The New Remnant

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May 8, 2025 9:57 am
Stee looking at these skeletons trying get out of their skin is a little perplexed by this. He will sight in on the new zombies and get off two more shots. Wreak will charge into battle. The draw of bones pulls him to a skeleton.

Rolls

Stee to hit - (3d6, 3d6)

3d6 : (565) = 16

3d6 : (443) = 11

Wreak to hit - (2d6)

(22) = 4

May 8, 2025 10:43 am
Elyse prepares another pair of glowing blue magic blasts and let's loose on the closest ranks.

Rolls

Magic Bolt - (2D6)

(63) = 9

Magic Bolt 2 - (2d6)

(36) = 9

May 8, 2025 6:02 pm
OOC:
What did my blazing gaze scroll do? Does it affect posterior attacks?
May 8, 2025 6:31 pm
https://gamersplane.com/characters/avatars/31520.jpg?1738717447Onlooking Cords just can't believe all that he is seeing. He looks more careful to see if this is true to his vision.

Rolls

Advantage Perceptive - (3d6)

(145) = 10

May 9, 2025 12:28 am
Upon seeing the slain zombies spawn skeletons, Blornvid swears. He keeps swinging his axe though.
OOC:
Ugh.
Last edited May 9, 2025 12:28 am

Rolls

Blornvid: Test DC: 5 - Adv - (3d6)

(414) = 9

Blornvid: Test DC: 5 - Adv - (3d6)

(411) = 6

May 10, 2025 12:08 am
A little shocked and revolted by the gruesome sight Aizashi attacks the closest skeleton

Rolls

Attack - (2d6)

(65) = 11

Attack - (2d6)

(44) = 8

May 10, 2025 4:03 am
OOC:
@Bunt, lesse on the Burning Gaze scroll ...

The spell it is based on does minimal damage at whomever is targeted by the spell caster unless they make a saving throw. It lasts for 1 round per caster level. So to translate this, let's go with this:

- Once read (including the turn it is read), the effect will last for three turns. Each turn you may select one target. That target must make a Save Test or take 1 point of damage. If they take a point of damage, they must make another Save test the following turn or take another point of damage. If a target is burning, choosing them again has no affect.

Effect of your casting is that you picked one of the zombies. Since all six were destroyed anyway, the one you hit started burning, but it didn't have a practical effect because it was already destroyed by another attack, and the skeleton left the burning flesh behind. However, you have two more turns in which to use the spell.

@WanderOne, I am not following what Cords is trying to do. Is he trying to see if this is an illusion or deception? If so, it isn't and he's pretty sure it isn't. You may still use both of your Actions.
May 10, 2025 1:41 pm
Oliver fixes his gaze onto a second zombie and blasts away a fiery shot from his eyes. He follows up with attacks with his sling onto some of the skeletons.
OOC:
In case choosing a target for the Burning Gaze spell uses up one action, omit the second sling attack roll. Note that Oliver is using sling against skeletons and Burning Gaze against zombies, as that sounds reasonable.

Rolls

Sling attack 1 - (3d6)

(435) = 12

Sling attack 2 - (3d6)

(616) = 13

May 11, 2025 2:08 am
OOC:
I am going to say that designating a target takes an Action, so there is only one sling shot from Oliver. While it is disappointing to lose the critical hit, it doesn't matter, fortunately.

I'll NPC Cords while WanderOne is away.
Cords is simply shocked by what has transpired and expends effort (and time) to make sure this is all actually real. Realizing it is, he snaps out of it and makes an attack on a skeleton using his axe ... but he is obviously still shook up, so the attack really doesn't land!

Stee's attack takes out a zombie, but Wreak isn't able to land a successful attack on a skeleton.

Blornvid's two swings fail to land, too.

Elyse, however, manages to make contact with both of her magic bolts, each taking out a zombie.

Oliver delivers a burning attack on a zombie, dropping it, and his sling shot takes out a skeleton.

Aizashi lands one hit, which takes out another skeleton.

