(P.S. hope everyone is enjoying themselves so far, and please let me know if any of you would prefer a different presentation of combat, maps, etc. Still new to PbP so open to ideas.)
(If you could show where some of the friendly npc's, the town guard in this instance, that'd be cool. I was just up on that eastern battlement thinking I was alone with like 6 dudes coming my way. It probably wouldn't have affected my decision to cast Sleep in that instance, but it's still helpful to know.)
You stab the goblin that tried to shoot Mucor through its spine and it crumples motionless then turning to the goblin that attacked Onyx and cleave it in half spewing black blood on Onyx and yourself.
As the hordes kept coming up the ladders, Onyx was feeling as if he wasn't contributing enough. Simply wasn't in the thick of it enough. He'd turn to take down the goblin that landed a blow, only to find Grunting had already taken care of it. "Much appreciated. This be yours now, Squawks."
The gray dwarf suddenly jumping off the wall and down upon the orc below. Swinging his warhammer wide. Hit or miss Onyx began banging his weapon against his shield to draw the attention of the others orcs, goblins, and ogres if possible. "Fresh meat boys. If'n you can find away to tear through me armor." A perhaps less threatening statement as Onyx started shrinking in size as he went for a more aggressive approach.
Movement: Jump? 16 str. +3 mod (I don't know how jump calculates.)
Athletics: 24 Acrobatics would make it -4 instead.
The spry rogue atop the guard tower twists and ducks as a couple arrows go whipping past and he yells out to his agitators, "Yer a rose if'n ya hit me, ya soft bellied son of a-" and the next moment is filled with surprisingly descriptive and colorful expletives about the offending creature's mother. Despite these antics however, Quentin does look over to the eastern wall and grit his teeth in frustration that his paladin companion is over there fighting by herself. He throws a quick glance back over his shoulder at the sound of commotion and sees Grunting butchering two goblins that had made the mistake of accosting the Kenku, and the young archer makes an aghast face. "Lord a' mercy Grunty..."
Obviously, the Kenku was fine for the moment. Quentin turns back east but cant figure how to get to Yera just at this minute; the fighting was still too thick at the gate, and now the battleground was aflame as well. Plenty of undead seeming Orcs still surged towards Mucor and Gabriel and the town's valiant defenders however, so the rogue takes aim once again at the one nearest to his cleric companion and fires off a shot from his hand crossbow.
Attack:13Damage:4
Another smooth and practiced motion, and the crossbow is ready with another bolt.
Onyx jumps off the wall and as he lands brings down his warhammer in a wide arc that takes the zombie's head off its shoulders and sends it rolling 15 ft away. Hearing your cry the zombie group on the western wall turn their heads and begin to advance towards you.
Quentin's bolts both find their mark and as the orc made its rush against his ally a bolt catches him in the sternum slowing his charge when a second bolt hits him right between the eyes dropping the orc instantly.
Two crossbow bolts whiz past Yera's head and sink into her latest foe. Turning around, she sees Quentin facing her direction and gives a him a quick nod of thanks. What then catches her attention is the duergar jumping off the wall into a group of orcs on his own. Whispering expletives under her breath, Yera casts Shield of Faith on Onyx, and moves to assist the guards on the her side of the wall. Not being able to reach the orc with the guard in her way, she Helps him.
Yera will use her next reaction to protect the guard adjacent to her via the Protection fighting style, giving disadvantage on the next weapon attack made against him.
Striding through his orcish foes and taking their hits without complaint, Gabriel hurtles into the thick of the undead horde. Burying his battleaxe in the dirt he holds high his holy symbol and whispers a prayer to his god, illuminating the battlefield in golden radiance. (Gabriel uses the clerical feature Turn Undead.)
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC 12). 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.
This post has potentially manipulated dice roll results.
(Actually, new plan...)
Mucor, looking down from the gate watching the enemies mass in front will take a couple steps back... while doing so he will shake his head violently, generating a small cloud of spores floating around his head which he will breath in deeply before running and leaping from the gate and landing among the swarming enemies. As he lands he will hard on the ground, planting his spear into the soil... he will point to one of the closest enemies summoning a swarm of necrotic spores to choke out the invader. The Minotaurs eyes will glaze over with a greenish yellow sheen as he allows the power of decay within the spores to fuel him.
(Mucor is going to use his action to use symbiotic entity before jumping into the crowd and then using his reaction to cast Halo of Spores and deal 7 necrotic damage to the enemy if they fail a DC 12 con save.)
Symbiotic Entity
You can use Wild Shape to awaken the spores that infuse you to gain +12 temp HP, double your Halo of Spores damage, and deal 1d6 additional poison damage when you hit with a melee weapon attack for 10 minutes or until you lose all these temporary hit points, or until you use your Wild Shape again.
