"Oh goodness, there are more!" exclaims Faldo "Unfortunately, I think we will need to deal with these the old fashioned way" as he puts his shamrock away and casts Sacred Flame at the nearest zombie
Merric turns to Faldo, "You gonna do that again? I mean, we could have the Duchess makes us some cakes and tea and we could sit back and watch you blastin' the zombies," he smiles to take any sting out of the words. Seeing his fellow halfling putting his holy symbols away, Merric sighs and then turns back to the next group of zombies pulling themselves out. "Now...lets be tryin' that again, shall we?" Moving rapidly to the newest group of zombies, Merric stabs into the nearest with both his rapiers.
Kale, seeing the glimmer of silver in the ground, frowns and moves over to it. Pulling out his crowbar, he uses it as a makeshift shovel to unearth the object, whatever it is, and inspect it... making sure it look first that it seems at least somewhat safe to handle with bare hands before he attempts to touch it.
(Investigation? 17)
The boar will repeat its charge towards the next zombie that might remain standing after Faldo's holy onslaught:
Merric turns to Faldo, "You gonna do that again? I mean, we could have the Duchess makes us some cakes and tea and we could sit back and watch you blastin' the zombies," he smiles to take any sting out of the words. Seeing his fellow halfling putting his holy symbols away, Merric sighs and then turns back to the next group of zombies pulling themselves out. "Now...lets be tryin' that again, shall we?" Moving rapidly to the newest group of zombies, Merric stabs into the nearest with both his rapiers.
Merric turns to Faldo, "You gonna do that again? I mean, we could have the Duchess makes us some cakes and tea and we could sit back and watch you blastin' the zombies," he smiles to take any sting out of the words. Seeing his fellow halfling putting his holy symbols away, Merric sighs and then turns back to the next group of zombies pulling themselves out. "Now...lets be tryin' that again, shall we?" Moving rapidly to the newest group of zombies, Merric stabs into the nearest with both his rapiers.
Repeated action that was not used before: Evard’s Black Tentacles DEX 18, 13 damage between zombies and the party (or close behind the biggest blob of zombies), positioned in a way to not affect anyone in the group.
Merric turns to Faldo, "You gonna do that again? I mean, we could have the Duchess makes us some cakes and tea and we could sit back and watch you blastin' the zombies," he smiles to take any sting out of the words. Seeing his fellow halfling putting his holy symbols away, Merric sighs and then turns back to the next group of zombies pulling themselves out. "Now...lets be tryin' that again, shall we?" Moving rapidly to the newest group of zombies, Merric stabs into the nearest with both his rapiers.
Kale will tuck away the dagger for the time being and focus on the zombies once again. "Undead?" He sighs, then casts Spirit Guardians on himself, creating a host of fey spirits which circle around himself menacingly. After instructing them to leave his team, his summoned boar, and the Duchess, her butler, and any gardeners they might find alone, he then wades into the thickest fray of the zombies, thinking to himself just how much it is going to hurt to let Merric do some sneak attack damage on some of these fellows.
(Any zombie in a 15 foot radius of Kale must make a WIS 18 saving throw or take 9 radiant damage. A successful save is half as much damage.)
For his bonus action he will cast Shillelagh on his bandore, in that special way that only crazy fochlucan bandores can do. He will then wield it menacingly at the zombies like a rock star.
The boar, meanwhile, will once again charge at a zombie that is not in the radius of Kale's spirit guardians.
Attack: 6 Damage: 14 plus 5 slashing, DC 13 STR or prone.
Merric grins with satisfaction as the zombie falls. He whips his rapiers free as the dead-again body falls, looking for the next. "Oy! New companions! Is this'n common for this place? The dead body fest, I'm meanin'. If tis, then I want a refund on me ticket." Moving quickly to the next zombie, Merric stabs quickly with both rapiers.
"As me old master said, if it worked once, why fix it?"
Attack with Rapier of Warning26, Rapier Damage 6, Sneak Attack damage 24
Attack with standard rapier 26, damage 6
Even as the halflings blades lick out, he keeps an eye out for attacks, ready to flow out the way of any attack. ooc: Will use Uncanny Dodge if applicable.
