Episode 2 Scene 1 The Journey North

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Jul 14, 2020 3:08 am
OOC:
If you are engaged in combat you have to make a Dex Save DC 15 to avoid giving Advantage but if you are not engaged no such save is needed as nothing can benefit from your distraction

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 ;)
Jul 14, 2020 5:03 am
As Egret and Shrump have both pulled back, Lex puts his hands together and targets the skeletons and zombies they were fighting. He eyeballs the angle for half a second and releases an inferno of flame towards them. Then he backs away as far as possible.
OOC:
Casting burning hands at level 2 again. Hoping to catch as many baddies as possible of course. Lex will prioritise the enemies attacking Egret
Last edited July 14, 2020 5:05 am

Rolls

Burning Hands (Dex save DC 15 - (4d6)

(2343) = 12

Jul 14, 2020 6:51 am
OOC:
Sorry to delay things, but how many opponents does Brindel have? Can he attack then retreat the 15 feet?
Jul 14, 2020 2:20 pm
OOC:
Here is the Situation Update Again

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
Jul 14, 2020 7:28 pm
"First things first!" Brindel yells, not one to allow foes to get past him to attack others. He tries to separate the spines of his skeletal adversaries.
OOC:
On a successful hit, Brindel will cast Divine Smite to add radiant damage to his attack. I'll roll the damage just in case.

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

Jul 31, 2020 5:46 am
OOC:
Thanx but actually on it sort of -- been wrestling with work -- more than normal due to it needing to be done a while ago

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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

Aug 3, 2020 10:33 pm
Lex moves and blasts the skeletons and zombies that were in Egret's direction (opposite from Shump's direction) causing one to drop in a charred mass and severely scorching the remaining prior to pulling back hotly pursued.

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.
OOC:
Situation Update

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
DeJoker sent a note to GeneCortess
Aug 6, 2020 10:44 pm
Shump calls out as he quickly realizes there is just more of them after misty stepping away, No die here. Just not right. He valiantly attacks the skeletons as he has thoughts to move away from perhaps the slow zombie. Begone undead. He has little time think about what he might/could have seen. This battle is wearing heavy upon his mind as well as the many wounds he has now.
Last edited August 6, 2020 10:48 pm

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

Aug 7, 2020 4:49 pm
OOC:
I have a few quick questions:
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?
Aug 10, 2020 5:33 pm
OOC:
Answer 1) Max 6 targets within a 40 ft cube or a 40ft by 40ft square unless a creature is for some reason bigger than 40ft tall or the targets are not all on the same basic elevation. A 40 x 40 ft square contains 8 rows and 8 columns of 5ft squares for a potential of 64 man-sized squares with that being said if the targets happen to be grouped (which all 3 groups are) then you can most likely target 6 of them. But to Clarify so there is no confusions --> Group 1 (5 skeletons 2 zombies) next to Brindel/Fellani -- Group 2 (3 skeletons 3 zombies) next to Shump/Lex -- Group 3 (2 skeletons 6 zombies) In Water

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.
Aug 10, 2020 10:49 pm
OOC:
DeJoker says:
Still if they can stay close enough to the river.
It got stuck in my mind, I guess. XD

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...
Last edited August 10, 2020 10:55 pm
Aug 12, 2020 3:58 pm
OOC:
Okay I will give you this -- No bones in general do not float -- as such I would think a skeleton would swim about as easily as a stone -- as for zombies while they have the capacity to perhaps swim if they could float they would have trouble moving in water and/or staying submerged if they were floatable -- so since all the creatures rose up out of the waist deep water we can assume they are all incapable of floating and thus incapable of swimming

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
Aug 12, 2020 6:33 pm
Grimacing silently, Brindel again slashes and hacks at whichever opponents are foolish enough to leave an opening.
OOC:
Again, he will use Divine Smite on each successful attack.
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.
Last edited August 13, 2020 2:17 am

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

Aug 12, 2020 8:50 pm
OOC:
Well whatta know -- if you look at your weapon I think you will find that it has increased critical threat range by 1 -- aka Crit is on a nat 19-20 instead of just nat 20

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Aug 12, 2020 9:11 pm
OOC:
Okay, I'll do the spikes then! Putting them so they are between the undead in the water and the party, to hopefully either damage or derail them.
Using a brief moment of peace, Egret takes a quick glance around the battlefield, grimacing at the sight of the still numerous undead stumbling around and taking swings at his companions. He spares a second to catch his breath before turning his attention towards the water. There is a group of skeletons and zombie slowly making their way towards the group - and if he can't get back into melee, then at least he can stall reinforcements. Egret just hopes that his allies are doing better than himself in terms of stamina, and can hold on...

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.
Last edited August 12, 2020 9:12 pm
Aug 13, 2020 2:21 am
The top half of Brindel's beard bends upward slightly as the axe seemed to help the dwarf find vulnerable bones to crack.
OOC:
Damage edited in post above.
Aug 13, 2020 2:51 am
Lex puts his hands together and barks out another word in draconic. Flames burst from his hands and engulf the undead. Then he turns and moves as far away from the undead as possible.

Rolls

Burning Hands (level 2) - (4d6)

(3535) = 16

Sep 8, 2020 10:14 pm
Feliani casts a shimmer force of energy about herself and proceeds to do her best not to get hit while keeping her three opponents occupied. Meanwhile Brindel manages to destroy two more skeletons but the remaining skeleton manages to land a solid blow in return (4 dmg). In the fluidity of battle one of the skeletons on Feliani moves over to Brindel and a Zombie steps up.

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.
OOC:
Situation Update

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
DeJoker sent a note to rpgventurer
DeJoker sent a note to Arina
Sep 9, 2020 12:43 am
Shump continues to fight for his life and kill the last two skeletons.

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

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