4 square in Excel with columns A through D going to the right and rows 1 through 4 going down. Zombie1 is at A1, Zombie2 is at D1, Zombie3 is at B4, and Zombie4 is at D4. Daran is at B3 and Karl is at A4 (the square just inside the door), but can move anywhere he wants. There is a door to the other half of the building off A2.
This post has potentially manipulated dice roll results.
Karl steps up to zombie3 and smacks it in the chest with his warhammer. Like the first, it releases a cloud of ash at the moment Karl hits it. Both Daran and Karl are engulfed in the cloud.
Daran CON save DC10: 15
Karl CON save DC10: 14
The half-elf and the dwarf cough as the ash is sucked into their lungs. (Both gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. They may repeat the save attempt at the end of each turn.)
Zombie2 turns and swings its dead arms at Karl. (slam attack: 10, damage: 7 bludgeoning damage) Despite being wracked by coughs, the barbarian deflects the attack. Zombie4 steps up and attempts to hit Daran. (slam attack: 7, damage: 5 bludgeoning damage) Despite the everyday appearance of his clothing, it protects him like armor. Zombie1 steps forward, also swinging at Daran. (slam attack: 4, damage: 4 bludgeoning damage) This one catches the cleric by surprise, hitting him hard in the back of the head. He groans in response. Zombie 2 joins in on attacking Daran. (slam attack: 16, damage: 4 bludgeoning damage) Luckily, its shambling attack is too slow to make contact.
Daran looks at Karl with gritted teeth. "Hold your ears," he coughs. He then holds his holy symbol in one open palm and slams the other open palm into it. A deafening thunder crack sounds.
CON saves DC13: 34 — damage: 2
Zombie1 and zombie3 don't appear to notice, but zombie2 and zombie4 hiss in response.
Daran CON save DC10: 17 — Daran is no longer choking on the ash
Players go! Karl you need to roll a CON save DC13 (at disadvantage) or take the same amount of thunder damage.
Unable to see a good position to jump in just yet, Vondal broke out the Zindral to begin plugging away at whatever zombies dare harm his Uncle! "Quick! Clear the way swiftly, so that we all may join in the fight proper!"
Bonus Action: Channel the Storm.
Action:Attack with Zindral. Attack: 7 Damage: 8 non-magical piercing damage at Zombie2.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Adrom enters the room and goes for the zombie that Daran got with his sacred flame, doing almost the same thing trying to bring the creature down thanks to the power of Moradin.
( Sacred Flame: DEX save DC 13 or take: 7 radiant damage )
This post has potentially manipulated dice roll results.
Vondal steps to the side of the open door to angle his shot into the building at zombie2. Unfortunately, his careful aim to not hit Daran (who is standing in the way) causes the arrow to miss the zombie as well. Adrom stomps 10 feet into the room and presents his holy symbol, calling down holy fire from Moradin.
DEX save DC13: 0
The creature is doused a second time in sacred flames. It looks like one more hit might take it out.
Karl and Nif, you're up! (Grant you can do both.) Karl still has disadvantage on attack rolls, but can roll another save at the end of his turn.
This post has potentially manipulated dice roll results.
Nif fires his crossbow Attack: 21 Damage: 7 at one of the Zombies
Karls closes on one of the Zombies "aren't you creatures supposed to roar or moan - if you are speak up cos I can't 'ear youse!" Attack: 23 Damage: 13 as he swings Pacifier II. Sorry forgot disadvantage roll = 13.
Karl swing swings his hammer at zombie3, smashing the weapon into the creature. It looks close to going down. Nif steps just into the building and fires a bolt at zombie2 to try to finish it off. His aim is good, and he is very surprised when the creature doesn't collapse.
Zombie1 swings at Adrom. (slam attack: 19, damage: 4 bludgeoning damage) The cleric is unable to dodge the attack. Zombie2, looking like a strong breeze would take it out, swings at Daran. (slam attack: 15, damage: 4 bludgeoning damage) Once again, the half-elf's clothes take more damage than you'd expect. Zombie3 swings back at Karl. (slam attack: 16, damage: 2 bludgeoning damage) The barbarian brings up his shield, stopping the slam. Zombie4 also swings at Daran. (slam attack: 8, damage: 3 bludgeoning damage) Chauntea's cleric dodges the swing.
Players, play! Karl, you're still affected by the ash cloud (disadvantage on attack rolls, saving throws, and ability checks for 1 minute), and you can roll the CON save again at the end of this turn.
This post has potentially manipulated dice roll results.
