Prentiss sees an opportunity to unleash his inner power - his curse. His eyes light up a bright electric blue and frost begins to form around his mouth.
He lines up to make sure he can catch as many of the zombies as possible, then unleashes a frozen blast of icy death.
(Action - expel a 15ft cone of cold, hopefully catching all three. Any creature in the cone must pass a DC13 DEX save or take 9 cold damage, half on a success)
This post has potentially manipulated dice roll results.
Taking the opportunity to make the most of the small chamber, Prentiss frosts the room with an icy breath at the three AshZombiesin the room. All make frantic but slow attempts at escaping the blast, trying to make use of the beds as cover. AZ4Dex Save Vs 13 13 ; AZ5Dex Save Vs 13 -1 ; AZ6Dex Save Vs 13 1
Only one is able to evade some of the blast being furthest from the door taking half damage.
Velshir targets the closest and quickest of the Zombies with a solid swing of his mace delivering a potentially 'deadly' blow. The Zombie snarls and tries to resist the blow. Undead Fortitude Con Save Vs DC 15 6 but fails and crumples.
Prentiss roll a Con Save vs DC 10. Velshir - roll a percentile - if under 50% you also need to roll a Con save vs DC 10.
One save because all were hit at the same time by the blast so one big poof of ash and your breath is pushing it away but in a small space. 50/50 chance that Velshir was close enough to be exposed to it before it dissipated.
This post has potentially manipulated dice roll results.
Velshir, exposed to the edge of the Ash, breathes in a bit of the putrid dust but with a strong sneeze expels it quickly feeling no ill effects.
As the two battle in the quarters of the northern room, the door to the southern room is struck by something from within, this is joined by another then another something banging on the door as if to break it. Its a sturdy door, but aged. With enough force it is sure to give.
The AshZombie6 closest to Velshir and Prentiss 'rushes' at Velshir Attack: 7 Damage: 4
Velshir easily avoids this attack.
Kallen moves to the doorway and tosses up a handful of glittery coins, one lands on Velshir healing him 7 and another of them takes on a life of its own and bursts into flames in the direction of AshZombie5 . AshZombie5 Save Vs DC 13 attempt 18
The Zombie collapses to its final rest.
The other doorway being too crowded for Joshua to move to, he eyes the other one being bashed likely by more Zombies within and readies a fire bolt for the first sign of any breaking through.
Brencharis' turn.
Only two of the Zombies remain AZ6 and AZ4 with 6 being closer but both within range of the doorway.
This post has potentially manipulated dice roll results.
(Shit, sorry Jynne! I missed seeing that part.) Brencharis is going to head in after the other two and try and get a sneak attack off on one of the zombies with her rapier, preferring to attack one already engaged with one of her allies.
Brencharis slips into the room and stabs are the nearest AshZombie6 and it makes such a slow target her slice completely takes off a shoulder. It turns its head to look at the missing appendage a moment (undead fortitude save vs DC 20 14 )
Then back at Brencharis and crumples to the ground.
AshZombie4 set on trying to avenge its fellow soldier 'charges' forth attacking (randomly chosen Velshir 1 ; Prentiss 2 -> 1 )
(*&^% banner - fortitude failed, random roll was a 2 - really.)
The AshZombie4 misses its target completely colliding with the nearby bunk as Prentiss leans away to avoid its attack.
Prentiss' turn.
The present room is quite crowded with one living and two dead zombie bodies plus the three of the group, meanwhile on the south side of the building a crack forms in the door to the other bunk room.
This post has potentially manipulated dice roll results.
If the zombie still stands on Velshir’s turn then he will attack
Mace Attack: 8 Damage: 10
unarmed strike Attack: 15 Damage: 8
if that’s enough to down the thing, then Velshir will stand in front of the splintering door so that the enemies within cannot get past.
If, instead, the zombie is already downed by Prentiss, then Velshir will stand at the door and ready his above attacks in case the enemies on the other side break through.
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Initiative Order so far:
Velshir 16
AshZombie6 16
Brencharis 5
AshZombie5 3
AshZombie4 0
Joshua 15 ; Kallen 9
Prentiss initiative 22
Prentiss sees an opportunity to unleash his inner power - his curse. His eyes light up a bright electric blue and frost begins to form around his mouth.
(Bonus action - casting dragon's breath)
He lines up to make sure he can catch as many of the zombies as possible, then unleashes a frozen blast of icy death.
