((Yep, dash so no held action, just trying to be in place to help. If I'm understanding map correctly, Alton can't be passed to get at the zombies, but if he needs to retreat, Got-wolf won't be blocking him out.))
Rollback Post to RevisionRollBack
DM:Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
((The way I understood it, is Got-wolf can pass through squares that are occupied by allies, he just can't end his turn on it. He cannot pass through squares occupied by enemies. That particular passageway is very clogged up, and it only allows for 5 feet width unlike the others which allow for 10. You can pass over occupied allied squares and even attack while in an occupied allied square if you have movement to move back out of it after attack. You just can't end turn on it. I think Got-wolf did the perfect thing.))
Next round - Zombies, then Enhanced Zombies, then Party
Venovar, from the corner of your eye, you see another speedy zombie come barreling around the southern end of the passageway, running at you. (This zombie joins the combat round as it was making it's regular walks around the sewers, just like the others were, and saw Venovar. FYI these ones would be the ones you heard running before you entered the passageway.
Zombie 1 and 2, sensing Thorvins presence, continue to spend their movement trying to get as far away from you as possible.
Fast Zombie 1 (they are called Husk Zombies if you think your character knows about them) run past the slumbering zombies and gets to Alton. It swings its sharp claws at you, with both hands coming in fast...
Attack: 18 Damage: Unable to parse dice roll.
Attack: 22 Damage: 6
... the first hand rakes your torso, slashing through your leather armor and creating numerous cuts.(-8). The second claw misses wide.
Zombie Husk 2 moves directly behind its comrade and hisses at Alton over Husk 1's shoulder.
((Per some Jeremy Crawford tweets to clarify moving into ally's spaces, you can't end any part of your move in an occupied space, which would negate being able to move in, attack and move out. Perhaps in part to avoid wonky sentinel feat interactions backing out would then trigger an opportunity attack, yes? Wouldn't have done anything but get in the way last turn though.))
Got-wolf snarls to get Alton's attention, and backs into his alcove, readying an attack for a zombie as soon as he is able to get his teeth into one.
Rollback Post to RevisionRollBack
DM:Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
This post has potentially manipulated dice roll results.
((I totally overlooked the opportunity attack part. I 100% agree. Ok, so only passing through allies is allowed. No attacking while on the same square and then moving back out. It's easier that way anyway. So in other words, Alton is pickled down that passageway. Yikes!))
Got-wolf is ready in the alcove, waiting to pounce on any chance he gets to attack.
Thorvin's flames cover the southern husk zombie who has just joined the battle... 17 and the holy flames don't seem to affect the creature as it speeds forth.
“Be ready,” Alton shouts. “I’m going to draw them out!”
He will use his bonus action to disengage 25 feet (cunning action). Then use the rest of his movement to hide in the alcove between Got-Wolf, and the other PCs. Finally, Alton will hold his action (ready action), preparing a strike if a zombie comes within range.
((Disengage only lets you get away with no opp att, doesn't give you any movement on it's own, so you can use bonus to disengage, then movement to get 25 ft away, with your action remaining. You could hold there, and ready an action, or use action to dash to the alcove to the west.))
Rollback Post to RevisionRollBack
DM:Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
((Agree with all of that - thanks I really appreciate everyone's help))
So Alton, you definitely make it into the alcove, nestled up to the big Got-wolf. You have an attack ready should a zombie come within range.
((Spider, question. Since you readied an attack with the stipulation that you would attack whenever there is a clear path... there is a clear path now. Would that trigger Got-wolf to now move to where Alton was, and make the readied attack? Or is the readied attack only activated if a zombie gets within melee range of the wolf? Like how Alton is readied. If it is triggered now, go ahead and make the rolls and then I'll move the wolf.))
((Nope, if you want to move as a readied reaction, you'd need to ready a Dash action to do so (and would only be able to move, not attack). Got-wolf's attack will only trigger if/when a zombie comes within chomping distance of where he is. Ranged held actions have a bit more freedom, but should still have a defined trigger (eg, as soon as he pops his head up, as soon as they attack the party, etc.).))
Rollback Post to RevisionRollBack
DM:Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Venovar, you move ahead with your comrades in the upper east passageway to get into range with your halberd. It slams into Husk 1, jarring the undead's body violently as it pierces its flesh. (-15)
Next Round - Zombies, Husks, Party
Zombie 1 and 2 are still turned. (For perhaps 2 more rounds.) They stumble away in fear of Thorvin's energies. They walk into themselves and the far wall.