Coughing and spluttering Karl swings Pacifier II again Attack: 11 Damage: Unable to parse dice roll.
Con save 21
Don't know what's happening here
I rolled a '9' to hit but have no idea of damage and a 18 for my con save and then it flashed up the dice cheat banner and now its gone away again.
Karl coughs up a large amount of grey muck and spits it on the ground "that's better!" as he looks around for a new target having done 6 in damage to the already weakened Zombie.
“After all that little twigs”says Adrom “zombie is something worth fighting “ he prepares himself and a little bit of radiant energy flashes from his hammer.
PbP Character: A few ;)
"They would definitely be something up Uncle's Alley, that's for sure." Vondal crookedly grins. "A moment." Is all he asks before either putting the chest away among his belongings for safekeeping, or scooping out the various coins for the same purpose if it proves too large and unyielding for all but Karl at best. With that and some dusting of the hands, the gold dwarf follows after the others. "What a lovely establishment." Vondal states dryly upon giving it a once over. "I am going to have quick look around it. And if none are, then we can rejoice in that our not so living, not quite kin are all inside, and thus, easy enough to keep manageable!" Vondal said with almost some cheer to his voice. After which, he'd motion for Nif at least to join him doing a quick look around the building, calling out if they found anything, but otherwise looping back eventually to give the go ahead to enter.
When you realize you're doing too much: Signature.
Vondal and Nif's stealth rolls: 21, 24
The two dwarves head around the building, keeping a watch for danger. Because of the tree-and-bush-covered hill on the eastern side, they have to walk along the wall on that side of the building. They take quick glances inside, but all they see are a counter top, broken shelving, and mounds of trash and debris full of wood and cloth. They see no danger on the outside of the building, and report that when they meet up with the others back at the front of the building.
“Then let’s go lads, but let’s keep our eyes open just in case... but Inguess that the zombies went tired of that little pests and they left...”
PbP Character: A few ;)
Vondal just motions from both Karl and Adrom to the door of the tavern in an 'after you' sort of gesture. In spite of the confidence built up facing the twigs, remembering the slobber knocker versues the undead from before, the Gold Dwarf knew his place wasn't always in the front line of such a tussle.
When you realize you're doing too much: Signature.
Karl stealthily 16 moves up to the door of the tavern and carefully peers in
DM - Stopping a god in his tracks
Karl tiptoes up the path with Adrom, Vondal, Nif and Daran following behind. The tall dwarf opens the door and peeks into the eastern room. It's dark, but he can see a counter and various heaps of trash and debris.
Karl turns and looks at Daran “not much in here but old junk! Would your friend have left it in here - we can give it more of a captain cook if ya reckon it’s worth it?”
DM - Stopping a god in his tracks
"Mirna said it was hidden under the floor — like that other chest was." The half-elf moves forward and looks into the room. "I should have a look just in case." As he enters and begins poking about, four of the "trash heaps" begin moving.
"Here comes our zombies, I think!" Vondal declares, readying either bow or Vonsorm depending on the comfortable enough distance away from the nearest pile. "Best strike'm quick 'fore they rise!" He would declare as much, but would rather follow another's lead this time then be first in the fray.
When you realize you're doing too much: Signature.
DM rollz: 1
Karl is the only one that gets inside before the zombies start attacking. Karl, what do you do?
Daran holds out his holy symbol and calls upon the cleansing energies of Chauntea. A translucent holy fire appears to fall from the ceiling onto one of the zombies. (sacred flame DEX save DC13: 12 — taking 6 radiant damage) The zombie takes damage and releases a cloud of ash in response. Luckily, neither Daran nor Karl are near it.
OOC: The room is 20x20. Think of it like a 4x4 square in Excel with columns A through D going to the right and rows 1 through 4 going down. Zombie1 is at A1, Zombie2 is at D1, Zombie3 is at B4, and Zombie4 is at D4. Daran is at B3 and Karl is at A4 (the square just inside the door), but can move anywhere he wants. There is a door to the other half of the building off A2.
Wallop the nearest Zombie of course Attack: 24 Damage: 7
DM - Stopping a god in his tracks
Karl steps up to zombie3 and smacks it in the chest with his warhammer. Like the first, it releases a cloud of ash at the moment Karl hits it. Both Daran and Karl are engulfed in the cloud.
Daran CON save DC10: 15
Karl CON save DC10: 14
The half-elf and the dwarf cough as the ash is sucked into their lungs. (Both gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. They may repeat the save attempt at the end of each turn.)