“Hmm I guess I’m going to have to increase the firepower a bit, they are sturdier than I thought” Faldo notes after seeing the zombie absorb a sacred flame.
as a bonus action he casts shield of faith on himself to raise his AC to 21
And then casts spirit guardians at 4th level and steps out next to Kale and having the guardians avoid allies
This post has potentially manipulated dice roll results.
Al-Ashari ... Casts Black Tentacles. A mass of wriggling tentacles appears among the zombies, the tentacles looking more reptillian than usual. zombie 1 save ... -1 zombie 2 save ... 18 zombie 3 save ... 5 zombie 4 save ... 14 zombie 5 save ... 10 zombie 6 save ... 11 zombie 7 save ... 4 zombie 8 save ... 17 zombie 9 save ... 10 zombie 10 save ... 5
whitegaze ... attacks. Zombie save to stay at 1 hp ... 18 DC is 21. zombie save to not go be knocked down ... 15
Kale ... casts spirit guardians. The two injured zombies go down (only 1 hp and do not get a save vs radiant.) Zombie 11 save vs spirit guardians: 7 or 9 radiant damage. Zombie 12 save vs spirit guardians: -1 or 9 radiant damage. Zombie 13 save vs spirit guardians: 17 or 9 radiant damage. Zombie 14 save vs spirit guardians: 16 or 9 radiant damage. Zombie 15 save vs spirit guardians: 17 or 9 radiant damage. Zombie 16 save vs spirit guardians: 5 or 9 radiant damage. Zombie 17 save vs spirit guardians: 3 or 9 radiant damage. Zombie 10 save vs spirit guardians: 15 or 9 radiant damage. Zombie 9 save vs spirit guardians: 6 or 9 radiant damage. Zombie 8 save vs spirit guardians: 0 or 9 radiant damage.
“Hmm I guess I’m going to have to increase the firepower a bit, they are sturdier than I thought” Faldo notes after seeing the zombie absorb a sacred flame.
as a bonus action he casts shield of faith on himself to raise his AC to 21
And then casts spirit guardians at 4th level and steps out next to Kale and having the guardians avoid allies
Damage 17 Or DC 18 wis save for half
cannot cast two leveled spells when you cast a bonus action spell.
This post has potentially manipulated dice roll results.
Three of the zombies in the tentacles also fall apart under Kale's spirit guardians.
Zombies... 1 ... tries to break free of vines ... 14 2 ... tries to break free of vines ... 7 3 ... tries to break free of vines ... 11 4 ... tries to break free of vines ... 13 5 ... tries to break free of vines ... 16 6 ... tries to break free of vines ... 9 7 ... tries to break free of vines ... 21
Others ...
Need Kale to roll Spirit Guardians damage, to see if they can even act or if they are just destroyed. Need to do 13 damage to destroy them without them getting a turn. Ignore following attacks if that happens.
11 ... attacks Kale. Wis save vs spirit guardians ... 17 DC is 18. Slam. Melee Weapon Attack: 8 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.
12 ... attacks whitegaze Wis save vs spirit guardians ... -1 DC is 18. Slam. Melee Weapon Attack: 9 to hit, reach 5 ft., one target. Hit: 6 bludgeoning damage.
13 gets up from prone and attacks whitegaze Wis save vs spirit guardians ... 8 DC is 18. Slam. Melee Weapon Attack: 18 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.
14 ... attacks kale Wis save vs spirit guardians ... 15 DC is 18. Slam. Melee Weapon Attack: 10 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.
15 ... attacks the boar. Wis save vs spirit guardians ... 2 DC is 18. Slam. Melee Weapon Attack: 9 to hit, reach 5 ft., one target. Hit: 7 bludgeoning damage.
16 ... attacks Faldo Wis save vs spirit guardians ... 16 DC is 18. Slam. Melee Weapon Attack: 17 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.
17... attacks Faldo Wis save vs spirit guardians ... 10 DC is 18. Slam. Melee Weapon Attack: 9 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.
19 more zombies boil up this round.
Top of initiative...
