Moving back down the main tunnel, you come up to a door along the side of the passage. The door is currently closed and the tunnel continues on past it.
"The door itself may be a danger. If you will give me a moment before you rush ahead."
Robar heads to the front of the group and stows his arrow away in its quiver to allow him to investigate the door more closely for locks, traps, or other mechanisms.
5
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
Zogri will be at his normal position in the back of the group, easily seeing over the dwarves giving him good vision of the door. He will occasionally look behind into the tunnel from which they came to see if they are being followed and wait for the group to open and go through the door.
The door does not appear to be trapped, or at least that is what your investigator extraordinaire believes. It proves correct as Bulvii pushes the door open easily. Inside you find...
eight moaning humans with rotting flesh shamble about this dusty crypt, which reeks of death. An open stone sarcophagus rests against the back wall, its shattered lid lying in pieces on the floor around it.
Roll initiative... Also give me your first actions.
Seeing the malevolent creatures on the other side of the doorway, Robar immediately blows a low whistle that causes a strange purple dust to swirl up from the stone floor and envelope the creatures.
Cast: Faerie Fire - Centering the 20' cube where it can hit as many of the zombies as possible without affecting party members. All targeted monsters need to make a DC12 Dex save or be subject to all attacks against them being at advantage for the next minute.
After casting his spell Robar moves back in the hallway to give room for the more melee focus party members to get into the room. As he does so he draws and arrow and prepares to fire, and let's the whistle rise into the higher octaves, filling Bulvii with a strange resolve and confidence.
Recap: Action:Cast Faerie Fire (1 of 3 spell slots used) Move: Move back up to 30' to be out of what I perceive to be immediate danger, but still able to get line of sight to shoot through the doorway, ignoring cover through sharpshooter feat on future rounds. Bonus: Give Bulvii bardic inspiration (+1d6 to one d20 roll some time in the next 10 minutes) (1 of 2 inspiration slots used)
Darmius will cast shatter in the centre of the room forcing the Zombies to take a DC 15 Con save or take 10 thunder damage. Half as much on a successful save.
Zogri will move through the door and to the side having a wall behind him but within 30ft of whatever skeleton seems to have taken the least damage. As he prepares his bow he will use Planar Warrior class feat to focus on that target.
As a bonus action, choose one creature you can see within 30 ft. of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack.
Zogri will pull back his bow and let loose an arrow at this zombie.
Attack: 12 Damage: 5 (on hit becomes force dmg and does an extra 3 damage)
"The ones that are lit up! You should have an easier time hitting them!"
From his vantage point at the end of the hall Robar has limited view into the room, but he waits for his shot on one of the zombies affected by his spell, and when it is ready he takes careful aim and fires for what appears to be a weak spot. (Ranged attack w/ Advantage and using Sharpshooter for -5/+10, also if it hits 1d6 sneak attack damage)
Attack: 8 Damage: 25
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
Zogri will focus on a zombie thats glowing with faerie fire and close to Bulvii to keep him from getting surrounded using planar warrior on the one closests to him. He will move further into the room trying to keep a wall behind himself and getting the zombies a bit more from the side as he will fire another arrow.
(Attack: 14 Damage: 9 + 4 from bless to hit and 1 on dmg : for total of 29 (crit) to hit and 18 force damage)
Moving back down the main tunnel, you come up to a door along the side of the passage. The door is currently closed and the tunnel continues on past it.
"Lets see what's behind this door, prepare yourselves" Bulvii says to the group, ready to open the door unless someone objects.
Damrius readies a fireball bolt
"The door itself may be a danger. If you will give me a moment before you rush ahead."
Robar heads to the front of the group and stows his arrow away in its quiver to allow him to investigate the door more closely for locks, traps, or other mechanisms.
5
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Zogri will be at his normal position in the back of the group, easily seeing over the dwarves giving him good vision of the door. He will occasionally look behind into the tunnel from which they came to see if they are being followed and wait for the group to open and go through the door.