Zombie2 turns and swings its dead arms at Karl. (slam attack: 10, damage: 7 bludgeoning damage) Despite being wracked by coughs, the barbarian deflects the attack. Zombie4 steps up and attempts to hit Daran. (slam attack: 7, damage: 5 bludgeoning damage) Despite the everyday appearance of his clothing, it protects him like armor. Zombie1 steps forward, also swinging at Daran. (slam attack: 4, damage: 4 bludgeoning damage) This one catches the cleric by surprise, hitting him hard in the back of the head. He groans in response. Zombie 2 joins in on attacking Daran. (slam attack: 16, damage: 4 bludgeoning damage) Luckily, its shambling attack is too slow to make contact.
Daran looks at Karl with gritted teeth. "Hold your ears," he coughs. He then holds his holy symbol in one open palm and slams the other open palm into it. A deafening thunder crack sounds.
CON saves DC13: 34 — damage: 2
Zombie1 and zombie3 don't appear to notice, but zombie2 and zombie4 hiss in response.
Daran CON save DC10: 17 — Daran is no longer choking on the ash
Players go! Karl you need to roll a CON save DC13 (at disadvantage) or take the same amount of thunder damage.
Unable to see a good position to jump in just yet, Vondal broke out the Zindral to begin plugging away at whatever zombies dare harm his Uncle! "Quick! Clear the way swiftly, so that we all may join in the fight proper!"
Bonus Action: Channel the Storm.
Action: Attack with Zindral.
Attack: 7 Damage: 8 non-magical piercing damage at Zombie2.
When you realize you're doing too much: Signature.
Players go! Karl you need to roll a CON save DC13 (at disadvantage) or take the same amount of thunder damage.
Karl's save = 10
Karl turns to Daran "what'd you say" he yells
DM - Stopping a god in his tracks
Adrom enters the room and goes for the zombie that Daran got with his sacred flame, doing almost the same thing trying to bring the creature down thanks to the power of Moradin.
( Sacred Flame: DEX save DC 13 or take: 7 radiant damage )
PbP Character: A few ;)
Vondal steps to the side of the open door to angle his shot into the building at zombie2. Unfortunately, his careful aim to not hit Daran (who is standing in the way) causes the arrow to miss the zombie as well. Adrom stomps 10 feet into the room and presents his holy symbol, calling down holy fire from Moradin.
DEX save DC13: 0
The creature is doused a second time in sacred flames. It looks like one more hit might take it out.
Karl and Nif, you're up! (Grant you can do both.) Karl still has disadvantage on attack rolls, but can roll another save at the end of his turn.
Nif fires his crossbow Attack: 21 Damage: 7 at one of the Zombies
Karls closes on one of the Zombies "aren't you creatures supposed to roar or moan - if you are speak up cos I can't 'ear youse!" Attack: 23 Damage: 13 as he swings Pacifier II. Sorry forgot disadvantage roll = 13.
Con Save = 16
DM - Stopping a god in his tracks
Karl is still affected by the ash he inhaled.
DM rollz: 23
Karl swing swings his hammer at zombie3, smashing the weapon into the creature. It looks close to going down. Nif steps just into the building and fires a bolt at zombie2 to try to finish it off. His aim is good, and he is very surprised when the creature doesn't collapse.
Zombie1 swings at Adrom. (slam attack: 19, damage: 4 bludgeoning damage) The cleric is unable to dodge the attack. Zombie2, looking like a strong breeze would take it out, swings at Daran. (slam attack: 15, damage: 4 bludgeoning damage) Once again, the half-elf's clothes take more damage than you'd expect. Zombie3 swings back at Karl. (slam attack: 16, damage: 2 bludgeoning damage) The barbarian brings up his shield, stopping the slam. Zombie4 also swings at Daran. (slam attack: 8, damage: 3 bludgeoning damage) Chauntea's cleric dodges the swing.
Players, play! Karl, you're still affected by the ash cloud (disadvantage on attack rolls, saving throws, and ability checks for 1 minute), and you can roll the CON save again at the end of this turn.
Coughing and spluttering Karl swings Pacifier II again Attack: 11 Damage: Unable to parse dice roll.
Con save 21
Don't know what's happening here
I rolled a '9' to hit but have no idea of damage and a 18 for my con save and then it flashed up the dice cheat banner and now its gone away again.
Karl coughs up a large amount of grey muck and spits it on the ground "that's better!" as he looks around for a new target having done 6 in damage to the already weakened Zombie.
DM - Stopping a god in his tracks