(IC) Dog Days of Doom!

Anson Willoughby
AC 15
HP: 21/21
Passive Perception: 12
HD: 3/3
Psychic Dice 4/4
Heroic Insp: 1/1
CONCENTRATING

Anson continues to attempt to light the beacon. He sees the child Benny holding back the attacking zombies, and realizes the urgency of what he does.
 

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Level 3 Chaotic Good War Cleric of Corellon
AC18 Passive Perception 15
HP 22/22 HD 3/3
SSdc13 Slots 3/4 1/2
CD 2/3
WP 2/3

Seeing and hearing the mass of undead still in the room, Deirdre called upon Sahandrian, the longsword of Corellon, to smite her foes. She then drew her own sword and attacked one of the remaining skeletons engaged with her.

OOC: Deirdre casts Spiritual Weapon as a bonus action (now concentrating on it) and attacks Skeleton #1 with it. She then casts True Strike (cantrip) to attack the same one.
Spiritual Weapon (force damage): 1D20+5 = [8]+5 = 13
1D8+3 = [3]+3 = 6
Pretty sure that's a miss.
True Strike with longsword, radiant damage: 1D20+5 = [9]+5 = 14
1D8+3 = [5]+3 = 8
And hoping that just hits.
 

AC 19 (16) Passive Perception 17
HP 25/34 HD 2/3
SSdc13 Slots 3/3
Hunters 0/2 Healing 1/1 Teleport 1/2 Blur 1/1
Inspiration: 1/1
ROUND 3

Caer sees that the animated bones before him is nearly defeated, so he summons the power of the Garroting Deep and sinuous vines erupt from him the bark and shadows that writhe around him, quickly grabbing one of the skeletons attacking Deidre and dragging it away from her. As it is dragged, Caer shouts to Deidre in Elvish.


Finish it now.



OOC:
@Neurotic I'll need you to finish off Skelly6

Action- Thorn Whip at Skelly1
Attack: 1D20+5 = [15]+5 = 20
Damage: 1D6 = [2] = 2
2 damage to Skelly1
Skelly 1 is moved to J5.

@Lidgar Deidre gets an opportunity attack against Skelly1

 
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Level 3 Chaotic Good War Cleric of Corellon
AC18 Passive Perception 15
HP 22/22 HD 3/3
SSdc13 Slots 3/4 1/2
CD 2/3
WP 2/3

Deirdre is quick to react to the skeleton's lowered defenses and lashed out with her longsword.

She proffers a rare smile to Caer from across the room as the whip flings disembodied bones everywhere.

OOC: Uses opportunity attack to attack skelly #1.
Opportunity attack with longsword (slashing): 1D20+4 = [13]+4 = 17
1D8+2 = [3]+2 = 5
That should do do it in.
 

Havoc started moving toward Benny and Ansom as soon as Caer moved, assuming he will destroy the skeleton. He is surprised when he focuses more on the priestess than on his immediate problem, but luckily he was careful not to move too early, after all, misses happen.

Still, he was out of his balanced stance and whiffed the attempt to finish the skeleton.
"Stratus, let's switch places, finish this one and go help the kids, I'll take the hits from the other two!"
Havoc nudges marshals left leg, offering the rotation

OOC: Havoc has AC 20 TENT if Stratus accepts

 

AC 19 (16) Passive Perception 17
HP 25/34 HD 2/3
SSdc13 Slots 3/3
Hunters 0/2 Healing 1/1 Teleport 1/2 Blur 1/1
Inspiration: 1/1
ROUND 3 REVISITED

Caer finishes off the skeleton before him.


OOC:
(HM 15)

Attack: 1D20+5 = [15]+5 = 20

Minimum damage will kill skelly 6, so it's dead.

Bonus Action- Target Skelly1
Move to J5
 

It's fine for Caer to redirect his attack. See below.

I'm not sure the advantage of the 'Bait and Switch' since it pulls Stratus away from an 'almost dead' skeleton and forces him to attack one that's fully healed. I guess the point was to attack the one with 2hp to free up Caer. Well, that's not an issue anymore since we retconned. Switch lets Havoc try to finish 5 so that's how I'll play it.

Stratus can take two actions on his next turn.

@Kobold Stew 2nd round of lighting and no-go to light the brazier.

@Neurotic what kind of damage do you do? Bludgeoning does double damage against skeletons but, unless you communicate the kind of damage you do, I won't remember to factor it in.

1. zombie 2 & 3 attacking Max:
1D20+3 = [9]+3 = 12 Miss
1D20+3 = [15]+3 = 18 Hit
1D6+1 = [5]+1 = 6

2. zombie 1 attacking Benny:
1D20+3 = [19]+3 = 22
1D6+1 = [1]+1 = 2

Deidre's attacks with a fierceness that the skeletons cannot defend against as she obliterates another one. Caer casts his magic whip but the target is already dead. Instead, it sends bones flying everywhere at high velocity, and by luck, hits the skeleton next to him. The impact sends its head flying off against the pillar next to it. This frees Caer to move and help Deidre.

It also has the effect of freeing up Havoc who switches positions with Stratus and takes a swing at the injured skeleton but his attack fails to connect.

Meanwhile, up on the dais, Anson tries for a second time to light the flame but it won't light.

The two zombies at the bottom of the stairs focus their attacks on Max who has been keeping them at bay. He manages to dodge a blow from the first zombie but the second one connects and the little Sphinx pops out of existence in a flash of light and pink smoke, leaving behind the a smell reminiscent of brighter, more comforting times.1.

The zombie, frustrated there's no flesh left to eat, advances on Benny as the zombie next to Benny2 slashes at the boy which causes only a mere scratch.
 

Round 4
(2 rounds of lighting complete)


Skeleton 1 AC: 13; HP 13/13
Skeleton 2 AC: 13; HP 0/13

Skeleton 3 AC: 13; HP 13/13
Skeleton 4 AC: 13; HP 0/13
Skeleton 5 AC: 13; HP 3/13
Skeleton 6 AC: 13; HP 2/13
Skeleton 7 AC: 13; HP 13/13
Skeleton 8 AC: 13; HP 0/13
Zombie 1 AC 8; HP: 15
Zombie 2 AC 8; HP: 15
Zombie 3 AC 8; HP: 15
room8.png
 


AC 19 (16) Passive Perception 17
HP 25/34 HD 2/3
SSdc13 Slots 3/3
Hunters 0/2 Healing 1/1 Teleport 1/2 Blur 1/1
Inspiration: 1/1
ROUND 4

Caer sizes up the malevolent bones in front of him, and feeling the throbbing power of the runes traveling up the Blackstaff, swings a perfectly aimed blow at its grinning skull, hitting it square and launching it some distance from its body, which collapses back to the earth.

He nods at Deidre and speaks urgently in Elvish.


We must quickly go to the others; last I saw the child was in danger.


Caer rushes north, giving a quick sidelong look at Havoc and Marshal to make sure that they have their situation well under control.


OOC:
(HM 15)

Swing: 1D20+5 = [9]+5 = 14

Damage: 2D8+5 = [4, 6]+5 = 15
1D6 = [4] = 4

19 damage
A satisfying thwack.

Move to J11
 

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