Note this assumes you have the potion in hand already -- and depending on where you have it stored this may prove difficult to access -- but there are special gear to rectify or help with this if you wish to pick those up next time in the village ;)
Episode 2 Scene 1 The Journey North
Note this assumes you have the potion in hand already -- and depending on where you have it stored this may prove difficult to access -- but there are special gear to rectify or help with this if you wish to pick those up next time in the village ;)
Rolls
Burning Hands (Dex save DC 15 - (4d6)
(2343) = 12
Shump engaged 3 skeletons 1 zombie HP 58/-34
Brindel engaged 3 skeletons 1 zombie HP 59/-32
Egret - engaged 4 skeletons HP 39/-38
----
Feliani engaged 1 zombie HP 41/-33
Lex --- not engaged HP 45/-0
So Brindel is currently Engaged with 3 Skeletons and 1 Zombie -- you can either Attack and Retreat giving AOs to any opponents still standing -- Disengage and Retreat no AOs
Rolls
Random opponents for first and second attack - (1d4, 1d4)
1d4 : (4) = 4
1d4 : (1) = 1
First battleaxe attack/damage/Divine Smite - (1d20+7, 1d8+8, 2d8)
1d20+7 : (9) + 7 = 16
1d8+8 : (7) + 8 = 15
2d8 : (41) = 5
Second battleaxe attack/damage/Divine Smite - (1d20+7, 1d8+8, 2d8)
1d20+7 : (6) + 7 = 13
1d8+8 : (4) + 8 = 12
2d8 : (21) = 3
Rolls
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Brindel Skeleton 1 - (1d6+2)
(1) + 2 = 3
Brindel Skeleton 2 - (1d6+2)
(5) + 2 = 7
Feliani Skeleton 1 - (1d6+2)
(4) + 2 = 6
Shump Skeleton 1 - (1d6+2)
(5) + 2 = 7
Shump lays into the skeletons dropping two of them before slipping into the mist and reappearing upon the isle in time to intercept 3 skeletons and a zombie on their way to over power Lex and having one of them land a strike. The skeletons and zombies he left behind in the water strike where he once stood.
However Lex's retreat brings him into proximity of 2 zombies coming from the other direction (the direction that Feliani left open when she moved to reinforce Brindel)
Brindel in the meanwhile lays waste to two more skeletons only to have them replaced by another skeleton while Feliani picks up the other two skeletons and zombie that would have surrounded him this round. Two of the skeletons on Brindel manage to land a blow while one of the skeletons on Feliani also lands a blow.
Brindel and Feliani are currently surrounded
.... Brindel engaged 3 skeletons _ zombie HP 59/-42
.... Feliani engaged 2 skeletons 1 zombie HP 41/-39
----
Shump engaged 3 skeletons 1 zombie HP 58/-41
Egret - not engaged HP 39/-38
Lex --- engaged 2 zombies HP 45/-0
In the water about 30 feet away where Shump had been -- 2 skeletons 6 zombies
On the opposite side near the shore caught in webbing ---- 3 Zombies
Rolls
Battle Axe, damage, Hand axe, Damage, Extra attack Damage - (1d20+7, 1d8+4, 1d20+7, 1d6+4, 1d20+7, 1 - (1d20+7, 1d8+4, 1d20+7, 1d6+4, 1d20+7, 1d8+4)
1d20+7 : (16) + 7 = 23
1d8+4 : (2) + 4 = 6
1d20+7 : (7) + 7 = 14
1d6+4 : (1) + 4 = 5
1d20+7 : (8) + 7 = 15
1d8+4 : (4) + 4 = 8
1) If I cast Slow, how many opponents max can it affect? Can it get six of the opponents for group 1 or all for group 2? (It's a 40-foot cube in 120 feet range, 6 chosen targets.)
2) Can I cast Spike Growth in the river - will spikes affect the undead?
