D&D 5E Undead Apocalypse!

OOC: I completely lost where we are in combat. Are you guys waiting on me?

OOC: Enemies had their turn - Amitiel counterspelled the captains spell and attacked. Galahad Turned Undead and then protected himself by Sanctuary. Everyone else can go. If you depend on turning result, you wait. But you could always roll the attack and ask for adjustment if your target flees before you get to it :)
 

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OOC: Then it's on me!

Wight Turn Save: [roll0]
Revenant 1: Immune!
Revenant 2: Immune!
Skeletal Crew: Half Destroyed! (Only half were in the area of effect, cause I said so.)

All three Wights are turned! Good job!

And you know what? I was reading over the rules. It says "A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 ft of you." Technically...a turned undead would not stop at the edge of the ship...so as per my reading of the rules...


All three Wights on the second ship decide to jump ship rather than face the divine might of the Cleric and his Guardian Angel. They are now slowly sinking to the bottom of the ocean.

Within the inky blackness, the divine power washes over the two Revenants, having no effect on their jaded minds. Behind them, on the first ship, the last Revenant, the last of the crew of that ship, is also unaffected.

OOC: You now have, really, only the three Revenants, one of which is almost dead, and the one captain, though in the next round, they close to melee, and Revenants aren't very fair...
 
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Realizing that she's about to get boxed in by giant, horrible undead that will probably eat her with one bite, Bunny does what bunnies do...she flees! Right off the edge of the ship! Giggling some kind of weird gibberish as she goes!

Only there's no ker-splash. A moment later she zooms back up up over the railing, twirling in midair and zooming even higher.

"Don't worry, guys you can totally take these guys on! I'll probably help too, or something..."

(OOC - Casting Fly and getting up out of melee range...say 30 feet up and over towards the rigging so she can try to grab on if she gets dispelled.)
 

Fulgrim continues his unrelenting assault on the Revenant. Using the moment from his last attacks the flail sails around and slams into the side of the undead things head.

"Silvinus guide my hand to cleans this thing from the world."

With the shout a massive burst of energy flows into the creature. He swings the flail around again and smashes at any threat still standing.

OOC: Attacking the injured Revenant. If the first strike kills the revenant I will attack the closest enemy with the second attack.
Flail attacks on injured Revenant: 2#1d20+7 27 25 Crit on the first attack. Using a first level divine smite on the crit.
Crit on Revenant: 2d8+6+6d8 48
Flail damage for second attack: 1d8+6 12
 

Fulgrim’s mighty flail smashes into the lone Revenant’s skull, liquefying what brain it had left. It falls in a heap. Looking around for someone else to attack, he finds nothing but ash and a few of the skeleton crew, who are ignoring him as they can barely keep their ship running. In fact, it begins to drift away from your ship, having no more combatants.

Both Eldritch Blasts hit, but neither Revenant falls overboard. The ship is wider than 10 ft. However, as they gear up to board your ship, they must wade through the darkness.

They make it onto your ship, coming out of the darkness with acid stains on their undead skin. They turn their attention on to Amitiel, feeling his accursed power.

They attack:

Revenant 1
Attack 1
[roll0]
Damage: 11

Attack 2
[roll1]
Damage: 11

Revenant 2
Attack 1
[roll2]
Damage: 11

Attack 2
[roll3]
Damage: 11

The Captain, apparently flustered, calmly walks over to the edge of the ship. He points a finger at the side of your ship, and a thin, green ray lurches from it, slamming into the side of your ship.

A 10 ft cube of your ship, mostly under the waterline, simply disappears, gone in a puff of ash. No explosion. It is just gone.

Your ship lurches to the side. You are taking on water.

OOC: Ok!

Here's where we stand:

Ship 1 is essentially dead. There are 4 skeletal crew members left.

Ship 2 is touching and boarding.

Ship 1

Captain - At the bottom of the ocean
Revenant 1 - Mushy brained
Wight 1 - Ash
Wight 2 - Ash
Wight 3 - Ash
Skeleton Crew - Down to a quarter crew

Ship 2 - Touching your ship.

Captain - Uninjured
Revenant 3 - Barely Injured
Revenant 4 - Barely Injured
Wight 4 - Sunk
Wight 5 - Sunk
Wight 6 - Sunk
Skeleton Crew - Uninjured


Your ship is sinking. You have [roll4] rounds before it sinks. This isn’t a cannon shot you can just plug.

If someone has Counterspell left, the DC is 16 to counter Disintegrate.

Oh, and Amitiel, please make a Con save.
 

[roll0]
OOC:
I did my two spells at the start...

"Get everyone on that empty pirate ship, don't let it get away!"
 



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