(I also try to keep my character sheet up to date. I will have Penumbra say something if she needs healing badly. That said she is still carrying a potion of healing, she will drink it if things get rough, she will also freely give it to anyone who needs it. If you ask her for it you can assume she gives it to you without waiting for me to post a reply.)
Penumbra approaches the building examining the area around the door for any tracks or sign of anything coming or going, she then peeks into any window or hole in the wall she can find. If she fails to get a good view of the inside she will listen at the door, if she hears nothing she knocks on the door and listens again.
Like any good pub, the windows are dusty or boarded up and do not provide a good view inside. There are no tracks at either door - it doesn't look like anything has disturbed this place in years. Penumbra listens intently at the door, but hears nothing. After knocking, you may have heard a soft rustling, or it could have been the slight breeze blowing through the trees...
This post has potentially manipulated dice roll results.
The door needs a little extra help from Rand's shoulder, but once he clears it from the door jamb, Penumbra's mage hand easily opens it the rest of the way. The interior is dark, although those with darkvision will see that the building is divided in half by a wall with an interior door that stands open. The eastern half was the common room - you can just make out s few old tables and benches and a bar along the western wall that divides the building. A faint smell of yeast wafts from inside.
Nothing happens until you enter the tavern - that's when four ash zombies rise from behind the bar or in the western room, moaning and shambling towards you!
Salty flicks his wrist revealing his harmonica and he hits a flurry of notes that ends with a final high note that casts Shatter centered on the zombies at the bar. (Con Save 13 or take 11 half on success)
"These poor, wretched souls. I do wish there was something we could do for them... I guess sending them to a permanent death and releasing them to their gods is the best that we can do. So be it. Let's send them to oblivion, friends, and let's do it with a little extra protection from their penetrating ash."
Rand casts bless on himself, Penumbra, and Bankur (+d4 on attacks and saves for 1 minute).
After Penumbra's arrow flies through the door and Salty's spell shakes the building's foundation, Bankur steps into the doorway, raises his holy symbol and utters a quick command aimed at the zombies.
Casting Channel Divinity: Turn Undead. Should be able to get all 4 (or however many remain) in the effects. DC13 Wis saving throw or be turned.
This post has potentially manipulated dice roll results.
Salty Joe casts his signature spell and causes a thunderclap to burst in the center of the building, causing all four of the undead creatures to give off their puffs of ash. (DC13 CON save: 21)Penumbra targets one of the zombies with an arrow and scores a solid hit in its chest! Rand blesses himself and his companions, granting supernatural aid to their fight. Bankur, not to be outdone, steps into the door and attempts to turn the undead with his holy symbol. (DC13 Wis save: 11)
The zombies seem to shake off the worst of Salty's sonic attack and Bankur's turn attempt, shambling towards the entrance...
Penumbra fires at the same zombie , putting another arrow into it's chest thanks to Rand's blessing! The zombie continues to shamble towards you, though!
Rand steps into the building to meet the closest zombie, swinging and connecting with Talon!
This post has potentially manipulated dice roll results.
Staying at the door Bankur raises his hand, points it at one of the zombies and utters a quick, sharp word of prayer. A streak of light leaves his hand and travels towards the Zombie.
Once the magical bolt leaves his hand Bankur immediately says another prayer to his deity and summons his spectral mace, immediately ordering it to attack the same zombie.
Casting Spiritual Weapon as my bonus action. If the guiding bolt hits I will have advantage on the attack. Attack: 15 Damage: 5
This post has potentially manipulated dice roll results.
Round 2 (con't): Salty Joe loads his crossbow and shoots the arrow-studded zombie, dropping it to the ground (DC12 Con save:15). Bankur channels his deity's magical powers to cause a streaking bolt to strike down the last zombie in the group (DC21 Con save: 20)! (I don't see how you can cast two spells in the same round, unless one is a cantrip...but your guiding bolt was enough, with Salty Joe's first thunderclap, to drop the zombie!)
(Assuming neither makes their save...) The two remaining zombies reach the party, wildly swinging their arms like clubs. (1=Salty Joe -- 2=Penumbra -- 3=Rand -- 4=Bankur)
Z2 attacks 4 with a 18 for 6 damage.
Z3 attacks 3 with a 11 for 2 damage.
(Z4 unless I'm wrong about Bankur's second spell) Z3 attacks 4 with a 10 for 7 damage.
(I try to keep my character sheet pretty accurate)
I got alot a doods
(So what are you guys going to do?)
Love God. Love Others. Any Questions?
(I also try to keep my character sheet up to date. I will have Penumbra say something if she needs healing badly. That said she is still carrying a potion of healing, she will drink it if things get rough, she will also freely give it to anyone who needs it. If you ask her for it you can assume she gives it to you without waiting for me to post a reply.)
Penumbra approaches the building examining the area around the door for any tracks or sign of anything coming or going, she then peeks into any window or hole in the wall she can find. If she fails to get a good view of the inside she will listen at the door, if she hears nothing she knocks on the door and listens again.
Stealth: 22
Investigation: 16
Perception: 7
Like any good pub, the windows are dusty or boarded up and do not provide a good view inside. There are no tracks at either door - it doesn't look like anything has disturbed this place in years. Penumbra listens intently at the door, but hears nothing. After knocking, you may have heard a soft rustling, or it could have been the slight breeze blowing through the trees...
