This post has potentially manipulated dice roll results.
Rolling DISADV for Garet: 1127
Ranged Attacks in Close Combat
Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.
Garet smacks the living corpse firmly on the back of the head, sending it to the ground. It shudders a couple of times as radiant light can be seen burrowing deep into its skull before the entire husk disintegrates into black dust.
This post has potentially manipulated dice roll results.
With a grimace from seeing the others success, Marcon shuffles around the sole remaining zombie half hopeful... well, frankly many things in that moment. But from the moment he sought again to kick out the legs of the zombie, success in that became the most prevalent in mind for the tired farmhand. Regardless of finding himself lacking still, it is with a determined grunt that shield is brought to bear in an effort of smashing zombie heads.
Movement: Immediate north of remaining Zombie.
Action: Shield Rush on Zombie(1)! Attack #1 - ShoveProne attempt on Zombie with an Athletics: 12. Improvised Weapon Attack - Attack #2: 21 Damage: 6 non-magical bludgeoning to Zombie(1). If knocked prone, here's adv roll and potential crit bonus: 17, 4.
The zombie - stout of build and still at full strength - absorbs the force of Marcon's shove, but is not fast enough to avoid the follow-up strike which sends the corpse's jaw flying across the room and into the dry waterway.
FLAMESKULL Still under the effects of Garet's turn undead, the tiny skull disappears further up the dry waterway and around a corner.
The last zombie seemingly stands still as Ronk essentially takes him apart in an impressive display of weaponry and martial prowess. The first spear thrust enters just under the chin and emerges through the top of the corpse's cranium, the second entering from the left ear and exiting through the right...
Though those blows would have been enough on their own to send the zombie into the afterlife, his punch broke the spinal column at the base of the neck, followed by a roundhouse kick the completely separated the head from the shoulders.
The headless husk dropped to its knees and slowly keeled over onto the floor, gushing putrified blood at Marcon's feet...
"Yuck!" Marcon steps back out of the blood, only to realize he'd enter another. In fact with the corpses around, there might've been far too many pools to avoid one getting their shoes wet! "Uh... Uhh... Well, that bugbear mentioned going east, so I assume we keep heading there, skull face or naw. But if this ain't further proof he was either lying or too out of it to give a straight answer, I say we try upstream. Worst case scenario, we'll just wind up having to go back the other way anyhow." He asserts while trying in vain to at least minimize the amount of gunk on his shoes.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"Fye on not knowing. Pretty sure magic is to blame, or at least in part. But I ain't gonna claim to figure more than that."Marcon shakes his head as he heads over for a closer look into the stream bed, then hops on down should the depth not seem worrisome enough to need care for injury. "Anyhow, best to get a move on. Not sure how long that skull head's gonna be away, but don't think we wanna tangle with it if we can help it."He adds before with torch in hand began the trek upstream(north/top of the map) for a look around.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
RIGEL (Insight Check): This impressive chamber was the heart of a mining operation. Here, the ancient dwarves melted down their ore to refine ingots of silver, gold, and platinum. The dry channel is where the dwarves diverted water from a source somewhere deeper in the cavern to power the waterwheel which in turn operated the bellows that fed the furnace.
Marcon leads the party north along the dry waterway which turns east. This passage lets out into a wide rift filling the eastern half of a larger cavern. An underground stream pours out of the western wall, then tumbles down into the rift and flows out again to the north. Several ropes are secured to iron stakes along on the western edge of the rift, leading down to the chasm floor.
Marcon spots three bugbears: two of them are clearing rock on the rift floor while one more stands guard in the western half of the cavern. A male drow supervises the operation, with arms folded in disapproval. Due the roaring waters, the bugbears and the drow have not heard the party approach (even if they were not trying to be stealthy.)
(OOC: The rift is 20 feet deep. Climbing up or down without using a rope requires a successful DC 10 Strength (Athletics) check. A creature that fails the check by 5 or more falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the bottom.)
