Alex you notice that the crest on the zombie's robes is the crest of the Sentinel order, who was tasked with the guarding of the tombs.
((This is my first combat so I made it hard CR wise to gauge what you all can do and what I may need to work on.))
As the snow settles from the jumping undead, the zombie Stares down Alex ((Give me a Wisdom saving throw)), before rushing Ambrose at the end of the line of adventurers.
13 to hit Ambrose
11 Bludgeoning and 6 Necrotic Damage ((This is why I tried to have Sig as rear guard lol))
((Ignore the dice banner... for whatever reason I get that message sometimes when I post from my work computer))
Sig you are up, there is still one grappling Flin at the head of the group, the zombie has advanced to the tail end of your line and has taken a swipe at Ambrose for a decent chunk, and one is still off to the side of the group and behind, about to rush someone too. What do you do?
Wounded by the zombie's strikes, Ambrose tries to stab it through the face with his rapier. As he makes his attack, he will shout out to Flin: "I think the meat's a little aged on these ones, but I hope your hungry, big guy!" (1d8 bardic inspiration die to Flin)
This post has potentially manipulated dice roll results.
Skeleton 2 reaches for a great axe strapped to his back, mouth opening in what you think would have been a terrifying battle cry, but all that's heard is the rubbing of 2 hard surfaces against each other. He Charges randomaly ((3)) ending with a swipe of his greataxe, charge target is Alex while the attack misses give me a strength saving throw. For while the you are able nimbly dodge the strike, the body of this skeleton still bowls into you.
DC14 if failed you thrown 10 feet back (towards Flin) and knocked prone.
"kill them all" Alex says in a voice that is not his own
he charges skel 2 with his spear.
as a bonus action he uses his magic endowment feature, than casts green flame blade
Attack: 15 Damage: 5 piercing damage, and from green flame blade, an extra 6 fire damage, and skel 1 takes 5 fire damage. (this is all on a hit)
Skeleton 1 is not within 5ft of the the other. The battlefield currently is broken down to skeleton 1 and Flin are in their own battle about 10-15 ft away. And the zombie attacked the line on your right side while skeleton 2 attacked on the left side of the line so the zombie is 10 feet away from you 15 away from your skeleton. So I won't include the 5 damage to skeleton 1.
This post has potentially manipulated dice roll results.
So that brings us to the end of round 1 back to the top with Zombie who is in combat with Sig and Ambrose (also Flin is having a procedure done today so I will control him until he is back.)
Feeling the holy strike from Sig the zombie turns his head lock him in his Glare ((Sig give me a wisdom saving throw)) and makes to hit him with his hand
Ini: 7
perception check: 11
I am an average mathematics enjoyer.
>Extended Signature<
Initiative: 18
Initiative Order:
Zombie - 19
Sig - 18
Flin - 17
Skeleton 1 - 12
Ambrose - 7
Skeleton 2 - 6
Alex - 3
Alex you notice that the crest on the zombie's robes is the crest of the Sentinel order, who was tasked with the guarding of the tombs.
((This is my first combat so I made it hard CR wise to gauge what you all can do and what I may need to work on.))
As the snow settles from the jumping undead, the zombie Stares down Alex ((Give me a Wisdom saving throw)), before rushing Ambrose at the end of the line of adventurers.
13 to hit Ambrose
11 Bludgeoning and 6 Necrotic Damage ((This is why I tried to have Sig as rear guard lol))
((Ignore the dice banner... for whatever reason I get that message sometimes when I post from my work computer))
Sig you are up, there is still one grappling Flin at the head of the group, the zombie has advanced to the tail end of your line and has taken a swipe at Ambrose for a decent chunk, and one is still off to the side of the group and behind, about to rush someone too. What do you do?
wis save: 9
I am an average mathematics enjoyer.
>Extended Signature<
Sig sees the zombie as the main threat, so he moves to attack it while trying to stay in between the group and the one that's about to charge.
He'll make 2 attacks with his rapier and if he hits he'll drop in a level 2 divine smite.
Attack: 8 Damage: 7
Attack: 25 Damage: 6
Divine smite: 8 radiant damage
Flindrinkin grins at the skeleton that has one of its’ claws full of his cloak (or something to maintain the grapple).
He will bonus RAGE, and assume Form of the Beast - Claws and embrace the close up action.
Attack: 14 Damage: 12
Attack: 12 Damage: 10
Extra Attack: 21 Damage: 7
(Note, my normal damage modifier is +4, but I made it +6 due to RAGE)
Flindrinkin will be paying special attention to see if his hits (slashing) are producing lower than expected damage.
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
You are frightened of the zombie.
as he is terrifighed of the zombie, his eyes turn pure black. (he's controlled)
I am an average mathematics enjoyer.
>Extended Signature<
((Got good housekeeping.))
You believe the skeleton shows to have been damaged fully by your attacks.
((its the next skeleton's turn))
I am an average mathematics enjoyer.
>Extended Signature<
Skeleton 1 who is in a arm lock with Flin tries to use its claws to rake his sides
Attack: 21 Damage: 6
Attack: 8 Damage: 5
Wounded by the zombie's strikes, Ambrose tries to stab it through the face with his rapier. As he makes his attack, he will shout out to Flin: "I think the meat's a little aged on these ones, but I hope your hungry, big guy!" (1d8 bardic inspiration die to Flin)
Attack: 23 Damage: 8
(oops they are undead. Need an extra 3 on that divine smite)
((4 For your extra d8))
Skeleton 2 reaches for a great axe strapped to his back, mouth opening in what you think would have been a terrifying battle cry, but all that's heard is the rubbing of 2 hard surfaces against each other. He Charges randomaly ((3)) ending with a swipe of his greataxe, charge target is Alex while the attack misses give me a strength saving throw. For while the you are able nimbly dodge the strike, the body of this skeleton still bowls into you.
DC14 if failed you thrown 10 feet back (towards Flin) and knocked prone.
Attack: 18 Damage: 23
"kill them all" Alex says in a voice that is not his own
he charges skel 2 with his spear.
as a bonus action he uses his magic endowment feature, than casts green flame blade
Attack: 15 Damage: 5 piercing damage, and from green flame blade, an extra 6 fire damage, and skel 1 takes 5 fire damage. (this is all on a hit)
I am an average mathematics enjoyer.
>Extended Signature<
Skeleton 1 is not within 5ft of the the other. The battlefield currently is broken down to skeleton 1 and Flin are in their own battle about 10-15 ft away. And the zombie attacked the line on your right side while skeleton 2 attacked on the left side of the line so the zombie is 10 feet away from you 15 away from your skeleton. So I won't include the 5 damage to skeleton 1.
So that brings us to the end of round 1 back to the top with Zombie who is in combat with Sig and Ambrose (also Flin is having a procedure done today so I will control him until he is back.)
Feeling the holy strike from Sig the zombie turns his head lock him in his Glare ((Sig give me a wisdom saving throw)) and makes to hit him with his hand
Attack: 9 Damage: 8 plus 12 necrotic damage.
((ouch...))