(Action - expel a 15ft cone of cold, hopefully catching all three. Any creature in the cone must pass a DC13 DEX save or take 9 cold damage, half on a success)
Prentiss will use one sorcery point to use Empowered Spell and reroll the 1 and the 2 on the damage dice (he'll keep the 6 thanks)
New damage total is 6 + 7 cold damage
Velshir will quickly follow up Prentiss’ amazing display with an attempt to subdue the most alert-seeming zombie #6
mace Attack: 22 Damage: Unable to parse dice roll.
unarmed strike Attack: 21 Damage: 8
Taking the opportunity to make the most of the small chamber, Prentiss frosts the room with an icy breath at the three AshZombies in the room. All make frantic but slow attempts at escaping the blast, trying to make use of the beds as cover. AZ4 Dex Save Vs 13 13 ; AZ5 Dex Save Vs 13 -1 ; AZ6 Dex Save Vs 13 1
Only one is able to evade some of the blast being furthest from the door taking half damage.
Velshir targets the closest and quickest of the Zombies with a solid swing of his mace delivering a potentially 'deadly' blow. The Zombie snarls and tries to resist the blow. Undead Fortitude Con Save Vs DC 15 6 but fails and crumples.
(new because - banner ^^)
(Fortitude rerolled, but was a fail)
As it falls, Velshir kicks out at the next closest with his second attack bringing its injuries to serious.
Kallen and Joshua's turn. (will post if they don't soon)
Hmmm, I'm afraid I forgot something...
Prentiss, where were you standing when you let loose the blast?
I was first into the room, so tried to find a position that would catch as many zombies as possible in the cone without hitting a friendly.
Prentiss roll a Con Save vs DC 10. Velshir - roll a percentile - if under 50% you also need to roll a Con save vs DC 10.
One save because all were hit at the same time by the blast so one big poof of ash and your breath is pushing it away but in a small space. 50/50 chance that Velshir was close enough to be exposed to it before it dissipated.
Prentiss CON save 18
Prentiss, familiar now with the ash is ready for it protects himself while its effects dissipate.
68
Con save 21
Velshir, exposed to the edge of the Ash, breathes in a bit of the putrid dust but with a strong sneeze expels it quickly feeling no ill effects.
As the two battle in the quarters of the northern room, the door to the southern room is struck by something from within, this is joined by another then another something banging on the door as if to break it. Its a sturdy door, but aged. With enough force it is sure to give.
The AshZombie6 closest to Velshir and Prentiss 'rushes' at Velshir Attack: 7 Damage: 4
Velshir easily avoids this attack.
Kallen moves to the doorway and tosses up a handful of glittery coins, one lands on Velshir healing him 7 and another of them takes on a life of its own and bursts into flames in the direction of AshZombie5 . AshZombie5 Save Vs DC 13 attempt 18
The Zombie collapses to its final rest.
The other doorway being too crowded for Joshua to move to, he eyes the other one being bashed likely by more Zombies within and readies a fire bolt for the first sign of any breaking through.
Brencharis' turn.
Only two of the Zombies remain AZ6 and AZ4 with 6 being closer but both within range of the doorway.
Initiatives ->
Prentiss 22
Velshir 16 (-10 hp)
AshZombie6 16 (-13 hp)
Joshua 15
Kallen 9
Brencharis 5
AshZombie4 0 (-6 hp)
Brencharis' turn.
(Shit, sorry Jynne! I missed seeing that part.) Brencharis is going to head in after the other two and try and get a sneak attack off on one of the zombies with her rapier, preferring to attack one already engaged with one of her allies.
Rapier: 23
Damage: 10
Brencharis slips into the room and stabs are the nearest AshZombie6 and it makes such a slow target her slice completely takes off a shoulder. It turns its head to look at the missing appendage a moment (undead fortitude save vs DC 20 14 )
Then back at Brencharis and crumples to the ground.
AshZombie4 set on trying to avenge its fellow soldier 'charges' forth attacking (randomly chosen Velshir 1 ; Prentiss 2 -> 1 )
Prentiss!! AshZombie4 slams forward Attack: 4 Damage: 4
(*&^% banner - fortitude failed, random roll was a 2 - really.)
The AshZombie4 misses its target completely colliding with the nearby bunk as Prentiss leans away to avoid its attack.
Prentiss' turn.
The present room is quite crowded with one living and two dead zombie bodies plus the three of the group, meanwhile on the south side of the building a crack forms in the door to the other bunk room.
Initiative Order:
*Prentiss 22
Velshir 16 (-10 hp)
Joshua 15
Kallen 9
Brencharis 5
AshZombie4 0 (-6 hp)
If the zombie still stands on Velshir’s turn then he will attack
Mace Attack: 8 Damage: 10
unarmed strike Attack: 15 Damage: 8
if that’s enough to down the thing, then Velshir will stand in front of the splintering door so that the enemies within cannot get past.
If, instead, the zombie is already downed by Prentiss, then Velshir will stand at the door and ready his above attacks in case the enemies on the other side break through.