Episode 2 Scene 1 The Journey North

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Sep 10, 2020 6:04 am
Brindel Truehand took his axe and gave the creatures a couple whacks. "Deadspawn!" he yells, his faint smile disappearing.
OOC:
Question: Does Divine Smite give an extra die of damage to undead and fiends?

Post-roll edit: The damage for the critical hit is 16 (maximum) + 10 (variable) + 7 (Divine Smite) = 33.
Last edited September 10, 2020 6:32 am

Rolls

Random opponents for first and second attack - (1d4, 1d4)

1d4 : (1) = 1

1d4 : (2) = 2

First battleaxe attack/damage/Divine Smite - (1d20+7, 1d8+8, 2d6)

1d20+7 : (19) + 7 = 26

1d8+8 : (2) + 8 = 10

2d6 : (43) = 7

Second battleaxe attack/damage/Divine Smite - (1d20+7, 1d8+8, 2d6)

1d20+7 : (14) + 7 = 21

1d8+8 : (6) + 8 = 14

2d6 : (64) = 10

Additional crit roll for first attack / damage - (1d20, 1d8+8)

1d20 : (5) = 5

1d8+8 : (7) + 8 = 15

Sep 10, 2020 4:19 pm
OOC:
Divine Smite does Radiant Damage -- and most true undead and fiends (at least in my world) are vulnerable to Radiant Damage -- as such saying it does extra damage to undead and fiends seemed to me to be kind of pointless -- or at least as I understood the concept of why it did that extra die of damage. Further this does not require you the player to determine if the target is true undead or a fiend and/or for some reason is not vulnerable to Radiant Damage -- as it simply works based on the damage you do regardless and I apply Vulnerability (or lack there of) behind the scenes as applicable

As for the Critical Damage thing and to keep it really simple I usually do this as most players are rolling the damage along with their attacks -- which btw is fine

1d20 > Critical
1d8 > Normal Damage Roll

okay second roll
1d20 > not-critical

8+Dmg Mod + (Normal Damage Roll)

Thus you only ever have to make 1 Damage Roll because -- the first Critical applies Max Die Damage -- if you get a subsequent Critical it too also applies Max Die Damage -- this repeats until you do not get a Critical and then the roll you made for damage gets applied -- pretty straight forward and reduces extra damage rolls

Thus the only time additional damage dice are needed associated with a Critical is in the case of Precise Attack (or also referred to as a Thief's Sneak Attack additional damage but I much prefer the term Precise Attack as that sounds more correct based on its overall description) as that does variable damage and additional variable damage (and of course for anything else that works like this which I do not recall even exists off the top of my head)

So in short you did on that first roll -- Crit > No Crit thus damage is
1d8(maxed 8) + 1d8(rolled 2) + 8(mod) + 2d6(4, 3 Radiant or 7) = 25 dmg

Now if these were True Undead or Fiends that were Vulnerable to Radiant Damage I would just add an additional 7 points of damage behind the scenes as that is how the Vulnerability thing works
Sep 12, 2020 12:44 am
FlyingSucculent sent a note to DeJoker
As Egret sees Lex deal with his opponents before they even manage to attempt a swing, the druid quickly changes his destination and instead advances towards Feliani and Brindel. He knows full well that he is in a bad condition to join the fray, and instead lingers at a distance, taking a page from his alchemist friend's book and aiming a fire spell at the undead. He is too concentrated on keeping the spikes in the river up to cast anything more powerful, but there's an itch under his skin again, calling for transformation. Perhaps if things go badly...
OOC:
Just casting Produce Flame cantrip. :D Against whichever opponent is safer to target to not hurt my friends.
Last edited September 12, 2020 12:45 am

Rolls

Produce Flame (ranged spell attack, fire damage) - (1d20+5, 2d8)

1d20+5 : (14) + 5 = 19

2d8 : (81) = 9

Sep 12, 2020 3:03 am
OOC:
No as far as I know Lex is not doing Divine Smite only Brindel is doing it -- but that statement was also directed at everybody to let you all understand that with a critical you only need the first random roll for damage unless you are also using a Precise Attack (aka Sneak Attack)

Where did the extra healing come from -- well I am not sure if I have outlined this or not -- but Cure Wounds (as a full round action) requires no roll you heal maximum value -- the variable amount comes into play only when you have to touch someone quickly (aka no full round contact) -- as such I looked at your usage and deemed that you probably should have gotten at least 50% benefit so any rolls less than 4 were improved to 4s -- for while maybe not a full round action you did nothing to cause yourself to lose contact from touching yourself so that seemed like a viable compromise
Sep 12, 2020 3:42 am
OOC:
I meant your note from the post at the end of last round, about using 1st lvl spell slot instead of 2nd. You mentioned defeating two zombies, and Lex did it, not me. :D

