Velshir will be emboldened by the lack of immediate harm from the rot and will work on opening the door and remain there to assess the kitchen and zombie situation if he can get the door open.
The door proves too difficult for him alone unless other measures are used. Should anyone wish to help he can roll again or they can roll independently.
Internal noises seem to indicate that the zombie is making its way towards the door Velshir is attempting to open.
Correction: Due to circumstances - Zombie can't do anything to you from within the room and no other enemies - You can all reposition yourselves and work the door until you're sure it will be pried enough to open with a little more effort.
Allowing that Velshir and Prentiss are able to work together to get the door near opening with next move to open it. Should anyone wish to take an action before opening the door, you may do so. Otherwise I will restart action with whomever wishes to open the door and move on in initiative order from that person. The zombie will be at the door by the time it is opened.
Moved Prentiss to within the room for now as handed over the Crowbar, I am assuming he has it back at this point. Please let me know if anyone would like to reposition themselves before the door is opened. Prentiss being in the room limits lighting to the room and a little beyond the doorway so anyone without Darkvision should either move themselves or consider themselves severely limited vision-wise.
Initiatives:
Prentiss 14 (23/23 plus 2 temp hp) Velshir 13 (27/27 plus 5 temp hp) AshZombie612 CalPol 10 (21/25 plus 5 temp hp) Kallen 8 (14/21)(+2 AC for Shield of Faith ) Joshua 6 (19/19 plus 5 temp hp) Brencharis* 6 (13/21 plus 5 temp hp)( ready trigger by visible target)
Velshir immediately stands face to rotting face with the remaining AshZombie that pushing into the opening of the door trying to attack him immediately. Attack: 15 Damage: 7 but the nimble monk blocks the attack quickly.
CalPol's turn
Initiatives:
Prentiss 14 (23/23 plus 2 temp hp) Velshir 13 (27/27 plus 5 temp hp) AshZombie6 12 *CalPol 10 (21/25 plus 5 temp hp) Kallen 8 (14/21)(+2 AC for Shield of Faith ) Joshua 6 (19/19 plus 5 temp hp) Brencharis 6 (13/21 plus 5 temp hp)( ready trigger by visible target)
Cal Pol looks the remaining Zombie directly in the eyes as he swaggers up to it and takes a big two handed swing with his battle-axe while laughing maniacally.
CalPol charges into the room hefting the enormous weapon, Prentiss forced to dodge out of the way quickly or be damaged himself and the blade falls heavily down on the creature just in front of Velshir severely injuring the creature.
Kallen's move - she can just see the creature through the window should she wish to attack from this direction, consider partial cover.
Initiatives ->
Prentiss 14 (23/23 plus 2 temp hp) Velshir 13 (27/27 plus 5 temp hp) AshZombie6 12 (-14 hp) CalPol 10 (21/25 plus 5 temp hp) *Kallen 8 (14/21)(+2 AC for Shield of Faith ) Joshua 6 (19/19 plus 5 temp hp) Brencharis* 6 (13/21 plus 5 temp hp)( ready trigger by visible target)
Kallen will do her usual thing by tossing a coin to the creature at a safe distance without going inside the room! then she will do a Religion check because i missed it.
Kallen leans again through the window and aiming carefully tosses coins at the AshZombie6 through the window. The Zombie is struck - zombie save 10 - and collapses in a heap in front of CalPol and Velshir.
Religion checks possible for Velshir and CalPol also should you wish.
**Combat over!** Great job everyone! Please award yourselves Inspiration if you don't already have it. Combat ended please each award yourselves 65 xp.
This area to reveal what was formerly the kitchen space for the Brown Horse. In addition to a cooking space, there appears to be quite a decent set up for the production of Ale within this area. Huge Tuns stand in the western portion of the room and the yeast smell is stronger here.
Prentiss does a thorough search of the place and although the Ale Tuns are completely dry now, he is able to gather up equipment sufficient to make a set of Brewer's Supplies minus the Hops required and a total in scattered coinage for each of you to have a 5g, 3sp, and 2 cp share after some digging and picking through the bodies of the Zombies and refuse in the two rooms. Otherwise, nothing useful is found in the area.
During this search Velshir sees little of interest except maybe a faint flicker of illumination briefly generated to the south of the southern buildings, like a lantern or torch but he can't be sure from this distance. The light was only brief and is gone now.
What would you all like to do?
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Strength check 4
Velshir will be emboldened by the lack of immediate harm from the rot and will work on opening the door and remain there to assess the kitchen and zombie situation if he can get the door open.
The door proves too difficult for him alone unless other measures are used. Should anyone wish to help he can roll again or they can roll independently.
Internal noises seem to indicate that the zombie is making its way towards the door Velshir is attempting to open.
(If allowed out of turn)
Prentiss hands Velshir his crowbar and says "Here, give this a go"
(Gives advantage on checks to open doors etc)
If Velshir gets another chance, with thanks to Prentiss, he will apply the crowbar to the door and try to open it again
strength check with advantage15
If successful, he will quickly back out of the room and the structure altogether.