Husk 1 darts at Venovar with its 2 claw attacks: Attack: 14 Damage: 6 Attack: 13 Damage: 7 and his chainmail easily defends against the claws.
Husk 2 moves right behind Husk 1, and starts to pant and breathe loudly.
Husk 3 does a mad dash towards Thorvin and reaches the dwarf. The husk stares into Thorvin's eyes.
Got-wolf, Thorvin, Alton and Venovar are up!
Map updated (just one map since you all fit in the zoomed in one now)
This post has potentially manipulated dice roll results.
Since Got-wolf is still boxed out of the north tunnel, he'll run south and join in on the one Thorvin is facing off against alone (I think that is 40 ft).
This post has potentially manipulated dice roll results.
Got-wolf bursts forward and slams into Husk 3, digging its teeth in deep into the leg... (-7) 21 the teeth dig deep, but the Husk manages to stay up.
Thorvin, at the same time as Got-wolf bites, you swing your hammer which smashes into the freak husk. It staggers for a moment. (-5)
Alton, you glance down the hallway and notice that Venovar is in front of the zombies. You don't have a way to make melee attacks against that husk. (This is what we were discussing earlier in the thread). Those are some awesome attack rolls though, so if you want to re-roll the damage, you can change the attack to throwing daggers and just re-roll the damage. Is that fair? Sneak attack damage still applies since Venovar is within 5ft. And it makes sense that Alton can quickly sheath his swords and whip out those daggers. Cool?
((Sorry I didn’t specify this earlier, but Halfling Nimbleness, one of Alton’s racial traits allows him to move through the space of a creature at least one size larger than him.))
Got-wolf moves ahead (so technically a dash for your complete turn) into the alcove.
Once Venovar confirms the position I moved him to, we will proceed with the next round (no rush of course!)
Map has been updated with Got-wolf's movement.
((Shoot, yeah sorry. I’m just off today. Movement speed is 25 feet, thank you.))
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
((Yep, dash so no held action, just trying to be in place to help. If I'm understanding map correctly, Alton can't be passed to get at the zombies, but if he needs to retreat, Got-wolf won't be blocking him out.))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
The position is correct. I may not be able to post as much today because it's my brother's birthday.
The three teachings of Tyre:
Nothing is forbidden.
Nothing is sacred.
Nothing is impossible.
Also I stan Tomoe for life
((The way I understood it, is Got-wolf can pass through squares that are occupied by allies, he just can't end his turn on it. He cannot pass through squares occupied by enemies. That particular passageway is very clogged up, and it only allows for 5 feet width unlike the others which allow for 10. You can pass over occupied allied squares and even attack while in an occupied allied square if you have movement to move back out of it after attack. You just can't end turn on it. I think Got-wolf did the perfect thing.))
Next round - Zombies, then Enhanced Zombies, then Party
Venovar, from the corner of your eye, you see another speedy zombie come barreling around the southern end of the passageway, running at you. (This zombie joins the combat round as it was making it's regular walks around the sewers, just like the others were, and saw Venovar. FYI these ones would be the ones you heard running before you entered the passageway.
Zombie 1 and 2, sensing Thorvins presence, continue to spend their movement trying to get as far away from you as possible.
Fast Zombie 1 (they are called Husk Zombies if you think your character knows about them) run past the slumbering zombies and gets to Alton. It swings its sharp claws at you, with both hands coming in fast...
Attack: 18 Damage: Unable to parse dice roll.
Attack: 22 Damage: 6
... the first hand rakes your torso, slashing through your leather armor and creating numerous cuts.(-8). The second claw misses wide.
Zombie Husk 2 moves directly behind its comrade and hisses at Alton over Husk 1's shoulder.
Got-wolf, Thorvin, Alton and Venovar are up.
Map is updated!!
Thorvin will once again cast sacred flame on the southern Zombie DC13 Dex save or 1 damage
((Per some Jeremy Crawford tweets to clarify moving into ally's spaces, you can't end any part of your move in an occupied space, which would negate being able to move in, attack and move out. Perhaps in part to avoid wonky sentinel feat interactions backing out would then trigger an opportunity attack, yes? Wouldn't have done anything but get in the way last turn though.))
Got-wolf snarls to get Alton's attention, and backs into his alcove, readying an attack for a zombie as soon as he is able to get his teeth into one.
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
((I totally overlooked the opportunity attack part. I 100% agree. Ok, so only passing through allies is allowed. No attacking while on the same square and then moving back out. It's easier that way anyway. So in other words, Alton is pickled down that passageway. Yikes!))
