I did sneak attack because prentiss is right there in the middle of them, but I rolled the wrong amount of dice. It'd be 3d6 for 1d6 + 2d6 from sneak attack
Brencharis aims carefully as she lets loose an arrow with amazing effect stunning the AshZombie2 which collapses immediately with an arrow shot through its skull precisely from ear to ear and eliminating its chance to attack. Brencharis positions herself behind full cover planning her next move.
It appears to your group that there is at least one more in in the kitchen side of the structure behind the one in the window and another in the dining side of the tavern behind the female zombie in the doorway. The only other entrance to the building appears to be a swollen door on the north side that has been attempted by Kallen but proved too difficult without assistance. The windows are accessible either way with removal of shutters. There do not appear to be any more Twig Blights in the immediate area.
Prentiss' move. Your move taken @ disadvantage but may make another Con Save attempt at end of turn (after actions)
@CalPol - moved you on the map to where I think you're moving but your movement won't take place until initiative
Initiatives->
interior zombies initiative rolls - 1 , 12
*Prentiss 14 (23/23 plus 2 temp hp)(disadvantage for attacks, saves, skills)(May roll Con Save attempt at end of each round) Velshir 13 (27/27 plus 5 temp hp) AshZombie6 12 AshZombie3 11 AshZombie4 11 CalPol 10 (21/25 plus 5 temp hp) Kallen 8 (14/21) Joshua 6 (19/19 plus 5 temp hp) Brencharis 6 (13/21 plus 5 temp hp) AshZombie5 1
(Removed dead creatures from map but obviously still there)
Prentiss uses his action to Disengage from the zombie and move south west then south, until he has a tree/bush to the south of him and one to the east.
Once safely out of the way he will try to clear his eyes and chest: CON save 7
Prentiss struggles away carefully then stumbles to the cover of the area between the building with the trees to the south to try to expel the poison from his lungs. Still having no success, is left in a loud bout of coughing, wheezing attempts at a whole breath.
Velshir's move
Initiatives ->
Prentiss 14 (23/23 plus 2 temp hp)(disadvantage for attacks, saves, skills)(May roll Con Save attempt at end of each round) *Velshir 13 (27/27 plus 5 temp hp) AshZombie6 12 AshZombie3 11 AshZombie4 11 CalPol* 10 (21/25 plus 5 temp hp) Kallen 8 (14/21) Joshua 6 (19/19 plus 5 temp hp) Brencharis 6 (13/21 plus 5 temp hp) AshZombie5 1
This post has potentially manipulated dice roll results.
(attacks against 4 will be considered against 3/4 cover due to wall/window from a distance. If within 5' regular attack because window is holding it in place as it tries to force itself through a too-small space)
Velshir attacks hitting with the mace but struggles with the size of the dead AshZombie on the ground and slips slightly in zombie parts missing with the second attack.
Zombie save attempt 10
The AshZombie3 looks stunned by the mace hit and staggers briefly but seems to recover as a loud hoarse moan come from the other side of the building. The She-zombie rushes forward at Velshir attacking Attack: 5 Damage: 2
As Velshir moves closer to the other Zombie it swipes at him (with disadvantage) Attack: 4 Damage: 3 but misses the agile monk.
CalPol moves forward slashing at the She-Zombie in front of Velshir, hitting solidly. Zombie Fortitude save 21 But CalPol's attack slices a deep diagonal and though struggles momentarily, the Zombie slowly splits in two separate pieces from the axe slice an collapses top half lying next to its lower.
As the creature falls, CalPol and Velshir can easily see another AshZombie progressing slowing in your direction but not yet to the doorway.
Kallen's turn
Initiatives ->
Prentiss 14 (23/23 plus 2 temp hp)(disadvantage for attacks, saves, skills)(May roll Con Save attempt at end of each round) Velshir 13 (27/27 plus 5 temp hp) AshZombie6 12 AshZombie4 11 CalPol 10 (21/25 plus 5 temp hp) *Kallen 8 (14/21) Joshua 6 (19/19 plus 5 temp hp) Brencharis 6 (13/21 plus 5 temp hp) AshZombie5 1
"I suggest we let them come to us, bait them out so that the rest of us can dogpile them!" Kallen give some tactical advice, if they ever took it then she gathers a handful of glowing coins and scatter(Scared Flame) them towards Zombie4 and run towards her icy sorcerer friend Prentiss, body blocking him until he recovers from the coughing fit from the ash zombies.