Answer 2) First it is not a river .. swamp/marsh -or- just water --- that being said yes you can cast Spike Growth any where that is within range that has "ground" and there is ground under the water within range. --- Will it effect the undead ?? well its piercing damage and that will have as much effect upon them as any other piercing attack would -- and I do not think your character is knowledgeable upon that topic at this time -- although you can make a knowledge check using Arcana (primary) or Religion (secondary) on these critters if you like.
I didn't mean damage types, I was asking more about the logistics: will the undead float over the spikes or not? Is the water shallow enough for the skeletons to be unable to avoid the spikes? I guess it's up in the air if these skeletons can swim, but the spell doesn't specify how high spikes are either...
No I agree the spell does not state how high the spikes are -- but it does state they turn the ground into difficult terrain -- so yeah I can see the reason for that aspect of the question -- as such I will look into outlining that within the spells description for future concerns -- still if you want to see if your character knows more than you do about any subject -- you can always make a roll for that -- or kibitz with the other players on the topic (something I do encourage btw)
But somethings are not meant to be clear cut and obvious and one has to use their best guess on the possible results and then maybe do some research when they can to get a better idea for the next time -- assuming their current incident does not prove to enlighten them on the outcome
Post crit roll edit: Close but no halfling's pipe. @DeJoker, if it's OK with you, I'll always use whatever I rolled for the variable damage. So Brindel's damage for the second attack is 8 (max) + 4 (random) + 8 (bonus) + 3 (Smite) = 23.
Rolls
Random opponents for first and second attack - (1d4, 1d4)
1d4 : (1) = 1
1d4 : (1) = 1
First battleaxe attack/damage/Divine Smite - (1d20+7, 1d8+8, 2d8)
1d20+7 : (18) + 7 = 25
1d8+8 : (6) + 8 = 14
2d8 : (68) = 14
Second battleaxe attack/damage/Divine Smite - (1d20+7, 1d8+8, 2d8)
1d20+7 : (19) + 7 = 26
1d8+8 : (1) + 8 = 9
2d8 : (35) = 8
Additional crit roll for second attack - (1d20)
(18) = 18
Rolls
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With a wave of his hand and few magical words, the druid casts a spell on the ground hidden under black marsh water, making sand and soil turn into treacherous spikes under the undead's feet. He follows it with a yelled warning to his friends, hoping that they can hear it over the battle and will steer clear of that area. Feeling reassured by the fact that nature is still on his side, he then turns towards Lex and his opponents, ready to support the alchemist.
Rolls
Burning Hands (level 2) - (4d6)
(3535) = 16
Shump also manages to fell two of his opponents a skeleton and the zombie and the remaining two skeletons fail to connect with their rusty weapons.
Lex notices that the two zombies approaching look thoroughly scorched and proceeds to finish them off with a bit more burning.
Egret takes a respite and feels a wee bit more of healing energy ebb into his body before he lays down some defensive measures between the group and the remaining group out in the water while on the opposite side near the shoreline three zombies remain entangled in the web that Feliani had put down earlier.
Brindel and Feliani are currently surrounded
.... Brindel engaged 2 skeletons 1 zombie HP 59/-46
.... Feliani engaged 1 skeletons 1 zombie HP 41/-39
----
Shump engaged 2 skeletons HP 58/-41
Egret - not engaged HP 39/-34
Lex --- not engaged HP 45/-0
In the water about 30 feet away where Shump had been -- 2 skeletons 6 zombies
On the opposite side near the shore caught in webbing ---- 3 Zombies
Rolls
Battle Axe, Damage, Hand axe, Damage, Extra Attack Damage - (1d20+7, 1d8+4, 1d20+7, 1d6+4, 1d20+7, 1d8+4)
1d20+7 : (2) + 7 = 9
1d8+4 : (7) + 4 = 11
1d20+7 : (5) + 7 = 12
1d6+4 : (5) + 4 = 9
1d20+7 : (18) + 7 = 25
1d8+4 : (1) + 4 = 5