Episode 2 Scene 1 The Journey North

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Jun 5, 2020 1:09 am
OOC:
More than half a dozen but less than a horde -- and it takes some kind of perception action to actually ascertain ones full situation
Jun 10, 2020 9:34 pm
FlyingSucculent sent a note to DeJoker
OOC:
And I'm fine with moving closer as long as I'm near the shore and between the enemies and Lex. There should be a position like this somewhere, right?
Jun 23, 2020 4:16 am
OOC:
Did we get stalled up?
Jun 23, 2020 5:22 am
OOC:
Yes me life starting to get back to a bit more normal been striving to catch up --
Feliani pulls out two rapiers and moves to interpose herself on the opposite side of Brindel trying to create a protective pocket for Egret and Lex to work from. She will attack as soon as something gets within range.
OOC:
Egret second attack does not add Ability Damage unless I missed something in his build. I have posted the standard 5e guidelines on two-weapon fighting in the House Rules for clarity

Rolls

Attack Roll 1 - (1d20+6)

(17) + 6 = 23

Attack Roll 2 - (1d20+6)

(19) + 6 = 25

Damage Roll 1 - (1d8+3)

(7) + 3 = 10

Damage Roll 2 - (1d8)

(3) = 3

Shump - (1d4)

(3) = 3

Brindel - (1d4)

(2) = 2

Feliani - (1d4)

(3) = 3

Egret - (1d4)

(4) = 4

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Feliani Damage 1 - (1d6+2)

(4) + 2 = 6

Feliani Damage 2 - (1d6+2)

(1) + 2 = 3

Egret Damage 1 - (1d6+2)

(5) + 2 = 7

Egret Damage 2 - (1d6+2)

(4) + 2 = 6

Jun 23, 2020 6:23 am
Shump cleaves through one of skeletons near him while Brindel's attempt to turn seems to have no affect on these seeming undead things. Meanwhile Feliani attacks one of the skeletons approaching her and while she connects twice she finds her rapiers are rather in effectual. Egret also attacks one of the skeletons approaching him and misses with his first swing while connecting with his second.

The remaining two skeletons on Shump swing but fail to connect solidly, while two others attack Brindel to no avail, Feliani finds herself facing three skeletons two of which connect enough to cause damage, and Egret finds himself facing four skeletons of which two of them strike well enough to cause damage.
OOC:
As the previous post shows Feliani took 9 damage and Egret took 13 damage -- Lex is up followed by the Zombies although they might not be able to reach some of the group due to skeletons being in the way
Jun 23, 2020 11:16 am
OOC:
My bad about dual wielding, I keep forgetting different nuances! Also, ouch.
Jun 23, 2020 11:47 pm
Lex's eyes dart furiously around trying will to take in their situation. How many undead are there? Do they seem to be coming from one spot in particular? Is there any cover or terrain that might be to our advantage (like a choke point)?

If he notices anything he will call out to his friends.
OOC:
I'm not sure if you need a perception roll for this but I'll give you one anyway

Rolls

Perception - (1d20)

(6) = 6

Jun 24, 2020 1:38 am
OOC:
You have an Action and a Move Action in a round -- too use your Perception to perceive the situation takes only a Move Action so that leaves you with an Action which could be another Move Action if you wanted -- or you can spend the entire round just getting your bearings and you will get to start the next round with everyone else

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Jun 24, 2020 2:08 am
OOC:
Let's go with option 2. Lex will spend the round getting his bearings and then act with everyone else. (This should also make it easier to run the combat :P)
Jun 24, 2020 5:55 am
A few of the zombies are close enough to engage this round and they move up but being rather slow moving things that is all they can do.

Lex is able to ascertain what is going on directly with his comrades as well as his immediate surroundings but his ability to gauge the enemy was a bit too much to take in. Currently Shump is waist deep in water engaged with 2 skeletons and 1 zombie, on the small island they are on Brindel is engaged with 2 skeletons, Feliani is engaged 3 skeletons and 1 zombie, and Egret is engaged with 3 skeletons. The islands provides very little in the way of cover and the one they are on does not even have one of those small trees that occasionally exits.
OOC:
Groups up
Jun 24, 2020 8:43 am
Shump changes his battle axe from two handed to one and draws up a handaxe to join it. He is savagely attacking the skeletons.

13 Battle Axe maybe hit for 12 HP, 9 Handaxe missed for 10 HP, 18 Extra Attack with Battle Axe hits for 11 HP

Ignore the Savage Fury 1d8 rolls. They are a mistake.
OOC:
If Shump can backup some back toward the party, it would be nice.
Last edited June 24, 2020 8:52 am

Rolls

Battle Axe, Handaxe, Battle Axe Damage, Hand Axe Damage, Savage Fury, Extra Attack, Extra Dam&Savage - (1d20+7, 1d20+7, 1d8+4, 1d6+4, 1d8, 1d20+7, 1d8+4, 1d8)

1d20+7 : (6) + 7 = 13

1d20+7 : (2) + 7 = 9

1d8+4 : (8) + 4 = 12

1d6+4 : (6) + 4 = 10

1d8 : (5) = 5

1d20+7 : (11) + 7 = 18

1d8+4 : (7) + 4 = 11

1d8 : (7) = 7

Jun 24, 2020 2:28 pm
OOC:
On Brindel's character sheet, it looked like I applied Brindel's bonus for Fighting Style: Dueling to his attack instead of damage, so I corrected it.
"Gorm sees you!" Brindel's companions hear his Dwarvish battle cry once again as he swings his battleaxe at the zombies.
OOC:
Brindel's second attack will go on the same zombie if he survives the first attack.
Post roll edit: additional die for double damage (which is ignored according to house rules).
Edit 2 (additional critical hit roll).
Edit 3. No critical hit, so the damage from the first attack is maximum damage of 16 (8+8) + 12 (die roll of 4 + 8) for a total of 28.
Last edited June 24, 2020 7:46 pm

