Rock, you have a few choices in your decision to move toward the skull. You have a movement speed of 30, which means you could move 30 feet toward it and then throw something at it if you wish. If you move 30 feet straight toward it, however, you will move into and out of one of the dwarf zombie's melee range, so they will be able to make an opportunity attack on you. You could just move 25 feet and throw a javelin 30 feet. That would keep you for moving out of melee range of the zombie and let you attack the skull. A third option is to use your action to dash 60 feet. That would get you into melee with the skull, but you won't be able to attack it this round, and it would give two zombies an opportunity attack against you.
Ian pleads with their attacker as Rock stomps further into the room to avenge his friends, his blood beginning to pump hard in his veins as a rage overtakes him. He jumps out of the carved channel, stops between two of the zombies and throws a javelin at the cackling, floating, flaming skull. (Using the 25 you rolled to attack previous, here's a new damage roll: 5) The projectile hits his target. Gruxx, on the other hand, kneels down and attempts to pour the contents of a healing potion into Herr Doktor Professor's throat. Unfortunately, most of the liquid runs down the outside of the bard's neck, but the human barbarian is rewarded with a cough from HDP and the flutter of his eyes.
HDP's eyes flutter open, suddenly conscious. He sits up suddenly, looking around the room as he wipes a trickle of potion dripping down his chin.
Realizing what happened, and seeing Ian also struggling with blood soaked wounds, HDP reaches out his hand to touch Ian. Locking eyes with the elf, magical energy imbues Ian with (Healing Word at second level) 7 healing.
He then casts minor illusion to have a mirror image of the green flame skull show up in front of the party, in an attempt to confuse the zombie corpses and perhaps prevent them from attacking.
This post has potentially manipulated dice roll results.
The yellow and cyan zombies, which appeared to be intending to approach the bulk of the party, halt when the illusion of the flaming skull appears in front of Gruxx. The orange zombie, after shambling 15 feet, also halts when it sees the skull illusion. The pink, green and blue zombies move 20 feet toward the party. The red and gray zombies both swing at Rock. (red: Attack: 20 Damage: 5/2=3; gray: Attack: 17 Damage: 3/2=1) Both slams hit, but the barbarian's rage keeps him from feeling their full force.
Round 2:
The flaming skull, still laughing maniacally, shoots two rays of fire out of its empty eye sockets at Rock. (Attack: 19 Damage: 11 fire damage; Attack: 14 Damage: 10/2=6 fire damage) The first ray just misses the dragonborn, but the second hits. Fortunately, due to his draconic heritage, he doesn't receive as much damage as he would have.
Glyn death saving throw: 4
Players are up in this order: Ian, Rock, Gruxx, HDP!
This post has potentially manipulated dice roll results.
Ian recognizes that his attempts at diplomacy are failing. He moves to attack the closest enemy that is ALSO in combat with an ally (maybe Rock?), calling out "Herr Doktor, look after Glyn!" while downing his last remaining potion of healing.
Ian (flavor) throws the empty potion bottle to distract, then swipes at the enemy with his rapier
-- -- --
Pretty sure I read it correctly, fee free to keep me honest.
Bonus action, with Fast Hands ability, to use an object - drink potion
Action - attack
movement - whatever it takes to move to an enemy - if I can flank, that would be great, but hard to know without a tactical map. If I end up flanking, feel free to roll that extra d20. Even without flanking, as long as the enemy is in combat with an ally, I will use Sneak Attack damage.
also, just a reminder that any attack roll against Ian has disadvantage since he is wearing the cloak of displacement.
Just a reminder (or maybe brand new information to you): When Rock is raging (which he is now), if you attack an enemy with a melee attack within 5 feet of him, you get advantage.
Drinking a potion is a bonus action for anyone in my games. Feeding someone else a potion is an action.
Ian drinks a potion and feels almost good as new afterward. Tossing the empty vial at the (red) zombie harrowing Rock, the rogue slides up behind it and uses the dragonborn's proximity to his advantage. (extra d20: 8) He thrusts his rapier into the undead creature, doing quite a bit of damage.
Rock swings his axe at (1=gray, 2=red: 1) the zombie in his way, leaving the creature looking even worse than it did previously.
Gruxx follows Ian to also attack the (red) zombie. He roars, bringing his glaive down (9), cutting through the creature's torso from neck to waist in a diagonal. The two halves fall to the ground with a plop. (Gruxx, you could move another 15 feet if you want.)
This post has potentially manipulated dice roll results.
HDP, hearing Ian calling out, bends over and touches Glyn, focusing his magical energies into healing the elf for 7 healing. HDP looks over his shoulder at his comrades fighting and sings out a little sing-song poem about a historic triumph of times gone by. Gruxx now has 1d6 Bardic Inspiration to add to his rolls.
For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Gruxx, you can't move 15 feet closer to the flaming skull. Moving through Rock would be 10 feet (difficult terrain), so you'd need 20 feet to move into the space on the other side of him by moving through him. Since I use the 5-10-5 diagonal rules, it would also take 20 feet of movement to move around Rock (hence the reason I use the 5-10-5 diagonal rules). You can move five feet to be right behind Rock or 10 feet to be beside Rock. I would assume if you want to be beside him that you want to be on the side where the gray zombie is since the other side is kind of pinning you in beside the machine.