Got-wolf is ready in the alcove, waiting to pounce on any chance he gets to attack.
Thorvin's flames cover the southern husk zombie who has just joined the battle... 17 and the holy flames don't seem to affect the creature as it speeds forth.
Alton and Venovar are up!
“Be ready,” Alton shouts. “I’m going to draw them out!”
He will use his bonus action to disengage 25 feet (cunning action). Then use the rest of his movement to hide in the alcove between Got-Wolf, and the other PCs. Finally, Alton will hold his action (ready action), preparing a strike if a zombie comes within range.
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
((Disengage only lets you get away with no opp att, doesn't give you any movement on it's own, so you can use bonus to disengage, then movement to get 25 ft away, with your action remaining. You could hold there, and ready an action, or use action to dash to the alcove to the west.))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
((Okay, that’s fine. Just want to get as far away as I can from the zombies. 25 feet to the alcove if possible, then readying an attack.))
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
((Agree with all of that - thanks I really appreciate everyone's help))
So Alton, you definitely make it into the alcove, nestled up to the big Got-wolf. You have an attack ready should a zombie come within range.
((Spider, question. Since you readied an attack with the stipulation that you would attack whenever there is a clear path... there is a clear path now. Would that trigger Got-wolf to now move to where Alton was, and make the readied attack? Or is the readied attack only activated if a zombie gets within melee range of the wolf? Like how Alton is readied. If it is triggered now, go ahead and make the rolls and then I'll move the wolf.))
Venovar is up!
Map is updated.
((Nope, if you want to move as a readied reaction, you'd need to ready a Dash action to do so (and would only be able to move, not attack). Got-wolf's attack will only trigger if/when a zombie comes within chomping distance of where he is. Ranged held actions have a bit more freedom, but should still have a defined trigger (eg, as soon as he pops his head up, as soon as they attack the party, etc.).))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Venovar will attack one of the husk zombies that hasn't been hit. If he hits, he will Divine Smite.
Attack: 15 Damage: 26
The three teachings of Tyre:
Nothing is forbidden.
Nothing is sacred.
Nothing is impossible.
Also I stan Tomoe for life
((Makes sense - thank you!))
Venovar, you move ahead with your comrades in the upper east passageway to get into range with your halberd. It slams into Husk 1, jarring the undead's body violently as it pierces its flesh. (-15)
Next Round - Zombies, Husks, Party
Zombie 1 and 2 are still turned. (For perhaps 2 more rounds.) They stumble away in fear of Thorvin's energies. They walk into themselves and the far wall.
Husk 1 darts at Venovar with its 2 claw attacks: Attack: 14 Damage: 6 Attack: 13 Damage: 7 and his chainmail easily defends against the claws.
Husk 2 moves right behind Husk 1, and starts to pant and breathe loudly.
Husk 3 does a mad dash towards Thorvin and reaches the dwarf. The husk stares into Thorvin's eyes.
Got-wolf, Thorvin, Alton and Venovar are up!
Map updated (just one map since you all fit in the zoomed in one now)
Alton will use his movement to run forward and make both strikes against Husk #1.
(W/ Sneak Attack and Modifier) Attack: 23 Damage: 11
Attack: 21 Damage: 6
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Since Got-wolf is still boxed out of the north tunnel, he'll run south and join in on the one Thorvin is facing off against alone (I think that is 40 ft).
Attack: 18 Damage: 7
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Thorvin will swing his warhammer at the zombie attack: 22 damage: 9
Got-wolf bursts forward and slams into Husk 3, digging its teeth in deep into the leg... (-7) 21 the teeth dig deep, but the Husk manages to stay up.
Thorvin, at the same time as Got-wolf bites, you swing your hammer which smashes into the freak husk. It staggers for a moment. (-5)
Alton, you glance down the hallway and notice that Venovar is in front of the zombies. You don't have a way to make melee attacks against that husk. (This is what we were discussing earlier in the thread). Those are some awesome attack rolls though, so if you want to re-roll the damage, you can change the attack to throwing daggers and just re-roll the damage. Is that fair? Sneak attack damage still applies since Venovar is within 5ft. And it makes sense that Alton can quickly sheath his swords and whip out those daggers. Cool?
Venovar is up!
Map is updated.
((Sorry I didn’t specify this earlier, but Halfling Nimbleness, one of Alton’s racial traits allows him to move through the space of a creature at least one size larger than him.))
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss