"We might tie ropes around our waists in addition to the one we'll hold to swing across. Those not swinging over can be an extra layer of safety as we go?" He takes out his 50 ft rope and he listens to Arogna. "Let's stay clumped together, I think," Shad says. He looks back down the slope, away from the gap. "I'd rather not have to face any more wolves without you and your hammer close."
This post has potentially manipulated dice roll results.
"Ah, nothin' to worry 'bout, Shad, you still got an axe an' a bow an' a - stick thing," Arogna says. "Lemme just go an' take a look. He might come right on out. I won't go in far, no. Do your magic, Qinfaren, an' tie on the rope, Shad, an' Bjorn an' Muharg can hang on or keep a look out."
Arogna takes the parcel, and when Qinfaren has cast Guidance, and she has the rope secured around her waist, and someone is holding on, she will wrap the jump-rope around her arm and make the leap.
With rope in hand, Argona makes the jump across the ***. As she draws near the bottom of the jump, the rope pulls tight and swings her to the other side. For a moment, it looks like she is not going to make it safely to other side. Then at the last moment she just narrowly makes it on top of the opposite side just outside the cave entrance.
Rollback Post to RevisionRollBack
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
"I'm over!" Arogna calls back, unnecessarily. She steps back a pace and throws the end of the rope as hard as she can towards the group. "It ain't easy though. Gimme a minute."
The half-orc holds the parcel out in front of her like a shield as she approaches the cave entrance. She looks around for any sign of a bell or signalling device, or a bridge or similar that can be placed across the gap. If there's nothing obvious outside the cave, she peers into the gloom inside.
Perception: 19
[OOC: Arogna has darkvision to 60ft, as is traditional to inform the DM]
This post has potentially manipulated dice roll results.
Arogna pees in the dark gloominess of the cave. The cave reaches back into the the mountain, curving gently for about sixty feet before ending at a large stone door. Dozens of crypts alcoves are carved into the walls on either side of the cave, and a veritable army of rotting undead are strewn about the passage, their dismembered limbs lie on the floor.
Then, they move. Scraping, dragging, hopping across the floor towards Arogna are limbs and torsos and heads of untold dozens of undead soldiers. These limbs being to gather themselves into two swarms. One group is forming thirty feet away from Arogna, whilst the other group is sixty feet away.
However, theses two swarms are joined by four zombies that begin to climb to their feet. Chunks of flesh have been torn out of these zombies where some has attacked them with a weapon of some sort. Their guts spilling out from their stomachs.
This post has potentially manipulated dice roll results.
Shad's initiative is 14
His first turn will be to lift the Luckstone, say "We are not the living you are looking for," and Channel Divinity to Turn the Undead (the WIS DC is 12).
(Turn the Undead: A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.)
This post has potentially manipulated dice roll results.
(Given initiative we can have enemies go first followed by you, post when available and I will sort it by initiative order.)
Firstly, the two swarms of limbs move closer to Arogna, with nearest swam surround her. The sound of the libs moving around Arogna block out any other sounds around her. (Arogna is deafened)
Whilst the swarm surrounds Arogna, the limbs begin to slash out at her.
(Attack: Attack: 22 Damage: 14 slashing damage)
The four zombies start to moving towards Arogna at a slow pace, staggering as they move.
Rollback Post to RevisionRollBack
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
This post has potentially manipulated dice roll results.
Muharg grabs the rope hanging from the tree and swings to reach the opposite side of the gap, as he swings, a golden light suddenly emanates from his axe, as hi mutters words of sacred power.
Athletics: 10 (woops)
Action: Channel divinity - Sacred Weapon (For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that.)
Bonus Action: Cast Wrathful Smite (The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.)
If he still has some time left, he runs towards the swarm of rotten limbs harassing Arogna.
P.S. Didn't add guidance bonus, since we're in combat and it changes the whole priority of Action economy.