Kallen encourages the others to let the AshZombie out of the building for better tactical advantage then throws a handful of glowing coins filled with Radiant Energy at the Zombie trying to push itself through the window. Zombie save attempt 12 Hitting the Zombie then moving to block Prentiss from any potential attacks.
Joshua's turn
Initiative's ->
Prentiss 14 (23/23 plus 2 temp hp)(disadvantage for attacks, saves, skills)(May roll Con Save attempt at end of each round) Velshir 13 (27/27 plus 5 temp hp) AshZombie6 12 AshZombie4 11 (-1 hp) CalPol 10 (21/25 plus 5 temp hp) Kallen 8 (14/21) *Joshua 6 (19/19 plus 5 temp hp) Brencharis 6 (13/21 plus 5 temp hp) AshZombie5 1
Joshua waits a moment for the AshZombie5 within the room to emerge in its attempt to attack the group and strikes with his fire bolt hitting the creature solidly but then causing another puff of ash to burst forth.
@CalPol and Velshir please roll Con save.
@ Joshua please roll Wild Surge
Brencharis' turn.
Initiatives ->
Prentiss 14 (23/23 plus 2 temp hp)(disadvantage for attacks, saves, skills)(May roll Con Save attempt at end of each round) Velshir 13 (27/27 plus 5 temp hp) AshZombie6 12 AshZombie4 11 (-1 hp) CalPol 10 (21/25 plus 5 temp hp) Kallen 8 (14/21) Joshua 6 (19/19 plus 5 temp hp) *Brencharis 6 (13/21 plus 5 temp hp) AshZombie5 1 (-10 hp)
Prentiss coughs and splutters in the small ash cloud, rubbing at his eyes as they fill with zombie dust.
@Brencharis
but not sure why 4d6 instead of 1d6+4
I did sneak attack because prentiss is right there in the middle of them, but I rolled the wrong amount of dice. It'd be 3d6 for 1d6 + 2d6 from sneak attack
Cal pol feels a surge of adrenaline and moves towards his friends coughing from the ash cloud to see how he can offer “protection “
@Wh1tefuryGamer
Thank you, I need to drop that last d6 off of the bunch so 17 damage.
Brencharis aims carefully as she lets loose an arrow with amazing effect stunning the AshZombie2 which collapses immediately with an arrow shot through its skull precisely from ear to ear and eliminating its chance to attack. Brencharis positions herself behind full cover planning her next move.
It appears to your group that there is at least one more in in the kitchen side of the structure behind the one in the window and another in the dining side of the tavern behind the female zombie in the doorway. The only other entrance to the building appears to be a swollen door on the north side that has been attempted by Kallen but proved too difficult without assistance. The windows are accessible either way with removal of shutters. There do not appear to be any more Twig Blights in the immediate area.
Prentiss' move. Your move taken @ disadvantage but may make another Con Save attempt at end of turn (after actions)
@CalPol - moved you on the map to where I think you're moving but your movement won't take place until initiative
Initiatives->
interior zombies initiative rolls - 1 , 12
*Prentiss 14 (23/23 plus 2 temp hp)(disadvantage for attacks, saves, skills)(May roll Con Save attempt at end of each round)
Velshir 13 (27/27 plus 5 temp hp)
AshZombie6 12
AshZombie3 11
AshZombie4 11
CalPol 10 (21/25 plus 5 temp hp)
Kallen 8 (14/21)
Joshua 6 (19/19 plus 5 temp hp)
Brencharis 6 (13/21 plus 5 temp hp)
AshZombie5 1
(Removed dead creatures from map but obviously still there)
Prentiss uses his action to Disengage from the zombie and move south west then south, until he has a tree/bush to the south of him and one to the east.
Once safely out of the way he will try to clear his eyes and chest: CON save 7
:thumbsup:
Prentiss struggles away carefully then stumbles to the cover of the area between the building with the trees to the south to try to expel the poison from his lungs. Still having no success, is left in a loud bout of coughing, wheezing attempts at a whole breath.