Oh, so it would've been full heal if I, say, wasn't engaged that round and didn't do anything else? I think I got it, I need to remember this for later.
Last edited September 12, 2020 3:43 am
Sep 12, 2020 8:37 pm
OOC:
Okay thanks FlyingSucculent I fixed that note --- and it appears the only one not updated is Arina (Lex) so hopefully they will see that change in the note when they post

Also if I have not I will update the description for Cure Wounds as well as potions and the like as I do run them slightly different -- could never understand a deity giving their constituents variable affect spells -- sure if it were based on the person's level of faith (which is a nearly impossible to mechanically represent without major amounts of overhead -- I know I have tried) which we do not do and so since we are assuming that the person is in good standing with their patron then their patron supplies them with an effect that is static --- thus any variable outcome has to do with the person's application of that effect and combat being highly variable does cause spell effects to be variable but outside of combat and not rushed -- you get the full static affect -- of course the flip side to this is clerical types cannot "adjust" those effects because who in their right mind would feel what their patron gave them would not be good enough as it is. Besides doing that could just piss off one's patron so why risk it.

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Sep 30, 2020 5:26 am
Feliani still on full defense is missed by both the Zombie and the Skeleton she is facing. Meanwhile Brindel manages to shatter both Skeletons but gets hit by the Zombie in the process.

Shump miss twice but still manages to hit one of the skeletons rendering it just a pile of bones. Lex flings a mote of fire at the other one and it too crumbles to the ground. Lex then flings another mote of Fire at the Skeleton on Feliani which Egret had just hit with is Flame and that Skeleton goes down.

Meanwhile 2 of the Zombies that had been trapped in webbing free themselves and engage Brindel and Feliani

While out in the water the 2 Skeletons make it to shore and engage Shump but are unable to attack this round while the 6 zombies continue to struggle to move through the spiky terrain
OOC:
Situation Update

Brindel and Feliani are still fighting back to back
.... Brindel engaged 2 zombies HP 59/-53
.... Feliani engaged 2 zombies 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 10 feet away where Shump had been -- 6 zombies
On the opposite side near the shore caught in webbing ---- 1 Zombie
Sep 30, 2020 8:00 am
Shump goes into a whirlwind of attacks trying desperately to end the supply of skeletons that keep coming so he can get a break to heal.

AC(16)
Wield: Battle Axe & Hand Axe
HP 17/58
Slots: 4x1st, 1x2cn
Last edited September 30, 2020 8:12 am

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 : (12) + 7 = 19

1d8+4 : (1) + 4 = 5

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

1d6+4 : (5) + 4 = 9

1d20+7 : (9) + 7 = 16

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

Sep 30, 2020 8:42 pm
With increasing concern, Egret watches as his companions struggle to fight off seemingly endless supply of undead creatures. He doesn't know Shump or Feliani well enough to evaluate if they are struggling, but he can hear familiar hints of strain in Brindel's voice. Yet neither of them seems to be considering retreat, and it hurts the druid to not be able to help beyond staying back and casting spells. There is only so much spikes and fireballs can do and Lex has it covered pretty well already - all the while Egret can't even get close enough to heal them.

Seeing zombies attempt to swipe at Brindel makes his blood boil. Maybe it is just adrenaline from the fight or exhaustion seeping in through his own wounds, but the druid decides to forget sensible planning and simply go for it. With a quick nod to Lex, hoping that the alchemist understands his intent, Egret charges straight towards Brindel and Feliani. Even as he moves, his body morphs, equipment disappearing in a swirl of magic, his druidic powers coming to the fore.
OOC:
I'm shapeshifting into Warhorse. Sorry if it's not the best tactical decision, but I wanted to try something new. :D
Equipment merged, but Spike spell still active, right?
Also, can transformed druids be used as mounts?
[ +- ] Warhorse
Last edited October 5, 2020 7:51 pm
Oct 1, 2020 2:57 am
OOC:
Okay the 6 Zombies are still within the last 5 feet of the Spike Growth and if you charge into the Spike Growth you are not immune to its damage as its damage is indiscriminant (aka it does not care who it damages thus anyone and everyone moving into or within it takes the damage as listed) and considering its impaling damage I would probably increase the damage versus a charge as opposed to just moving into it and through it at a normal pace.

And yes a transformed Druid can be used as a mount further you can use your Help Action as normal while acting as a mount.

Help Action

The character can lend their aid to another creature in the completion of a task. When they take the Help Action, the creature they aid gains advantage on the next ability check it makes to perform the task the character is helping with, provided that it makes the check before the start of the character's next turn.

Alternatively, the character can aid a friendly creature in attacking another creature within 5 feet. The character feints, distracts the target, or in some other way teams up to make their ally’s Attack more effective. If their ally attacks the target before the character's next turn, the first Attack roll is made with advantage.
Oct 1, 2020 4:42 am
OOC:
But spikes are between zombies and first group, no? I planned to charge Brindel and Feliani's opponents next turn, not stuck zombies. :D I don't think I'll need to cross spikes for that? (Otherwise, I really don't understand how we all are located.)
Last edited October 1, 2020 4:43 am
Oct 1, 2020 5:56 am
OOC:
Actually the Spikes were between all the creatures in the water and the entire party which are currently on land.

