This post has potentially manipulated dice roll results.
Io Causes his shield to ring, harming #3, while #5 is able to resist the sound. As Wight1 is not near the spiritual weapon, the spiritual blades slice at #2 instead, hitting and dealing damage.
Kanlos Shoots #3, taking it out of the fight.
whites The two wights send arrows striking at Io, as Windlass has 1/2 cover now that zombie5 is between the wights and Windlass. Longbow. Ranged Weapon Attack: 8 to hit, range 150/600 ft., one target. Hit: 9 piercing damage. Longbow. Ranged Weapon Attack: 13 to hit, range 150/600 ft., one target. Hit: 10 piercing damage. Longbow. Ranged Weapon Attack: 15 to hit, range 150/600 ft., one target. Hit: 5 piercing damage. Longbow. Ranged Weapon Attack: 16 to hit, range 150/600 ft., one target. Hit: 5 piercing damage.
Windlass steps away from the zombie, striding forward to M7, electricity crackling in her fingers should the zombie take a swipe at her.
(Wrath of the Storm: When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.)(11 lightning damage if needed)
Once free of the zombie, she flings an ice knife at Z4 on square E8, hoping to get the wight behind it with the blast radius.
Attack: 12 Damage: 6 plus 6 ice damage to target and anything within 5 feet of it on a failed DEX 16 save.
This post has potentially manipulated dice roll results.
Xerronios steps up, raising his bow, and watches as Windlass shard of ice blasts down the hall. He aims at the same zombie and shoots, then ducks back behind the wall. He wants to help more but needs to maintain his concentration on his spell and isn't feeling particularly inspiring at the moment.
Attack: 23 Damage: 6
ooc: Only 1 Inspiration left. Also, remember, you get 4 Temporary HP at the start of each of your turns, not just 4 total. So it has been 3 turns, I believe, since he cast Heroism, going into the 4th this coming round so you should all have received 12 temporary HP.
Xerronios steps up, raising his bow, and watches as Windlass shard of ice blasts down the hall. He aims at the same zombie and shoots, then ducks back behind the wall. He wants to help more but needs to maintain his concentration on his spell and isn't feeling particularly inspiring at the moment.
Attack: 20 Damage: 8
ooc: Only 1 Inspiration left. Also, remember, you get 4 Temporary HP at the start of each of your turns, not just 4 total. So it has been 3 turns, I believe, since he cast Heroism, going into the 4th this coming round so you should all have received 12 temporary HP.
(I thought each time you got temp hp it replaced any previous? But that's usually for separate sources, not sure how it works with a single source like this. DM?)
Xerronios steps up, raising his bow, and watches as Windlass shard of ice blasts down the hall. He aims at the same zombie and shoots, then ducks back behind the wall. He wants to help more but needs to maintain his concentration on his spell and isn't feeling particularly inspiring at the moment.
Attack: 20 Damage: 8
ooc: Only 1 Inspiration left. Also, remember, you get 4 Temporary HP at the start of each of your turns, not just 4 total. So it has been 3 turns, I believe, since he cast Heroism, going into the 4th this coming round so you should all have received 12 temporary HP.
(I thought each time you got temp hp it replaced any previous? But that's usually for separate sources, not sure how it works with a single source like this. DM?)
ooc: Here's the pertinent part of the rule and it's a little ambiguous: Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22. This suggests your understanding is accurate but the last part is the ambiguous part because this isn't a new spell being cast each time, its the continuing affect of an ongoing spell. I think what you say is probably correct but I can see it going the other way for a spell like heroism which continuously provides temporary HP.
Windlass The zombie does take a swipe at you... Attack: 7 Damage: 6 Tossing a shard of ice at #4, the shard hits true, thene xplodes. #4 manages to dodge some of the shards, while the wight behind him gets it right in the face.
Xerronios (Temp hp does not stack, so it is just a new 4 each round, refreshing any that were lost due to damage.) Your arrow strikes #4 dealing damage. The zombie wavers, looking like it might stay up anyway, but then falls to the ground, unmoving.
zombies #5 strikes at Io... Attack: 21 Damage: 4 #6 moves in to threaten Windlass, but cannot attack.