HDP heals Glynquinal and inspires Gruxx!
I need to find out exactly where Gruxx is before the zombies take their turn.
Seemingly no longer distracted by HDP's illusion of the flaming skull, all of them continue toward members of the party.
The (gray) zombie tries to hit Rock again. (Attack: 21 Damage: 4 bludgeoning) It lands its blow, but Rock's rage keeps him from feeling its full force. The (yellow, orange and pink) zombies surround Ian, all trying to take out the rogue. (Yellow attack: 6 Damage: 4 bludgeoning; orange attack: 19 Damage: 4 bludgeoning; pink attack: 10 Damage: 3 bludgeoning — all three rolls' disadvantage rolls because I forgot: 23, 6, 5) Despite the magic of his cloak, one of the three creatures is able to clock him.
Round 3:
The flaming skull, still laughing maniacally, shoots two more rays of fire out of its empty eye sockets at Rock. (Attack: 22 Damage: 10 fire; Attack: 25 Damage: 26 fire) Both hit Rock's armor, which takes the attacks without hurting the dragonborn.
Glynquinal stands up and looks around, bewildered by the scene. Seeing Ian being swarmed, he aims his crossbow and fires at the (yellow) zombie. (Attack: 24 Damage: 10 piercing + 5 sneak) It's a solid hit, and the rogue loads his crossbow for another shot.
Ian, Rock, Gruxx and HDP, you're up in that order!
Hearing the "thwang" of Glyn's crossbow, and seeing it connect with the "yellow" foe, Ian smiles knowing that Glyn is back up and in the fight. Ian looks around, taking in the scene. He has a thought, that maybe these animated foes are being controlled by the skull. He decides to take off after the skull, calling out to the others "I'm going after the skull!". To avoid attacks of opportunity, Ian will take his action to disengage and run towards the skull, using his bonus action (cunning action) to dash.
Pretty sure I did the math correctly, using 5-10-5 diagonals with 70 feet of movement total. Ian is now at E-18.
Reminder about the Cloak of Displacement. You have disadvantage on attack rolls against Ian.
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Gruxx will feed his last potion of healing to HDP healing him for 5 HP.
Rock will move toward the skull
Rock, you have a few choices in your decision to move toward the skull. You have a movement speed of 30, which means you could move 30 feet toward it and then throw something at it if you wish. If you move 30 feet straight toward it, however, you will move into and out of one of the dwarf zombie's melee range, so they will be able to make an opportunity attack on you. You could just move 25 feet and throw a javelin 30 feet. That would keep you for moving out of melee range of the zombie and let you attack the skull. A third option is to use your action to dash 60 feet. That would get you into melee with the skull, but you won't be able to attack it this round, and it would give two zombies an opportunity attack against you.
Rock will move the 25 feet and throw a javelin
Ian pleads with their attacker as Rock stomps further into the room to avenge his friends, his blood beginning to pump hard in his veins as a rage overtakes him. He jumps out of the carved channel, stops between two of the zombies and throws a javelin at the cackling, floating, flaming skull. (Using the 25 you rolled to attack previous, here's a new damage roll: 5) The projectile hits his target. Gruxx, on the other hand, kneels down and attempts to pour the contents of a healing potion into Herr Doktor Professor's throat. Unfortunately, most of the liquid runs down the outside of the bard's neck, but the human barbarian is rewarded with a cough from HDP and the flutter of his eyes.
HDP, you're up! However, you are prone.
HDP's eyes flutter open, suddenly conscious. He sits up suddenly, looking around the room as he wipes a trickle of potion dripping down his chin.
Realizing what happened, and seeing Ian also struggling with blood soaked wounds, HDP reaches out his hand to touch Ian. Locking eyes with the elf, magical energy imbues Ian with (Healing Word at second level) 7 healing.
He then casts minor illusion to have a mirror image of the green flame skull show up in front of the party, in an attempt to confuse the zombie corpses and perhaps prevent them from attacking.
The yellow and cyan zombies, which appeared to be intending to approach the bulk of the party, halt when the illusion of the flaming skull appears in front of Gruxx. The orange zombie, after shambling 15 feet, also halts when it sees the skull illusion. The pink, green and blue zombies move 20 feet toward the party. The red and gray zombies both swing at Rock. (red: Attack: 20 Damage: 5/2=3; gray: Attack: 17 Damage: 3/2=1) Both slams hit, but the barbarian's rage keeps him from feeling their full force.
Round 2:
The flaming skull, still laughing maniacally, shoots two rays of fire out of its empty eye sockets at Rock. (Attack: 19 Damage: 11 fire damage; Attack: 14 Damage: 10/2=6 fire damage) The first ray just misses the dragonborn, but the second hits. Fortunately, due to his draconic heritage, he doesn't receive as much damage as he would have.
Glyn death saving throw: 4
Players are up in this order: Ian, Rock, Gruxx, HDP!
