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Re: The Sundered Way

Posted: Wed Jan 17, 2018 5:28 am
by BadgeAddict
Zephyr turns on heel and runs south (giving the enemies aoo), ending directly behind Ulmwin and throws her javelin at the nastiest (most dangerous) of the gathered undead "G". (Because kitties don't do a ton a damage).

Javelin throwing: 1D20+5 = [9]+5 = 14
Javelin Damage: 1D6+3 = [2]+3 = 5

Re: The Sundered Way

Posted: Wed Jan 17, 2018 6:25 am
by thinkslogically
"dammit, why not? We need to cut them off and I'm not strong enough to work the levers!"

Re: The Sundered Way

Posted: Wed Jan 17, 2018 7:03 am
by Arch Lich Burns
Maji repeats the x with his arms and then motions to one of the alcoves, growling.

Re: The Sundered Way

Posted: Wed Jan 17, 2018 7:06 am
by NotStickFigures
"Hold on a few more seconds, Ulmwin!" Coljin hollers as he hustles his way towards his fellow gnome.

He will dash to 15 feet south of where Zephyr was just standing.
While heading over there he will put his crossbow over his shoulder, he will be done with that for a bit.

He is positioning himself so he is between the two groups of undead and can catch a good portion of them in his 30 foot radius of turning next turn.

Re: The Sundered Way

Posted: Wed Jan 17, 2018 7:15 am
by thinkslogically
Nemeia gives up on understanding the bear.

"I have no idea what you're saying!"
► Show Spoiler
She yells at Holger instead.

"Holger! There's a lever on the brazier near you! Use it and we can close the tunnels again and buy some time!"

Re: The Sundered Way

Posted: Wed Jan 17, 2018 8:23 am
by spiderwrangler
While Tess and Maji work on their dancing bear routine...

Zephyr: You head to Ulmwin's backside, taking a few harmless swipes from the zombie in leather and the kitty, which bats playfully at your ankle.

Zombie Bandit: Opp Att: 1D20+4 = [6]+4 = 10
Kitty Slash: 1D20 = [6] = 6

You drop your sword and pull free your javelin, chucking it at the chain wearing zombiefied guard, just barely missing the back of Ulmwin's head, and burying its point in the zombie's lolling head, snapping it back as it drops in a heap.

((Ulmwin was providing half cover, a roll of 12 or 13 would have hit him for 5 damage.))

Coljin: You stash your crossbow as you hurry towards Zephyr and Ulmwin.

A zombified giant lizard slithers out of the alcove Zephyr just left, and shimmies up to the gnome cleric, chomping down on Coljin's arm as he reaches for his holy symbol, savagely gnashing on him before releasing.

Zombie Giant Lizard: Bite: 1D20+5 = [17]+5 = 22
Zombie Giant Lizard: Bite: 1D8+3 = [8]+3 = 11

Another giant lizard, ribs showing through torn flesh, slithers out of the alcove nearest the door and heads in Ulmwin and Zephyr's direction.

Ily holds tight to Holger(?).

A chain wearing zombie swings at Holger, but misses...

Zombie Guard: Slammin Holger: 1D20+4 = [7]+4 = 11

...while another emerges behind the giant lizard that has honed in on Coljin, and also moves around to be able to reach him.

The zombie mule winds up to kick at Ulmwin again...

((Zephyr, would you like to use your Protection?))

A common zombie emerges from the alcove nearest Holger and begins moving around the camel to be able to get at him.

Image

Image
► Show Spoiler


Ulmwin <-------------------
Randerwaith
Zombie Bandit
Skeletons
Maji
Holger
Tess
Zombie Cats
Zombie Camel
Zephyr
Coljin
Zombie Giant Lizard
Ily
Zombie Guards
Zombie Mules
Zombie

Re: The Sundered Way

Posted: Wed Jan 17, 2018 8:42 am
by M0rtimer
(Okay, 8 HP currently... Let's hope that's going to be enough and turn the tide a bit. Now, I keep forgetting- I know you can't take ranged attacks against distant target while someone is in melee without taking disadvantage, does magic suffer the same penalty or something of the kind? If so, ignore below and I'll do something else, otherwise...)

Ulmwin doesn't like that giant lizard, at all- And decides to scare it off for a bit longer with a dissonant whispers.

