Prosinet quickly looks around, fear beginning to take over his irritation. "Ummm this is bad, really bad you guys, I'm not so good at hurting things, hopefully this helps a little."
Castsgust in an attempt to drive the zombies back again
Rollback Post to RevisionRollBack
Trumann Bloth | Loxodon Grave Cleric | War of the Green
Prosinet Fizzlepurtet | Gnome Wizard | The Wilcox Experiment
This post has potentially manipulated dice roll results.
There is another strong gust of wind, but with Prosinet standing right beside him this time, Torke too is pushed against!
-3
Torke AC: 13
-5
Horde AC: 8
The gust of wind harshly nudges Torke and eases passed the Horde.
They enrage! Rushing once again towards Frostbite!
8
8
18
Two of the undead lurch forward and attack frostbite but he manages to swing them off without much effort. In this brief moment, however, one managed to cling to his waist, and bites down tearing small chunks of flesh away before you shove it back into the group.
3
The bite hurts a little, the flesh coming off was the worst part for sure. Now it just stings abit...(take One damage)
Frostbite...
(Ooc, congratulations on being the first person to get hit by a critical hit this game! You won't die, but this might get inconvenient for a second)
The stinging you feel is unnatural. As you hold your wound closed, you can feels fleshy bits left from the decaying corpse's mouth all along your skin and muscle. You brush them off and they feel slimy and not at all like something you'd want tearing inside your living body.
(Make a Constitution Roll, If under 16 you become infected with Flesh Rot. You will have disadvantage on all charisma checks, and will be vulnerable to ALL damage. This means you'll have to roll twice on Charisma and take the worst, as well as taking DOUBLE damage from all sources.)
(Cures involve alchemists, herbalists, or various healing casters. You do not currently posses any curein the party at the moment, but Prosinet is an alchemist, and you are in the right area for the herb.)
Everyone else sees the zombie attack Frostbite, and get shoved off aggressively...
Pushing the undead away, Frostbite lowers his axe as he grabs for the wound. Letting off the pressure long enough to look at the damage he decides he is not going to die in the immediate future if he could get rid of the rest enemy.
Lifting his axe once more he swings for the surviving two of the three zombies that Sam had started to execute.
Without much effort at all, Frostbite swings his gargantuan hunk of metal through the air splitting the two targets in half and catching a third through the chest, embedding the blade deep into the wooden wall behind it. With a deep thud, the walls of the church shutter from the blow and as frostbite pulls his weapon free, he sees the Horde is nearly vanquished.
This post has potentially manipulated dice roll results.
Torke Aldrehas
He is lightly pushed from Prosinet's gust, fixing his footing. He analyzes the battle for a moment, and settles to stay in his position.
Action: The Longsword faintly glows in his hand as he pulls arcane magic from its white crystal. The wisps congregate into a cluster, and arcs out of Torke's free-hand as a white Eldritch Blast; targeting the closest of the horde's entities that are within Sam and Frostbite's range.
Eldritch Blast To hit: roll value- 18 Damage roll: roll value- 13
Free Action: Completing the evocation required for the spell, his eyes follow to Prosinet, to which he says, "Forest Gnome, perhaps you can aid us by keeping a watch on Mr. Wilcox? Wake him up if possible." there is no indication of Torke showing any negative emotion as he speaks.
You put the smell underneath his nose and though his will is great he is unable to conceal it from you. His face twists but his eyes do not open.
Wilcox is not and was not sleeping.
He is still laying on the bench PRETENDING to sleep.
As that happens, the final group of zombies rally together and rush Sam, seeing the massive barbarian as too much of a fight. They reach out with undead grip and rotting fingers!
21
12
23
3
1
0
Two of the zombies manage to connect with their grips and while one focuses on crunching Sam's wrist (take 3 damage) the other leans over his stomach and gnaws into his flesh before Sam's pained reflex shoves it away. (take 0 damage and read spoiler below).
Sam...
The stinging you feel is unnatural. As you hold your wound, you can feels fleshy bits left from the decaying corpse's mouth all along your skin and muscle. You brush them off and they feel slimy and not at all like something you'd want tearing inside your living body.