"Get your hands off me!" Arogna yells. She drops the package into the nearest undead hand (or perhaps it is a foot), and begins to swing her hammer around wildly in the swarm of body parts.
BA: Rage A: Warhammer 2h 13 to hit for 10 +2 (rage) damage
This post has potentially manipulated dice roll results.
Qinfaren looks across at the horror of the mass of skeletal limbs surrounding Arogna. Muharg has the rope and is leaping across. He hesitates for a moment waiting to see if Muharg makes it across.
@DM
Qinfaren's initiative looks to be the lowest so he'll be after Muharg. So, what Qinfaren does depends on the situation that Muharg finds himself in.
If Muharg got across (or he's fallen off the rope), Qinfaren will make the leap to the rope and swing across to join the others. Athletics: 22
If Muharg is just hanging on the rope swinging between the sides, Qinfaren will try and get him safely back up on the path.
Rollback Post to RevisionRollBack
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Qinfaren nods.
"But don't go far into that cave alone," Qinfaren says. "If our client is really up here dealing with the undead, they may be in there."
"Thank you, Qinfaren," Shad says.
"We might tie ropes around our waists in addition to the one we'll hold to swing across. Those not swinging over can be an extra layer of safety as we go?" He takes out his 50 ft rope and he listens to Arogna. "Let's stay clumped together, I think," Shad says. He looks back down the slope, away from the gap. "I'd rather not have to face any more wolves without you and your hammer close."
Death on the Water and Baldur's Gate Bodyguard
"Ah, nothin' to worry 'bout, Shad, you still got an axe an' a bow an' a - stick thing," Arogna says. "Lemme just go an' take a look. He might come right on out. I won't go in far, no. Do your magic, Qinfaren, an' tie on the rope, Shad, an' Bjorn an' Muharg can hang on or keep a look out."
Arogna takes the parcel, and when Qinfaren has cast Guidance, and she has the rope secured around her waist, and someone is holding on, she will wrap the jump-rope around her arm and make the leap.
Strength (Athletics) with Guidance: 11 plus 2
“Subborn half-orc! I told you to let me go first so I can check for undead…” Mumbles Muharg as he holds fast on the security rope.
“All right, all set here, go ahead and do your thing, miss dutiful deliverer!” Says Muharg in a friendly mocking voice.
Muharg Sunborn | Dwarf | Paladin | Chilling Adventures in the North
-----
With Arogna heading over, Bjorn helps Muharg in holding the security rope, "Don't do anything rash over there."
Active Characters
Tink - Elf Artificer Nicholas Meloncreek - Human Fighter
Thurkear - Lizardfolk Warlock Bjorn "Whitewalker" Akannathi - Goliath Ranger
With rope in hand, Argona makes the jump across the ***. As she draws near the bottom of the jump, the rope pulls tight and swings her to the other side. For a moment, it looks like she is not going to make it safely to other side. Then at the last moment she just narrowly makes it on top of the opposite side just outside the cave entrance.
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
"I'm over!" Arogna calls back, unnecessarily. She steps back a pace and throws the end of the rope as hard as she can towards the group. "It ain't easy though. Gimme a minute."
The half-orc holds the parcel out in front of her like a shield as she approaches the cave entrance. She looks around for any sign of a bell or signalling device, or a bridge or similar that can be placed across the gap. If there's nothing obvious outside the cave, she peers into the gloom inside.
Perception: 19
[OOC: Arogna has darkvision to 60ft, as is traditional to inform the DM]
Arogna pees in the dark gloominess of the cave. The cave reaches back into the the mountain, curving gently for about sixty feet before ending at a large stone door. Dozens of crypts alcoves are carved into the walls on either side of the cave, and a veritable army of rotting undead are strewn about the passage, their dismembered limbs lie on the floor.
Then, they move. Scraping, dragging, hopping across the floor towards Arogna are limbs and torsos and heads of untold dozens of undead soldiers. These limbs being to gather themselves into two swarms. One group is forming thirty feet away from Arogna, whilst the other group is sixty feet away.
