Salty Joe throws down the verbal gauntlet, viciously mocking the undead creatures. (DC13 Wis: 5)
Penumbra ?
Bankur blesses his comrades (if Valefor is really gone, then it will affect Penumbra instead...) then conjures a floating, spectral weapon with spiritual force and clobbers one of the zombies. (it hits - will wait for previous actions to complete this attack =)
This post has potentially manipulated dice roll results.
(Assuming they are five feet away and no OA)As the dead bodies stir, Rand jumps back in surprise, backing quickly out the door. One hand slips to his waist to pull a large dart out from his belt, flinging it at the closest body as he backs up. (Attack: 13 Damage: 7)
edit: I messed up the damage roll (made it a straight 4 not d4 - here's a real damage roll: 7)
This post has potentially manipulated dice roll results.
Round 1 (con't) Rand spots the bodies, which are about 15' away in the building, and sees them rise up as zombies! As the dead bodies stir, he jumps back in surprise, one hand slipping to his waist to pull a large dart out from his belt. The fighter flings it at the closest body as he backs up out of the building, and a cloud of ash puffs out from the zombie when the dart hits it. Valefor, clearly unhinged by these creatures, turns a sickly pale yellow and starts backing away with a sad whimpering noise, while Salty Joe derides the ungainly undead monster. Penumbra, on the other hand, isn't even fazed by the creatures, shooting the lead zombie when it appears in the doorway. The arrow strikes with a solid thump, but this time no ash cloud comes off of it. Bankur, who was busy checking out the daisies by the side of the road, realizes the approaching danger and quickly blesses his companions (Rand, Penumbra, and Salty Joe for 1 minute with Bankur concentration.) He also conjures a spiritual weapon and bashes the already injured zombie. The thing has taken quite a beating, but still manages to move forward with its companion and attack! (1=Rand, 2=Valefor, 3=Salty Joe, 4=Penumbra, 5=Bankur, 6=Valefor)
Old zombie (-20) claws at 2 with an attack of 14 for Unable to parse dice roll. points of damage
Young zombie claws at 3 with an attack of 18 for 5 points of damage
(Not necessarily...they could have moved around him to get to you. The beauty - and danger - of theater of the mind =) Besides - you didn't get hit! =)
After striking the first zombie, and thinking that his companions have that one well in hand, Rand turns his attention to the second one. He gripping his rapier in both hands, he attacks the younger zombie.(Attack with blessing: 22 Damage: Unable to parse dice roll.)
This post has potentially manipulated dice roll results.
Salty Joe draws his Rapier and casts Dissonant Whispers on the old zombie (Wis Save 13 or take 9 psychic, half on save, and use its reaction to move away from me...stupidly)
After blessing his companions with the favor of his deity and summoning his spectral mace, Bankur draws his physical mace from it's sheath and moves into the fray, fully engaging with the zombie(s?). Hoping to move the zombie off it's battle stance, Bankur feints a low chop to the creature's left leg, then spins quickly to the side of the zombie and brings his mace down in a backhand chop across it's chest.
(Not sure which Zombie is still up at this point. If the "Old" zombie is still up I will target it. If it's down I'll obviously be attacking the other one)
Attack: 14 Damage: 3
As Bankur's attack lands (or doesn't?), the floating, spectral mace attacks the same zombie (Unless my first attack drops it obviously, then I will attack the other one) with a short, sharp downward chop!
Rand attacks the younger zombie, stabbing it with his rapier! When he hits the undead creature, though, it also lets off a puff of ash in a small cloud around it, causing Rand to cough and sputter as he breaths it in! (DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.)
Valefor flat out runs away now, wailing incoherently. (...and we're back to four!)
Salty Joe shouts out a discordant series of notes, whispers, and words, causing the older zombie to drop to the ground and rapidly decompose, leaving only a pile of bones and ash...
Penumbra shoots the younger-looking zombie right after Rand stabs it, causing more damage but not dropping it.