Dissonant whispers: 3D6 = [4, 6, 3] = 13

Re: The Sundered Way

Posted: Wed Jan 17, 2018 8:44 am
by spiderwrangler
((Only magic of the ranged attack kind I believe, any save based magic isn't affected? I'll double check though. *Edit: Confirmed, you're good to go.))

Re: The Sundered Way

Posted: Wed Jan 17, 2018 8:49 am
by M0rtimer
((It also deals damage, the WIS save only reduces damage/forces them to move away on a fail. I suppose it's impossible to get disadvantage on that kind of roll, but I just can't remember if it triggers anything along the lines of AOO.))

Re: The Sundered Way

Posted: Wed Jan 17, 2018 8:51 am
by spiderwrangler
((No Opp Att for casting in melee in 5e, the only thing that triggers it is moving out of reach. It would be impossible to get disadvantage on a roll like that, but the flip of that idea could be something like giving them advantage on their save.))

Re: The Sundered Way

Posted: Wed Jan 17, 2018 8:59 am
by Theis2
"Bit busy, but got it!"

Holger will stab the camel, once again hardly damaging it, before moving back towards the lever and pull it. Holger will cast shield if the zombie rolls between 16 and 20 on their AOO and trigger a wild surge. If shield isn't necessary, then I can't roll with advantage on lever pulling so it'll just be 9 instead.

Holger daggers: 1D20+5 = [8]+5 = 13
Off hand: 1D20+5 = [19]+5 = 24

Dagger damage: 1D4+3 = [1]+3 = 4
Off hand: 1D4 = [1] = 1


Wild surge: 1D100 = [14] = 14
Holger str (tide of chaos): 2D20.HIGH(1)+2 = [7, 14]+2 = 16

Re: The Sundered Way

Posted: Wed Jan 17, 2018 9:01 am
by Arch Lich Burns
(I think there was enough room for Maji because the skelly was dead.)

Re: The Sundered Way

Posted: Wed Jan 17, 2018 9:13 am
by spiderwrangler
((Badge let me know OOThread that he was using Protection against the mule.))
((@Burns, less about room, and more about time.))

The mule's hooves fly at Ulmwin, but Zephr reaches over the gnome and wraps her shield around him, deflecting the brunt of the strike.

Zombie Mule: Kickin Ulmwin: 1D20+2 = [14]+2 = 16
Zombie Mule: Kickin Ulmwin: Protection Disadvantage: 1D20+2 = [10]+2 = 12

Ulmwin: You hum the bad sounds at the giant lizard...

WIS Save: 1D20-2 = [17]-2 = 15

((Pretty sure that makes it, yes? Oh, and if you can remind me when casting things needing a save, what ability and what the DC is, that would be appreciated!))

...it shakes its head side to side, uncomfortable with the sounds you're making it hear.

The pair of snake statues in the corners of the room flare as the rubies unleash beams of energy, the left one at Maji, only barely missing hitting Tess as well, and the right one at Holger. ((*Edit: Doh, forgot how numbers work. Tess and Holger, DEX saves please!))

Randy:1;Tess:2;Maji:3: 1D3 = [2] = 2
Tess:1;Maji:2;Holger:3;Ily:4: 1D4 = [3] = 3

Image

Ulmwin
Randerwaith <-------------------
Zombie Bandit
Skeletons
Maji
Holger
Tess
Zombie Cats
Zombie Camel
Zephyr
Coljin
Zombie Giant Lizard
Ily
Zombie Guards
Zombie Mules
Zombie

Re: The Sundered Way

Posted: Wed Jan 17, 2018 9:21 am
by M0rtimer
(Yeah, that makes it.)

Re: The Sundered Way

Posted: Wed Jan 17, 2018 9:26 am
by Theis2
Holger trying not to be zapped: 1D20+3 = [10]+3 = 13

Re: The Sundered Way

Posted: Wed Jan 17, 2018 9:45 am
by spiderwrangler
Holger: You get zapped, but not as bad as you could have been.

Statue Beam: fire, necrotic, radiant: 1D4 = [2] = 2 --> 1
1D4 = [1] = 1 --> 0
1D4 = [3] = 3 --> 1


Randy: You hurry across towards the slightly smoking Holger.