Symbiotic Entity: 1 Action
Halo of Spores1d4 necrotic damage
You can use your reaction on your turn to deal 1d4 necrotic damage to one creature you can see within 10 ft. of you if it fails a CON saving throw (DC 12).
At the Gates: (Gabriel & Mucor) Gabriel runs past the front row of zombie, the phalanx filling in your open position as you feel fists clang off your armor. As you raise your symbol golden holy energy begins to well up within you and your body glows for a moment before an explosion of holy energy radiates out from you. 7 zombies immediately turn and run, 3 of which perish in the burning oil in front of you. Mucor jumps down taking 2 damage and releases a cloud of spores into one of the remaining zombie's faces killing it.
A new horn rings out from the woods about 150 yards away. A large orc steps forward from the shadows of the woods and yells something in Orcish before turning and running back into the woods. You can hear the footfalls of multiple entities that you assume were reinforcements depending on how the battle went. The ogre, hearing the horn and call from his chieftain takes off in a sprint towards the woods. Two zombie goblins are killed by arrows from the guards on the gate. The phalanx moves forwards and kills the last standing zombie orc in front of Gabriel and Mucor. The acolytes behind the gate help the priest to his feet and all three move forward to heal the fallen phalanx guards reviving one and drag the guards bodies back from the gate. Jesse yells: “Good work men! Get back behind the gate we are going to close it in case they change their minds”
(4 zombie orcs flee from Gabriel and the ogre is booking it to the woods)
Western Wall: (Onyx, Grunting, Quentin) A zombie orc and 3 zombie goblins, that were out of Gabriel’s range, attack Onyx surrounding him. The zombie orc succeeds and hits Onyx for 7 damage (halved for raging). Two goblins and a zombie goblin attack Grunting who takes 7 from a goblin’s arrow. The guards in the far western tower shoot and kill one of the zombie goblins attacking Onyx. The acolytes on the wall call columns of radiant fire down on the zombie goblin that attacked Grunting killing it.
(2 goblins remain on the wall, 2 zombie goblins and a zombie orc surround Onyx)
Eastern Wall: (Yera) The two guards engage in a bloody battle with the orcs and zombies that still climb up the ladder. Year manages to shield the guard next to her from a greataxe before the guard stabs the orc through its chest. The guard further down the wall is taken down by a zombie orc blow before two arrows from the far east guard tower break through the zombie’s skull. Three zombie goblins make their way to the top of the wall and attack the remaining guard and Yera unsuccessfully.
The goblin dodges Grunting's first attack but can't avoid the second as it slices a chunk from his arm but still stands and raises his scimitar to attack.
"You'll have to do better than that!" Onyx calls out to the orc as it manages to penetrate his spiked armor, but not enough to cause the gray dwarf to panic as he focuses on the smaller goblins surrounding him for now. With a swing of his warhammer, Onyx attempts to take one out as he continues the moment to spin fully about and catch the other goblin with his spikes.
The first goblin's head crunches in as the hammer strikes and goes through the rotted skull sending pus and black goo into the air as the goblin goes limp. The second goblin is impaled by the spiked armor and also goes limp for a split second before beginning to writhe and claw at Onyx still attached to his armor. (Finally, zombies been rolling crap for days)
Quentin hoots and cheers as Gabriel and Mucor stand fast in the face of the swarm of undead and apparently act in part as the catalyst for their retreat from the skirmish at the gate. Again hearing the sound of combat from the western wall however, the rogue turns to see Grunting again engaged with a pair of putrid goblins that had managed to scale their ladders and ascend Riverwood's walls. The Kenku was holding his own, twin blades flashing fiercely in the fading light of the day, but the sharp eye'd archer watches as one of the goblins raises an ugly scimitar to slash at his feathered companion.
"Not t'day, ya bastard." Quentin mutters to himself, bounding over to the westernmost edge of the guard tower and bringing his hand crossbow up. He trains his sights on the goblin, steadies his breathing, and calmly squeezes the trigger.
Attack:18Damage:6
Sneak Attack:5
Quickly loading his second shot, the rogue will either fire it at the same goblin if his first shot goes astray or the creature still stands, or if it falls he will shift his sights over to the second goblin still atop the western wall.
Bonus Action; Crossbow Expert Attack:12Damage:6
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Loving it so far! Definitely exciting combat and great world building. *thumbs up*
(If you could show where some of the friendly npc's, the town guard in this instance, that'd be cool. I was just up on that eastern battlement thinking I was alone with like 6 dudes coming my way. It probably wouldn't have affected my decision to cast Sleep in that instance, but it's still helpful to know.)
I am really liking it, keep it up! I can tell you are putting a lot of work into this and it shows!