Gralmor utters a short prayer to the gray protector as he places the boon of Guidance to himself.
The door does not appear to be trapped, or at least that is what your investigator extraordinaire believes. It proves correct as Bulvii pushes the door open easily. Inside you find...
eight moaning humans with rotting flesh shamble about this dusty crypt, which reeks of death. An open stone sarcophagus rests against the back wall, its shattered lid lying in pieces on the floor around it.
Roll initiative... Also give me your first actions.
Zombie Initiative: 1
14
Seeing the malevolent creatures on the other side of the doorway, Robar immediately blows a low whistle that causes a strange purple dust to swirl up from the stone floor and envelope the creatures.
After casting his spell Robar moves back in the hallway to give room for the more melee focus party members to get into the room. As he does so he draws and arrow and prepares to fire, and let's the whistle rise into the higher octaves, filling Bulvii with a strange resolve and confidence.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Damrius Initiative: 13
Darmius will cast shatter in the centre of the room forcing the Zombies to take a DC 15 Con save or take 10 thunder damage. Half as much on a successful save.
He will then back away from the door
"Bloody Zombies." Bulvii mutters as he prepares himself.
Initiative: 5
Bulvii rushes in to attack the closest Zombie nearest the door.
To Hit: 24
Damage: 4
If that one is still up he'll attack it again. Should it die, he'll attack the next closest
To Hit: 6
Damage: 5
"Destroy them all!" Bulvii yells as he charges in to battle the undead.
Initiative 18
Zogri will move through the door and to the side having a wall behind him but within 30ft of whatever skeleton seems to have taken the least damage. As he prepares his bow he will use Planar Warrior class feat to focus on that target.
Zogri will pull back his bow and let loose an arrow at this zombie.
Attack: 12 Damage: 5 (on hit becomes force dmg and does an extra 3 damage)
Gralmor's Initiative: 6 + 3
"Never a dull moment on these underground tunnels!"
The gray dwarf eagerly pulls another radiant flame from the skies as he casts sacred flame at the nearest undead within his vicinity.
Sacred Flame DC 12 DEX Save: 5 Radiant Damage
Zogri hits the first of the zombies with his force arrow.
Zombies save vs faerie fire...
1...8
2...2
3...0
4...0
5...7
6...12
7...2
8...18
All but one of the zombies fail their save. only #8 is able to get out of thew way of the affect of faerie fire.
Then Damrius casts his spell..
Zombies save vs shatter...
1...6
2...23
3...21
4...14
5...19
6...21
7...18
8...13
All of the zombies are injured to some extent from the shatter,though some less than other.
Zombie 1 save vs sacred flame...
12
The zombie manages to evade the sacred flame.
Bulvii rushes ina nd attacks zombie 1, doing damage, but missing on his second attack.
End of surprise round... Please post your second round actions.
Thorik and Dalin, please post initiative and actions if you are around...
"The ones that are lit up! You should have an easier time hitting them!"
From his vantage point at the end of the hall Robar has limited view into the room, but he waits for his shot on one of the zombies affected by his spell, and when it is ready he takes careful aim and fires for what appears to be a weak spot. (Ranged attack w/ Advantage and using Sharpshooter for -5/+10, also if it hits 1d6 sneak attack damage)
Attack: 8 Damage: 25
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Damrius will cast a firebolt at one of the illuminated zombies. Attack: 27 Damage: 13
Initiative: 17
Thorik will cast bless on himself, Zogri, and Bulvii.
(Sorry I'm late to the party.)
Zogri will focus on a zombie thats glowing with faerie fire and close to Bulvii to keep him from getting surrounded using planar warrior on the one closests to him. He will move further into the room trying to keep a wall behind himself and getting the zombies a bit more from the side as he will fire another arrow.
(Attack: 14 Damage: 9 + 4 from bless to hit and 1 on dmg : for total of 29 (crit) to hit and 18 force damage)