Love God. Love Others. Any Questions?
"Well...Looks like it checks out. Wanna take a step back and mage hand that door open?"
I got alot a doods
"Sure thing. Everyone ready?" Penumbra steps back and as soon as everyone is ready she casts mage hand and opens the door.
The door needs a little extra help from Rand's shoulder, but once he clears it from the door jamb, Penumbra's mage hand easily opens it the rest of the way. The interior is dark, although those with darkvision will see that the building is divided in half by a wall with an interior door that stands open. The eastern half was the common room - you can just make out s few old tables and benches and a bar along the western wall that divides the building. A faint smell of yeast wafts from inside.
Nothing happens until you enter the tavern - that's when four ash zombies rise from behind the bar or in the western room, moaning and shambling towards you!
Initiative rolls!
Bankur Init: 2
Penumbra Init: 16
Rand Init: 8
Salty Joe Init: 20
Creature Init: 4
Love God. Love Others. Any Questions?
Salty flicks his wrist revealing his harmonica and he hits a flurry of notes that ends with a final high note that casts Shatter centered on the zombies at the bar. (Con Save 13 or take 11 half on success)
I got alot a doods
"These poor, wretched souls. I do wish there was something we could do for them... I guess sending them to a permanent death and releasing them to their gods is the best that we can do. So be it. Let's send them to oblivion, friends, and let's do it with a little extra protection from their penetrating ash."
Rand casts bless on himself, Penumbra, and Bankur (+d4 on attacks and saves for 1 minute).
Staying near the door Penumbra lets an arrow fly at the nearest Zombie.
Attack: 24 Damage: 9
After Penumbra's arrow flies through the door and Salty's spell shakes the building's foundation, Bankur steps into the doorway, raises his holy symbol and utters a quick command aimed at the zombies.
Casting Channel Divinity: Turn Undead. Should be able to get all 4 (or however many remain) in the effects. DC13 Wis saving throw or be turned.
Salty Joe casts his signature spell and causes a thunderclap to burst in the center of the building, causing all four of the undead creatures to give off their puffs of ash. (DC13 CON save: 21) Penumbra targets one of the zombies with an arrow and scores a solid hit in its chest! Rand blesses himself and his companions, granting supernatural aid to their fight. Bankur, not to be outdone, steps into the door and attempts to turn the undead with his holy symbol. (DC13 Wis save: 11)
The zombies seem to shake off the worst of Salty's sonic attack and Bankur's turn attempt, shambling towards the entrance...
Round 2!
Love God. Love Others. Any Questions?
Targeting the same zombie she already hit Penumbra looses another arrow.
Attack: 21 Damage: 5
(If it is close enough to Rand for sneak attack to apply) 7
(Penumbra gets +1d4 to that attack!)
Rand now moves toward business, attacking the closest zombie with Talon.
(Attack (including bless): 19 Damage: 9)
(Forgot about the bless, thankyou Zercious.)
Bless roll: 4
Round 2:
Salty Joe - ?
Penumbra fires at the same zombie , putting another arrow into it's chest thanks to Rand's blessing! The zombie continues to shamble towards you, though!
Rand steps into the building to meet the closest zombie, swinging and connecting with Talon!
Bankur - ?
Z1 (-20) . Z2 (-15) . Z3 (-6) . Z4 (-6)
Love God. Love Others. Any Questions?
Staying at the door Bankur raises his hand, points it at one of the zombies and utters a quick, sharp word of prayer. A streak of light leaves his hand and travels towards the Zombie.
Casting Guiding Bolt at Z4. Attack: 19 Damage: 15
Once the magical bolt leaves his hand Bankur immediately says another prayer to his deity and summons his spectral mace, immediately ordering it to attack the same zombie.
Casting Spiritual Weapon as my bonus action. If the guiding bolt hits I will have advantage on the attack. Attack: 15 Damage: 5
Edit: I hope the guiding bolt hit. :P
Salty loads his cossbow and fires at the zombie Penumbra shot.
*Thwack!* 12 Damage: 7
I got alot a doods
Round 2 (con't): Salty Joe loads his crossbow and shoots the arrow-studded zombie, dropping it to the ground (DC12 Con save:15). Bankur channels his deity's magical powers to cause a streaking bolt to strike down the last zombie in the group (DC21 Con save: 20)! (I don't see how you can cast two spells in the same round, unless one is a cantrip...but your guiding bolt was enough, with Salty Joe's first thunderclap, to drop the zombie!)
(Assuming neither makes their save...) The two remaining zombies reach the party, wildly swinging their arms like clubs. (1=Salty Joe -- 2=Penumbra -- 3=Rand -- 4=Bankur)
Z2 attacks 4 with a 18 for 6 damage.
Z3 attacks 3 with a 11 for 2 damage.
(Z4 unless I'm wrong about Bankur's second spell) Z3 attacks 4 with a 10 for 7 damage.
Round 3: Salty Joe -- Penumbra (-11) -- Rand (-9) -- Bankur -- Z2 (-15) / Z3 (-6)
Love God. Love Others. Any Questions?