Zoria, your spiritual weapon slices off the zombie's head; it falls to the ground. 17
And then, you see the headless corpse jerk and stagger back to its feet, the gaping wound at its neck; it turns to face you Zoria - or at least it would, if it had a face.
Zombies 1 and 4 are now in combat with the orcs and Incantis, but with little chance of success. (We don't need to roll to resolve that).
You hear splashing from the well; Zombie 6 is alive, but appears unable to do anything.
Zombie 5 and Zombie 8 both attack Zoria:
Attack: 11 Damage: 2
Attack: 20 Damage: 2
Zombie 5 seems unable to place its blows effectively, you're not quite sure why. Zombie 8 scores a glancing blow but does little damage.
Dekhan, you attack Zombie 8 and do serious damage; it looks bad, but not as bad as its friend Zombie 5, on account of still having a head.
Scupper, you head back into the tent and start searching, but at least initially, you don't find anything new.
Group H: Vaz and Strix are up. Zombies 5 and 8 are still attacking your group; Zombie 6 appears to be stuck down the well, and other zombies are fleeing, being chased down by Incantis and the orcs.
This post has potentially manipulated dice roll results.
Varinth, looking disappointed at not being allowed to burn down the tent, turns his attention to the remaining zombies. Thinking he is being funny, he creeps behind the zombies doing an exaggerated sneaky slink usually reserved for entertaining children. Due to his limited visual capabilities at this stage of drunkenness, he is currently unaware of the dismembered head.
Dexterity Check:15
Varinth puts his foot in the mouth of the body-less Zombie Head, which, not unexpectedly, bites down hard. Varinth is now hopping around screaming. With a head attached to his foot.
OOC: Please advise of damage. Sorry to take over the DM roll a bit there but I thought I should run with it.
The head is inert and cannot harm Varinth, however he is free to believe that it can. Roll a WIS saving throw against DC 12, and if he fails, take 4 psychic damage because he thinks a zombie head is biting him.
Question, I'm sure the beheading was strictly flavor lol but if it wasn't shouldn't it maybe have disadvantage on attacks? Or is its head on the ground still in view of me and can relay the actions to its body?
Varinth at first screams but soon realises that the head doesn't currently house the spark of life. Laughing at the folly of life and undeath Vaz kicks the noggin off his foot and looks off into the middle distance, gently swaying, apparently lost in non-thought.
(ooc : given the tower should be around 15-20ft high, but jumping into a 5ft wall should be within the scope of normal movement i think Strix can climb and jump to J5 without challenge in a single turn. Can he? Based on jump distance, ledge grab height, double cost to climb and standard storey height, going m7-l6-up n over to J5 should be possible?)
Strix,seeing the tide is overwhelmingly in his groups favour disengages from the now unfair fight, leaping from wall to wall over Incantis' head to enter the tower ruins, ideally searching the Wizard's remains (paying special attention to the hand that had so fascinated the undead)
Given the relatively diminished threat, yes, Strix can make that jump without too much pressure. He enters the tower and begins searching the dead wizard. Please make an Investigation check.
Group I: Kosst, Jukk and Vroh continue to chase and destroy the fleeing undead.
Group J: Zombies 9 and 12 have been caught and are engaged with the orcs.
Given that the battle has turned so decisively in your favour, I think we can come out of initiative order. Dekhan and Zoria, possibly with help from Strix, Vaz and Scupper you are able to finish off the two remaining zombies in the ruins. Incantis, you aid the orcs as they hunt down the turned and fleeing orcs and dispose of them handily. The orcs gather the corpses of the undead and haul them back to the ruins, beginning to make a large pile with the possibly intention of burning them.
Scupper, you keep searching the inside of the tent. Of course you find the same bag with coins as before, but you don't find anything else of interest; certainly no papers or letters.
So eh...I can't find feck all in here. It's something te do wit the tangents o' the light and whatever ward the feckin' wiz had cast about his tent. I can feel the ebb and flow o' the magics but he were clearly a powerful mage...so eh...someone more...wizardly may want te give it a go.
Strix is an idiot savant with the math and geometry of acrobatics but not in casual observation
Strix, you are able to chop off the hand easily, letting most of the blood drain away before wrapping it in the handkerchief. There doesn't seem to be anything remarkable about the hand, but he did seem to control the zombies with his hand. You now have the severed hand of a Red Wizard of Thay, wrapped in a white silk handkerchief - please note this in your inventory.
Scupper, are you taking the bag with coins in, or leaving it for another to find?
As a bonus action, Zoria moves her spiritual weapon coin, to I6 and will attack Zombo 5 (Attack: Attack: 10 Damage: 8 Force Damage)
Action, she will cast word of radiance on both remaining zombies. "Erase!" (CON Save DC 13 or 3 radiant damage)
Published Subclasses
Dekhan will take a swing at the closest remaking zombie aiming for the neck region. Attack: 14 Damage: 5
Scupper walks back inside the tent ready to search this place top to bottom for notes or letters now.
