This post has potentially manipulated dice roll results.
The (yellow) and (green) zombies both take swipes at Glynquinal. (Yellow Attack: 20 Damage: 6; Green Attack: 14 Damage: 4) The elf dodges and weaves, keeping the dwarf zombie attacks from landing.
Despite Gruxx being the last to attack it, Rock is closer, so the (orange) zombie takes another swing at the dragonborn. (Attack: 12 Damage: 6) The creature's dead arm slams into Rock, but the barbarian's rage lessens the damage.
@Everyone: We need to remember that when Rock is raging ... While you’re raging, your allies have advantage on melee attack rolls against any hostile creature within 5 feet of you. Right now, that's only Orange, but it's helpful if we remember! Rock, don't feel like you can't remind us.
Round 7
@Everyone: I'm adjusting how I roll undead fortitude. I read on Reddit how another DM rolls for it, and I like it. If a zombie goes to 0 hp, it collapses. I won't roll for undead fortitude until the beginning of the creature's next turn, so the players don't know if they're going to spring back up or stay down. I'm going to do this and basically treat the creature as unconscious until the roll. That means if the creature is attacked (while it's down) before its next turn, if a melee attack roll succeeds, the attack is an automatic critical and it loses two "death saves", even though regular enemies don't normally have them. If the creature loses three death saves prior to its undead fortitude save, it dies, and I won't roll for undead fortitude. Essentially, you'll be performing a double tap. Or you can hope that it's going to stay down (fail its undead fortitude save) and attack creatures that are still on their feet instead.
Glynquinal is tired of these zombies. They don't know when to call it quits! He swings one of his shortswords at the (yellow) zombie. (Attack: 15 Damage: 6) The creature falls, and he swings his other shortsword at the (green) zombie. (Attack: 7 Damage: 5) As he swings, the second sword actually catches on the collapsing (yellow) zombie's arm, and he has to abandon his attack.
Ian, you're up!
Yellow is down, but is it out? Green and Orange are still up. You are not in melee with any of them.
Ian steps up to the (orange) dwarf zombie and lunges with his rapier, skewering the undead menace, taking advantage of the distraction of Rock's proximity. The creature collapses.
Ian, would you like to "double tap" Orange with the dagger attack or move to Green and attack it?
Ian continues forward, swiping at the (green) zombie and doing a small amount of damage to it.
Rock, you're up! Orange is at your feet. It may or may not jump up on its next turn (as zombies are wont to do). You could also move up to stand between Ian and the unconscious HDP and attack Green, which is still standing, or Yellow, who (like Orange) is down but may jump up on its next turn. Another possibility for you is to perform a medicine check to try to stabilize HDP.
Rock moves forward, jumping back down into the channel and leaning over the still form of Herr Doktor Professor. He tries to remember what he's seen done in the past concerning tending to the wounds of the injured. Unfortunately, he just isn't able to do anything to stabilize the half-elf.
Gruxx, you're up! Your options are:
Orange that is down but may or may not get back up.
Yellow that is down but may or may not get back up.
Green that is still up.
Try to stabilize HDP using a medicine check. Or you could feed him a potion of healing.
HDP (when its his turn) sputters and coughs. "Thank you my friend". He sits up. "Sometimes I think I am more powerful than I really am. I just cant shy away from a fight, I'm afraid."
He uses half his movement to stand, then moves to Orange and attacks with his rapier, then moves to the Yellow and bonus action attacks offhand with a dagger (if thats possible with his movement, action economy, and if he can avoid green).
OOC - On unconscious creatures, do I need to roll to attack, or does it automatically hit?
You roll to hit an unconscious creature as usual (melee attacks are at advantage and ranged attacks are at disadvantage due to them being prone), but if it hits, it's an automatic critical, and they lose two death saves. So! Since I'm saying these unconscious undead die automatically if they lose their sort-of death saves, you'd need to hit them with both attacks for them to lose all of their sort-of death saves and definitely not get up.
EDIT: I learned something new today. So, even though they're prone, ALL attacks get advantage, but only attacks within five feet are automatic criticals.
so, not 100% sure I understand, but lets see if I follow.
HDP moves up to within 5 feet of each of them to attack, if that is possible with the movement he has left, and attacks them both - one with rapier, the other offhand with bonus attack (again, if that is doable). Both of those are automatic criticals. So I just roll damage?