(Glad to hear it. I’ll definitely add in the Friendly NPCs in the next update.before we get lost in OOC talk)
Grunting is up followed by group 4: Onyx & Quentin
Grunting will continue to chop down the goblin masses trying to get up on the wall. Attack: 24 Damage: 6 Attack: 14 Damage: 5
You stab the goblin that tried to shoot Mucor through its spine and it crumples motionless then turning to the goblin that attacked Onyx and cleave it in half spewing black blood on Onyx and yourself.
Group 4: Onyx and Quentin
As the hordes kept coming up the ladders, Onyx was feeling as if he wasn't contributing enough. Simply wasn't in the thick of it enough. He'd turn to take down the goblin that landed a blow, only to find Grunting had already taken care of it. "Much appreciated. This be yours now, Squawks."
The gray dwarf suddenly jumping off the wall and down upon the orc below. Swinging his warhammer wide. Hit or miss Onyx began banging his weapon against his shield to draw the attention of the others orcs, goblins, and ogres if possible. "Fresh meat boys. If'n you can find away to tear through me armor." A perhaps less threatening statement as Onyx started shrinking in size as he went for a more aggressive approach.
Movement: Jump? 16 str. +3 mod (I don't know how jump calculates.)
Athletics: 24 Acrobatics would make it -4 instead.
Attack: 20 Damage: 9 + Enlarge: 1
Bonus: Enlarge ends as Onyx Rages
The spry rogue atop the guard tower twists and ducks as a couple arrows go whipping past and he yells out to his agitators, "Yer a rose if'n ya hit me, ya soft bellied son of a-" and the next moment is filled with surprisingly descriptive and colorful expletives about the offending creature's mother. Despite these antics however, Quentin does look over to the eastern wall and grit his teeth in frustration that his paladin companion is over there fighting by herself. He throws a quick glance back over his shoulder at the sound of commotion and sees Grunting butchering two goblins that had made the mistake of accosting the Kenku, and the young archer makes an aghast face. "Lord a' mercy Grunty..."
Obviously, the Kenku was fine for the moment. Quentin turns back east but cant figure how to get to Yera just at this minute; the fighting was still too thick at the gate, and now the battleground was aflame as well. Plenty of undead seeming Orcs still surged towards Mucor and Gabriel and the town's valiant defenders however, so the rogue takes aim once again at the one nearest to his cleric companion and fires off a shot from his hand crossbow.
Attack: 13 Damage: 4
Another smooth and practiced motion, and the crossbow is ready with another bolt.
Bonus Action; Crossbow Expert Attack: 22 Damage: 4
Sneak Attack Damage on the first shot that hits: 7
Onyx jumps off the wall and as he lands brings down his warhammer in a wide arc that takes the zombie's head off its shoulders and sends it rolling 15 ft away. Hearing your cry the zombie group on the western wall turn their heads and begin to advance towards you.
Quentin's bolts both find their mark and as the orc made its rush against his ally a bolt catches him in the sternum slowing his charge when a second bolt hits him right between the eyes dropping the orc instantly.
Updated map:
Group 5: Yera!
Two crossbow bolts whiz past Yera's head and sink into her latest foe. Turning around, she sees Quentin facing her direction and gives a him a quick nod of thanks. What then catches her attention is the duergar jumping off the wall into a group of orcs on his own. Whispering expletives under her breath, Yera casts Shield of Faith on Onyx, and moves to assist the guards on the her side of the wall. Not being able to reach the orc with the guard in her way, she Helps him.
Yera will use her next reaction to protect the guard adjacent to her via the Protection fighting style, giving disadvantage on the next weapon attack made against him.
Group 2: Mucor & Gabriel
(Would I be able to jump from on top of the gate into the middle of the enemies and use thunderwave without hitting any allies?)
Striding through his orcish foes and taking their hits without complaint, Gabriel hurtles into the thick of the undead horde. Burying his battleaxe in the dirt he holds high his holy symbol and whispers a prayer to his god, illuminating the battlefield in golden radiance. (Gabriel uses the clerical feature Turn Undead.)
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC 12). 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.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
(Actually, new plan...)
Mucor, looking down from the gate watching the enemies mass in front will take a couple steps back... while doing so he will shake his head violently, generating a small cloud of spores floating around his head which he will breath in deeply before running and leaping from the gate and landing among the swarming enemies. As he lands he will hard on the ground, planting his spear into the soil... he will point to one of the closest enemies summoning a swarm of necrotic spores to choke out the invader. The Minotaurs eyes will glaze over with a greenish yellow sheen as he allows the power of decay within the spores to fuel him.
(Mucor is going to use his action to use symbiotic entity before jumping into the crowd and then using his reaction to cast Halo of Spores and deal 7 necrotic damage to the enemy if they fail a DC 12 con save.)
