Kestrel
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Posts: 319
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Post by Kestrel on Apr 2, 2019 18:12:57 GMT
Con saving throw (DC 9): bV1Fvh4r1d20+3
Crucible: Your weapon makes solid contact and you hear the shattering of aged bones, but, aside from a stagger and a now limp arm, the zombie before you shambles back to its feet.
Zombie 4: The blood drenched man reaches over the zombie in front of Juliette to claw at her.
Attack roll (with disadvantage): 1d20+3 / 1d20+3
Damage (if it hits): 1d6+1
Zombie 6: The youngest of the zombies exploits the gap left by the now limp arm of his elder and claws at the warforged.
Attack roll (with disadvantage): 1d20+3 / 1d20+3
Damage (if it hits): 1d6+1
It's now Juliette 's turn!
1d20+3·1d20+3·1d20+3·1d6+1·1d20+3·1d20+3·1d6+1
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Post by Juliette on Apr 4, 2019 7:42:55 GMT
Juliette's face was a mask of grim determination as she batted aside the clumsy assault of the zombies, and aimed to drive both blades into the creature before her, and then carve it bodily into pieces, aided by her Goddess' dark power.
Attack: YDJpnwhf1d20+5 Damage: 2d6+3 Bonus Attack: 1d20+5 Damage: 2d61d20+5·2d6+3·1d20+5·2d6
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Kestrel
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Posts: 319
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Post by Kestrel on Apr 4, 2019 17:34:53 GMT
Con saving throw (DC 30): There's literally no way, RIP zombie.
Juliette: Your twin blades and the influence of your dark patron makes quick work of the zombie before you, his slashed throat the last of his worries now as his body stops moving entirely.
Zombie 5: The oldest of the once living, despite his shattered arm, swipes the other at the warforged, determined even in its sorry state to remove the still breathing.
Attack roll (at Crucible): D_o5sXYi1d20+3
Damage roll (if it hits): 1d6+1
With the zombies numbers now considerably thinned, it is once more 3personal5me 's turn!
1d20+3·1d6+1
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Post by 3personal5me on Apr 5, 2019 7:16:54 GMT
Crucible continued his slow and steady assault, establishing a rhythm. Defend, counterattack, defend, counterattack. A battle of attrition, and one he was sure he would win. Another swing of the mace, one of a thousand more he was ready to make.
(melee attack)
Attack: f1xK|EQu1d20+4
Damage: 1d6+2 1d20+4·1d6+2
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Kestrel
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Posts: 319
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Post by Kestrel on Apr 8, 2019 18:34:32 GMT
Con saving throw (DC 12): tE7QkksW1d20+3
Crucible: With another swing of your weapon you finally finish the job. The elder zombie, body now broken in more ways than through age, crumbles to the ground completely lifeless.
Zombie 4: The red zombie stumbles forward and, with some difficulty, clambers across the pile of unmoving corpses at Juliette's feet. He then lets out a howl and thrashes at the paladin.
Attack roll (at Juliette): 1d20+3
Damage (if it hits): 1d6+1
Zombie 6: The final zombie remaining in the northern hallway likewise steps over the body of the zombie just struck down by the warforged, taking his place in attacking Crucible with his one good arm.
Attack roll (at Crucible): 1d20+3
Damage (if it hits): 1d6+1
That means it's Juliette 's turn again! What more, with the pile of bodies building up, 3personal5me now goes immediately after her.
1d20+3·1d20+3·1d6+1·1d20+3·1d6+1
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Post by Juliette on Apr 9, 2019 6:41:28 GMT
With just one of the foul creatures remaining in front of her, Juliette focused the shadowy force of her Goddess' attention upon the creature, and struck out with her blade, aiming to end it swiftly.
Bonus Action: Transfer Hunter's Mark Attack: uVYZCWAo1d20+5 Damage: 2d6+3 1d20+5·2d6+3
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Kestrel
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Post by Kestrel on Apr 9, 2019 17:32:32 GMT
Con saving throw (DC 14): AnssmTVF1d20+3
Juliette: Your blade strikes true on the blood drenched zombie before you and, to your potential surprise, the undead corpse seems to almost melt away. Dozens of loosely held together incisions across his body pull apart as bits of flesh and limbs slough off in a pile. What little blood remained in the zombie's veins pools in a shallow puddle along the stonework.