As soon as the party sees the bugbear and Drow, Marcon backs up at least around the corner in fair leeriness of the torch light yet attracting attention. "Looks like I was right, at least in part. Seems we found that punk's friends. And where's there's more of'im, their leader can't be much further away." He asserts just loud enough for at least the party to overhear him. "Thing is, I don't see anyway of us getting down there quietly without alert'em. Not this way at least. Any suggestions?"
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Marcon nods faintly, though its fairly clear in askance look that the ex-farmhand seemed a touch... distracted, to the say the least. "Still the problem of the others. If we can't kill'em just quick, one of them is gonna get wise and run off to warn their boss... assume'n he ain't that elf fella down below." He frowned and curtly shook his head, then looked up to the others. "Also, did... none of ya'll heard that, right? Or, I guess say the word, uh, 'Attack' just a second ago, right?"
Rigel, assuming the question is directed at him because of his proximity, whispers back ,"I didn't say anything, but I agree with you that there is a good chance they'll go for help. Perhapse if ony two of us go the others will engage thinking they have us out numbered. Then the rest of us can turn the tables either by arrow or sword and possibly cut off a retreat. I have an idea that might get you and I to the first two quick enough but how about the rest? Ronk can your misty step get you across the chasm? Van do you have any quickness abilities you can bring to bear? A good blessing from Garett of course will always be a help."
Garet points his mace at undead near him (Z4) and casts Guiding Bolt at lvl 1
Attack: 19 for 7
Rolling DISADV for Garet: 11 27
Ranged Attacks in Close Combat
Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.
Garet smacks the living corpse firmly on the back of the head, sending it to the ground. It shudders a couple of times as radiant light can be seen burrowing deep into its skull before the entire husk disintegrates into black dust.
With a grimace from seeing the others success, Marcon shuffles around the sole remaining zombie half hopeful... well, frankly many things in that moment. But from the moment he sought again to kick out the legs of the zombie, success in that became the most prevalent in mind for the tired farmhand. Regardless of finding himself lacking still, it is with a determined grunt that shield is brought to bear in an effort of smashing zombie heads.
Movement: Immediate north of remaining Zombie.
Action: Shield Rush on Zombie(1)!
Attack #1 - Shove Prone attempt on Zombie with an Athletics: 12.
Improvised Weapon Attack - Attack #2: 21 Damage: 6 non-magical bludgeoning to Zombie(1).
If knocked prone, here's adv roll and potential crit bonus: 17, 4.
.
When you realize you're doing too much: Signature.
ZOMBIE 3
Resist Shove (Athletics): 15 vs. DC 7
The zombie - stout of build and still at full strength - absorbs the force of Marcon's shove, but is not fast enough to avoid the follow-up strike which sends the corpse's jaw flying across the room and into the dry waterway.
FLAMESKULL
Still under the effects of Garet's turn undead, the tiny skull disappears further up the dry waterway and around a corner.
Not seeing any other target handy, Ronk shrugs and heads for the last zombie, and gives it the ol' "Stab, Stab, Punch, and Kick"
Spear Attack: 10 Damage on hit: 6 piercing
Spear Attack 2: 15 Damage on hit: 8 piercing
1 Ki point for Flurry of Blows
Unarmed Strike: 14 Damage on hit: 5 bludgeoning
Unarmed Strike: 7 Damage on hit: 9 bludgeoning
The last zombie seemingly stands still as Ronk essentially takes him apart in an impressive display of weaponry and martial prowess. The first spear thrust enters just under the chin and emerges through the top of the corpse's cranium, the second entering from the left ear and exiting through the right...
Though those blows would have been enough on their own to send the zombie into the afterlife, his punch broke the spinal column at the base of the neck, followed by a roundhouse kick the completely separated the head from the shoulders.
The headless husk dropped to its knees and slowly keeled over onto the floor, gushing putrified blood at Marcon's feet...
(END OF INITIATIVE)
Rigel steps over to the downed body and wipes the blades of his axes on the corpses remains.
" Well where do we go now? Do we head upstream or down?" Rigel indicated the empty channel passing under the water wheel.