Rolls

First battleaxe attack/damage - (1d20+7, 1d8+8)

1d20+7 : (20) + 7 = 27

1d8+8 : (4) + 8 = 12

Second battleaxe attack/damage - (1d20+7, 1d8+8)

1d20+7 : (8) + 7 = 15

1d8+8 : (8) + 8 = 16

Additional damage die for critical hit - (1d8)

(8) = 8

Chance for additional critical hit - (1d20)

(4) = 4

Jun 24, 2020 4:14 pm
OOC:
Critical Hits (found in House Rules)
[ +- ] How They Now Work
Okay now while you do not have to roll that extra d20 to see if you continue to stack damage it does not harm you in anyway to give it a try. And, in case you are not aware, you can edit your message and add that extra roll without issue I do it all the time -- also folks if you make a post and forget to post it as your character you can go back and edit it to change it to reflect your character's pic

Also Arina Lex has the equivalent of a Full Action and 2 Move Actions this round (note the Move Actions can be used for more than just moving it just is not equivalent to a full action)
Jun 24, 2020 7:46 pm
OOC:
Additional rolls added to previous post with the attack.
Jun 25, 2020 11:06 pm
Lex's eyes finish taking in the scene, and his eyes begin to grow with excitement. Strange red flames flicker along his scales as he begins to bark deep gutteral draconic sounds. Using his double movement if neccessary, he moves into the best position he can see and centers a fireball aiming to catch as many undead as possible in the blast. The idea is to try and free some of his friends from combat and buy them some breathing space to take in their situation.
Last edited June 25, 2020 11:10 pm

Rolls

Fireball (Dex Save: DC 13) - (8d6)

(16456335) = 33

Jun 26, 2020 3:01 pm
Egret hisses in pain as rusted weapons of the skeletons slash at his side, and answers with an attack of his own, aiming his scimitars at the weak points of the undead's bones. He briefly glances aside to check on his companions, worried about how they fare, and frowns at the sight of a group of zombies stumbling closer. There is no time to plan and strategize, not with opponents as relentless as the undead, and the battle is too chaotic for any of the druidic traps and tricks that he knows...
OOC:
Simply attacking skeletons, for now.
Also, if I get damaged for more than 10, cast Hellish Rebuke (2nd level) on the strongest/most healthy opponent that damaged me.
Last edited June 26, 2020 3:01 pm

Rolls

Melee attack (slashing damage) - (1d20+5, 1d6+2)

1d20+5 : (13) + 5 = 18

1d6+2 : (3) + 2 = 5

Melee attack (slashing damage) - (1d20+5, 1d6)

1d20+5 : (12) + 5 = 17

1d6 : (2) = 2

Jul 5, 2020 2:33 am
Die Skeletons and Zombies.. or is that redie.. Who cares. KILL KILL KILL...
Jul 7, 2020 3:48 am
Feliani fights on her first attack missing a skeleton but her second attack hitting the zombie she is facing.

Shump takes out two skeletons leaving only a zombie currently engaged with him but 3 more skeletons move in.
Brindel fells that last two skeletons on him but 4 more take their place
Lex's fireball devastates a small group of zombies leaving nothing of concern above the water level how many exactly is hard to tell but it did seem to reduce their numbers noticeably and create a slight void delaying any more zombies from engaging this round
Feliani and Egret thankfully did not gain anymore assailants, however, Lex from his non-engaged position notices that both Feliani and Egret appear to be a bit rather hard pressed and not fairing so well.

Egret and Feliani are the recipients of 3 vicious attacks each with Egret taking a total of 17 damage and Feliani taking 24

Brindel and Shump also get hit 3 times each this round with Brindel taking 18 damage and Shump taking 14
OOC:
Situation Update
Shump engaged 3 skeletons 1 zombie HP 58/-14
Brindel engaged 4 skeletons HP 59/-18
Feliani engaged 3 skeletons 1 zombie HP 41/-33
Egret engaged 4 skeletons HP 39/-30
Lex not engaged HP 45/-0

Lex all the skeletons appear to be currently engaged but a small group of zombies are currently moving up

If you wish to notice the plight of your fellows while engaged you need to make a DC 15 Perception check either that or Lex can choose to inform you all.

Those in melee when attacking please give me a 1d4 roll associated with each attack -- this is how I reflect the chaos of battle -- you attack the target that gives you the best shot -- or you can ignore the others giving them Advantage on their next attack to focus on whatever particular target you wish

Rolls

Target 1 - (1d4)

(3) = 3

Target 2 - (1d4)

(4) = 4

Attack 1 - (1d20+6)

(5) + 6 = 11

Attack 2 - (1d20+6)

(7) + 6 = 13

Damage 1 - (1d8+3)

(4) + 3 = 7

Damage 2 - (1d8)

(2) = 2

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Jul 7, 2020 9:49 am
OOC:
Was Lex able to take out any of the zombies and skeletons fighting his friends? That was the idea, if possible.
Jul 7, 2020 1:55 pm
OOC:
Lex's fireball devastates a small group of zombies leaving nothing of concern above the water level how many exactly is hard to tell but it did seem to reduce their numbers noticeably and create a slight void delaying any more zombies from engaging this round

Hmm if you analyze what I posted -- Lex's fireball devastates a small group of zombies --- this was supposed to imply that the fireball did a lot of damage to more than one zombie

Then this -- leaving nothing of concern above the water level -- this was supposed to imply that everything above the water line had been reduced to cinder

Which is why -- how many exactly is hard to tell -- it was impossible to determine exactly how many were destroyed

My apologies if that seemed at all confusing
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