As you feared, each of the dropped zombies begin to shudder and their skeleton rips out of their rotting (and in one case, burning) flesh. However, this takes both of their Actions for the turn, so they make no attacks. However, the shattered bones of the two dropped skeletons start to move and reform before your very eyes! Fortunately, this is not an immediate action, so it takes the full turn for them to reform.

The remaining two zombies and the four unaffected skeletons return the attacks! Since Cords, Aizashi, and Blornvid are on the front line, they take the brunt of the attacks. However, one zombie breaks through to reach Elyse.

Rolls

Check DC:5 - Basic - (2d6)

(11) = 2

Check DC:5 - Zombie Save Test - (2d6)

(15) = 6

Check DC:5 - Zombie Save Test - (2d6)

(15) = 6

Check DC:5 - Skeleton 9 Attack 1 (Blornvid) - (2d6)

(44) = 8

Check DC:5 - Skeleton 9 Attack 2 (Blornvid) - (2d6)

(32) = 5

Check DC:5 - Skeleton 10 Attack 1 (Aizashi) - (2d6)

(12) = 3

Check DC:5 - Skeleton 10 Attack 2 (Aizashi) - (2d6)

(36) = 9

Check DC:5 - Skeleton 11 Attack 1 (Cords) - (2d6)

(14) = 5

Check DC:5 - Skeleton 11 Attack 2 (Cords) - (2d6)

(26) = 8

Check DC:5 - Skeleton 12 Attack 1 (Wreak) - (2d6)

(53) = 8

Check DC:5 - Skeleton 12 Attack 2 (Wreak) - (2d6)

(62) = 8

Check DC:5 - Zombie 5 Attack (Blornvid) - (2d6)

(32) = 5

Check DC:5 - Zombie 6 Attack (Elyse) - (2d6)

(21) = 3

May 11, 2025 2:22 am
OOC:
So how many are left of each?
May 11, 2025 2:31 am
OOC:
I was still constructing the post when you posted. I'll use this post to finish.
The result of this is that four of the six zombies were taken out, only to reform as four more skeletons. Two skeletons were taken out, but they made their saves, so they reformed. However, that still took all of those out of the combat for the Turn. The rest made their attacks, which were not terribly effective, though Wreak took the brunt of it. Cords and Aizashi each took one HP damage, too.

End of Turn 2
Start of Turn 3


All twelve opponents remain. There are ten skeletons and two zombies left. The skeletons only reform if they make their Save Test, so you will eventually take them out, but it may take a couple tries for some of them. However, any skeleton taken down means they don't attack on the turn they reform if they make their Save Test.
May 11, 2025 10:45 am
Elyse, eyes wide with fear, her mind scrambling to solve the puzzle of the situation. She chooses to ignore the skeleton engaged with her, trusting her goblin agility. She lets loos two more bolts. This time on a single skeleton.

Rolls

Magic Bolt - (2D6)

(32) = 5

Magic Bolt 2 - (2d6)

(35) = 8

May 11, 2025 11:21 am
"They are reforming too fast!"

Oliver decides to forgo his last blazing gaze blast, and focuses on using magic telekinesis to retrieve the skulls of broken skeletons before they reform.

"This should give us a head start."
OOC:
Hehe

Rolls

Telekinesis 1 - (2d6)

(54) = 9

Telekinesis 2 - (2d6)

(62) = 8

May 11, 2025 11:48 am
Stee will sight in the last two zombies and go through his tried and true shout routine aim, inhale, exhale, release. Wreak will continue after the skeleton.

Rolls

Stee to hit - (3d6, 3d6)

3d6 : (555) = 15

3d6 : (323) = 8

Wreak to hit - (2d6)

(62) = 8

May 11, 2025 9:42 pm
Blornvid has never seen such devious necromancy before. He continues to press his attack.

Rolls

Blornvid: Test DC: 5 - Adv - (3d6)

(125) = 8

Blornvid: Test DC: 5 - Adv - (3d6)

(436) = 13

May 12, 2025 11:29 am
OOC:
any indication that the necromancy is cast by a person we have not encountered yet? The cackler comes to mind...
Aizashi keeps attacking the skeletons.