You still have to roll an attack, because there's a chance you could miss. As they are prone, both are made with advantage: rapier: 22, dagger: 17. Both hit, so both loose two sort-of death saving throws.
DM rollz: 165
Herr Doktor gets to his feet and limps over, sticking one blade in the (orange) dwarf zombie and the other in the (yellow) dwarf zombie. Straightening back up, the bard sighs.
To the party's horror, the (yellow) zombie gets back to its feet and swings its dead arms at (1=Glyn, 2=HDP: 2) the half-elf. (Attack: 18 Damage: 7) Unprepared to be attacked having just regained consciousness, the zombie's slam hits HDP in the side of the head, knocking him unconscious once again.
The (green) zombie continues to swing at Glynquinal. (Attack: 9 Damage: 4) The rogue ducks under the undead creature's swing.
Round 8
Glyn swings at the (yellow) zombie first this time. (Attack: 17 Damage: 6; sneak attack: 10) As the creature falls once again, he swings his other sword at the (green) zombie. (Attack: 10 Damage: 4) (Correction: As there is no conscious ally next to Yellow, the critical goes toward Green.)
Ian, you're up! Green is still standing. Yellow is down, but may get up again. HDP is unconscious five feet to your right (F9).
Ian moves to attack the Green zombie with Glyn, calling out. "Why do they keep getting back up! I do wish they would go down and STAY down!" He swings with his rapier and offhand with his dagger.
The (green) dwarf zombie collapses, unable to withstand the ferocity of Ian's rapier attack. For good measure, he sticks his dagger in the undead body. (2 sort-of death save fails)
Rock, you're up! Green and yellow have recently fallen and my get back up. You could attack them to try to make sure they don't. HDP is unconscious. You could attempt another medicine check to stabilize him. Gruxx, you're next, and the same applies.
The (yellow) and (green) zombies both take swipes at Glynquinal. (Yellow Attack: 20 Damage: 6; Green Attack: 14 Damage: 4) The elf dodges and weaves, keeping the dwarf zombie attacks from landing.
Despite Gruxx being the last to attack it, Rock is closer, so the (orange) zombie takes another swing at the dragonborn. (Attack: 12 Damage: 6) The creature's dead arm slams into Rock, but the barbarian's rage lessens the damage.
@Everyone: We need to remember that when Rock is raging ... While you’re raging, your allies have advantage on melee attack rolls against any hostile creature within 5 feet of you. Right now, that's only Orange, but it's helpful if we remember! Rock, don't feel like you can't remind us.
Round 7
@Everyone: I'm adjusting how I roll undead fortitude. I read on Reddit how another DM rolls for it, and I like it. If a zombie goes to 0 hp, it collapses. I won't roll for undead fortitude until the beginning of the creature's next turn, so the players don't know if they're going to spring back up or stay down. I'm going to do this and basically treat the creature as unconscious until the roll. That means if the creature is attacked (while it's down) before its next turn, if a melee attack roll succeeds, the attack is an automatic critical and it loses two "death saves", even though regular enemies don't normally have them. If the creature loses three death saves prior to its undead fortitude save, it dies, and I won't roll for undead fortitude. Essentially, you'll be performing a double tap. Or you can hope that it's going to stay down (fail its undead fortitude save) and attack creatures that are still on their feet instead.
Glynquinal is tired of these zombies. They don't know when to call it quits! He swings one of his shortswords at the (yellow) zombie. (Attack: 15 Damage: 6) The creature falls, and he swings his other shortsword at the (green) zombie. (Attack: 7 Damage: 5) As he swings, the second sword actually catches on the collapsing (yellow) zombie's arm, and he has to abandon his attack.
Ian, you're up!
Yellow is down, but is it out? Green and Orange are still up. You are not in melee with any of them.
Ian will move to attack the orange zombie, in melee with raging rock.
To hit: 19
Damage: 6
Sneak attack damage: 3
Dagger to hit: 17
Damage: 1
Ian steps up to the (orange) dwarf zombie and lunges with his rapier, skewering the undead menace, taking advantage of the distraction of Rock's proximity. The creature collapses.
Ian, would you like to "double tap" Orange with the dagger attack or move to Green and attack it?
Ian will shift to green with his offhand attack.
Ian continues forward, swiping at the (green) zombie and doing a small amount of damage to it.