(Make a Constitution Roll, If under 16 you become infected with Flesh Rot. You will have disadvantage on all charisma checks, and will be vulnerable to ALL damage. This means you'll have to roll twice on Charisma and take the worst, as well as taking DOUBLE damage from all sources.)
(Cures involve alchemists, herbalists, or various healing casters. You do not currently posses any curein the party at the moment, but Prosinet is an alchemist, and you are in the right area for the herb.)
Sam slices off the zombies hand that was wrestling with his wrist and slams the pomel of his blade into the back of the skull of the one that bit him.
He looks down at the bite wound.
SAM...
You have become infected with Flesh Rot.
You have disadvantage on all charisma checks, and are vulnerable to ALL damage. This means you have to roll twice on Charisma and take the worst, as well as take DOUBLE damage from all sources.
Cures include the previously mentioned Herb\alchemist mixture and healing casters.
The infection will get worse over time if left uncured.
As if the conductor of some massive steam train suddenly was frozen in place with a shovel full of coal, the massive frame of Frostbite runs out of fuel as he goes to swing his ax. He lifts it up, and it falls to the ground moments later with no momentum.
(Torke's turn)
(The horde has 5 hp left, you can roll to execute if your attack is wide enough)
He glances over to Prosinet before he returns his attention to the dwindled numbers of the horde. He recalls of Sam being bit, weighing his options. Eventually, he wields the longsword with two hands, nodding to Frostbite and Sam while he steps forward to the horde's remaining numbers.
Bonus Action: He raises the longsword up by his hands, and imitates a slashing motion. A spectral silhouette of a cut-off portion of the top-end to the tip of his longsword, piercing one of the horde's entities with the blade, showing no immediate changes, but a Hexblade's Curse takes into effect.
Curse effects:
You score a criitical hit on a 19 or 20 against the cursed target
You deal a bonus to your damage rolls, +2 in this case
And regain 5 hp if the target dies
The spell ends early if the target is killed, the caster is killed, or the caster is incapacitated
Movement: He dashes forth to the cursed target, swift on his feet, and a cold yet calculated expression as he grips the longsword tightly.
Action: He brings himself into decent footing, and swings the blade in two hands in an arc beginning from the cursed target to a remaining target.
Longsword To hit: 10 Damage roll: 9 +2 damage to the roll.
Torke gears up unleashing full power into the floor with each step, pressing forward and twisting shoulders and back in a death charge. Like a spring loaded trap the blade hits its maximum extension and flies back across the face and neck of hexed target.
In a blood rage, fueled by the magics seen as trickling scarlet energies ascending into the blade itself, Torke brings blade around and viciously carves three more before hacking into the collarbone first of the last one. It is deep, but not lethal to an undead, and Torke knows this. Again and again the blade is brought up and down, delivering more and more cathartic but non lethal strikes. By the time the ghouls hissing had stopped, Torke was covered in more blood and viscera than any of the undead, and smelt just as bad as he stood there in the rain.
(Everyone has some time to decide what you are going to do next. It isn't morning but that fight took longer than expected and you'll not be getting more than a short rest before leaving the Church no matter what. If you choose not to, keep in mind that there is still a bit of a walking to the next point, and there are a lot of bodies on the floor with new discoveries to be made.)
(For next time, Execution will work like this. Hit Roll, Damage Roll, Execution Roll. If Hit makes it over the enemies AC, and Damage does not equal Zero, Execute will come into play. Anything above an 18 will work to some degree with a 20 being a complete execute. Do not add any modifiers to Execute, it is a D20+0.)
This post has potentially manipulated dice roll results.
Torke Aldrehas
Torke sighs deeply as the adrenaline wears off, paying no mind to the gore currently on his person. The spectral longsword is drawn back to the longsword, and the tendrils that connect the tip to the blade itself becomes slightly erratic.