Correction: Due to circumstances - Zombie can't do anything to you from within the room and no other enemies - You can all reposition yourselves and work the door until you're sure it will be pried enough to open with a little more effort.
Allowing that Velshir and Prentiss are able to work together to get the door near opening with next move to open it. Should anyone wish to take an action before opening the door, you may do so. Otherwise I will restart action with whomever wishes to open the door and move on in initiative order from that person. The zombie will be at the door by the time it is opened.
Moved Prentiss to within the room for now as handed over the Crowbar, I am assuming he has it back at this point. Please let me know if anyone would like to reposition themselves before the door is opened. Prentiss being in the room limits lighting to the room and a little beyond the doorway so anyone without Darkvision should either move themselves or consider themselves severely limited vision-wise.
Initiatives:
Prentiss 14 (23/23 plus 2 temp hp)
Velshir 13 (27/27 plus 5 temp hp)
AshZombie6 12
CalPol 10 (21/25 plus 5 temp hp)
Kallen 8 (14/21)(+2 AC for Shield of Faith )
Joshua 6 (19/19 plus 5 temp hp)
Brencharis* 6 (13/21 plus 5 temp hp)( ready trigger by visible target)
Looks good to Velshir. He would stand at the door instead of retreat if others are here in the room.
Who opens the door? And is everyone good where they are?
Velshir opened it
Velshir immediately stands face to rotting face with the remaining AshZombie that pushing into the opening of the door trying to attack him immediately. Attack: 15 Damage: 7 but the nimble monk blocks the attack quickly.
CalPol's turn
Initiatives:
Prentiss 14 (23/23 plus 2 temp hp)
Velshir 13 (27/27 plus 5 temp hp)
AshZombie6 12
*CalPol 10 (21/25 plus 5 temp hp)
Kallen 8 (14/21)(+2 AC for Shield of Faith )
Joshua 6 (19/19 plus 5 temp hp)
Brencharis 6 (13/21 plus 5 temp hp)( ready trigger by visible target)
Cal Pol looks the remaining Zombie directly in the eyes as he swaggers up to it and takes a big two handed swing with his battle-axe while laughing maniacally.
Attack 21
Damage 10
CalPol charges into the room hefting the enormous weapon, Prentiss forced to dodge out of the way quickly or be damaged himself and the blade falls heavily down on the creature just in front of Velshir severely injuring the creature.
Kallen's move - she can just see the creature through the window should she wish to attack from this direction, consider partial cover.
Initiatives ->
Prentiss 14 (23/23 plus 2 temp hp)
Velshir 13 (27/27 plus 5 temp hp)
AshZombie6 12 (-14 hp)
CalPol 10 (21/25 plus 5 temp hp)
*Kallen 8 (14/21)(+2 AC for Shield of Faith )
Joshua 6 (19/19 plus 5 temp hp)
Brencharis* 6 (13/21 plus 5 temp hp)( ready trigger by visible target)
"Woah! Careful big guy" says Prentiss as he dodges Cal's blade - but with a smile, impressed with the skill of the paladin.
Kallen will do her usual thing by tossing a coin to the creature at a safe distance without going inside the room! then she will do a Religion check because i missed it.
[Tooltip Not Found] Dex Save 13 Damage 8
Religion: 2
If Kallen didn't finish the creature off Joshua will find a place to have a clear shot and Fire Bolt the zombie.
Attack: 22 Damage: 7
Kallen leans again through the window and aiming carefully tosses coins at the AshZombie6 through the window. The Zombie is struck - zombie save 10 - and collapses in a heap in front of CalPol and Velshir.
Religion checks possible for Velshir and CalPol also should you wish.
**Combat over!** Great job everyone! Please award yourselves Inspiration if you don't already have it. Combat ended please each award yourselves 65 xp.
This area to reveal what was formerly the kitchen space for the Brown Horse. In addition to a cooking space, there appears to be quite a decent set up for the production of Ale within this area. Huge Tuns stand in the western portion of the room and the yeast smell is stronger here.
What do you all do next?
As Joshua sees the zombie collapse he lets go of the magic and the fire sizzles out in his hand. "Are we sure that's the last of them?"
Perception: 6
Joshua doesn't spot any more in the area.
Prentiss cocks a grin at the group: "Well that was the first house cleared successfully, let's have a poke around then move on yeah?"
He pokes around cupboards, under carpets and inside fireplaces looking for treasure or hidden compartments.
Investigation: 10
Velshir will stand guard outside, staying near the cleared house, scanning for more trouble.
Prentiss does a thorough search of the place and although the Ale Tuns are completely dry now, he is able to gather up equipment sufficient to make a set of Brewer's Supplies minus the Hops required and a total in scattered coinage for each of you to have a 5g, 3sp, and 2 cp share after some digging and picking through the bodies of the Zombies and refuse in the two rooms. Otherwise, nothing useful is found in the area.
During this search Velshir sees little of interest except maybe a faint flicker of illumination briefly generated to the south of the southern buildings, like a lantern or torch but he can't be sure from this distance. The light was only brief and is gone now.
What would you all like to do?