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All of the zombies are turned to dust once more..
20 more zombies churn to the surface.
Let me know how many uses of that you have left...
Everyone else can wait until we get the cleric out of uses of this first, since I don't think there is many uses left.
"Oh goodness, there are more!" exclaims Faldo "Unfortunately, I think we will need to deal with these the old fashioned way" as he puts his shamrock away and casts Sacred Flame at the nearest zombie
Damage 15 or DC 18 Dex save
"Anyone is up for a tea?" Al-Ashari was only half sarcastic with the suggestion.
Meili Liang Lvl 5 Monk
Dice
(Well, I'd like to know what silver thing Kale dug out of the ground before I decide what he does next...)
Merric turns to Faldo, "You gonna do that again? I mean, we could have the Duchess makes us some cakes and tea and we could sit back and watch you blastin' the zombies," he smiles to take any sting out of the words. Seeing his fellow halfling putting his holy symbols away, Merric sighs and then turns back to the next group of zombies pulling themselves out. "Now...lets be tryin' that again, shall we?" Moving rapidly to the newest group of zombies, Merric stabs into the nearest with both his rapiers.
Attack w/Rapier of Warning: 19, damage 6 + Sneak Attack 27
Attack w/regular rapier: 27, damage 4
ooc: If Merric is attacked he will use his reaction to do Uncanny Dodge
Tandor the White, Human Life Cleric
Joetaro will attack one of the newly risen zombies.
Attack: 23 Damage: 11
Attack: 17 Damage: 11
I have an intelligence of six, I know what I'm doing.
This savage looking knife shimmers like silver, and gives off a sickly sweet smell.
Will try to run this round through when I get back from an appointment here...
do you have something that gives you sneak attack when no one is within 5 feet of the target?
I assume its because he has advantage from acting first due to assassin ability.
Faldo ... cast Sacred flame...
Zombie dex save ... 13 Damage 18 or DC 18 Dex save
Al-Ashari ... seems to be having tea.
Kale ... Is checking out a dagger he found.
boar .. is waiting for instructions.
Merric ... attacks a zombie, driving in with both rapiers and leaving it dead on the ground.
Joetaro ... attacks another zombie, both attacks hitting.
Zombie con save to stay at 1 hp ... 23 DC is 15.
Al-Ashari, Whitegaze, and Kale, please let me know if you are taking any actions here.
Repeated action that was not used before: Evard’s Black Tentacles DEX 18, 13 damage between zombies and the party (or close behind the biggest blob of zombies), positioned in a way to not affect anyone in the group.
Meili Liang Lvl 5 Monk
Dice
Whitegaze will swing his flail attacking the zombies before shoving one down with his shield.
(Attack one until it falls then move to another.)
Attack: 15 Damage: 10
Attack: 15 Damage: 10
Attack: 21 Damage: 16
BA Shove to knock prone: 25
Exactly 🙂
Tandor the White, Human Life Cleric
Kale will tuck away the dagger for the time being and focus on the zombies once again. "Undead?" He sighs, then casts Spirit Guardians on himself, creating a host of fey spirits which circle around himself menacingly. After instructing them to leave his team, his summoned boar, and the Duchess, her butler, and any gardeners they might find alone, he then wades into the thickest fray of the zombies, thinking to himself just how much it is going to hurt to let Merric do some sneak attack damage on some of these fellows.
(Any zombie in a 15 foot radius of Kale must make a WIS 18 saving throw or take 9 radiant damage. A successful save is half as much damage.)
For his bonus action he will cast Shillelagh on his bandore, in that special way that only crazy fochlucan bandores can do. He will then wield it menacingly at the zombies like a rock star.
The boar, meanwhile, will once again charge at a zombie that is not in the radius of Kale's spirit guardians.
Attack: 6 Damage: 14 plus 5 slashing, DC 13 STR or prone.
Merric grins with satisfaction as the zombie falls. He whips his rapiers free as the dead-again body falls, looking for the next. "Oy! New companions! Is this'n common for this place? The dead body fest, I'm meanin'. If tis, then I want a refund on me ticket." Moving quickly to the next zombie, Merric stabs quickly with both rapiers.
