" They took the ship? If the gates are safe, we should move to destroy whoever is trying to steal the ship or we will truly be trapped here without escape."
You add your WIS modifier (+3) to initiative rolls. At the start of your first turn of each combat, your walking speed increases by 10 ft., which lasts until the end of that turn. If you take the Attack action, you can make one additional weapon attack that deals an extra 1d8 damage of the weapon’s damage type on hit.
This post has potentially manipulated dice roll results.
Tolstoy moves his Hunter's Mark to a ghoul and focuses his eyes.
SharpshooterPHB, pg. 170 Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls and your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.
This post has potentially manipulated dice roll results.
“francis! look at the size of em!”
herman takes a moment to admire the skeletal behemoths outside the gate.
“such a pitty...”
the old man begins chanting a dark and sinister spell as his eyes become devoured by a sickly and radiant glow. suddenly a terrifying explosion of green light bursts from underneath the skeletal constructs outside the gate!
This post has potentially manipulated dice roll results.
Herman casts his spell outside of the wall in a way that it does not come into the settlement. Tiriel fires a firebolt at the weakened zombie 2 and finishes it off! the fire damage keeps it from coming back from the dead. Tolstoy lets loose two powerful arrows but the focus on power were a bit too much and he misses his mark. Cenny heads towards the giant skeletons at the south and sees the green light from Herman's spell and does not enter it.
The four ghouls and last zombie continue to dash towards the settlement wall (30 feet away now for ghouls and 40 feet away now for zombie)
The giant skeletons seem to have an unnatural resistance to magical attacks that gives them an advantage on resistance. Skele 1 con save: 19 Skele 2 con save: 25
Skeleton 1 is able to resist the green light, however skeleton 2 stares blankly into it and suffers 28 damage and is now exhausted!
Both skeletons shackle their bones and move away from the light to the southeast corner. They then begin to slice into the reinforced wood wall with their massive scimitars with three attacks each:
herman palms his face with his hands and laughs as the skeletal giants simply walk out of his spell...
“heh getting soft in my old age...”
the green light radiating from his eyes die as he lets the sickening spell dissipate and vanish. the old man makes a series of odd hand gestures as a hypnotic pattern of abstract imagery twists and bend reality in front of the skeletons.
The wall has taken 75 damage and is almost broken through! Ghoul one is hit for 13 damage. The four ghouls and one zombie continue toward the wall. The ghouls are 15 feet and the zombie is 30 feet away.
Cenny will cast Conjure Animals he waits anxiously to see what creatures come as he aims the spell outside the wall and then commands them to attack the Giant Skeleton attacking the wall.
Burt slithers his huge body up to wear the Giant Skeleton is about to break through and will ready a construct attack for if it comes through.
Constrict.Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
This post has potentially manipulated dice roll results.
Attack: 24 Damage: 13
Cenny summons eight Wolf outside the gate behind the skeleton.
Wolf Initiative: 6
The Wolves surround the giant skeleton attack the wall and all bite at it trying to ring it down. Please make 8 saves or be knocked prone!
Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Cenny is able to pick both of them up and fly back into the settlement.
As he lands, Captain Bonehand says "Ai.... Thank you. They almost got us."
Looking outside, the two giant skeletons, the four ghouls and the zombies, wait out about 60 feet from the walls...
"What's out there?" Tolstoy asks.
Perception: 7
" They took the ship? If the gates are safe, we should move to destroy whoever is trying to steal the ship or we will truly be trapped here without escape."
From out of nowhere, the creatures that seemed to be sulking about 60 feet away from the walls begin to charge. The group knows combat has began...
Cenny 14
Herman 16
Tiriel 10
Tolstoy 23
Monster 10
Combat order is
Tolstoy
Cenny
Monsters
Herman
Tiriel
The creatures are currently 60 feet away from the walls
1. Four ghouls and Three zombies on the north side
2. Two Giant Skeletons on the south side.
The settlement is about 60 feet large.
Cenny's feathers recede and he is once again half elf again.
"Nature heed my call..."
Cenny raises his hands to the air then points down to the ground toward the north side.
Cenny cast Plant Growth 100 feet out so that the growth goes under the Zombies feet and ends at the walls.
Tolstoy glances and Francis for a moment before shouting, "More zombies!"
He readies his bow and fires at the zombies.
Hunter's Mark damage: 2
Attack: 16 Damage: 8
Attack: 16 Damage: 8
2
You add your WIS modifier (+3) to initiative rolls. At the start of your first turn of each combat, your walking speed increases by 10 ft., which lasts until the end of that turn. If you take the Attack action, you can make one additional weapon attack that deals an extra 1d8 damage of the weapon’s damage type on hit.
Forgot one more hunter's mark damage: 4
Test: Attack: 20 Damage: 10
Zombie 1 takes 30 damage from Tolstoy's arrows.
3
And falls to the ground defeated.
He then fires a third arrow into zombie 2 which deals 17 Damage!