He analyzes the bodies strewn on the ground, pouring water from his waterskin to his blade to cleanse it from its victims blood. He shows some attention to Sam's injury, but simply leaves him be. Sheathing the longsword, he searches among the horde for any bearings or valuables, before going quickly scouting the nearby parameter of the abandoned church grounds.
This post has potentially manipulated dice roll results.
Prosinet eyes the bodies of the zombies for a few seconds, making sure that they are quite dead, then quickly walks among them looking for anything useful.
Investigation18
Then he walks over to Sam, "Let me see that" and he begins to examine the wound, "Yes, looks quite nasty, hmmm. Give me a few minutes."
Prosinet walks over to the crude alchemy stand in the church, pulls out one of the vials of neurotoxin from his bag, a few of the ingredients from the lab, and his personal tools, and begins to work, seeing if he can craft something to help Sam out.
Alchemy check 13
Rollback Post to RevisionRollBack
Trumann Bloth | Loxodon Grave Cleric | War of the Green
Prosinet Fizzlepurtet | Gnome Wizard | The Wilcox Experiment
"Thanks," Sam sits patiently as Prosinet starts to concoct something. He doesn't shy away from the gory bite marks, but does wince in pain as he presses his index finger into the edge of one of the wounds.
Rollback Post to RevisionRollBack
DM - Above & Below
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Prosinet quickly looks around, fear beginning to take over his irritation. "Ummm this is bad, really bad you guys, I'm not so good at hurting things, hopefully this helps a little."
Casts gust in an attempt to drive the zombies back again
Trumann Bloth | Loxodon Grave Cleric | War of the Green
Prosinet Fizzlepurtet | Gnome Wizard | The Wilcox Experiment
There is another strong gust of wind, but with Prosinet standing right beside him this time, Torke too is pushed against!
-3
Torke AC: 13
-5
Horde AC: 8
The gust of wind harshly nudges Torke and eases passed the Horde.
They enrage! Rushing once again towards Frostbite!
8
8
18
Two of the undead lurch forward and attack frostbite but he manages to swing them off without much effort. In this brief moment, however, one managed to cling to his waist, and bites down tearing small chunks of flesh away before you shove it back into the group.
3
The bite hurts a little, the flesh coming off was the worst part for sure. Now it just stings abit...(take One damage)
Frostbite...
(Ooc, congratulations on being the first person to get hit by a critical hit this game! You won't die, but this might get inconvenient for a second)
The stinging you feel is unnatural. As you hold your wound closed, you can feels fleshy bits left from the decaying corpse's mouth all along your skin and muscle. You brush them off and they feel slimy and not at all like something you'd want tearing inside your living body.
(Make a Constitution Roll, If under 16 you become infected with Flesh Rot. You will have disadvantage on all charisma checks, and will be vulnerable to ALL damage. This means you'll have to roll twice on Charisma and take the worst, as well as taking DOUBLE damage from all sources.)
(Cures involve alchemists, herbalists, or various healing casters. You do not currently posses any cure in the party at the moment, but Prosinet is an alchemist, and you are in the right area for the herb.)
Everyone else sees the zombie attack Frostbite, and get shoved off aggressively...
(Sam's Turn)
Sam rushes to Frostbite's side, swinging at the trio of zombies that had been attacking him. "Get off him, you freaks!"
Attack: 21 Damage: 13
DM - Above & Below
Attack: 18 Damage: 6
OOC: Last one was showing up as an error for me.
DM - Above & Below
With a heavy swing downward, Sam executes the third zombie that had bit Frostbite.
(Frostbite's Turn)
FrostBite | Dragonborn Barbarian | Rage 0/2 | Cold Breath (Con 12) 0/1
___________________________________________________________________________________________
Con save: 20
Pushing the undead away, Frostbite lowers his axe as he grabs for the wound. Letting off the pressure long enough to look at the damage he decides he is not going to die in the immediate future if he could get rid of the rest enemy.
Lifting his axe once more he swings for the surviving two of the three zombies that Sam had started to execute.
Attack: 16 Damage: 15
Frostbite:
You are not infected from the Bite.