"As me old master said, if it worked once, why fix it?"
Attack with Rapier of Warning 26, Rapier Damage 6, Sneak Attack damage 24
Attack with standard rapier 26, damage 6
Even as the halflings blades lick out, he keeps an eye out for attacks, ready to flow out the way of any attack. ooc: Will use Uncanny Dodge if applicable.
Tandor the White, Human Life Cleric
“Hmm I guess I’m going to have to increase the firepower a bit, they are sturdier than I thought” Faldo notes after seeing the zombie absorb a sacred flame.
as a bonus action he casts shield of faith on himself to raise his AC to 21
And then casts spirit guardians at 4th level and steps out next to Kale and having the guardians avoid allies
Damage 17 Or DC 18 wis save for half
Al-Ashari ... Casts Black Tentacles. A mass of wriggling tentacles appears among the zombies, the tentacles looking more reptillian than usual.
zombie 1 save ... -1
zombie 2 save ... 18
zombie 3 save ... 5
zombie 4 save ... 14
zombie 5 save ... 10
zombie 6 save ... 11
zombie 7 save ... 4
zombie 8 save ... 17
zombie 9 save ... 10
zombie 10 save ... 5
whitegaze ... attacks.
Zombie save to stay at 1 hp ... 18 DC is 21.
zombie save to not go be knocked down ... 15
Kale ... casts spirit guardians.
The two injured zombies go down (only 1 hp and do not get a save vs radiant.)
Zombie 11 save vs spirit guardians: 7 or 9 radiant damage.
Zombie 12 save vs spirit guardians: -1 or 9 radiant damage.
Zombie 13 save vs spirit guardians: 17 or 9 radiant damage.
Zombie 14 save vs spirit guardians: 16 or 9 radiant damage.
Zombie 15 save vs spirit guardians: 17 or 9 radiant damage.
Zombie 16 save vs spirit guardians: 5 or 9 radiant damage.
Zombie 17 save vs spirit guardians: 3 or 9 radiant damage.
Zombie 10 save vs spirit guardians: 15 or 9 radiant damage.
Zombie 9 save vs spirit guardians: 6 or 9 radiant damage.
Zombie 8 save vs spirit guardians: 0 or 9 radiant damage.
cannot cast two leveled spells when you cast a bonus action spell.
Three of the zombies in the tentacles also fall apart under Kale's spirit guardians.
Zombies...
1 ... tries to break free of vines ... 14
2 ... tries to break free of vines ... 7
3 ... tries to break free of vines ... 11
4 ... tries to break free of vines ... 13
5 ... tries to break free of vines ... 16
6 ... tries to break free of vines ... 9
7 ... tries to break free of vines ... 21
Others ...
Need Kale to roll Spirit Guardians damage, to see if they can even act or if they are just destroyed. Need to do 13 damage to destroy them without them getting a turn. Ignore following attacks if that happens.
11 ... attacks Kale.
Wis save vs spirit guardians ... 17 DC is 18.
Slam. Melee Weapon Attack: 8 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.
12 ... attacks whitegaze
Wis save vs spirit guardians ... -1 DC is 18.
Slam. Melee Weapon Attack: 9 to hit, reach 5 ft., one target. Hit: 6 bludgeoning damage.
13 gets up from prone and attacks whitegaze
Wis save vs spirit guardians ... 8 DC is 18.
Slam. Melee Weapon Attack: 18 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.
14 ... attacks kale
Wis save vs spirit guardians ... 15 DC is 18.
Slam. Melee Weapon Attack: 10 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.
15 ... attacks the boar.
Wis save vs spirit guardians ... 2 DC is 18.
Slam. Melee Weapon Attack: 9 to hit, reach 5 ft., one target. Hit: 7 bludgeoning damage.
16 ... attacks Faldo
Wis save vs spirit guardians ... 16 DC is 18.
Slam. Melee Weapon Attack: 17 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.
17... attacks Faldo
Wis save vs spirit guardians ... 10 DC is 18.
Slam. Melee Weapon Attack: 9 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.
19 more zombies boil up this round.
Top of initiative...