Back to top of initiative. Io and Kanlos are up. As a note, my RL things have slowed down a bit, finally, so this game should be picking up speed here again.
Io blocks the weak attempt at an attack from the zombie and turns his attention to the one that's threatening Windlass. He makes the bells toll for the Zombie 6.
Toll the Dead vs Zo6: 12 Necrotic (13) If not at full HP. WIS 15 to avoid.
He then continues slashing the wights with the spectral blades.
Spiritual Weapon vs Wi1: 25 (If DIS: 18) Dmg: 5 Force
Io The zombie near Windlass resists the bells as it continues to threaten Windlass. The spiritual blades though slam into one of the wights, doing damage.
Kanlos Aims carefully, then sends an arrow directly into the eye of the zombie nearest Io. The zombie falls to the ground and does not move again.
whites Both wights move towards the group now. Each takes another two shots with their bow, then drops the item to the ground, drawing out their longsword. Longbow vs Io. Ranged Weapon Attack: 12 to hit, range 150/600 ft., one target. Hit: 7 piercing damage. Longbow vs Io. Ranged Weapon Attack: 10 to hit, range 150/600 ft., one target. Hit: 3 piercing damage. Longbow vs Kanlos. Ranged Weapon Attack: 5 to hit, range 150/600 ft., one target. Hit: 5 piercing damage. Longbow vs Kanlos. Ranged Weapon Attack: 17 to hit, range 150/600 ft., one target. Hit: 5 piercing damage.
This post has potentially manipulated dice roll results.
Windlass moves south to L9 (no opportunity attack from zombie because she doesn't leave melee range) to get a good angle for another thunderwave now that everyone's in range. 10 thunder damage and pushed back on a failed CON 14 save, or half damage on a success.
Windlass moves to L9 (I forgot to move her for the below map, but will move her for the next.) She sends a blast of thunder energy to slam into all three undead before her. Wi1 is able to resist being pushed away, but both zo6 and wi2 are thrown back ten feet.
This post has potentially manipulated dice roll results.
Xerronios Taunts Wight1, forcing the undead to grab its head as mental magic assaults it. The wight crumples to the ground and does not get up. (Had only 4 HP left, lol.)
zombies The last Zombie moves up to Windlass and attempts to bash her... Attack: 18 Damage: 4
This post has potentially manipulated dice roll results.
Io hurls a ghostly hand at the Zombie6 and moves into melee range to give the zombie something else to worry about. He hasn't forgotten about the Wight though, he moves his whirlwind of ghostly scythes over to the Wight 2 and slashes it.
Chill Touch vs Zombie6: 11 Dmg: 9 Necrotic
Move to L8
BA: Move Spiritual Weapon to G9 Attack Wight2: 27 (If DIS: 22) Dmg: 8 Force
Io Sends a ghostly hand to grip the last zombie, and deal necrotic damage to the thing. The floating blades then move to the remaining wight and slash into it, cutting in deep and leaving it wobbling on its feet.
Kanlos Moves up and sends an arrow into the last zombie, striking it in the eye and taking it down. It is a hard shot, as the zombie had half cover with Io and Windlass in the way, but the arrow manages to find flesh, but just barely catching the eye.
Wight Moves up to strike at Windlass... Life Drain. Melee Weapon Attack: 7 to hit, reach 5 ft., one creature. Hit: 8 necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Longsword. Melee Weapon Attack: 14 to hit, reach 5 ft., one target. Hit: 6 slashing damage.
Windlass and Xerronios are now up. Io and Kanlos can post as well, as the wight is the only enemey left and won't go until all four of you do, if it is still up at that point.
The wight has 10 HP left. I am not updating the map. it is in K10, so only currently in melee range of Windlass, though IO can definitely move to get into Melee if he wishes.
(These two alone will finish it off. A bit out of order, but let us finish off combat...)
The last of the undead falls to Kanlos's arrow. You are out of combat. There is an open passageway leading past where the undead were guarding, and you would realize you have made enough noise that there is no sneaking up on anything in this place now. (two castings of thunderwave will do that after all...) What are you doing now?