However, theses two swarms are joined by four zombies that begin to climb to their feet. Chunks of flesh have been torn out of these zombies where some has attacked them with a weapon of some sort. Their guts spilling out from their stomachs.
(Roll for initiative.
Zombies: 17
Swarms: 18)
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
"It's a trap!" yells Arogna, beginning to back away. "There's masses of 'em! An' they're gettin' up! Throw the rope back, quick."
Initiative 14
"Masses of what? Qinfaren asks as he moves to swing the rope over to Arogna.
Qinfaren Initiative: 6
Shad's initiative is 14
His first turn will be to lift the Luckstone, say "We are not the living you are looking for," and Channel Divinity to Turn the Undead (the WIS DC is 12).
(Turn the Undead: A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.)
Death on the Water and Baldur's Gate Bodyguard
"They're dead! But they ain't! And there's bits of 'em too!" Arogna clarifies for Qinfaren.
(Turn Undead only works undead creatures that are within 30 feet and can see or hear you. Nothing is within range for Shad.)
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
"By the beard of Moradin, I told you I should have gone first!" Yells Muharg as he gets ready for gruesome combat.
"Jump back if you want Arogna, but I'm not leaving these monsters alone, Qinfaren, give me the rope I'll take it to her personally."
Initiative: 2
Muharg Sunborn | Dwarf | Paladin | Chilling Adventures in the North
-----
"By the ancestors! More of the risen dead!" Bjorn says through gritted teeth as he readies his bow.
Initiative: 21
Active Characters
Tink - Elf Artificer Nicholas Meloncreek - Human Fighter
Thurkear - Lizardfolk Warlock Bjorn "Whitewalker" Akannathi - Goliath Ranger
(Given initiative we can have enemies go first followed by you, post when available and I will sort it by initiative order.)
Firstly, the two swarms of limbs move closer to Arogna, with nearest swam surround her. The sound of the libs moving around Arogna block out any other sounds around her.
(Arogna is deafened)
Whilst the swarm surrounds Arogna, the limbs begin to slash out at her.
(Attack: Attack: 22 Damage: 14 slashing damage)
The four zombies start to moving towards Arogna at a slow pace, staggering as they move.
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Muharg grabs the rope hanging from the tree and swings to reach the opposite side of the gap, as he swings, a golden light suddenly emanates from his axe, as hi mutters words of sacred power.
Athletics: 10 (woops)
Action: Channel divinity - Sacred Weapon (For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that.)
Bonus Action: Cast Wrathful Smite (The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.)
If he still has some time left, he runs towards the swarm of rotten limbs harassing Arogna.
P.S. Didn't add guidance bonus, since we're in combat and it changes the whole priority of Action economy.
Muharg Sunborn | Dwarf | Paladin | Chilling Adventures in the North
-----
"Get your hands off me!" Arogna yells. She drops the package into the nearest undead hand (or perhaps it is a foot), and begins to swing her hammer around wildly in the swarm of body parts.
BA: Rage
A: Warhammer 2h 13 to hit for 10 +2 (rage) damage
Shad pockets the Luckstone. Maybe later, he thinks. He will cast Guiding Bolt at the swarm of undead limbs around Aronga: 15 for 19 damage.
Death on the Water and Baldur's Gate Bodyguard
Qinfaren looks across at the horror of the mass of skeletal limbs surrounding Arogna. Muharg has the rope and is leaping across. He hesitates for a moment waiting to see if Muharg makes it across.
@DM
Qinfaren's initiative looks to be the lowest so he'll be after Muharg. So, what Qinfaren does depends on the situation that Muharg finds himself in.
If Muharg got across (or he's fallen off the rope), Qinfaren will make the leap to the rope and swing across to join the others. Athletics: 22
If Muharg is just hanging on the rope swinging between the sides, Qinfaren will try and get him safely back up on the path.