All Adventures are Local - Chapter 1
That being said, its ok if he isn't there quickly enough for combat
EDIT: Oh, heck yeah. Adding an additional 1d8, assuming that's the rule here.
EDIT AGAIN: I have now used up all my good rolls. It was fun while it lasted. :)
EDIT ONCE MORE: Sneak attack added.
Rolls
Rapier attack, damage - (1d20+5, 1d8+3)
1d20+5 : (20) + 5 = 25
1d8+3 : (7) + 3 = 10
Crit damage - (1d8)
(8) = 8
Sneak attack - (2d6)
(45) = 9
And two more d6... - (2d6)
(11) = 2
Mönkbat's greataxe whistles trough the air, crossing the necromancer's chest, slicing through cloth and flesh. Dairmuid gasps, his eyes growing dark with anger. He reaches out a bony hand, pressing the tip of a dirty finger to Mönkhbat's forehead, a shiver running from his toes up to the finger. But before he can even begin to cast his spell Maighan puts a hand on his shoulder and a blade in his exposed side, giving it a little twist. Dairmuid's mouth falls open in a painful cry, but a perfectly timed silence spell from Nàdair turns him into a living statue of hurt.
Suddenly all undead seem to turn much more evil, definitely more bitey. All their fury seems to be focused on Mönkhbat and Maighan, growling and snapping. Four try to get their rotting teeth into Maighan's arms and legs, while six try to do the same with Mönkhbat.
For the undead that attack with 1d20+2: if they hit you may be infected with bonerot!
Bonerot: DC12 CON save. On failure, minor madness effect: roll 1d6 at turn start. On a 1, you wander in a random direction for your turn, losing your action. On a 2-4 you may act normally. On a 5 or 6 you are cured and immune for 24 hours. If you spend at least 3 turns affected, you are cursed with a lack of hunger and 1 level of exhaustion until you receive magical healing.
For the undead that attack with 1d20+3, it's 2 piercing and 1d4 necrotic damage.
Combat! PCs are up!
Rolls
Mönkhbat's evil biters A, B, C - (1d20+3, 1d4+2, 1d20+3, 1d4+2, 1d20+3, 1d4+2)
1d20+3 : (6) + 3 = 9
1d4+2 : (3) + 2 = 5
1d20+3 : (5) + 3 = 8
1d4+2 : (1) + 2 = 3
1d20+3 : (16) + 3 = 19
1d4+2 : (2) + 2 = 4
Mönkhbat's evil biters A, B, C !Advantage! - (1d20+3, 1d20+3, 1d20+3)
1d20+3 : (13) + 3 = 16
1d20+3 : (2) + 3 = 5
1d20+3 : (8) + 3 = 11
Mönkhbat's evil biters D, E, F - (1d20+2, 1d4, 1d20+2, 1d4, 1d20+2, 1d4)
1d20+2 : (18) + 2 = 20
1d4 : (1) = 1
1d20+2 : (14) + 2 = 16
1d4 : (1) = 1
1d20+2 : (7) + 2 = 9
1d4 : (4) = 4
Mönkhbat's evil biters D, E, F !Advantage! - (1d20+2, 1d20+2, 1d20+2)
1d20+2 : (17) + 2 = 19
1d20+2 : (17) + 2 = 19
1d20+2 : (19) + 2 = 21
Maighan's biters W, X, Y - (1d20+3, 1d4+2, 1d20+3, 1d4+2, 1d20+2, 1d4)
1d20+3 : (4) + 3 = 7
1d4+2 : (4) + 2 = 6
1d20+3 : (16) + 3 = 19
1d4+2 : (3) + 2 = 5
1d20+2 : (8) + 2 = 10
1d4 : (2) = 2
Maighan's biter Z - (1d20+2, 1d4)
1d20+2 : (9) + 2 = 11
1d4 : (4) = 4
Undead trying to escape web 1, 2, 3, 4, 5 - (1d20+1, 1d20+1, 1d20+1, 1d20, 1d20)
1d20+1 : (15) + 1 = 16
1d20+1 : (4) + 1 = 5
1d20+1 : (18) + 1 = 19
1d20 : (20) = 20
1d20 : (14) = 14
A does 2/2=1 piercing, 3 necrotic.
B misses.
C does 2/2=1 piercing, 2 necrotic.
D does 1/2=0 piercing, rounded down. CON save 15, pass.
E does 1/2=0 piercing, rounded down. CON save 23, pass.
F does 4/2=2 piercing. CON save 7, failed!
CON saves forthcoming!
Rolls
CON Saves vs D, E, and F (DC 12). - (1d20+5, 1d20+5, 1d20+5)
1d20+5 : (10) + 5 = 15
1d20+5 : (18) + 5 = 23
1d20+5 : (2) + 5 = 7
Bonerot! - (1d6)
(3) = 3
Bonus Action: Frenzy Attack vs Dairmuid.
Hit Points 27/37 (3/3d12+9)
Speed 30 ft.