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Io
Causes his shield to ring, harming #3, while #5 is able to resist the sound. As Wight1 is not near the spiritual weapon, the spiritual blades slice at #2 instead, hitting and dealing damage.
Kanlos
Shoots #3, taking it out of the fight.
whites
The two wights send arrows striking at Io, as Windlass has 1/2 cover now that zombie5 is between the wights and Windlass.
Longbow. Ranged Weapon Attack: 8 to hit, range 150/600 ft., one target. Hit: 9 piercing damage.
Longbow. Ranged Weapon Attack: 13 to hit, range 150/600 ft., one target. Hit: 10 piercing damage.
Longbow. Ranged Weapon Attack: 15 to hit, range 150/600 ft., one target. Hit: 5 piercing damage.
Longbow. Ranged Weapon Attack: 16 to hit, range 150/600 ft., one target. Hit: 5 piercing damage.
Windlass and Xerronios are now up.
Updated Map
Windlass steps away from the zombie, striding forward to M7, electricity crackling in her fingers should the zombie take a swipe at her.
(Wrath of the Storm: When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.)(11 lightning damage if needed)
Once free of the zombie, she flings an ice knife at Z4 on square E8, hoping to get the wight behind it with the blast radius.
Attack: 12 Damage: 6 plus 6 ice damage to target and anything within 5 feet of it on a failed DEX 16 save.
Xerronios steps up, raising his bow, and watches as Windlass shard of ice blasts down the hall. He aims at the same zombie and shoots, then ducks back behind the wall. He wants to help more but needs to maintain his concentration on his spell and isn't feeling particularly inspiring at the moment.
Attack: 23 Damage: 6
ooc: Only 1 Inspiration left. Also, remember, you get 4 Temporary HP at the start of each of your turns, not just 4 total. So it has been 3 turns, I believe, since he cast Heroism, going into the 4th this coming round so you should all have received 12 temporary HP.
Tandor the White, Human Life Cleric
(I thought each time you got temp hp it replaced any previous? But that's usually for separate sources, not sure how it works with a single source like this. DM?)
ooc: Here's the pertinent part of the rule and it's a little ambiguous: Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22. This suggests your understanding is accurate but the last part is the ambiguous part because this isn't a new spell being cast each time, its the continuing affect of an ongoing spell. I think what you say is probably correct but I can see it going the other way for a spell like heroism which continuously provides temporary HP.
Tandor the White, Human Life Cleric
Windlass
The zombie does take a swipe at you...
Attack: 7 Damage: 6
Tossing a shard of ice at #4, the shard hits true, thene xplodes. #4 manages to dodge some of the shards, while the wight behind him gets it right in the face.
Xerronios
(Temp hp does not stack, so it is just a new 4 each round, refreshing any that were lost due to damage.)
Your arrow strikes #4 dealing damage. The zombie wavers, looking like it might stay up anyway, but then falls to the ground, unmoving.
zombies
#5 strikes at Io...
Attack: 21 Damage: 4
#6 moves in to threaten Windlass, but cannot attack.
Back to top of initiative. Io and Kanlos are up. As a note, my RL things have slowed down a bit, finally, so this game should be picking up speed here again.
Updated Map
Kanlos takes careful aim and fires at ZO5.
Steady aim, sharpshooter and sneak attack all included.
Attack: 20 Damage: 26
Io blocks the weak attempt at an attack from the zombie and turns his attention to the one that's threatening Windlass. He makes the bells toll for the Zombie 6.
Toll the Dead vs Zo6: 12 Necrotic (13) If not at full HP. WIS 15 to avoid.
He then continues slashing the wights with the spectral blades.
Spiritual Weapon vs Wi1: 25 (If DIS: 18) Dmg: 5 Force
Io
The zombie near Windlass resists the bells as it continues to threaten Windlass. The spiritual blades though slam into one of the wights, doing damage.
Kanlos
Aims carefully, then sends an arrow directly into the eye of the zombie nearest Io. The zombie falls to the ground and does not move again.
whites
Both wights move towards the group now. Each takes another two shots with their bow, then drops the item to the ground, drawing out their longsword.