Rock, you're up! Orange is at your feet. It may or may not jump up on its next turn (as zombies are wont to do). You could also move up to stand between Ian and the unconscious HDP and attack Green, which is still standing, or Yellow, who (like Orange) is down but may jump up on its next turn. Another possibility for you is to perform a medicine check to try to stabilize HDP.
What do I need to do a medicine check?
Medicine 7
Rock moves forward, jumping back down into the channel and leaning over the still form of Herr Doktor Professor. He tries to remember what he's seen done in the past concerning tending to the wounds of the injured. Unfortunately, he just isn't able to do anything to stabilize the half-elf.
Gruxx, you're up! Your options are:
Gruxx will rush and feed HDP his last Potion of Healing(removed from inventory). Healing for 7.
"Stay with us!" Gruxx roars!
HDP (when its his turn) sputters and coughs. "Thank you my friend". He sits up. "Sometimes I think I am more powerful than I really am. I just cant shy away from a fight, I'm afraid."
He uses half his movement to stand, then moves to Orange and attacks with his rapier, then moves to the Yellow and bonus action attacks offhand with a dagger (if thats possible with his movement, action economy, and if he can avoid green).
OOC - On unconscious creatures, do I need to roll to attack, or does it automatically hit?
You roll to hit an unconscious creature as usual (
melee attacks are at advantage and ranged attacks are at disadvantage due to them being prone), but if it hits, it's an automatic critical, and they lose two death saves. So! Since I'm saying these unconscious undead die automatically if they lose their sort-of death saves, you'd need to hit them with both attacks for them to lose all of their sort-of death saves and definitely not get up.EDIT: I learned something new today. So, even though they're prone, ALL attacks get advantage, but only attacks within five feet are automatic criticals.
so, not 100% sure I understand, but lets see if I follow.
HDP moves up to within 5 feet of each of them to attack, if that is possible with the movement he has left, and attacks them both - one with rapier, the other offhand with bonus attack (again, if that is doable). Both of those are automatic criticals. So I just roll damage?
Rapier critical damage: 16
dagger critical damage: 4
You still have to roll an attack, because there's a chance you could miss. As they are prone, both are made with advantage: rapier: 22, dagger: 17. Both hit, so both loose two sort-of death saving throws.
DM rollz: 16 5
Herr Doktor gets to his feet and limps over, sticking one blade in the (orange) dwarf zombie and the other in the (yellow) dwarf zombie. Straightening back up, the bard sighs.
To the party's horror, the (yellow) zombie gets back to its feet and swings its dead arms at (1=Glyn, 2=HDP: 2) the half-elf. (Attack: 18 Damage: 7) Unprepared to be attacked having just regained consciousness, the zombie's slam hits HDP in the side of the head, knocking him unconscious once again.
The (green) zombie continues to swing at Glynquinal. (Attack: 9 Damage: 4) The rogue ducks under the undead creature's swing.
Round 8
Glyn swings at the (yellow) zombie first this time. (Attack: 17 Damage: 6; sneak attack: 10) As the creature falls once again, he swings his other sword at the (green) zombie. (Attack: 10 Damage: 4) (Correction: As there is no conscious ally next to Yellow, the critical goes toward Green.)
Ian, you're up! Green is still standing. Yellow is down, but may get up again. HDP is unconscious five feet to your right (F9).
Ian moves to attack the Green zombie with Glyn, calling out. "Why do they keep getting back up! I do wish they would go down and STAY down!" He swings with his rapier and offhand with his dagger.
Rapier to hit: 20
Damage: 10
Sneak Attack damage: 8
Offhand attack with dagger: 20
Damage: 2
Con Save: 22Wrong thread sorry.
The (green) dwarf zombie collapses, unable to withstand the ferocity of Ian's rapier attack. For good measure, he sticks his dagger in the undead body. (2 sort-of death save fails)
Rock, you're up! Green and yellow have recently fallen and my get back up. You could attack them to try to make sure they don't. HDP is unconscious. You could attempt another medicine check to stabilize him. Gruxx, you're next, and the same applies.
Medicine 14
Doc I think I will just stick to killing things
LOL Poor Rock. :)
Gruxx, you're up!
Gruxx will try to make sure Green does not get back up with his glaive.
Attack: 9 Damage: 11