Investigation 7
Zoria, your spiritual weapon slices off the zombie's head; it falls to the ground. 17
And then, you see the headless corpse jerk and stagger back to its feet, the gaping wound at its neck; it turns to face you Zoria - or at least it would, if it had a face.
Your Word of Radiance then resonates through the area:
Zombie 5 CON Save: 13
Zombie 8 CON save: 19
... but it seems to have no effect.
Zombies 1 and 4 are now in combat with the orcs and Incantis, but with little chance of success. (We don't need to roll to resolve that).
You hear splashing from the well; Zombie 6 is alive, but appears unable to do anything.
Zombie 5 and Zombie 8 both attack Zoria:
Attack: 11 Damage: 2
Attack: 20 Damage: 2
Zombie 5 seems unable to place its blows effectively, you're not quite sure why. Zombie 8 scores a glancing blow but does little damage.
Dekhan, you attack Zombie 8 and do serious damage; it looks bad, but not as bad as its friend Zombie 5, on account of still having a head.
Scupper, you head back into the tent and start searching, but at least initially, you don't find anything new.
Group H: Vaz and Strix are up. Zombies 5 and 8 are still attacking your group; Zombie 6 appears to be stuck down the well, and other zombies are fleeing, being chased down by Incantis and the orcs.
Concentration Check for my shield of faith: 14
Published Subclasses
Ooh! Ooh! Is it cause it's missing its head? :D
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Varinth, looking disappointed at not being allowed to burn down the tent, turns his attention to the remaining zombies. Thinking he is being funny, he creeps behind the zombies doing an exaggerated sneaky slink usually reserved for entertaining children. Due to his limited visual capabilities at this stage of drunkenness, he is currently unaware of the dismembered head.
Dexterity Check: 15
Varinth puts his foot in the mouth of the body-less Zombie Head, which, not unexpectedly, bites down hard. Varinth is now hopping around screaming. With a head attached to his foot.
OOC: Please advise of damage. Sorry to take over the DM roll a bit there but I thought I should run with it.
The head is inert and cannot harm Varinth, however he is free to believe that it can. Roll a WIS saving throw against DC 12, and if he fails, take 4 psychic damage because he thinks a zombie head is biting him.
Question, I'm sure the beheading was strictly flavor lol but if it wasn't shouldn't it maybe have disadvantage on attacks? Or is its head on the ground still in view of me and can relay the actions to its body?
Published Subclasses
Wisdom Check: 16
OOC: I love Vaz lol
Published Subclasses
Varinth at first screams but soon realises that the head doesn't currently house the spark of life. Laughing at the folly of life and undeath Vaz kicks the noggin off his foot and looks off into the middle distance, gently swaying, apparently lost in non-thought.
(ooc : given the tower should be around 15-20ft high, but jumping into a 5ft wall should be within the scope of normal movement i think Strix can climb and jump to J5 without challenge in a single turn. Can he? Based on jump distance, ledge grab height, double cost to climb and standard storey height, going m7-l6-up n over to J5 should be possible?)
Strix,seeing the tide is overwhelmingly in his groups favour disengages from the now unfair fight, leaping from wall to wall over Incantis' head to enter the tower ruins, ideally searching the Wizard's remains (paying special attention to the hand that had so fascinated the undead)
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Given the relatively diminished threat, yes, Strix can make that jump without too much pressure. He enters the tower and begins searching the dead wizard. Please make an Investigation check.
Group I: Kosst, Jukk and Vroh continue to chase and destroy the fleeing undead.
Group J: Zombies 9 and 12 have been caught and are engaged with the orcs.
Given that the battle has turned so decisively in your favour, I think we can come out of initiative order. Dekhan and Zoria, possibly with help from Strix, Vaz and Scupper you are able to finish off the two remaining zombies in the ruins. Incantis, you aid the orcs as they hunt down the turned and fleeing orcs and dispose of them handily. The orcs gather the corpses of the undead and haul them back to the ruins, beginning to make a large pile with the possibly intention of burning them.
investigation 10
OOC : And with that, Strix's eyes fall out of their sockets?
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Strix, you find a nice silk handkerchief, worth perhaps two gold pieces, but nothing else.
Scupper, you keep searching the inside of the tent. Of course you find the same bag with coins as before, but you don't find anything else of interest; certainly no papers or letters.
So eh...I can't find feck all in here. It's something te do wit the tangents o' the light and whatever ward the feckin' wiz had cast about his tent. I can feel the ebb and flow o' the magics but he were clearly a powerful mage...so eh...someone more...wizardly may want te give it a go.
Strix is an idiot savant with the math and geometry of acrobatics but not in casual observation
Vas is an idiot (whom we all love)
Scupper is a LIAR
Strix takes out his hatchet and begins to chop off the hand the wizard used to control the undead, wrapping it in the handkerchief.
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Strix, you are able to chop off the hand easily, letting most of the blood drain away before wrapping it in the handkerchief. There doesn't seem to be anything remarkable about the hand, but he did seem to control the zombies with his hand. You now have the severed hand of a Red Wizard of Thay, wrapped in a white silk handkerchief - please note this in your inventory.
Scupper, are you taking the bag with coins in, or leaving it for another to find?