It's now 3personal5me 's turn! Only one zombie remains standing in the northern hallway. 1d20+3
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Post by 3personal5me on Apr 10, 2019 13:30:31 GMT
It seemed the battle was coming to a close, at least for now. Viscera dripped from his mace as Crucible brought it around for another blow against the zombie. He was sure that if he didn't finish it, his companion would be more than eager to do so.
(melee attack!)
Attack Roll: Pb7_E8P31d20+4
Damage: 1d6+2 1d20+4·1d6+2
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Post by 3personal5me on Apr 10, 2019 13:30:59 GMT
Extra Damage: nIRrMa231d6+21d6+2
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Kestrel
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Post by Kestrel on Apr 10, 2019 18:30:19 GMT
Crucible: The younger, smaller zombie stares dumbly at you as you bring your mace around. Crack. With a spray of red mist you shatter his skull into pieces with a ferocious blow and the undead body thumps limply to the stone.
Party: With the last of the zombies now motionless, silence returns to the chamber. The smell of burnt hair and flesh remains strong as a few of the corpses still smoulder and smoke, but the shadows beyond this dull glow and that of your shield-light betray no further movement. Once more the two of you alone stand within the dusty air of the tomb.
Combat is now over and initiative order is done with! The sources of corruption remain close to the north and farther down to the south.
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Post by Juliette on Apr 11, 2019 8:46:19 GMT
Juliette grunted as the zombie collapsed, and paused only to flick some of the ichor from her blades. "The corruption remains consistent ahead." She said, as she moved behind Crucible. The blades were stowed easily enough, and she unslung her heavy crossbow from her back - she felt certain that the true threat was deeper in the tomb, but if they were jumped as they made their way through the narrow corridor, she didn't want to be blocked by her ally again.
"Let us see what foul blasphemy lays at the heart of this, shall we?"
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Post by 3personal5me on Apr 12, 2019 22:54:33 GMT
Crucible nodded grimly, stepping over the crumpled bodies before him. "I'm sure we'll find something much worse than zombies soon". He was prepared for whatever was coming next, and was more than ready to bring holy fire to hear against the undead they faced.
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Kestrel
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Posts: 319
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Post by Kestrel on Apr 17, 2019 17:38:06 GMT
Party: The two of you make your way over and past the result of your total victory and, travelling up the northern passageway, you turn the corner to find yourself in a large side chamber. The first thing your eyes catch is the light. Several clumps of candles flicker and burn faintly in the darkness of the tomb, though their wicks are short and a pile of hardened wax cakes the surface around them. They sit on four large stone slabs set along the left-hand wall. The closest two slabs are stained with pools of dark red, with the farthest covered in a linen tarp that hides the outline of a body, and these stains continue to run down the sides of the slabs in great quantity and across the floor toward a second passageway to the right. The splinters of a shattered door lie pushed outward from this hallway.
At the far end of the chamber, the final two stone slabs lie clean, even from the dust and cobwebs that have pervaded much of the tomb so far. The closest of the two holds a small hanging rack and what looks to be a thin plank of wood between two bundles of candles, while lain across a corner of the farthest is some sort of fabric. Between them and you sits a wooden table laden with bloodstained metal implements of various make and design. Another passageway extends to the right at the far end of the chamber.
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Post by Juliette on Apr 20, 2019 14:42:13 GMT
(What do I need to roll to determine what is going on here?)
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Kestrel
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Post by Kestrel on Apr 21, 2019 22:33:15 GMT
Sure! I can be more specific about that in the future, too. For now, go ahead and roll an Investigation check if you want to check out the chamber (and let me know if you're focusing on a specific area/item so I can give a more in depth answer if needed!). Also, if you're proficient in Medicine go ahead and roll that too if you like.
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