| Rrath |
Rrath steps forward drawing his axe. And as he steps to the other side of the corpse, he peers into the darkness protecting his companions as they examine the corpse.
Perception: 1d20 + 2 ⇒ (7) + 2 = 9
| Ziyad |
Z Init: 1d20 + 3 ⇒ (11) + 3 = 14
Crab Init: 1d20 ⇒ 13
Ziyad startles abruptly "Aha! This one stirs with the animus of Szass Tam's art...!" disengaging himself from melee range.
His crab meanwhile interjects itself to attempt to clack short any prodding dead fingers or toes pointed in his direction...perhaps giving Dasim the edge. Help action to give Dasim advantage on next attack
| Dasim Dakat |
Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Already wary of a dead body in a necromancers lair, Dasim moves into action quickly. The monk lashes out with his spear as Ziyad's crab helps keep the creature slightly off balance. and then attempts to follow that strike up with a kick to the undead's knee.
Spear Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Advantage Spear Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Martial Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
| Tarandil Moonbrook |
Tarandil strings together insults while making arcane gestures at the undead creature, not entirely sure the spell will work.
Vicious Mockery: 1d4 ⇒ 2
Wisdom save DC 13 or have disadvantage on their next attack.
Does this cantrip work on undead, particularly mindless undead? It says they must hear you but not necessarily understand you and it does psychic damage with a Wis save. Kind of iffy, but hey, learning experience!
| GM Natloz |
Magmoira casts a charm on her staff and moves up to stike the abomination.
attack: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 1d8 + 5 ⇒ (2) + 5 = 7
Her staff strikes true but the creature still stands.
Ther zombie seeks to destroy it's attackers and swings a rotten hand at Dasim but he easily dodges the blow.
slam: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d6 + 1 ⇒ (6) + 1 = 7
Party's turn
| Ziyad |
From his new position of relative safety, Ziyad again conjures forth the bubbling pitch, hurtling it at the feet of his hated enemy. The Thayans were known for their necromancy, but his sect of rebel conjurers preferred a different plane of allies...
Create Bonfire: 1d8 ⇒ 4 or dex save 14 none
Clax the Fiendish Crab snappled at the decayed drawers of the undead, again appearing to be eerily offering aid to Dasim...but at what price? help action, advantage on next attack
| GM Natloz |
dex vs Ziyad: 1d20 - 2 ⇒ (11) - 2 = 9
The zombie doesn't react to the fire under him and burns. Any other creature would be felled but the zombie continues on.
UF DC 9: 1d20 + 3 ⇒ (20) + 3 = 23
His resilience is short lived however as Rrath cuts him in two.
UF DC 18: 1d20 + 3 ⇒ (12) + 3 = 15
Combat over
| Magmoira |
Sorry just noticed that my post did not take...you did exactly what I had originally posted anyway, just with better results (I got a 2 on my damage roll!!)
Seeing Rath crush the undead creature, Mags gives a sigh of relief.
"With such a creature as the door warden for this complex, I am certain who...or whatever lives here is thoroughly corrupt and should be removed to bring harmony to the land!"
| GM Natloz |
Oops, updated the map but my post didn't take. Correction, I slightly edited the map but not enough to include the room you were moving to. Also, The scale on the map is 10ft squares. I was wondering why the thng seemed smaller than the descriptions...
You continue down the corridor and notice it opening up into a round high-ceilinged cave. It has two narrow exits, one leading north and the other south. A flat boulder sits in the center of the cave. As the adventures cross the threshold the is a crash as rock come tumbling from a ledge ten feet above the opening.
I think Rrath was first in line. Make a DC 12 dex save with advantage (because of your perception roll) or take the below damage
rocks damage: 2d6 ⇒ (2, 6) = 8
Much to your dismay, a pair of zombies follow the rocks.
zombie fall damage: 1d6 ⇒ 4
zombie init: 1d20 - 2 ⇒ (2) - 2 = 0
| Dasim Dakat |
Not finding anything to identify the fallen zombie, Dasim hurries to catch up with the others only to duck back as the rocks tumble into the cavern. Seeing more undead he once again lashes out with spear and fists.
Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Spear Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Martial Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Martial damage: 1d4 + 3 ⇒ (2) + 3 = 5
| Ziyad |
Z init: 1d20 + 3 ⇒ (18) + 3 = 21
C init: 1d20 ⇒ 19
Ziyad charges up his fist with a static pulse, and a moment later once again oddly transmitting the charge through vacant space to his scuttling companion and ultimately the body of the dead...
Shocking Grasp: 1d20 + 6 ⇒ (7) + 6 = 13
Shocking Grasp, advantage if metal armor: 1d20 + 6 ⇒ (7) + 6 = 13
Lightning Dmg: 1d8 ⇒ 8 +cant take reactions
The crab also once again lends its otherworldly assistance to Rrath's strikes, seemingly making the zombie more vulnerable. help
If the hit is successful, the crab will move away 10 ft afterwards as well.
| GM Natloz |
Rrath successfully dodges the rocks, ready to face the new foes.
uf DC 13: 1d20 + 3 ⇒ (14) + 3 = 17
The zombie is set upon immediately as it lands from the ledge. It weathers the assault though it is definitely worse for wear with crackles of electricity arcing across it.
Mags, Rrath, and Tarandil then zombie(s)
| Rrath |
Round 1
After avoiding the falling rocks, Rrath turns and swings his Greataxe at the undead to finish it.
GA Att: 1d20 + 6 ⇒ (8) + 6 = 14
GA Att Adv: 1d20 + 6 ⇒ (6) + 6 = 12
GA Dam: 1d12 + 4 ⇒ (2) + 4 = 6
| Tarandil Moonbrook |
Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Tarandil strings together several quick insults while making arcane gestures at the remaining zombie.
Vicious Mockery: 1d4 ⇒ 4
Wisdom save DC 13 or have disadvantage on their next attack.
| Magmoira |
Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Magmoria once again enchants her staff and attempts to slam it into the zombie.
Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
| GM Natloz |
Wis vs tarandil: 1d20 - 2 ⇒ (4) - 2 = 2
The zombie starts oozing from its ears at tarandil's words While Magmoira slams her staff into the creature.
zombie attack: 1d20 + 3 ⇒ (17) + 3 = 20
zombie disadvantage: 1d20 + 3 ⇒ (5) + 3 = 8
The zombie strikes back at magmoira but she dodges it easily.
Party is up again
| Dasim Dakat |
Dasim tries again to bring down the undead creature with spear and fist.
Spear Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Spear Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Martial Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Martial Damage: 1d4 + 3 ⇒ (3) + 3 = 6
| Rrath |
Round 2
Rrath swings his Greataxe at the other undead to finish it.
GA Att: 1d20 + 6 ⇒ (2) + 6 = 8
GA Att Adv: 1d20 + 6 ⇒ (4) + 6 = 10
GA Dam: 1d12 + 4 ⇒ (7) + 4 = 11