Brencharis reaches into her pack and holds the mask that she had found earlier among the owlbear’s hoard, whispering a short prayer in Elvish as she does so. “This won’t be that bad. I hope.” After she finishes speaking, she runs forward and leaps for the smithy’s roof, trusting in her faith and the spirits to guide her safely.
"Well then let us proceed then!" Kallen will go at the front to see what's the situation is about and saw the doors are shut and stuck inside with debris. "We could try pushing the door or we can smash the window open and enter through there!" Kallen will head over to the window and prepare her mace to smash some windows to let herself in. "Right I will enter the window and open the door from the inside!"
Attack: 5 Damage: 4
(not sure if u rule this or not, just ignore it if you feel this is a bit extra to attack the window)
@Brencharis - yes short rest taken for Velshir's damage.
Brencharis runs and takes a leap from the Store's building to the roof of the Smithy but sees that she'll be short of the mark. Quick reflexes shoot out an arm to grab the roof. She lands a hand on the ledge, then holding tight swings her other arm up to get a better grip and pulls herself up to perch on the roof.
Kallen below, pulls open the shutters and knocks out any internal debris with her mace, pulling her slender form through the two-foot-wide Western window and onto a shelf littered with various smithing supplies left behind decades ago.
Any that wish to may roll perception . What are Prentiss,Joshua and Velshir doing while leaping and window entering is happening? Was anything other than coin taken from the body near the spiders?
Prentiss keeps watch while Kallen B&Es the smithy, then follows her through the window. As soon as he is in, he goes into a crouch and scans the room for danger and valuables.
This post has potentially manipulated dice roll results.
Kallen will go into the same position as Prentiss, keeping a lookout for any signs of danger or anything of value, Kallen gave Prentiss a small token to him that covers him in magical smoke! (Blessing of the Trickster: advantage on stealth checks for 1hour) "You might wanna have this friend! also can you see in the dark? it's pretty dusty here and just in case something caught our attention we don't wanna them to get theirs"
Velshir will stand at the window that the others entered, monitoring the outside, not wishing to disrupt their stealthy actions inside, but also ready to enter if they get into trouble inside.
This post has potentially manipulated dice roll results.
Kallen's view of the room is much clearer finding it filled with various smithy tools and equipment. Among them are many tongs, bellows, a couple anvils and various hammers. Kallen tosses a coin at the Human moving into the room that erupts into a harmless puff of smoke as it reaches him. It swirls around him and he somehow feels lighter and more graceful as he steps to the floor.
As she turns back from Prentiss she catches something out of the corner of her eye. Then notes quickly that there are several somethings rising in the room with them from the dust and debris. Three familiar creatures rise covered in the growths and spores that name them as AshZombies. Two from behind anvils and one near the Eastern door. The wide chimneyed forge is located in the South wall and long cooled.
Prentiss did not notice the creatures initially, but Kallen's alert expression catches his attention, and he can now see the shadowy figures rising to their feet. One less than 5 feet to the east of him, another just behind it and another behind Kallen near the door she had been moving to. The one to Prentiss' immediate east is visible fully because of the light from the window but the others are just vague masses to him.
@Kallen your Blessing is considered cast pre-battle so attack as normal on your turn.
@Brencharis Through the nearby chimney you hear too much movement to only be your two companions below
@Joshua and Velshir - There is definitely more than just the two inside, partially from the immediate change in movement from Prentiss as he climbs through the window and the sound of metal tools falling from their locations.
Remembering the ash that tends to erupt off the things, Velshir is loathe to take any aggressive action while his friends are in such close proximity. He will ready his mace to smash any zombie heads that get close enough to the window, however.
This post has potentially manipulated dice roll results.
Hearing Velshir’s shout, Brencharis will stealthily move to stand over the doorway to shoot the first zombie that wanders out with her shortbow after checking to make sure her mask is secure. (Action & Reaction: Held Action to shoot the first zombie she sees, BA: Adjusting her mask if need be to make sure the ash can’t get in her mouth.)
@Brencharis - both Kallen and Prentiss went in through a narrow window (2' wide). The doorway is still swollen shut.
@Kallen and Prentiss - any attempt to leave the interior will likely result in an OA due to how close the zombies are to you.
@Velshir - as your eyes adjust to the interior and you move closer to the window you can see that Prentiss is already nearly face to face with one and Kallen is out of view unless you get a better sightline.
This post has potentially manipulated dice roll results.