You can use Wild Shape to awaken the spores that infuse you to gain +12 temp HP, double your Halo of Spores damage, and deal 1d6 additional poison damage when you hit with a melee weapon attack for 10 minutes or until you lose all these temporary hit points, or until you use your Wild Shape again.
You can use your reaction on your turn to deal 1d4 necrotic damage to one creature you can see within 10 ft. of you if it fails a CON saving throw (DC 12).
At the Gates: (Gabriel & Mucor) Gabriel runs past the front row of zombie, the phalanx filling in your open position as you feel fists clang off your armor. As you raise your symbol golden holy energy begins to well up within you and your body glows for a moment before an explosion of holy energy radiates out from you. 7 zombies immediately turn and run, 3 of which perish in the burning oil in front of you. Mucor jumps down taking 2 damage and releases a cloud of spores into one of the remaining zombie's faces killing it.
A new horn rings out from the woods about 150 yards away. A large orc steps forward from the shadows of the woods and yells something in Orcish before turning and running back into the woods. You can hear the footfalls of multiple entities that you assume were reinforcements depending on how the battle went. The ogre, hearing the horn and call from his chieftain takes off in a sprint towards the woods. Two zombie goblins are killed by arrows from the guards on the gate. The phalanx moves forwards and kills the last standing zombie orc in front of Gabriel and Mucor. The acolytes behind the gate help the priest to his feet and all three move forward to heal the fallen phalanx guards reviving one and drag the guards bodies back from the gate. Jesse yells: “Good work men! Get back behind the gate we are going to close it in case they change their minds”
(4 zombie orcs flee from Gabriel and the ogre is booking it to the woods)
Western Wall: (Onyx, Grunting, Quentin) A zombie orc and 3 zombie goblins, that were out of Gabriel’s range, attack Onyx surrounding him. The zombie orc succeeds and hits Onyx for 7 damage (halved for raging). Two goblins and a zombie goblin attack Grunting who takes 7 from a goblin’s arrow. The guards in the far western tower shoot and kill one of the zombie goblins attacking Onyx. The acolytes on the wall call columns of radiant fire down on the zombie goblin that attacked Grunting killing it.
(2 goblins remain on the wall, 2 zombie goblins and a zombie orc surround Onyx)
Eastern Wall: (Yera) The two guards engage in a bloody battle with the orcs and zombies that still climb up the ladder. Year manages to shield the guard next to her from a greataxe before the guard stabs the orc through its chest. The guard further down the wall is taken down by a zombie orc blow before two arrows from the far east guard tower break through the zombie’s skull. Three zombie goblins make their way to the top of the wall and attack the remaining guard and Yera unsuccessfully.
(3 Zombie goblins remain on the wall)
Updated map:
Grunting!
Grunting is going to finish what he started and slice at the goblins on the wall once again. Attack: 11 Damage: 7 Attack: 8 Damage: 5
The goblin dodges Grunting's first attack but can't avoid the second as it slices a chunk from his arm but still stands and raises his scimitar to attack.
Group 4: Onyx & Quentin!
"You'll have to do better than that!" Onyx calls out to the orc as it manages to penetrate his spiked armor, but not enough to cause the gray dwarf to panic as he focuses on the smaller goblins surrounding him for now. With a swing of his warhammer, Onyx attempts to take one out as he continues the moment to spin fully about and catch the other goblin with his spikes.
Goblin 1)
Warhammer Attack: 18 Damage: 5 + Rage: 2
Goblin 2)
Spike armor Attack: 11 Damage: 6 + Rage: 2
The first goblin's head crunches in as the hammer strikes and goes through the rotted skull sending pus and black goo into the air as the goblin goes limp. The second goblin is impaled by the spiked armor and also goes limp for a split second before beginning to writhe and claw at Onyx still attached to his armor. (Finally, zombies been rolling crap for days)
Quentin!
Quentin hoots and cheers as Gabriel and Mucor stand fast in the face of the swarm of undead and apparently act in part as the catalyst for their retreat from the skirmish at the gate. Again hearing the sound of combat from the western wall however, the rogue turns to see Grunting again engaged with a pair of putrid goblins that had managed to scale their ladders and ascend Riverwood's walls. The Kenku was holding his own, twin blades flashing fiercely in the fading light of the day, but the sharp eye'd archer watches as one of the goblins raises an ugly scimitar to slash at his feathered companion.
"Not t'day, ya bastard." Quentin mutters to himself, bounding over to the westernmost edge of the guard tower and bringing his hand crossbow up. He trains his sights on the goblin, steadies his breathing, and calmly squeezes the trigger.
Attack: 18 Damage: 6
Sneak Attack: 5
Quickly loading his second shot, the rogue will either fire it at the same goblin if his first shot goes astray or the creature still stands, or if it falls he will shift his sights over to the second goblin still atop the western wall.
Bonus Action; Crossbow Expert Attack: 12 Damage: 6