Two leather clad zombies head towards the trio at the bottom of the room, and a third gets close enough to take a swing at Ulmwin, but misses.

Zombie Bandit: Slam Ulmwin: 1D20+4 = [8]+4 = 12

Image

((Need a DEX save from Tess too!))

Ulmwin
Randerwaith
Zombie Bandit
Maji <-------------------
Holger
Tess
Zombie Cats
Zombie Camel
Zephyr
Coljin
Zombie Giant Lizard
Ily
Zombie Guards
Zombie Mules
Zombie

Re: The Sundered Way

Posted: Wed Jan 17, 2018 10:01 am
by Arch Lich Burns
Maji goes to Camel and attacks it, if the camel dies he attacks a zombie nearby.
Rage bite, rage claw: 1D20+5 = [13]+5 = 18
1D8+6 = [6]+6 = 12
1D20+5 = [3]+5 = 8
2D6+6 = [1, 1]+6 = 8

Re: The Sundered Way

Posted: Wed Jan 17, 2018 10:05 am
by Lurks_In_Shadows
((Let me know when I'm in 30 ft. range of the camel, will you Spider? Firewall is blocking the maps. I'm working from memory right now.))

Re: The Sundered Way

Posted: Wed Jan 17, 2018 10:08 am
by spiderwrangler
((Maji, Can't get to camel in 40, but you can get to above the zombie next to the camel. To do so, you're going to need to squeeze between the brazier and gong, so I'd like an Acrobatics check please?))

((Randy, you're currently 15 ft from it, I had you double move from last position towards the unlit brazier based on last instructions. If you stopped after just your move, you would have been 45 ft away, but had an action. I can retro it if you wish.))

Re: The Sundered Way

Posted: Wed Jan 17, 2018 10:24 am
by Lurks_In_Shadows
((That's fine. I didn't figure on being able to do much action wise except move this round.))

Re: The Sundered Way

Posted: Wed Jan 17, 2018 11:01 am
by Arch Lich Burns

Re: The Sundered Way

Posted: Wed Jan 17, 2018 11:02 am
by thinkslogically
Mayyyybe??
DEX save: 1D20+4 = [8]+4 = 12

If not, she has resistance to fire damage as a racial trait.

Re: The Sundered Way

Posted: Wed Jan 17, 2018 11:19 am
by spiderwrangler
Tess: You barely just lean back and avoid a direct shot to the face by the beam!

Statue Beam: fire, necrotic, radiant: 1D4 = [4] = 4 --> 2 --> 1
1D4 = [4] = 4 --> 2
1D4 = [2] = 2 --> 1


Maji: You squeeze past, jostling the gong a little bit as it tolls softly. You tear into the zombie, and can tell it is nearly dead... again.

Holger: You stab the camel with your first dagger, shredding through its neck... but it doesn't go down. Your second dagger finds and eye socket... but it still doesn't go down.

You start to drop back, but realize that there's a bear right up on the lever, preventing you from getting to it.

Image

Ulmwin
Randerwaith
Zombie Bandit
Maji
Holger
Tess <-------------------
Zombie Cats
Zombie Camel
Zephyr
Coljin
Zombie Giant Lizard
Ily
Zombie Guards
Zombie Mules
Zombie

Re: The Sundered Way

Posted: Wed Jan 17, 2018 11:34 am
by thinkslogically
"dammit Maji!"

Nem looks to try and work out how the levers work and tries the lever that Maji didn't use before.

Investigation: 1D20+2 = [8]+2 = 10
Str check: 1D20-1 = [8]-1 = 7

If she still has time, shell bonus hide. If she doesn't, she won't :)

Stealth: 1D20+4 = [2]+4 = 6

Oh ffs.

Re: The Sundered Way

Posted: Wed Jan 17, 2018 12:00 pm
by NotStickFigures
Coljin, with his holy symbol proudly presented, will loudly intone in the name of Mielikki, "Goddess of the Forests, Show your powers to these undead!"

He will follow that up with "Let the ones that flee alone for now. If attacked, the turning effect is cancelled!" He yells that loud enough so hopefully everyone will hear that over the battle noises.

Finally, he draws his mace.

DC on turning is Wisdom save 14 with a 30 foot radius of sight or hearing.