It's Bankur's twin mace attacks that drop the second zombie, and it also rapidly decomposes! (Combat over! 25 XP each =)
A variety of old tools — tongs, bellows, hammers, and a pair of iron anvils — are scattered around the interior of this building. Bankur finds a serviceable backpack amongst the debris. It has a central pouch and two side pouches, and the whole thing weighs about 5 pounds. (Congrats - this was your random roll. The actual old item was a 'Pouch of Accessibility' but I slightly changed it to be this Heward's Handy Haversack!)
Rand sputters and coughs as he tries to shake the nasty ash from his lungs. OK. let's move down the block and see if any of the other neighbors are polite!
After checking out the old blacksmith's shop, the group continues their explorationand head east, walking through the ruins of one building to the southeast-most structure (#13). This small farmhouse appears to be just another empty home at first glance. However, all the doors are shut and windows shuttered, and unlike most of the other buildings in the village, it is in pretty good shape. Penumbra reports that there are two doors - the one in front of you on the northwestern side, and one on the southern wall.
"I say we all make a big fuss at this door while you go in through the back." Salty whispers. He puts away his rapier and flicks his wrist revealing the harmonica in his hand. Ready to distract if Penumbra agrees with his plan.
"Sometimes I can sense the presence of unnatural creatures, but unfortunately, it does not tend to work through doors. I will try any way"
Rand will look for any windows or cracks that might give him some line of site into the building, and activates his divine senses (Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.)
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Round 1:
Rand ?
Valefor ?
Salty Joe throws down the verbal gauntlet, viciously mocking the undead creatures. (DC13 Wis: 5)
Penumbra ?
Bankur blesses his comrades (if Valefor is really gone, then it will affect Penumbra instead...) then conjures a floating, spectral weapon with spiritual force and clobbers one of the zombies. (it hits - will wait for previous actions to complete this attack =)
Zombies
Love God. Love Others. Any Questions?
(Assuming they are five feet away and no OA)As the dead bodies stir, Rand jumps back in surprise, backing quickly out the door. One hand slips to his waist to pull a large dart out from his belt, flinging it at the closest body as he backs up. (Attack: 13 Damage: 7)
edit: I messed up the damage roll (made it a straight 4 not d4 - here's a real damage roll: 7)
Penumbra lets her arrow fly at the zombie Rand hit with his dart.
Attack: 14 Damage: 5
Round 1 (con't)
Rand spots the bodies, which are about 15' away in the building, and sees them rise up as zombies! As the dead bodies stir, he jumps back in surprise, one hand slipping to his waist to pull a large dart out from his belt. The fighter flings it at the closest body as he backs up out of the building, and a cloud of ash puffs out from the zombie when the dart hits it. Valefor, clearly unhinged by these creatures, turns a sickly pale yellow and starts backing away with a sad whimpering noise, while Salty Joe derides the ungainly undead monster. Penumbra, on the other hand, isn't even fazed by the creatures, shooting the lead zombie when it appears in the doorway. The arrow strikes with a solid thump, but this time no ash cloud comes off of it. Bankur, who was busy checking out the daisies by the side of the road, realizes the approaching danger and quickly blesses his companions (Rand, Penumbra, and Salty Joe for 1 minute with Bankur concentration.) He also conjures a spiritual weapon and bashes the already injured zombie. The thing has taken quite a beating, but still manages to move forward with its companion and attack! (1=Rand, 2=Valefor, 3=Salty Joe, 4=Penumbra, 5=Bankur, 6=Valefor)
Old zombie (-20) claws at 2 with an attack of 14 for Unable to parse dice roll. points of damage
Young zombie claws at 3 with an attack of 18 for 5 points of damage
Round 2!
Love God. Love Others. Any Questions?
(If the zombies moved passed Rand to get to Me doesnt that mean he gets an opp attack? Salty Joe is a backline character. )
I got alot a doods
(Not necessarily...they could have moved around him to get to you. The beauty - and danger - of theater of the mind =) Besides - you didn't get hit! =)
Love God. Love Others. Any Questions?