Ian recognizes that his attempts at diplomacy are failing. He moves to attack the closest enemy that is ALSO in combat with an ally (maybe Rock?), calling out "Herr Doktor, look after Glyn!" while downing his last remaining potion of healing.
Ian (flavor) throws the empty potion bottle to distract, then swipes at the enemy with his rapier
-- -- --
Pretty sure I read it correctly, fee free to keep me honest.
Bonus action, with Fast Hands ability, to use an object - drink potion
Action - attack
movement - whatever it takes to move to an enemy - if I can flank, that would be great, but hard to know without a tactical map. If I end up flanking, feel free to roll that extra d20. Even without flanking, as long as the enemy is in combat with an ally, I will use Sneak Attack damage.
also, just a reminder that any attack roll against Ian has disadvantage since he is wearing the cloak of displacement.
-- -- --
Rapier, to hit - 20
Rapier damage - 11
Sneak Attack damage - 6
7 healing for Ian
Rock will attack the nearest badguy
To hit
Great Axe 15
Damage
Great Axe 15
To hit
Great Axe 24
Damage
Great Axe 6
Gruxx, go ahead and post.
Just a reminder (or maybe brand new information to you): When Rock is raging (which he is now), if you attack an enemy with a melee attack within 5 feet of him, you get advantage.
Gruxx will move up and attack the nearest zombie.
He roars and brings his glaive down!
Attack: 25 Damage: 14
Drinking a potion is a bonus action for anyone in my games. Feeding someone else a potion is an action.
Ian drinks a potion and feels almost good as new afterward. Tossing the empty vial at the (red) zombie harrowing Rock, the rogue slides up behind it and uses the dragonborn's proximity to his advantage. (extra d20: 8) He thrusts his rapier into the undead creature, doing quite a bit of damage.
Rock swings his axe at (1=gray, 2=red: 1) the zombie in his way, leaving the creature looking even worse than it did previously.
Gruxx follows Ian to also attack the (red) zombie. He roars, bringing his glaive down (9), cutting through the creature's torso from neck to waist in a diagonal. The two halves fall to the ground with a plop. (Gruxx, you could move another 15 feet if you want.)
HDP, you're up!
HDP, hearing Ian calling out, bends over and touches Glyn, focusing his magical energies into healing the elf for 7 healing. HDP looks over his shoulder at his comrades fighting and sings out a little sing-song poem about a historic triumph of times gone by. Gruxx now has 1d6 Bardic Inspiration to add to his rolls.
For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Gruxx will move 15 more feet towards the skull
Gruxx, you can't move 15 feet closer to the flaming skull. Moving through Rock would be 10 feet (difficult terrain), so you'd need 20 feet to move into the space on the other side of him by moving through him. Since I use the 5-10-5 diagonal rules, it would also take 20 feet of movement to move around Rock (hence the reason I use the 5-10-5 diagonal rules). You can move five feet to be right behind Rock or 10 feet to be beside Rock. I would assume if you want to be beside him that you want to be on the side where the gray zombie is since the other side is kind of pinning you in beside the machine.
HDP heals Glynquinal and inspires Gruxx!
I need to find out exactly where Gruxx is before the zombies take their turn.
5 feet behind Roc sounds nice.
Seemingly no longer distracted by HDP's illusion of the flaming skull, all of them continue toward members of the party.
The (gray) zombie tries to hit Rock again. (Attack: 21 Damage: 4 bludgeoning) It lands its blow, but Rock's rage keeps him from feeling its full force. The (yellow, orange and pink) zombies surround Ian, all trying to take out the rogue. (Yellow attack: 6 Damage: 4 bludgeoning; orange attack: 19 Damage: 4 bludgeoning; pink attack: 10 Damage: 3 bludgeoning — all three rolls' disadvantage rolls because I forgot: 23, 6, 5) Despite the magic of his cloak, one of the three creatures is able to clock him.
Round 3:
The flaming skull, still laughing maniacally, shoots two more rays of fire out of its empty eye sockets at Rock. (Attack: 22 Damage: 10 fire; Attack: 25 Damage: 26 fire) Both hit Rock's armor, which takes the attacks without hurting the dragonborn.
Glynquinal stands up and looks around, bewildered by the scene. Seeing Ian being swarmed, he aims his crossbow and fires at the (yellow) zombie. (Attack: 24 Damage: 10 piercing + 5 sneak) It's a solid hit, and the rogue loads his crossbow for another shot.
Ian, Rock, Gruxx and HDP, you're up in that order!
Hearing the "thwang" of Glyn's crossbow, and seeing it connect with the "yellow" foe, Ian smiles knowing that Glyn is back up and in the fight. Ian looks around, taking in the scene. He has a thought, that maybe these animated foes are being controlled by the skull. He decides to take off after the skull, calling out to the others "I'm going after the skull!". To avoid attacks of opportunity, Ian will take his action to disengage and run towards the skull, using his bonus action (cunning action) to dash.
Pretty sure I did the math correctly, using 5-10-5 diagonals with 70 feet of movement total. Ian is now at E-18.
Reminder about the Cloak of Displacement. You have disadvantage on attack rolls against Ian.