**This Space for Rent**
"Yuck!" Marcon steps back out of the blood, only to realize he'd enter another. In fact with the corpses around, there might've been far too many pools to avoid one getting their shoes wet! "Uh... Uhh... Well, that bugbear mentioned going east, so I assume we keep heading there, skull face or naw. But if this ain't further proof he was either lying or too out of it to give a straight answer, I say we try upstream. Worst case scenario, we'll just wind up having to go back the other way anyhow." He asserts while trying in vain to at least minimize the amount of gunk on his shoes.
When you realize you're doing too much: Signature.
Rigel nods in agreement and offers Macron point. The Ranger scans the room trying to do earn its purpose. Insight: 5
**This Space for Rent**
Vanzaren cleans the edge of his sword before putting it up. "I'm still trying to figure out how we got here."
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Garet takes few heavy breathes and release grip on his amulet "This d..day is gettin' s..stranger with each hour"
"Fye on not knowing. Pretty sure magic is to blame, or at least in part. But I ain't gonna claim to figure more than that." Marcon shakes his head as he heads over for a closer look into the stream bed, then hops on down should the depth not seem worrisome enough to need care for injury. "Anyhow, best to get a move on. Not sure how long that skull head's gonna be away, but don't think we wanna tangle with it if we can help it." He adds before with torch in hand began the trek upstream(north/top of the map) for a look around.
When you realize you're doing too much: Signature.
Ronk shrugs and hops over the last corpse to follow Marcon.
RIGEL (Insight Check): This impressive chamber was the heart of a mining operation. Here, the ancient dwarves melted down their ore to refine ingots of silver, gold, and platinum. The dry channel is where the dwarves diverted water from a source somewhere deeper in the cavern to power the waterwheel which in turn operated the bellows that fed the furnace.
Marcon leads the party north along the dry waterway which turns east. This passage lets out into a wide rift filling the eastern half of a larger cavern. An underground stream pours out of the western wall, then tumbles down into the rift and flows out again to the north. Several ropes are secured to iron stakes along on the western edge of the rift, leading down to the chasm floor.
Marcon spots three bugbears: two of them are clearing rock on the rift floor while one more stands guard in the western half of the cavern. A male drow supervises the operation, with arms folded in disapproval. Due the roaring waters, the bugbears and the drow have not heard the party approach (even if they were not trying to be stealthy.)
(OOC: The rift is 20 feet deep. Climbing up or down without using a rope requires a successful DC 10 Strength (Athletics) check. A creature that fails the check by 5 or more falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the bottom.)
As soon as the party sees the bugbear and Drow, Marcon backs up at least around the corner in fair leeriness of the torch light yet attracting attention. "Looks like I was right, at least in part. Seems we found that punk's friends. And where's there's more of'im, their leader can't be much further away." He asserts just loud enough for at least the party to overhear him. "Thing is, I don't see anyway of us getting down there quietly without alert'em. Not this way at least. Any suggestions?"
When you realize you're doing too much: Signature.
“Attack…” whispers a voice from somewhere deep within Marcon’s thoughts…
"c..can't we just shoot? Asks Garet quitely and points at his crossbow
Ronk shrugs. "I'm pretty quiet. I can jump down and take the closest one pretty quick... Hopefully."
Marcon nods faintly, though its fairly clear in askance look that the ex-farmhand seemed a touch... distracted, to the say the least. "Still the problem of the others. If we can't kill'em just quick, one of them is gonna get wise and run off to warn their boss... assume'n he ain't that elf fella down below." He frowned and curtly shook his head, then looked up to the others. "Also, did... none of ya'll heard that, right? Or, I guess say the word, uh, 'Attack' just a second ago, right?"
When you realize you're doing too much: Signature.
Rigel, assuming the question is directed at him because of his proximity, whispers back ,"I didn't say anything, but I agree with you that there is a good chance they'll go for help. Perhapse if ony two of us go the others will engage thinking they have us out numbered. Then the rest of us can turn the tables either by arrow or sword and possibly cut off a retreat. I have an idea that might get you and I to the first two quick enough but how about the rest? Ronk can your misty step get you across the chasm? Van do you have any quickness abilities you can bring to bear? A good blessing from Garett of course will always be a help."
**This Space for Rent**