Velshir's move
Initiatives ->
Prentiss 14 (23/23 plus 2 temp hp)(disadvantage for attacks, saves, skills)(May roll Con Save attempt at end of each round)
*Velshir 13 (27/27 plus 5 temp hp)
AshZombie6 12
AshZombie3 11
AshZombie4 11
CalPol* 10 (21/25 plus 5 temp hp)
Kallen 8 (14/21)
Joshua 6 (19/19 plus 5 temp hp)
Brencharis 6 (13/21 plus 5 temp hp)
AshZombie5 1
Cal Pol Moves forward and starts to swing into any one that would like to get a very good look at the sharp parts of his battle axe.
attack roll25 damage 7
Velshir will almost single-mindedly continue trying to disable and destroy these ashen abominations
mace Attack: 25 Damage: 5
unarmed strike Attack: 11 Damage: 8
against #3
He will try to position himself more to the left, however, to get in front of #4
In case the die rolls from previous post don't appear, I'll re-roll
mace Attack: 8 Damage: 5
unarmed strike Attack: 19 Damage: 5
(attacks against 4 will be considered against 3/4 cover due to wall/window from a distance. If within 5' regular attack because window is holding it in place as it tries to force itself through a too-small space)
Velshir attacks hitting with the mace but struggles with the size of the dead AshZombie on the ground and slips slightly in zombie parts missing with the second attack.
Zombie save attempt 10
The AshZombie3 looks stunned by the mace hit and staggers briefly but seems to recover as a loud hoarse moan come from the other side of the building. The She-zombie rushes forward at Velshir attacking Attack: 5 Damage: 2
As Velshir moves closer to the other Zombie it swipes at him (with disadvantage) Attack: 4 Damage: 3 but misses the agile monk.
CalPol moves forward slashing at the She-Zombie in front of Velshir, hitting solidly. Zombie Fortitude save 21 But CalPol's attack slices a deep diagonal and though struggles momentarily, the Zombie slowly splits in two separate pieces from the axe slice an collapses top half lying next to its lower.
As the creature falls, CalPol and Velshir can easily see another AshZombie progressing slowing in your direction but not yet to the doorway.
Kallen's turn
Initiatives ->
Prentiss 14 (23/23 plus 2 temp hp)(disadvantage for attacks, saves, skills)(May roll Con Save attempt at end of each round)
Velshir 13 (27/27 plus 5 temp hp)
AshZombie6 12
AshZombie4 11
CalPol 10 (21/25 plus 5 temp hp)
*Kallen 8 (14/21)
Joshua 6 (19/19 plus 5 temp hp)
Brencharis 6 (13/21 plus 5 temp hp)
AshZombie5 1
"I suggest we let them come to us, bait them out so that the rest of us can dogpile them!" Kallen give some tactical advice, if they ever took it then she gathers a handful of glowing coins and scatter(Scared Flame) them towards Zombie4 and run towards her icy sorcerer friend Prentiss, body blocking him until he recovers from the coughing fit from the ash zombies.
Dex Save 13 1
Kallen encourages the others to let the AshZombie out of the building for better tactical advantage then throws a handful of glowing coins filled with Radiant Energy at the Zombie trying to push itself through the window. Zombie save attempt 12 Hitting the Zombie then moving to block Prentiss from any potential attacks.
Joshua's turn
Initiative's ->
Prentiss 14 (23/23 plus 2 temp hp)(disadvantage for attacks, saves, skills)(May roll Con Save attempt at end of each round)
Velshir 13 (27/27 plus 5 temp hp)
AshZombie6 12
AshZombie4 11 (-1 hp)
CalPol 10 (21/25 plus 5 temp hp)
Kallen 8 (14/21)
*Joshua 6 (19/19 plus 5 temp hp)
Brencharis 6 (13/21 plus 5 temp hp)
AshZombie5 1
Joshua will back up and ignite a mote of flame in his hand waiting for the next target to emerge.
Holding Fire Bolt for the first zombie to completely emerge from the building. Attack: 11 Damage: 10
Joshua waits a moment for the AshZombie5 within the room to emerge in its attempt to attack the group and strikes with his fire bolt hitting the creature solidly but then causing another puff of ash to burst forth.
@CalPol and Velshir please roll Con save.
@ Joshua please roll Wild Surge
Brencharis' turn.
Initiatives ->
Prentiss 14 (23/23 plus 2 temp hp)(disadvantage for attacks, saves, skills)(May roll Con Save attempt at end of each round)
Velshir 13 (27/27 plus 5 temp hp)
AshZombie6 12
AshZombie4 11 (-1 hp)
CalPol 10 (21/25 plus 5 temp hp)
Kallen 8 (14/21)
Joshua 6 (19/19 plus 5 temp hp)
*Brencharis 6 (13/21 plus 5 temp hp)
AshZombie5 1 (-10 hp)
Wild Surge: 9
14
@Velshir no ill effects from the Ash Puff
@Joshua no Wild Surges yet
@Brencharis - you're move
@CalPol when you have a moment - Con Save roll