Without much effort at all, Frostbite swings his gargantuan hunk of metal through the air splitting the two targets in half and catching a third through the chest, embedding the blade deep into the wooden wall behind it. With a deep thud, the walls of the church shutter from the blow and as frostbite pulls his weapon free, he sees the Horde is nearly vanquished.
(Torke's Turn)
Torke Aldrehas
He is lightly pushed from Prosinet's gust, fixing his footing. He analyzes the battle for a moment, and settles to stay in his position.
Action: The Longsword faintly glows in his hand as he pulls arcane magic from its white crystal. The wisps congregate into a cluster, and arcs out of Torke's free-hand as a white Eldritch Blast; targeting the closest of the horde's entities that are within Sam and Frostbite's range.
Eldritch Blast To hit: roll value- 18 Damage roll: roll value- 13
Free Action: Completing the evocation required for the spell, his eyes follow to Prosinet, to which he says, "Forest Gnome, perhaps you can aid us by keeping a watch on Mr. Wilcox? Wake him up if possible." there is no indication of Torke showing any negative emotion as he speaks.
Two more of the ever shrinking horde explode into small bits as the blast leaves torkes hand.
(Prosinet's turn)
Prosinet moves back to the sleeping form of Mr Wilcox, "Um ya I can try and wake him up I guess, let me see here, what um, oh i have it!"
Casting prestidigitation to re-create the smell from the alchemy lab back at Wilcox's mansion right under his nose
Trumann Bloth | Loxodon Grave Cleric | War of the Green
Prosinet Fizzlepurtet | Gnome Wizard | The Wilcox Experiment
Prosinet is seemingly unable to wake Wilcox.
Prosinet...
You put the smell underneath his nose and though his will is great he is unable to conceal it from you. His face twists but his eyes do not open.
Wilcox is not and was not sleeping.
He is still laying on the bench PRETENDING to sleep.
As that happens, the final group of zombies rally together and rush Sam, seeing the massive barbarian as too much of a fight. They reach out with undead grip and rotting fingers!
21
12
23
3
1
0
Two of the zombies manage to connect with their grips and while one focuses on crunching Sam's wrist (take 3 damage) the other leans over his stomach and gnaws into his flesh before Sam's pained reflex shoves it away. (take 0 damage and read spoiler below).
Sam...
The stinging you feel is unnatural. As you hold your wound, you can feels fleshy bits left from the decaying corpse's mouth all along your skin and muscle. You brush them off and they feel slimy and not at all like something you'd want tearing inside your living body.
(Make a Constitution Roll, If under 16 you become infected with Flesh Rot. You will have disadvantage on all charisma checks, and will be vulnerable to ALL damage. This means you'll have to roll twice on Charisma and take the worst, as well as taking DOUBLE damage from all sources.)
(Cures involve alchemists, herbalists, or various healing casters. You do not currently posses any cure in the party at the moment, but Prosinet is an alchemist, and you are in the right area for the herb.)
Constitution: 23
Sam winces in pain, and pushes the first zombie away with his elbow as he swings down with his sword.
Attack: 7 Damage: 6
"F*ckers bit me." He looks down at his wounds. "Something about these don't feel right."
DM - Above & Below
Sam slices off the zombies hand that was wrestling with his wrist and slams the pomel of his blade into the back of the skull of the one that bit him.
He looks down at the bite wound.
SAM...
You have become infected with Flesh Rot.
You have disadvantage on all charisma checks, and are vulnerable to ALL damage. This means you have to roll twice on Charisma and take the worst, as well as take DOUBLE damage from all sources.
Cures include the previously mentioned Herb\alchemist mixture and healing casters.
The infection will get worse over time if left uncured.
(Frostbite's Turn)
FrostBite | Dragonborn Barbarian | Rage 0/2 | Cold Breath (Con 12) 0/1
___________________________________________________________________________________________
FrostBite moves over to get to the undead attacking Sam and swings his large axe.
