At the sound of the broken door, Adrom cannot help but look towards the tower they had been said rest a dragon. But soon he must forget that for the zombies start to go out looking for them.
( Who could had known? If the velociraptors can... ;) )
Karl muscles forward, pushing Vondal to the side, and kicks the door with a huge amount of force. The door slams into something right behind it, twisting and falling between the zombie standing right behind the door and the one beside it. A cloud of ash explodes from the first zombie.
Karl and Vondal, roll a CON saving throw, please. DC10 or you have disadvantage on your attack rolls, saving throws and ability checks. You can roll again at the end of your turn.
The zombie just inside the door (the one the door slammed into) swings its dead arms at Karl. (slam attack: 6, damage: 5 bludgeoning damage) The dwarf laughs as he sidesteps the clumsy attack. The other zombies he can see moan and push against each other, trying to get to the door, but are unable to.
"I'm so going to need an ale after this!"Karl mutters as [19] as he spits out yet another mouthful of grave dust before swinging the warhammer at the nearest zombie {Attack: 15 Damage: 8}. He resolutely stands in the doorway and grins at the others "this lot are mine!"
Hacking and coughing, Vondal drops his dagger in the process. With a muttered curse, he takes out Vonsorm if he should have the angle to drop the axe on the foot of the doorway zombie, then follow up with a kick to the shin! "Out of our *cough* Way you *cough cough* Just rest you wayward spirits!"
This post has potentially manipulated dice roll results.
Adrom, knowing that the best efficent way to deal with this undead creatures is to dispatch them with holy fire, calls once more upon the scared fires of Moradin's Forge.
This post has potentially manipulated dice roll results.
Karl's hammer slams into zombie3, doing a goodly amount of damage.
Coughing, Vondal slides in beside the taller dwarf and attempts two attacks. The first hits, but another cough overcomes him at the moment of his second, and it throws off his aim. But as he sidesteps back beside Karl, he seems to cough up the last of the ash.
DEX save DC13: 10
With a word and a flourish, another holy flame engulfs zombie3, brought on by Adrom, and the creature collapses in a heap.
From his angle, Nif can make out zombie4, and he fires a bolt at the creature. Being hardly held together, the bolt flies straight through the creature's upper chest and a cloud of ash spews forth into Karl's face.
As if prompted to go by Nif's attack, zombie4 steps in beside the remains of zombie3 and swings its dead arms at Karl. (slam attack: 9, damage: 7 bludgeoning damage) Karl coughs at just the right time, bending over, and the zombie's arms fly through the air where his head had been. Crowding in on zombie4, two more zombies move into the doorway just long enough to try to attack Karl. (zombie2 slam attack: 22, damage: 4 bludgeoning damage — zombie5 slam attack: 10, damage: 3 bludgeoning damage) Zombie2 comes close, but Karl is able to bring his shield up at the last second. The third attack bounces off the barbarian harmlessly.
Players, go! Karl, make another CON save DC10, please, or you have disadvantage on attack rolls, saving throws and ability checks. You can check again at the end of your turn.
This post has potentially manipulated dice roll results.
"Bloody ash, anybody think I'd been chewing on the bottom of Durgeddin's forge" Karl mutters as (DC10[Con] = 22) as he hawks and spits out another glob of ash before swinging Pacifier II {Attack: 18 Damage: 6}
This post has potentially manipulated dice roll results.
(@All: Pretty sure that Crit killed whatever Nif just hit... That that Zombie fortitude. XD)
With the way hopefully cleared by either Karl or Nif, Vondal musters his courage and tries to sweep his way inside. He would make up for his cowardice back with the spiders this day! Thus, it is with a better sense of the interior once inside that his eye went wide for a moment at the numbers, before then furrowing in determination once more. "You'll do." He claims as he moved on to the immediate right of the furthest Zombie, and threw himself into a low cut at its shin while holding his breathe for the expected splash of ash. As he came around from the spin, he continued sway two and fro just every so slightly, like cloud in a wind.
Just enough to make it hard to predict where he might feint or slide a step out of the way.
This post has potentially manipulated dice roll results.
DM rollz: 7
Karl swings his hammer in a downward arc. The weapon strikes the top of the creature's head, and, following through, absolutely smashes the undead body flat.
Before Karl can even step back, Nif fires another crossbow behind his comrade, aiming at zombie5. The bolt obliterates the creature's neck. The head flies into the air as the rest of the body falls backward. There's a clattering when the head finally lands somewhere further into the building. Unfortunately, there's another puff of ash, catching Karl.