Velshir reassesses his plan as he is able to see more clearly into the room, and makes a decision. He enters through the window, snakes past his allies to get some firm footing in the middle of the room, then attacks zombie 1.
If flurry of blows hits, Velshir will use open hand technique to deny zombie 1 the ability to make a reaction until the end of Velshir’s next turn.
Velshir strikes at the zombie with a complicated series of blows, intent more on putting the zombie off it’s center of balance and unable to react to its environment.
Velshir climbs in the window snaking around behind Prentiss along the wall and scaling partially the chimney to navigate to the AshZombie1 central in the room. Using his attack to press down between the forge and the Zombie stealing some of the cooled space for movement he lands three swift blows on the creature. This severely injures the creature who promptly erupts into a cloud of ash but not yet dead-dead.
@Kallen and Prentiss please roll Constitution save VS DC 10 with advantage as you are all wearing cloth masks fashioned in Reidoth's temporary abode(fails suffer disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.)
@Prentiss - due to late initiative you have not yet lowered your mask to prep your breath attack so you will have the adv as above.
@Velshir movement allowed in the tight space using your speed and partial climbing within that due to your high dex.
Brencharis reaches into her pack and holds the mask that she had found earlier among the owlbear’s hoard, whispering a short prayer in Elvish as she does so. “This won’t be that bad. I hope.” After she finishes speaking, she runs forward and leaps for the smithy’s roof, trusting in her faith and the spirits to guide her safely.
Athletics- 10
Acrobatics- 14
"Well then let us proceed then!" Kallen will go at the front to see what's the situation is about and saw the doors are shut and stuck inside with debris. "We could try pushing the door or we can smash the window open and enter through there!" Kallen will head over to the window and prepare her mace to smash some windows to let herself in. "Right I will enter the window and open the door from the inside!"
Attack: 5 Damage: 4
(not sure if u rule this or not, just ignore it if you feel this is a bit extra to attack the window)
@Brencharis - yes short rest taken for Velshir's damage.
Brencharis runs and takes a leap from the Store's building to the roof of the Smithy but sees that she'll be short of the mark. Quick reflexes shoot out an arm to grab the roof. She lands a hand on the ledge, then holding tight swings her other arm up to get a better grip and pulls herself up to perch on the roof.
Kallen below, pulls open the shutters and knocks out any internal debris with her mace, pulling her slender form through the two-foot-wide Western window and onto a shelf littered with various smithing supplies left behind decades ago.
Any that wish to may roll perception . What are Prentiss, Joshua and Velshir doing while leaping and window entering is happening? Was anything other than coin taken from the body near the spiders?
Prentiss keeps watch while Kallen B&Es the smithy, then follows her through the window. As soon as he is in, he goes into a crouch and scans the room for danger and valuables.
Perception 5 (passive 11)
Joshua will stay outside and keep an watch for anything
Perception: 16
Kallen will go into the same position as Prentiss, keeping a lookout for any signs of danger or anything of value, Kallen gave Prentiss a small token to him that covers him in magical smoke! (Blessing of the Trickster: advantage on stealth checks for 1hour) "You might wanna have this friend! also can you see in the dark? it's pretty dusty here and just in case something caught our attention we don't wanna them to get theirs"
Perception: 4
Velshir will stand at the window that the others entered, monitoring the outside, not wishing to disrupt their stealthy actions inside, but also ready to enter if they get into trouble inside.
Kallen's view of the room is much clearer finding it filled with various smithy tools and equipment. Among them are many tongs, bellows, a couple anvils and various hammers. Kallen tosses a coin at the Human moving into the room that erupts into a harmless puff of smoke as it reaches him. It swirls around him and he somehow feels lighter and more graceful as he steps to the floor.
As she turns back from Prentiss she catches something out of the corner of her eye. Then notes quickly that there are several somethings rising in the room with them from the dust and debris. Three familiar creatures rise covered in the growths and spores that name them as AshZombies. Two from behind anvils and one near the Eastern door. The wide chimneyed forge is located in the South wall and long cooled.
Prentiss did not notice the creatures initially, but Kallen's alert expression catches his attention, and he can now see the shadowy figures rising to their feet. One less than 5 feet to the east of him, another just behind it and another behind Kallen near the door she had been moving to. The one to Prentiss' immediate east is visible fully because of the light from the window but the others are just vague masses to him.
@Kallen your Blessing is considered cast pre-battle so attack as normal on your turn.
@Brencharis Through the nearby chimney you hear too much movement to only be your two companions below
@Joshua and Velshir - There is definitely more than just the two inside, partially from the immediate change in movement from Prentiss as he climbs through the window and the sound of metal tools falling from their locations.