The zombies and ghouls dash towards the northern wall but only make it 10 feet and 15 feet respectively because of the weeds in their way.
The two giant skeletons with nothing to impede them, dash straight towards the wall and are right outside if it.
Everyone can now post!
Tolstoy moves his Hunter's Mark to a ghoul and focuses his eyes.
SharpshooterPHB, pg. 170
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls and your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.
Attack: 19 Damage: 23
Attack: 9 Damage: 24
"Fly, my pretty."
Cenny uses his action to dash to the South side.
“francis! look at the size of em!”
herman takes a moment to admire the skeletal behemoths outside the gate.
“such a pitty...”
the old man begins chanting a dark and sinister spell as his eyes become devoured by a sickly and radiant glow. suddenly a terrifying explosion of green light bursts from underneath the skeletal constructs outside the gate!
sickening radiance : 28
Tiriel moves to the battlements and fires a fire bolt at the zombies if there are any left. otherwise he will try to go shoot a skeleton.
Attack: 20 Damage: 12
Herman casts his spell outside of the wall in a way that it does not come into the settlement.
Tiriel fires a firebolt at the weakened zombie 2 and finishes it off! the fire damage keeps it from coming back from the dead.
Tolstoy lets loose two powerful arrows but the focus on power were a bit too much and he misses his mark.
Cenny heads towards the giant skeletons at the south and sees the green light from Herman's spell and does not enter it.
The four ghouls and last zombie continue to dash towards the settlement wall (30 feet away now for ghouls and 40 feet away now for zombie)
The giant skeletons seem to have an unnatural resistance to magical attacks that gives them an advantage on resistance.
Skele 1 con save: 19
Skele 2 con save: 25
Skeleton 1 is able to resist the green light, however skeleton 2 stares blankly into it and suffers 28 damage and is now exhausted!
Both skeletons shackle their bones and move away from the light to the southeast corner. They then begin to slice into the reinforced wood wall with their massive scimitars with three attacks each:
Skeleton 1
Attack: 12 Damage: 15
Attack: 17 Damage: 11
Attack: 26 Damage: 13
Skeleton 2
Attack: 20 Damage: 11
Attack: 23 Damage: 13
Attack: 10 Damage: 13
The south east corner takes 47 damage and looks to be half broken through! Another onslaught like that might collapse the wall!
Round recap
Zombie 2 dead
Skeleton 2 (28 damage and exhausted)
Everyone can now post!
Tolstoy continues to sharpshoot at the ghouls.
Attack: 17 Damage: 21
Attack: 13 Damage: 24
"This isn't going well." Tiriel muses as he continues trying to pepper the undead with fire. Another fire bolt flies towards the ghouls.
Attack: 18 Damage: 13
Cenny raps his staff on the ground twice then drops it to the ground.
"Elune's Light" says Cenny with power.
Cenny's Staff of the Python transforms into a Giant Constrictor Snake.
"Defend this fortress from the undead enemies, Burt." Cenny commands.
Burt's Initiative 21:
herman palms his face with his hands and laughs as the skeletal giants simply walk out of his spell...
“heh getting soft in my old age...”
the green light radiating from his eyes die as he lets the sickening spell dissipate and vanish. the old man makes a series of odd hand gestures as a hypnotic pattern of abstract imagery twists and bend reality in front of the skeletons.
hypnotic pattern
wis dc16
Giant skele 1 18
Giant skele 2 6
Skeleton 1 is hypnotized by Herman and the but skeleton 2 swings into the wall again.
Skeleton 2
Attack: 27 Damage: 13
Attack: 18 Damage: 16
Attack: 18 Damage: 19
The wall has taken 75 damage and is almost broken through! Ghoul one is hit for 13 damage. The four ghouls and one zombie continue toward the wall. The ghouls are 15 feet and the zombie is 30 feet away.
Everyone can now post.
A bead of sweat runs down Tolstoy's face as he aims his bow at the ghouls once again.
Attack: 16 Damage: 24
Attack: 22 Damage: 29
“Come attack the skeleton attacking my friend.”
Cenny will cast Conjure Animals he waits anxiously to see what creatures come as he aims the spell outside the wall and then commands them to attack the Giant Skeleton attacking the wall.
Burt slithers his huge body up to wear the Giant Skeleton is about to break through and will ready a construct attack for if it comes through.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Burt Attack Next Post
Attack: 24 Damage: 13
Cenny summons eight Wolf outside the gate behind the skeleton.
Wolf Initiative: 6
The Wolves surround the giant skeleton attack the wall and all bite at it trying to ring it down. Please make 8 saves or be knocked prone!
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Attack: 16 Damage: 5
Attack: 22 Damage: 5
Attack: 10 Damage: 6
Attack: 9 Damage: 6
Attack: 22 Damage: 7
Attack: 12 Damage: 7
Attack: 19 Damage: 7
Attack: 23 Damage: 7