Vondal slides by Karl and steps 10 feet into the building, finding two zombies to his left. He cuts across the shoulder of zombie1, and then takes a defensive posture. As he does so, a puff of ash envelopes the air around him.
Unable to see anymore zombies from his location, Adrom follows Vondal into the building. Turning to his left, he attacks zombie1 by calling upon Moradin to cleanse them with his holy flames. (DEX save DC13: -1) Surprisingly, this zombie appears to be a bit more agile, and it dances out of the way of the attack.
DM rollz: (Vondal=1, Adrom=2) 1, 1
Both zombies turn on the cleric, swinging their dead arms at him like clubs. (slam attack 1: 21, damage: 6 bludgeoning damage — slam attack 2: 12, damage: 5 bludgeoning damage) Both attacks bounce off of his armor harmlessly.
Players, go! Both Karl and Vondal need to roll CON save DC10 or have disadvantage blah, blah, blah.
This post has potentially manipulated dice roll results.
Vondal continues the hack job that was bringing foe to the ground. As he left the stance throwing his full weight into the shift, the axe comes in low again for a leg, softening it up further for a sweep kick feeding off the initial momentum.
Trying the Con Save again {26} "getting fitter all the time!"Karl exclaims as once again he swings Pacifier II {Attack: 12 Damage: 6}. Once again Karl looks at his warhammer in disgust "right you useless piece of junk as soon as I find a bigger hammer you're for the junk pile!" as he scans the room (Perception = 11) on the off - highly improbable - chance that a maul or something similar is around.
The cleric decides to make the zombies a little less mobile before bring down Moradin's judgment upon them and swings his hammer trying to end one of them.
Vondal does a one-two attack on zombie1, doing another healthy amount of damage to the undead creature.
Karl steps inside beside Adrom just long enough to swing his hammer at zombie2. A cloud of ash fills the area, affecting Vondal, Adrom and Karl. (DM rollz for Adrom's CON save: 17 — actually, it's 18)
Adrom holds his breath and swings his own hammer at zombie1 to try to finish it off. (DM rollz: 5) The cleric's swing crushes zombie1.
Nif can see his brother dwarves are doing a fine job themselves and chooses to avoid melee combat, he takes the dodge action.
DM rollz: 1
The remaining zombie attempts to take down Vondal. (slam attack: 9, damage: 7 bludgeoning damage) As agile as ever, the monk avoids the attack.
Players, go! Vondal and Karl need to roll one more CON save DC10.
This post has potentially manipulated dice roll results.
Vondal comes out of his sidestep spinning into a normal gut freeing stroke. The force of which being more than enough to waft away much of the ash from his face. Without missing a beat, he is again hammer at knees in hopes of bringing the dead down once and for all.
Like any good tag team, Karl sets it up, and Vondal knocks it down. The final zombie falls to the ground.
OOC: Everyone earns another 63 XP.
Looking around (including Karl's perception roll), the party finds the interior of the building still contains furnishings, and the main room has a ladder leading to a trapdoor in the ceiling. To the east, there is a door leading north and a second door leading south. The northwest of the main area of the barracks was a kitchen and pantry, now containing piles of well-rotted sacks and barrels that once held salted meat. All the foodstuffs have long since been devoured by vermin. (I assume you would have checked.)
This post has potentially manipulated dice roll results.
"I'll double check the other areas down here. Make sure we got them all at once, and no little surprises await."Vondal heads down the eastern hall, and following a few muttered words at its end, decides to start investigating the southern room first for both the Zom-Zoms. Though after the first minute or so of a quick look around, he looks a bit deeper for any hidden stashes of still useful items. Even if it turns out to be little more than a few stray coppers.
At the sound of the broken door, Adrom cannot help but look towards the tower they had been said rest a dragon. But soon he must forget that for the zombies start to go out looking for them.
( Who could had known? If the velociraptors can... ;) )
PbP Character: A few ;)
Door damage: 7
DM rollz: 2
Karl muscles forward, pushing Vondal to the side, and kicks the door with a huge amount of force. The door slams into something right behind it, twisting and falling between the zombie standing right behind the door and the one beside it. A cloud of ash explodes from the first zombie.
Karl and Vondal, roll a CON saving throw, please. DC10 or you have disadvantage on your attack rolls, saving throws and ability checks. You can roll again at the end of your turn.
The zombie just inside the door (the one the door slammed into) swings its dead arms at Karl. (slam attack: 6, damage: 5 bludgeoning damage) The dwarf laughs as he sidesteps the clumsy attack. The other zombies he can see moan and push against each other, trying to get to the door, but are unable to.
Players go!
click here for the "map"
"I'm so going to need an ale after this!" Karl mutters as [19] as he spits out yet another mouthful of grave dust before swinging the warhammer at the nearest zombie {Attack: 15 Damage: 8}. He resolutely stands in the doorway and grins at the others "this lot are mine!"
DM - Stopping a god in his tracks
Con Save(DC 10): 6.
Hacking and coughing, Vondal drops his dagger in the process. With a muttered curse, he takes out Vonsorm if he should have the angle to drop the axe on the foot of the doorway zombie, then follow up with a kick to the shin! "Out of our *cough* Way you *cough cough* Just rest you wayward spirits!"
Action: Attack Action w/ Vonsorm(Two-Handed).
Attack: 21(Dis: 21) Damage: 3 of slashing.
Bonus Action: Rolling Thunder!.
Attack: 19(Dis: 7) Damage: 6 of bludgeoning.
End Turn Save: Con Save(DC 10): 21.
When you realize you're doing too much: Signature.
Adrom, knowing that the best efficent way to deal with this undead creatures is to dispatch them with holy fire, calls once more upon the scared fires of Moradin's Forge.
( Cast Sacred flame on Zombie 3 DEX save or 8 )
PbP Character: A few ;)
Nif fires his crossbow into the first zombie he spots.
Attack: 13 Damage: 8
Karl's hammer slams into zombie3, doing a goodly amount of damage.
Coughing, Vondal slides in beside the taller dwarf and attempts two attacks. The first hits, but another cough overcomes him at the moment of his second, and it throws off his aim. But as he sidesteps back beside Karl, he seems to cough up the last of the ash.
DEX save DC13: 10
With a word and a flourish, another holy flame engulfs zombie3, brought on by Adrom, and the creature collapses in a heap.
From his angle, Nif can make out zombie4, and he fires a bolt at the creature. Being hardly held together, the bolt flies straight through the creature's upper chest and a cloud of ash spews forth into Karl's face.
As if prompted to go by Nif's attack, zombie4 steps in beside the remains of zombie3 and swings its dead arms at Karl. (slam attack: 9, damage: 7 bludgeoning damage) Karl coughs at just the right time, bending over, and the zombie's arms fly through the air where his head had been. Crowding in on zombie4, two more zombies move into the doorway just long enough to try to attack Karl. (zombie2 slam attack: 22, damage: 4 bludgeoning damage — zombie5 slam attack: 10, damage: 3 bludgeoning damage) Zombie2 comes close, but Karl is able to bring his shield up at the last second. The third attack bounces off the barbarian harmlessly.
Players, go! Karl, make another CON save DC10, please, or you have disadvantage on attack rolls, saving throws and ability checks. You can check again at the end of your turn.
Updated map
"Bloody ash, anybody think I'd been chewing on the bottom of Durgeddin's forge" Karl mutters as (DC10[Con] = 22) as he hawks and spits out another glob of ash before swinging Pacifier II {Attack: 18 Damage: 6}
DM - Stopping a god in his tracks
Nif fires another shot from his crossbow, taking advantage of its focus on Karl.
Attack: 20 Damage: 19
(@All: Pretty sure that Crit killed whatever Nif just hit... That that Zombie fortitude. XD)
With the way hopefully cleared by either Karl or Nif, Vondal musters his courage and tries to sweep his way inside. He would make up for his cowardice back with the spiders this day! Thus, it is with a better sense of the interior once inside that his eye went wide for a moment at the numbers, before then furrowing in determination once more. "You'll do." He claims as he moved on to the immediate right of the furthest Zombie, and threw himself into a low cut at its shin while holding his breathe for the expected splash of ash. As he came around from the spin, he continued sway two and fro just every so slightly, like cloud in a wind.
Just enough to make it hard to predict where he might feint or slide a step out of the way.
Movement: To the immediate Right of Zombie(1).
Action: Attack Action w/ Vonsorm(Two-Handed).
Attack: 10 Damage: 8 of slashing at Zombie(1).
Con Save(DC 10) vs Zombie(1): 22.
Bonus Action: Spending last Ki Point for Nimbus Stance.
When you realize you're doing too much: Signature.
DM rollz: 7
Karl swings his hammer in a downward arc. The weapon strikes the top of the creature's head, and, following through, absolutely smashes the undead body flat.
Before Karl can even step back, Nif fires another crossbow behind his comrade, aiming at zombie5. The bolt obliterates the creature's neck. The head flies into the air as the rest of the body falls backward. There's a clattering when the head finally lands somewhere further into the building. Unfortunately, there's another puff of ash, catching Karl.
Vondal slides by Karl and steps 10 feet into the building, finding two zombies to his left. He cuts across the shoulder of zombie1, and then takes a defensive posture. As he does so, a puff of ash envelopes the air around him.
Unable to see anymore zombies from his location, Adrom follows Vondal into the building. Turning to his left, he attacks zombie1 by calling upon Moradin to cleanse them with his holy flames. (DEX save DC13: -1) Surprisingly, this zombie appears to be a bit more agile, and it dances out of the way of the attack.
DM rollz: (Vondal=1, Adrom=2) 1, 1
Both zombies turn on the cleric, swinging their dead arms at him like clubs. (slam attack 1: 21, damage: 6 bludgeoning damage — slam attack 2: 12, damage: 5 bludgeoning damage) Both attacks bounce off of his armor harmlessly.
Players, go! Both Karl and Vondal need to roll CON save DC10 or have disadvantage blah, blah, blah.
Updated map
Vondal continues the hack job that was bringing foe to the ground. As he left the stance throwing his full weight into the shift, the axe comes in low again for a leg, softening it up further for a sweep kick feeding off the initial momentum.
Con Save(DC 10) vs Zombie(1): 15.
Action: Attack Action w/ Vonsorm(Two-Handed).
Attack: 17 Damage: 4 of slashing at Zombie(1).
Bonus Action: Rolling Thunder!.
Attack: 18(Dis: 23) Damage: 5 of bludgeoning.
When you realize you're doing too much: Signature.
Con save (DC10 = 9)Trying the Con Save again {26} "getting fitter all the time!" Karl exclaims as once again he swings Pacifier II {Attack: 12 Damage: 6}. Once again Karl looks at his warhammer in disgust "right you useless piece of junk as soon as I find a bigger hammer you're for the junk pile!" as he scans the room (Perception = 11) on the off - highly improbable - chance that a maul or something similar is around.
DM - Stopping a god in his tracks
The cleric decides to make the zombies a little less mobile before bring down Moradin's judgment upon them and swings his hammer trying to end one of them.
Attack: 16 Damage: 8
PbP Character: A few ;)
Vondal does a one-two attack on zombie1, doing another healthy amount of damage to the undead creature.
Karl steps inside beside Adrom just long enough to swing his hammer at zombie2. A cloud of ash fills the area, affecting Vondal, Adrom and Karl. (DM rollz for Adrom's CON save: 17 — actually, it's 18)
Adrom holds his breath and swings his own hammer at zombie1 to try to finish it off. (DM rollz: 5) The cleric's swing crushes zombie1.
Nif can see his brother dwarves are doing a fine job themselves and chooses to avoid melee combat, he takes the dodge action.
DM rollz: 1
The remaining zombie attempts to take down Vondal. (slam attack: 9, damage: 7 bludgeoning damage) As agile as ever, the monk avoids the attack.
Players, go! Vondal and Karl need to roll one more CON save DC10.
Updated map
Con save = 12
Attack =Attack: 24 Damage: 11
DM - Stopping a god in his tracks
Vondal comes out of his sidestep spinning into a normal gut freeing stroke. The force of which being more than enough to waft away much of the ash from his face. Without missing a beat, he is again hammer at knees in hopes of bringing the dead down once and for all.
Con Save(DC 10) vs Zombie(1): 11.
Action: Attack Action w/ Vonsorm(Two-Handed).
Attack: 20 Damage: 3 of slashing at Zombie(1).
Bonus Action: Rolling Thunder!.
Attack: 12(Dis: 16) Damage: 4 of bludgeoning at Zombine(1).
(@DDP: Ignore the Disadvantage roll)
When you realize you're doing too much: Signature.
DM rollz: 4
Like any good tag team, Karl sets it up, and Vondal knocks it down. The final zombie falls to the ground.
OOC: Everyone earns another 63 XP.
Looking around (including Karl's perception roll), the party finds the interior of the building still contains furnishings, and the main room has a ladder leading to a trapdoor in the ceiling. To the east, there is a door leading north and a second door leading south. The northwest of the main area of the barracks was a kitchen and pantry, now containing piles of well-rotted sacks and barrels that once held salted meat. All the foodstuffs have long since been devoured by vermin. (I assume you would have checked.)
Karl looks over at Nif "oi young 'un scamper up that ladder and have a captain cook will ya?"
DM - Stopping a god in his tracks
"I'll double check the other areas down here. Make sure we got them all at once, and no little surprises await." Vondal heads down the eastern hall, and following a few muttered words at its end, decides to start investigating the southern room first for both the Zom-Zoms. Though after the first minute or so of a quick look around, he looks a bit deeper for any hidden stashes of still useful items. Even if it turns out to be little more than a few stray coppers.
Investigation: 7.
When you realize you're doing too much: Signature.