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5 posters
Dark tides
whit10- Posts : 6615
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°151
Re: Dark tides
Josef909- Posts : 848
Join date : 2017-09-22
Character Information
Hit points:
(86/98)
Action Points:
(11/11)
Character Sheet:
- Post n°152
Re: Dark tides
Yep. Sphere stays put.
navyik- Posts : 5035
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
- Post n°153
Re: Dark tides
Captain Hawkes
AC AC 18
Hp 86/62
HD 5d10
7d8
Spell save 15
Passive perception 15
Passive insight 17
Second Wind d10+5 (short rest)
Action surge (short rest)
Superiority dice (d8): 4. (short rest)
Maneuvers: Commanders strike, maneuvering attack, pushing attack Dc17
Bardic inspiration: d8 3/short rest
Adv. Con save 1
Venom dagger (+3d6) 1
Spells:
1:4
2:3
3:3
4:1
Mandolin spells 1/day
fly
invisibility
levitate
protection from evil and good
cure wounds (3rd level)
dispel magic
protection from energy (lightning only)
Stored spells in ring:
Find traps
Revivify
Hawkes continues to snicker snack
Rolling "1d20 +11" 2 times
1: 5 + 11 = 16
2: 14 + 11 = 25
Radiant damage
Rolling "2d8 +7" 2 times
1: 7 + 4 + 7 = 18
2: 5 + 2 + 7 = 14
If it drops, Hawkes moves to 2313.
“They’re mindless but strong. Let’s draw them away from the ship but keep them at range. Move the crew away with the fighters in front. keep them coming. If they get close move again.”
AC AC 18
Hp 86/62
HD 5d10
7d8
Spell save 15
Passive perception 15
Passive insight 17
Second Wind d10+5 (short rest)
Action surge (short rest)
Superiority dice (d8): 4. (short rest)
Maneuvers: Commanders strike, maneuvering attack, pushing attack Dc17
Bardic inspiration: d8 3/short rest
Adv. Con save 1
Venom dagger (+3d6) 1
Spells:
1:4
2:3
3:3
4:1
Mandolin spells 1/day
fly
invisibility
levitate
protection from evil and good
cure wounds (3rd level)
dispel magic
protection from energy (lightning only)
Stored spells in ring:
Find traps
Revivify
Hawkes continues to snicker snack
Rolling "1d20 +11" 2 times
1: 5 + 11 = 16
2: 14 + 11 = 25
Radiant damage
Rolling "2d8 +7" 2 times
1: 7 + 4 + 7 = 18
2: 5 + 2 + 7 = 14
If it drops, Hawkes moves to 2313.
“They’re mindless but strong. Let’s draw them away from the ship but keep them at range. Move the crew away with the fighters in front. keep them coming. If they get close move again.”
whit10- Posts : 6615
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°154
Re: Dark tides
I will update today... yesterday was a bit crazy. Very busy at work and we had a tornado warning here during the day. The dog was not happy (nor was his human)
whit10- Posts : 6615
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°155
Re: Dark tides
Ok, Hawkes has all but dispatched this guy... but he's still up, with one arm hanging from his body that is all but useless for the moment
Crispy is up.
Crispy is up.
Whitey- Posts : 1759
Join date : 2017-09-17
Age : 48
Location : ColoRADo
Character Information
Hit points:
(30/30)
Action Points:
(0/0)
Character Sheet:
- Post n°156
Re: Dark tides
Pyriannix "Crispy"
HP: 59/71
AC: 17
Hit Dice 3d8/9d6
Speed:40
Ki: (3/3)
Sorcery Points: (7/9)
Spells:
1st: (4/4)
2nd: (3/3)
3rd: (1/3)
4th:(3/3)
5th: (1/1)
Spell DC: 16
Breath Weapon: 15' Cone of Fire 3d6 1/rest
DC: 12 vs Dex for 1/2 damage
Buffs:
Elemental Affinity: Add CHR bonus to fire spell damage (+4)
Heart of Fire: Whenever you start casting any spell of 1st level or higher, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1). (+4)
Crispy steps to 1707 and unleashes Burning Hands on the walkers at 1605 and 1805:
Burning Hands
1 evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Roll(3d6)+8:
1,1,1,+8
Total:11
Goodness gracious that was a shite roll. Spell DC 16 for 1/2 damage.