Longbow vs Io. Ranged Weapon Attack: 12 to hit, range 150/600 ft., one target. Hit: 7 piercing damage.
Longbow vs Io. Ranged Weapon Attack: 10 to hit, range 150/600 ft., one target. Hit: 3 piercing damage.
Longbow vs Kanlos. Ranged Weapon Attack: 5 to hit, range 150/600 ft., one target. Hit: 5 piercing damage.
Longbow vs Kanlos. Ranged Weapon Attack: 17 to hit, range 150/600 ft., one target. Hit: 5 piercing damage.
Windlass and Xerronios are now up.
Updated Map
Windlass moves south to L9 (no opportunity attack from zombie because she doesn't leave melee range) to get a good angle for another thunderwave now that everyone's in range. 10 thunder damage and pushed back on a failed CON 14 save, or half damage on a success.
Windlass moves to L9 (I forgot to move her for the below map, but will move her for the next.) She sends a blast of thunder energy to slam into all three undead before her. Wi1 is able to resist being pushed away, but both zo6 and wi2 are thrown back ten feet.
Xerronios is up.
Updated Map
Kanlos easily dodges the first arrow, the second takes him, but he manages to move enough to turn it into a simple graze.
Uncanny Dodge to reduce damage to 2.
Xerronios peeks around the corner, spots the wight moving toward Windlass, and says, "O'cranky one, spirit of nothing useful, go and fetch me a sticky-bun!"
Vicious Mockery on Wh1, then he ducks back around the corner, finishing at q13.
DC 14 Wis save of take Damage 4
Tandor the White, Human Life Cleric
Xerronios
Taunts Wight1, forcing the undead to grab its head as mental magic assaults it. The wight crumples to the ground and does not get up. (Had only 4 HP left, lol.)
zombies
The last Zombie moves up to Windlass and attempts to bash her...
Attack: 18 Damage: 4
Io and Kanlos are up again...
Updated Map
Io hurls a ghostly hand at the Zombie6 and moves into melee range to give the zombie something else to worry about. He hasn't forgotten about the Wight though, he moves his whirlwind of ghostly scythes over to the Wight 2 and slashes it.
Chill Touch vs Zombie6: 11 Dmg: 9 Necrotic
Move to L8
BA: Move Spiritual Weapon to G9
Attack Wight2: 27 (If DIS: 22) Dmg: 8 Force
Possible Crit?: 8 Force
Kanlos moves up to fire at ZO6.
Moving to S9.
Sneak attack, but no steady aim or sharpshooter.
Attack: 12 Damage: 17
Io
Sends a ghostly hand to grip the last zombie, and deal necrotic damage to the thing. The floating blades then move to the remaining wight and slash into it, cutting in deep and leaving it wobbling on its feet.
Kanlos
Moves up and sends an arrow into the last zombie, striking it in the eye and taking it down. It is a hard shot, as the zombie had half cover with Io and Windlass in the way, but the arrow manages to find flesh, but just barely catching the eye.
Wight
Moves up to strike at Windlass...
Life Drain. Melee Weapon Attack: 7 to hit, reach 5 ft., one creature. Hit: 8 necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Longsword. Melee Weapon Attack: 14 to hit, reach 5 ft., one target. Hit: 6 slashing damage.
Windlass and Xerronios are now up. Io and Kanlos can post as well, as the wight is the only enemey left and won't go until all four of you do, if it is still up at that point.
The wight has 10 HP left. I am not updating the map. it is in K10, so only currently in melee range of Windlass, though IO can definitely move to get into Melee if he wishes.
Kanlos takes careful aim and fires at the remaining wight.
Steady aim and sneak, no sharpshooter.
Attack: 12 Damage: 16
Xerronios fires his bow at the wight.
Attack: 18 Damage: 11
Tandor the White, Human Life Cleric
(These two alone will finish it off. A bit out of order, but let us finish off combat...)
The last of the undead falls to Kanlos's arrow. You are out of combat. There is an open passageway leading past where the undead were guarding, and you would realize you have made enough noise that there is no sneaking up on anything in this place now. (two castings of thunderwave will do that after all...) What are you doing now?