After striking the first zombie, and thinking that his companions have that one well in hand, Rand turns his attention to the second one. He gripping his rapier in both hands, he attacks the younger zombie. (Attack with blessing: 22 Damage: Unable to parse dice roll.)
I'm getting that old 'dice rolls not available for this section' seems to me that it comes around eventually, right?)
Salty Joe draws his Rapier and casts Dissonant Whispers on the old zombie (Wis Save 13 or take 9 psychic, half on save, and use its reaction to move away from me...stupidly)
I got alot a doods
After blessing his companions with the favor of his deity and summoning his spectral mace, Bankur draws his physical mace from it's sheath and moves into the fray, fully engaging with the zombie(s?). Hoping to move the zombie off it's battle stance, Bankur feints a low chop to the creature's left leg, then spins quickly to the side of the zombie and brings his mace down in a backhand chop across it's chest.
(Not sure which Zombie is still up at this point. If the "Old" zombie is still up I will target it. If it's down I'll obviously be attacking the other one)
Attack: 14 Damage: 3
As Bankur's attack lands (or doesn't?), the floating, spectral mace attacks the same zombie (Unless my first attack drops it obviously, then I will attack the other one) with a short, sharp downward chop!
Attack: 25 Damage: 16
Penumbra attacks again with her bow.
Attack: 12 Damage: 4
(Aiming at the first zombie if it's still standing.)
sneak attack damage if applicable: 3
Round 2:
Rand attacks the younger zombie, stabbing it with his rapier! When he hits the undead creature, though, it also lets off a puff of ash in a small cloud around it, causing Rand to cough and sputter as he breaths it in! (DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.)
Valefor flat out runs away now, wailing incoherently. (...and we're back to four!)
Salty Joe shouts out a discordant series of notes, whispers, and words, causing the older zombie to drop to the ground and rapidly decompose, leaving only a pile of bones and ash...
Penumbra shoots the younger-looking zombie right after Rand stabs it, causing more damage but not dropping it.
It's Bankur's twin mace attacks that drop the second zombie, and it also rapidly decomposes! (Combat over! 25 XP each =)
A variety of old tools — tongs, bellows, hammers, and a pair of iron anvils — are scattered around the interior of this building. Bankur finds a serviceable backpack amongst the debris. It has a central pouch and two side pouches, and the whole thing weighs about 5 pounds. (Congrats - this was your random roll. The actual old item was a 'Pouch of Accessibility' but I slightly changed it to be this Heward's Handy Haversack!)
Love God. Love Others. Any Questions?
(Are you doing anything before heading to the next building - #13?)
Love God. Love Others. Any Questions?
(Other than move cautiously, no.)
I got alot a doods
Rand sputters and coughs as he tries to shake the nasty ash from his lungs. OK. let's move down the block and see if any of the other neighbors are polite!
After checking out the old blacksmith's shop, the group continues their exploration and head east, walking through the ruins of one building to the southeast-most structure (#13). This small farmhouse appears to be just another empty home at first glance. However, all the doors are shut and windows shuttered, and unlike most of the other buildings in the village, it is in pretty good shape. Penumbra reports that there are two doors - the one in front of you on the northwestern side, and one on the southern wall.
Love God. Love Others. Any Questions?
"What do you think? Should we knock?" Penumbra says with a smirk.
"I say we all make a big fuss at this door while you go in through the back." Salty whispers. He puts away his rapier and flicks his wrist revealing the harmonica in his hand. Ready to distract if Penumbra agrees with his plan.
I got alot a doods
"Perhaps we should do a bit of advanced scouting before going in. Friend Rand, do you sense the presence of any evil around us?"
"Sometimes I can sense the presence of unnatural creatures, but unfortunately, it does not tend to work through doors. I will try any way"
Rand will look for any windows or cracks that might give him some line of site into the building, and activates his divine senses (Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.)