
Ember Draymon |

Sorry everyone. I've been really busy on this holiday. I'm completely exhausted and now I've come down with a horrible flu :/ I'm just sitting here this morning feeling blurg. I'll post in gameplay in a while.

DM Asmodeus |

Round 1 Initiative
Narnel: 1d20 + 3 ⇒ (18) + 3 = 21
Molok: 1d20 + 1 ⇒ (16) + 1 = 17
Ember: 1d20 + 0 ⇒ (6) + 0 = 6
Kenna: 1d20 + 2 ⇒ (14) + 2 = 16
Cade: 1d20 + 2 ⇒ (17) + 2 = 19
Vaneros: 1d20 + 2 ⇒ (5) + 2 = 7
Keaton: 1d20 + 2 ⇒ (16) + 2 = 18
Zombie: 1d20 - 2 ⇒ (14) - 2 = 12
Zombie Surprise Attack Against Ember
Slam: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d6 + 1 ⇒ (1) + 1 = 2 bludgeoning.

Vaneros Anteri |

My idea was that we all tell you our formation and move on until you tell us we hit something interesting. If I just tell you the location I go to and the rest hasn't posted yet when you tell me dreck hits the fan, the rest is far behind in the last room (even though it's logical that the group advanced as a whole). I mean Kenna wouldn't just stand there in the dark, I guess she would be right behind us. Even though her player hasn't posted that yet.
Just my thoughts. I know it isn't easy to coordinate 6 people on a by-post-basis.

Keaton Larroquette |

I was hoping for that too.
I would like to be last in the formation (last in line) please.

Kenna Icemane |

You're right. I updated my position, where I will wait for the others to follow.
Maybe we could set a standard formation so things can move along quicker?
I was about to suggest the same.
Cade's sufggestion seems okay, although I think Molok and I would be more useful to the front while Vaneros is better served at range, so further to the back.
So how about
X X 4 X X
X 2 3 5 X
1 X 6 X 7

Narnel Falerathon |

Again, that works fine for me. I do not think that we need to get bogged down on moving, once an order is established. We need to advance as a group based upon the marching order. The only time the DM should do otherwise would be if we state something outside of this established order.

DM Asmodeus |

Alright now that I have a order listed above except for who is going to be up front Vaneros or Molok.
So for your character to fall in formation just post that you character falls in line behind x. (x being the leader of the group).
i.e. I fall in line behind Molok.
When you do this I will put you in a position behind Molok and you will stay in that position until you break formation.
Once you break formation you will have to tell me when you fall in again.
Anything else I should know?

Keaton Larroquette |

Umm.
I hate to be a rules lawyer, but if these are standard zombies they only get that con save verses physical damage. They do not get it when they get damage from magic, or hit with a critical.
I just used a large swarm of them in a game I run, and I love them. It is great because out of a party of seven there is only one mage, that rolls crappy attack rolls. This was considered a very easy challenge per the dmg, but it also dropped 3 of 7 party members because of those zombie con saves.

DM Asmodeus |

Umm.
I hate to be a rules lawyer, but if these are standard zombies they only get that con save verses physical damage. They do not get it when they get damage from magic, or hit with a critical.
I just used a large swarm of them in a game I run, and I love them. It is great because out of a party of seven there is only one mage, that rolls crappy attack rolls. This was considered a very easy challenge per the dmg, but it also dropped 3 of 7 party members because of those zombie con saves.
Keaton, you are incorrect.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point in stead.
The only time they do not get a save versus ANY type of damage is if it is a critical hit or Radiant damage.

Keaton Larroquette |

Agree
Try using these in a swarm, that is what I just did with them and it makes them doubly horrfic.

DM Asmodeus |

Weekly Posting Summary
Monday, September 28th, 2015 through Friday, October 2nd, 2015
Number of Active Players: 7
Total Post From Players: 37
Game Health: Good
Average Post Per Day: 7.4
Average Post/Per Player Per Day: 1.06
Weekly Post Totals:
Vaneros: 6 (Good)
Molok: 4 (Fair)
Keaton: 5 (Good)
Narnel: 6 (Good)
Cade: 6 (Good)
Ember: 5 (Good)
Kenna: 5 (Good)
* Please note: The ratings above are not meant to single anyone out. They are based on the recruitment criteria of having the ability to post at least once per day (5 post per week) M-F with weekends being optional. The results also lets me as well as you (the players) monitor the overall health of the game. The results do not include weekend post as they are an optional part of the game requirements.

DM Asmodeus |

@ Ember
I also need to point out that there is no "delay" action in 5e.
You can ready a action as your reaction either to "attack" or "Move" but you can not do both and your initiative order does not change.
No Delayed Turns
There are no delayed actions in 5e. Players can skip a turn if they want. They can also take the ready an action as an action during their turn and then use their reaction to do whatever it is they readied if the trigger should occur. You can read all about this on page 72 of the D&D Basic Rules. Readying an action will not change the PCs place in initiative.
So you could "ready" to cast x or to "dash" to x after narnel goes but you could not move and then attack as that uses a move and a action and you only can ready actions such as attack, dash, grab, etc.