@Everyone - please roll initiative
AshZombie1 11
AshZombie2 0
AshZombie3 3
"Sorry for breaking into your house uninvited, hope you will leave us alone this time!" She prepare herself for battle, taking out her holy symbol.
INITIATIVE: 11
@Prentiss Adjust your rolls by -2 for AshZombie2 and AshZombie3 due to visibility issues, AshZombie1 you can see very clearly.
@Velshir you only have a line of sight on AshZombie1 at this time.
@Joshua and Brencharis you are presently unable to see any of the occupants of the building from your current position.
@Everyone the rectangle at the southern end of the room is meant to indicate the forge.
Initiatives and status so far ->
AshZombie3 16 (uninjured)
AshZombie1 12 (uninjured)
Kallen 11 (21/21 hp)
AshZombie2 4 (uninjured)
Prentiss ? (23/23 hp)(Adv stealth checks 1 hr)(visibility limitation causing -2 for attacks on AZ2 and AZ3)
Joshua ? (17/19 hp)
Velshir ? (24/27 hp)
Brencharis ? (25/25 hp)
Prentiss smiles as Kallen's smoke envelopes him: "Thank you, that will be-"
He is cut off as the ash zombies start to rise. His eyes glow bright blue as his breath turns frosty and icicles start to form around his mouth.
"OK then"
Prentiss initiative: 4
Initiative 22
“Prentiss, Kallen, come out of there! We can pick these things off more safely from a distance, and I think they’re too dumb to climb out the window.”
Remembering the ash that tends to erupt off the things, Velshir is loathe to take any aggressive action while his friends are in such close proximity. He will ready his mace to smash any zombie heads that get close enough to the window, however.
Initiative: 20
Hearing Velshir’s shout, Brencharis will stealthily move to stand over the doorway to shoot the first zombie that wanders out with her shortbow after checking to make sure her mask is secure. (Action & Reaction: Held Action to shoot the first zombie she sees, BA: Adjusting her mask if need be to make sure the ash can’t get in her mouth.)
Attack: 12
Damage: 5
Sneak Attack if Possible: 8
@Brencharis - both Kallen and Prentiss went in through a narrow window (2' wide). The doorway is still swollen shut.
@Kallen and Prentiss - any attempt to leave the interior will likely result in an OA due to how close the zombies are to you.
@Velshir - as your eyes adjust to the interior and you move closer to the window you can see that Prentiss is already nearly face to face with one and Kallen is out of view unless you get a better sightline.
@Joshua - Initiative when you get a chance.
Initiatives and status so far - >
*Velshir 22 (24/27 hp)
Brencharis* 20 (25/25 hp)
AshZombie3 16 (uninjured)
AshZombie1 12 (uninjured)
Kallen 11 (21/21 hp)
Prentiss 4 (23/23 hp) (Adv stealth checks 1 hr.) (visibility limitation causing -2 for attacks on AZ2 and AZ3)
AshZombie2 4 (uninjured)
Joshua ? (17/19 hp)
* - I have your move. *Your turn.
Velshir's Turn
Velshir reassesses his plan as he is able to see more clearly into the room, and makes a decision. He enters through the window, snakes past his allies to get some firm footing in the middle of the room, then attacks zombie 1.
Attack: 18 Damage: 7
Ki: flurry of blows
Attack: 25 Damage: 8
Attack: 10 Damage: 7
If flurry of blows hits, Velshir will use open hand technique to deny zombie 1 the ability to make a reaction until the end of Velshir’s next turn.
Velshir strikes at the zombie with a complicated series of blows, intent more on putting the zombie off it’s center of balance and unable to react to its environment.
“Prentiss, back up a bit!”
con save if needed
5
Velshir climbs in the window snaking around behind Prentiss along the wall and scaling partially the chimney to navigate to the AshZombie1 central in the room. Using his attack to press down between the forge and the Zombie stealing some of the cooled space for movement he lands three swift blows on the creature. This severely injures the creature who promptly erupts into a cloud of ash but not yet dead-dead.
@Kallen and Prentiss please roll Constitution save VS DC 10 with advantage as you are all wearing cloth masks fashioned in Reidoth's temporary abode(fails suffer disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.)
@Prentiss - due to late initiative you have not yet lowered your mask to prep your breath attack so you will have the adv as above.
@Velshir movement allowed in the tight space using your speed and partial climbing within that due to your high dex.