STR 17 (+3); DEX 13 (+1); CON 16 (+3); INT 8 (-1); WIS 12 (+1); CHA 8 (-1)
Saving Throws Str +5, Con +5
Skills Animal Handling +3, Athletics +5, Intimidation +1, Perception +3, Survival +3
Damage Resistances while raging, bludgeoning, piercing, and slashing damage.
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Giant, Orc
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Drums
Relentless Endurance 1/1 long rest; drop to 1 HP instead when reduced to 0 HP.
Savage Attacks Critical hits can roll one additional weapon damage die and add to extra damage.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Actions
-- Reckless Attack Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Greataxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d12+3 slashing damage.
-- Handaxe (2) Melee or Ranged Weapon attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d6+3 slashing damage.
-- Javelin Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 1/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
-- Frenzy While raging, can make one melee weapon attack; suffer one level of Exhaustion after rage ends.
Conditions Rage (8 rounds)
Rolls
Greataxe vs Dairmuid, Reckless, Slashing Rage Damage - (1d20+5, 1d20+5, 1d12+5)
1d20+5 : (4) + 5 = 9
1d20+5 : (3) + 5 = 8
1d12+5 : (12) + 5 = 17
Frenzy Greataxe vs Dairmuid, Reckless, Slashing Rage Damage - (1d20+5, 1d20+5, 1d12+5)
1d20+5 : (12) + 5 = 17
1d20+5 : (9) + 5 = 14
1d12+5 : (4) + 5 = 9
Rolls
persuation - (1d20+5)
(15) + 5 = 20
Rolls
Rapier attack plus sneak attack - (1d20+5, 1d8+3, 2d6)
1d20+5 : (10) + 5 = 15
1d8+3 : (5) + 3 = 8
2d6 : (23) = 5
Dairmuid looks like he screams in pain again, closing his eyes and therefore completely missing Nàdair's message. He turns right, pushing a medal hidden in the fuzz on his hat and where he is standing the air starts to shake, making his image blurry¹. After a second it stops, but by then the necromancer has moved a few feet in the direction of the mayor's mansion, but avoiding Roddric's web.
He hurriedly walks, mumbling something nobody can hear until he reaches the edge of the sphere of silence and Roddric can hear him say .. so sorry. I'm so sorry my children... He grabs Günther's arm, dragging him along while casting a spell and suddenly they're both gone in a flash of white light and an imploding sound. Then the same flash of light appears right outside the door of the mayor's mansion. Those paying attention can see Dairmuid appear and, with Günther right behind him, enter through the front door.
Badge of Retreat
Wondrous Item (Rare, Requires Attunement)
This badge is a reward given to highly ranked soldiers from the Skirmishes. The user may Disengage as a bonus action on their turn by pressing the insignia, so long as they have not or will not take any hostile Action or Reaction this round. This manifests by producing a ghostly image of the user for a moment while the real person makes their escape.
Even though Nàdair didn't really hurt Dairmuid one of the undead snaps their teeth at her, confused by the dagger wielding. Roddric still is not being assaulted.
For the undead that attack with 1d20+2: if they hit you may be infected with bonerot!
Bonerot: DC12 CON save. On failure, minor madness effect: roll 1d6 at turn start. On a 1, you wander in a random direction for your turn, losing your action. On a 2-4 you may act normally. On a 5 or 6 you are cured and immune for 24 hours. If you spend at least 3 turns affected, you are cursed with a lack of hunger and 1 level of exhaustion until you receive magical healing.
For the undead that attack with 1d20+3, it's 2 piercing and 1d4 necrotic damage.
Combat! PCs are up!
Rolls
Mönkhbat's evil biters A, B, C - (1d20+3, 1d4+2, 1d20+3, 1d4+2, 1d20+3, 1d4)
1d20+3 : (19) + 3 = 22
1d4+2 : (3) + 2 = 5
1d20+3 : (9) + 3 = 12
1d4+2 : (4) + 2 = 6
1d20+3 : (20) + 3 = 23
1d4 : (1) = 1
Mönkhbat's evil biters A, B, C !Advantage! - (1d20+3, 1d4+2, 1d20+3, 1d4+2, 1d20+3, 1d4)
1d20+3 : (5) + 3 = 8
1d4+2 : (1) + 2 = 3
1d20+3 : (18) + 3 = 21
1d4+2 : (1) + 2 = 3
1d20+3 : (9) + 3 = 12
1d4 : (4) = 4
Mönkhbat's evil biters D, E, F - (1d20+2, 1d4, 1d20+2, 1d4, 1d20+2, 1d4)
1d20+2 : (15) + 2 = 17
1d4 : (2) = 2
1d20+2 : (17) + 2 = 19
1d4 : (1) = 1
1d20+2 : (13) + 2 = 15
1d4 : (3) = 3
Mönkhbat's evil biters D, E, F !Advantage! - (1d20+2, 1d4, 1d20+2, 1d4, 1d20+2, 1d4)
1d20+2 : (13) + 2 = 15
1d4 : (3) = 3
1d20+2 : (14) + 2 = 16
1d4 : (4) = 4
1d20+2 : (18) + 2 = 20
1d4 : (1) = 1
Maighan's biters W, X, Y - (1d20+3, 1d4+2, 1d20+3, 1d4+2, 1d20+2, 1d4)
1d20+3 : (7) + 3 = 10
1d4+2 : (3) + 2 = 5
1d20+3 : (4) + 3 = 7
1d4+2 : (1) + 2 = 3
1d20+2 : (7) + 2 = 9
1d4 : (4) = 4
Maighan's biter Z - (1d20+2, 1d4)
1d20+2 : (18) + 2 = 20
1d4 : (2) = 2
Nàdair's little snapper - (1d20+2, 1d4)
1d20+2 : (10) + 2 = 12
1d4 : (2) = 2
Last webbed undead - (1d20+1)
(2) + 1 = 3
Rolls
to hit (if I understand this correctly) - (1d20+5)
(7) + 5 = 12
damage if hit (if I understand this correctly) - (1d8)
(3) = 3
...and saving poorly. Oof.