Crispy's done.
HP: 59/71
AC: 17
Hit Dice 3d8/9d6
Speed:40
Ki: (3/3)
Sorcery Points: (7/9)
Spells:
1st: (4/4)
2nd: (3/3)
3rd: (1/3)
4th:(3/3)
5th: (1/1)
Spell DC: 16
Breath Weapon: 15' Cone of Fire 3d6 1/rest
DC: 12 vs Dex for 1/2 damage
Buffs:
Elemental Affinity: Add CHR bonus to fire spell damage (+4)
Heart of Fire: Whenever you start casting any spell of 1st level or higher, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1). (+4)
Crispy steps to 1707 and unleashes Burning Hands on the walkers at 1605 and 1805:
Burning Hands
1 evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Roll(3d6)+8:
1,1,1,+8
Total:11
Goodness gracious that was a shite roll. Spell DC 16 for 1/2 damage.
Crispy's done.
whit10- Posts : 6615
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°157
Re: Dark tides
I will update tonight or tomorrow. Sorry guys, been a very rough last few days - sick dog, very little sleep in 4 days
Chris- Posts : 9506
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
- Post n°158
Re: Dark tides
"sick as a dog" is a saying for a reason
sorry to hear about Hobbes, get some rest, both you!
sorry to hear about Hobbes, get some rest, both you!
whit10- Posts : 6615
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°159
Re: Dark tides
Saves vs. the Burning Hands
Roll(1d20)-2:
17,-2
Total:15
Roll(1d20)-2:
8,-2
Total:6
That would be two fails. They both take more fire damage and stop trying to run away. Though the scene might be a bit humorous at this point.... there are two burning zombies standing in the surf as it laps the shore.
I will take the baddies turn later today (Hobbes seems to be fine now and I finally got some sleep)
Roll(1d20)-2:
17,-2
Total:15
Roll(1d20)-2:
8,-2
Total:6
That would be two fails. They both take more fire damage and stop trying to run away. Though the scene might be a bit humorous at this point.... there are two burning zombies standing in the surf as it laps the shore.
I will take the baddies turn later today (Hobbes seems to be fine now and I finally got some sleep)
whit10- Posts : 6615
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°160
Re: Dark tides
ok, the two Zombies that Crispy set on fire (that were running away) now turn and start to shamble back to attack Crispy
Roll(1d20)+6:
11,+6
Total:17
Roll(1d20)+6:
8,+6
Total:14
Crispy get's hit with a scaly undead claw and he takes:
Roll(1d8)+6:
8,+6
Total:14
14 damage.
The only other non-fleeing zombie strikes out at Hawkes:
Roll(1d20)+6:
5,+6
Total:11
miss. The rest of the zombies keep trying to flee - as they get into the surf, some of them start to take damage from debris and flotsam that is still washing up. But they have already taken their turns.
Father Tankard is up!
Roll(1d20)+6:
11,+6
Total:17
Roll(1d20)+6:
8,+6
Total:14
Crispy get's hit with a scaly undead claw and he takes:
Roll(1d8)+6:
8,+6
Total:14
14 damage.
The only other non-fleeing zombie strikes out at Hawkes:
Roll(1d20)+6:
5,+6
Total:11
miss. The rest of the zombies keep trying to flee - as they get into the surf, some of them start to take damage from debris and flotsam that is still washing up. But they have already taken their turns.
Father Tankard is up!