As to where Egret was going -- I read this "Egret charges straight back towards the water." to mean you were charging the Zombies that were in the water -- as Brindel and Feliani are on land not in the water -- so if you would not mind editing your post to make it clearer where Egret is going we can call that fair

As for where everyone is located it is not overly necessary to see that per-sae as long as you are clear on about where you are and what options you have available to you -- as such always feel free to ask questions if anything does not seem clear or you want to verify that what you are seeing in your mind's eye is in fact what I am trying to depict. Note when things need more detail to help make it more clear so that you all can discern any options you might have I will do my best to add that necessary detail. For instance when I supplied the extra detail about the various characters potentially getting surrounded and what their various options would be and what the potential results of those options would be based on which they choose to do.
Oct 1, 2020 9:35 am
OOC:
My bad then, for some reason I keep thinking some of us are in the water. I'll edit the post later. (Though towards the water could be read as "in general direction the undead came from" and I did specify I wanted to stop in range of first group. :P)
Oct 1, 2020 4:34 pm
OOC:
Okay and just to be clear in my minds eye currently from where Egret is standing off to his leftish is the Lone Zombie stuck in webbing, aheadish is Brindel's party and off to his rightish is Shump and then a bit further at the edge of the water are the 6 zombies

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Oct 2, 2020 4:45 am
Brindel hears the sounds of footsteps approaching-- or is that hooves? "Protect Feliani!" he yells as he swings furiously at the zombies near him.

Rolls

Random opponents for first and second attack - (1d4, 1d4)

1d4 : (1) = 1

1d4 : (4) = 4

First battleaxe attack/damage/Divine Smite - (1d20+7, 1d8+8, 2d6)

1d20+7 : (18) + 7 = 25

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

2d6 : (41) = 5

Second battleaxe attack/damage/Divine Smite - (1d20+7, 1d8+8, 2d6)

1d20+7 : (3) + 7 = 10

1d8+8 : (5) + 8 = 13

2d6 : (42) = 6

Oct 8, 2020 9:32 pm
OOC:
GeneCortess I accidentally posted some rolls to your last OOC so had to delete it in case you were wondering
Lex watches as Egret changes shape and moves to get into position to attack the zombies on Brindel and Feliani but he alos notices that the zombies in the water, which appear to have been nearly shredded, are nearly out and decides to try and finish them off. He moves over within range and releases another burning hands and then retreats back as much as possible. He almosted accomplished what he was attempting for he drops all but one of the zombies but that remaining zombie then closes the distance between them and engages Lex although due it is slowness it is unable to attack this round.

Feliani still on full defense is missed by both the Zombies she is facing, while Brindel manages to solidly hit both of his zombies whereupon one them returns the favor (6 dmg).

Shump on the otherhand completley lays waste to the two skeletons he is facing

Back on the shoreline the lone Zombie is still unable to free itself from the webbing.
OOC:
Situation Update
Note : I have added Charge and Overrun guidelines as the official 5e guidelines do not have them

I need a DC 10 Con Save from Brindel or he falls unconscious

Brindel and Feliani are still fighting back to back
.... Brindel engaged 2 zombies HP 59/-59
......... Current 0 HP or less : At Disadvantage to Actively do Anything
.... Feliani engaged 2 zombies HP 41/-39
----
Shump - not engaged HP 58/-41
Egret - not engaged (HP 39/-34) as War Horse HP 24/24
Lex --- engaged 1 zombie HP 45/-0

On the shore caught in webbing ---- 1 Zombie
[ +- ] Warhorse Update
Oct 8, 2020 11:15 pm
OOC:
Is this the INITs: Brindel, Egret, Feliani, Shump, Lex, Zombies. Are on top of the INIT now?
Oct 9, 2020 2:34 am
OOC:
@DeJoker, Charging grants me advantage on first attack, right? Can I claim a Setback for it and cancel it out (Advantage+Disadvantage result in no effect, right)? Without penalizing anything else?
I'll give you my reasoning for Setback if you confirm that I can do it. :)
Oct 9, 2020 5:04 pm
OOC:
Yes GeneCortess the current Initiative Order is -- the Entire Party -- then the very slow moving Zombies and by that I mean I am not putting the party in any order and sort of using the order in which the group posts as the party's initiative order as that keeps the posts from being delayed

Yes FlyingSucculent a Charge Action gives you Advantage on your first attack made -- and yes if you cancel an Advantage using an appropriate Setback that will get you a point of Inspiration that you can use later.
Oct 9, 2020 5:35 pm
OOC:
Okay, great! My flaw is essentially "acceptance of things that happen", and my next course of action was to go and attack zombies engaged with Feliani as Brindel suggested. This would mean that Egret left Brindel in vulnerable position - i.e., accepted that his friend might very likely get hurt, and chose practical course of action in favor of emotional. Does that make sense? :D
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