Rolling my 1d6 for random effect.
Rolls
CON save - (1d20+2)
(1) + 2 = 3
Bonerot! - (1d6)
(2) = 2
Rolls
Rapier attack - (1d20+5, 1d8+3)
1d20+5 : (12) + 5 = 17
1d8+3 : (4) + 3 = 7
A hits 22 vs AC 14 for 2/2=1 piercing, 3 necrotic.
B hits 21 vs AC 14 for 2/2=1 piercing, 4 necrotic.
C critical hits for 4/2=2 piercing, 5 necrotic.
D hits 17 vs AC 14 for 2/2=1 piercing, CON save DC 12.
E hits 19 vs AC 14 for 1/2=0 piercing, CON save DC 12.
F hits 20 vs AC 14 for 3/2=1 piercing, CON save DC 12.
In his pain and fury, he stumbles off in a random direction, potentially exposing himself to more zombie attacks!
Rolls
CON saves x6, DC 12 - (1d20+5, 1d20+5, 1d20+5, 1d20+5, 1d20+5, 1d20+5)
1d20+5 : (9) + 5 = 14
1d20+5 : (4) + 5 = 9
1d20+5 : (15) + 5 = 20
1d20+5 : (1) + 5 = 6
1d20+5 : (18) + 5 = 23
1d20+5 : (5) + 5 = 10
Failures x3 - (1d6, 1d6, 1d6)
1d6 : (1) = 1
1d6 : (2) = 2
1d6 : (4) = 4
Secondly a post with the turn of Dairmuid and the undead
Roddric, you've done the rolls correctly! I've decided you attack undead B. I also want to point out you can use your movement to start making your way towards the MM on this turn (since you haven't moved yet). So attack, then move (that's perfectly fine). I'm going to assume you at least move a bit, let me know if it's full movement or not:-)!
Mönkhbat, everything looks good to me, but from now on you can just limit it to one "failure roll" per post, no matter how many times you failed the con save!:-) Just one more infection and you'll suffer the curse, gnagnagna!
Nàdair, you're correct, your snapper missed.
Alata, because you basically missed everything already I'll let you arrive at the MM in 18 movements too, so if you just keep running you'll arrive there in 9 rounds.
With Nàdair's silence spell dropped suddenly the sounds from combat and the angry undead flood to everyone's ears again. The elf turns to hurry off towards the MM and as she starts to move away from the undead that just snapped at her he quickly tries to take a bite out of her juicy looking leg. (Opportunity attack)
Roddric shoots a beam of white-blue light at the nearest undead that just took a bite out of Mönkhbat. It hits him in the back of his head and he starts to turn to look at what hit him. A shiver runs through him and his movement slows as the frosty spell spreads through his body. Two of the undead that were previously stuck in the web now also look at Roddric, no longer interested in the fight in front of them. Roddric starts to move in the direction of the MM, watching for any of the undead to follow him. (Maybe even making a "luring undead" sound?)
Two other undead that just bit Mönkhbat stay focused on the big guy as he stumbles away from them, trying to bite him again. The three remaining personal biters seem too confused by all changes to react quickly.
Maighan slashes with her rapier at undead Z, blade scraping the bones as there's hardly any flesh left to cut. The undead screams in pain, followed by outraged screams of all undead not otherwise engaged.
Alata, as you powerwalk (without swinging hips) you suddenly hear screams and cries of battle coming from the gate that you didn't hear before.
distance to the MM:
Alata: 16 movements
Maighan: 18 movements
Mönkhbat: 18 movements
Nàdair: 16 movements
Roddric: 18/17 movements
Rolls
Nàdair's snapper OA - (1d20+2, 1d4)
1d20+2 : (16) + 2 = 18
1d4 : (2) = 2
Mönkhbat's biters (C, D) OA - (1d20+3, 1d4+2, 1d20+2, 1d4)
1d20+3 : (2) + 3 = 5
1d4+2 : (2) + 2 = 4
1d20+2 : (10) + 2 = 12
1d4 : (1) = 1