Attack: 6 Damage: 9
As if the conductor of some massive steam train suddenly was frozen in place with a shovel full of coal, the massive frame of Frostbite runs out of fuel as he goes to swing his ax. He lifts it up, and it falls to the ground moments later with no momentum.
(Torke's turn)
(The horde has 5 hp left, you can roll to execute if your attack is wide enough)
Torke Aldrehas | Hexblade's Curse 0/1
He glances over to Prosinet before he returns his attention to the dwindled numbers of the horde. He recalls of Sam being bit, weighing his options. Eventually, he wields the longsword with two hands, nodding to Frostbite and Sam while he steps forward to the horde's remaining numbers.
Bonus Action: He raises the longsword up by his hands, and imitates a slashing motion. A spectral silhouette of a cut-off portion of the top-end to the tip of his longsword, piercing one of the horde's entities with the blade, showing no immediate changes, but a Hexblade's Curse takes into effect.
Curse effects:
The spell ends early if the target is killed, the caster is killed, or the caster is incapacitated
Movement: He dashes forth to the cursed target, swift on his feet, and a cold yet calculated expression as he grips the longsword tightly.
Action: He brings himself into decent footing, and swings the blade in two hands in an arc beginning from the cursed target to a remaining target.
Longsword To hit: 10 Damage roll: 9 +2 damage to the roll.
((Still rolling for the execute if needed-))
Execution roll: 20
Torke gears up unleashing full power into the floor with each step, pressing forward and twisting shoulders and back in a death charge. Like a spring loaded trap the blade hits its maximum extension and flies back across the face and neck of hexed target.
In a blood rage, fueled by the magics seen as trickling scarlet energies ascending into the blade itself, Torke brings blade around and viciously carves three more before hacking into the collarbone first of the last one. It is deep, but not lethal to an undead, and Torke knows this. Again and again the blade is brought up and down, delivering more and more cathartic but non lethal strikes. By the time the ghouls hissing had stopped, Torke was covered in more blood and viscera than any of the undead, and smelt just as bad as he stood there in the rain.
(Everyone has some time to decide what you are going to do next. It isn't morning but that fight took longer than expected and you'll not be getting more than a short rest before leaving the Church no matter what. If you choose not to, keep in mind that there is still a bit of a walking to the next point, and there are a lot of bodies on the floor with new discoveries to be made.)
(For next time, Execution will work like this. Hit Roll, Damage Roll, Execution Roll. If Hit makes it over the enemies AC, and Damage does not equal Zero, Execute will come into play. Anything above an 18 will work to some degree with a 20 being a complete execute. Do not add any modifiers to Execute, it is a D20+0.)
(Combat over)
Torke Aldrehas
Torke sighs deeply as the adrenaline wears off, paying no mind to the gore currently on his person. The spectral longsword is drawn back to the longsword, and the tendrils that connect the tip to the blade itself becomes slightly erratic.
He analyzes the bodies strewn on the ground, pouring water from his waterskin to his blade to cleanse it from its victims blood. He shows some attention to Sam's injury, but simply leaves him be. Sheathing the longsword, he searches among the horde for any bearings or valuables, before going quickly scouting the nearby parameter of the abandoned church grounds.
Investigation: roll value- 11
Perception: roll value- 8
Prosinet eyes the bodies of the zombies for a few seconds, making sure that they are quite dead, then quickly walks among them looking for anything useful.
Investigation 18
Then he walks over to Sam, "Let me see that" and he begins to examine the wound, "Yes, looks quite nasty, hmmm. Give me a few minutes."
Prosinet walks over to the crude alchemy stand in the church, pulls out one of the vials of neurotoxin from his bag, a few of the ingredients from the lab, and his personal tools, and begins to work, seeing if he can craft something to help Sam out.
Alchemy check 13
Trumann Bloth | Loxodon Grave Cleric | War of the Green
Prosinet Fizzlepurtet | Gnome Wizard | The Wilcox Experiment
"Thanks," Sam sits patiently as Prosinet starts to concoct something. He doesn't shy away from the gory bite marks, but does wince in pain as he presses his index finger into the edge of one of the wounds.
DM - Above & Below