Rolls

Attack 1 - (2d6)

(64) = 10

Attack 2 - (2d6)

(44) = 8

May 13, 2025 2:48 pm
OOC:
The zombie -> skeleton transformation seems to be happening automatically. And, yes, the source of the cackling is mysteriously missing ...
Cords attacks against the skeletons ...

Rolls

Cords: Test DC: 5 - Cords Attack 1 - (3d6)

(562) = 13

Cords: Test DC: 5 - Cords Attack 2 - (3d6)

(235) = 10

May 13, 2025 2:58 pm
Ok, now the summary ...

Blornvid takes out the last two zombies knowing they would reform, but at least this way the transformation is forced.

On to the skeletons. Stee and Wreak take out one each. Elyse takes out one. Aizashi takes out one. And Cords makes up for his hesitation by taking out two more. That's six taken down! Oliver then successfully grabs the skulls of two for the dropped skeletons.
OOC:
Sorry @Bunt the dice rolls were against which skulls you grabbed. You managed to grab the skulls of the skeletons that didn't reanimate. Which is disappointing because I wanted at least one to hit a successfully regenerated skeleton!
The two skeletons whose skulls were grabbed by Oliver do not regenerate, but the other four do. Also, the last two zombies start to remove themselves from their rotted flesh after being downed by Blornvid.

The four active skeletons make their attacks ...

Blornvid suffers a successful critical hit, and ends up taking a whopping three points of damage. Cords and Aizashi each take one more hit each. (Each are currently down two points.)

End of Turn 3

Start of Turn 4


You are up again. There are now ten skeletons active (two are permanently down barring some external magic). As noted earlier, each one you take out may (or may not) reform, but any taken out lose a Turn to the reformation.

Rolls

Check DC:5 - Skeleton Save Test - (2d6)

(13) = 4

Check DC:5 - Skeleton Save Test - (2d6)

(61) = 7

Check DC:5 - Skeleton Save Test - (2d6)

(52) = 7

Check DC:5 - Skeleton Save Test - (2d6)

(55) = 10

Check DC:5 - Skeleton Save Test - (2d6)

(56) = 11

Check DC:5 - Skeleton Save Test - (2d6)

(14) = 5

Oliver skull grab ... (1-2 dead skull; 4-6 recovered skull) - (1d6)

(1) = 1

Oliver skull grab ... (1-2 dead skull; 4-6 recovered skull) - (1d6)

(2) = 2

Check DC:5 - Skeleton 7 Attack 1 (Blornvid) - (2d6)

(16) = 7

Check DC:5 - Skeleton 7 Attack 2 (Blornvid) - (2d6)

(66) = 12

Check DC:5 - Skeleton 8 Attack 1 (Aizashi) - (2d6)

(11) = 2

Check DC:5 - Skeleton 8 Attack 2 (Aizashi) - (2d6)

(53) = 8

Check DC:5 - Skeleton 9 Attack 1 (Cords) - (2d6)

(26) = 8

Check DC:5 - Skeleton 9 Attack 2 (Cords) - (2d6)

(42) = 6

Check DC:5 - Skeleton 10 Attack 1 (Wreak) - (2d6)

(42) = 6

Check DC:5 - Skeleton 10 Attack 2 (Wreak) - (2d6)

(43) = 7

May 13, 2025 3:28 pm
Seeing a wave of success from the party, Elyse let's loose another set of magic bolts focusing on skeletons engaged with our front line.
OOC:
I'll pre-roll goblin agility as place holder to save time in the recaps.
Last edited May 13, 2025 3:29 pm

Rolls

Magic Bolt - (2d6)

(23) = 5

Magic Bolt 2 - (2D6)

(14) = 5

Goblin agility if hit - (1D6)

(6) = 6

May 13, 2025 5:36 pm
https://gamersplane.com/characters/avatars/31520.jpg?1738717447 With no choice, attacking Cords does his best. With his favored handaxe filtering through air as he quickly slashes down the evil undead. The wild carpenter is fully in combat mode.
Last edited May 13, 2025 5:38 pm

Rolls

Cord attack 1 & 2 - (3d6, 3d6)

3d6 : (261) = 9

3d6 : (621) = 9

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