Chris- Posts : 9506
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
- Post n°161
Re: Dark tides
Tankard will whack the one engaged with him and Hawkes again
Action - attack
Result of the throw of dice "1d20 +7" :
8 + 7 = 15
assuming that hits, damage
Result of the throw of dice "2d8 +3" :
3 + 5 + 3 = 11
6 bludgeoning, 5 thunder
MOVE - IF that kills him, move to 1709, if not, stay put
BONUS action - healing word, upcast to 2nd on Crispy
2d4+4
Result of the throw of dice "2d4 +4" :
3 + 3 + 4 = 10
edited actions for clarity
Action - attack
Result of the throw of dice "1d20 +7" :
8 + 7 = 15
assuming that hits, damage
Result of the throw of dice "2d8 +3" :
3 + 5 + 3 = 11
6 bludgeoning, 5 thunder
MOVE - IF that kills him, move to 1709, if not, stay put
BONUS action - healing word, upcast to 2nd on Crispy
2d4+4
Result of the throw of dice "2d4 +4" :
3 + 3 + 4 = 10
Chris wrote:Taulie Tankard
AC 21
110\110
WIS +8, CON+7, CHA +6
spell save DC 16 cleric, 14 sorc
channel divinity 1\2
PP 18
spell slots available:
4/4
2/3
3/3
3/3
2/2
1/1
edited actions for clarity
whit10- Posts : 6615
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°162
Re: Dark tides
Tankard puts a massive dent in the zombie and drops him.
Crispy feels his wounds close up and the divine power of Thuenor heals him.
Sjon is up, I will update the map at the top of the next round.
Crispy feels his wounds close up and the divine power of Thuenor heals him.
Sjon is up, I will update the map at the top of the next round.
Josef909- Posts : 848
Join date : 2017-09-22
Character Information
Hit points:
(86/98)
Action Points:
(11/11)
Character Sheet:
- Post n°163
Re: Dark tides
Sjon Barker
HP: 109/109, AC: 16, Speed: 30, PP: 15
Saves: INT +3 WIS +9, Init: +3
SpellSV DC: 17, Spell Atk: +9
Slots: 4/3/3/3/2/1
Remaining: 4/2/2/3/2/1
Wild Shape: 2/2
Staff: 10/10
The zombie attacking Hawkes needs to make another DexSV, as he ended his turn within 5' of the 3rd level flaming sphere. Let me know if this damage incapacitates it or not before I take Sjon's turn.
Result of the throw of dice "3d6" : 2 + 5 + 1 = 8 fire damage
Flaming Sphere
2 conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (A bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Duration: Up to 1 minute
Classes: Druid, Wizard
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
HP: 109/109, AC: 16, Speed: 30, PP: 15
Saves: INT +3 WIS +9, Init: +3
SpellSV DC: 17, Spell Atk: +9
Slots: 4/3/3/3/2/1
Remaining: 4/2/2/3/2/1
Wild Shape: 2/2
Staff: 10/10
The zombie attacking Hawkes needs to make another DexSV, as he ended his turn within 5' of the 3rd level flaming sphere. Let me know if this damage incapacitates it or not before I take Sjon's turn.
Result of the throw of dice "3d6" : 2 + 5 + 1 = 8 fire damage
Flaming Sphere
2 conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (A bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Duration: Up to 1 minute
Classes: Druid, Wizard
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
whit10- Posts : 6615
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°164
Re: Dark tides
ah, in that case he drops. Good call Joe, I forgot about that.
Sjon can take his full turn
Sjon can take his full turn
Josef909- Posts : 848
Join date : 2017-09-22
Character Information
Hit points:
(86/98)
Action Points:
(11/11)
Character Sheet:
- Post n°165
Re: Dark tides
As a bonus action, Sjon will move the flaming sphere to hex 1910 and himself to hex 1811. Using his action, Sjon casts Healing Word on Hawkes as the zombie apocalypse plays out on the beach.
Healing word roll: Result of the throw of dice "1d4 +9" : 2 + 9 = 11 HP to Hawkes
Done
Healing Word
1 evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Cleric, Druid
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
Healing word roll: Result of the throw of dice "1d4 +9" : 2 + 9 = 11 HP to Hawkes
Done
Healing Word
1 evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Cleric, Druid
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
whit10- Posts : 6615
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°166
Re: Dark tides
whit10- Posts : 6615
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°167
Re: Dark tides
In case it wasn't seen.... Hawkes is up!
navyik- Posts : 5035
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
- Post n°168
Re: Dark tides
Captain Hawkes
AC AC 18
Hp 86/62
HD 5d10
7d8
Spell save 15
Passive perception 15
Passive insight 17
Second Wind d10+5 (short rest)
Action surge (short rest)
Superiority dice (d8): 4. (short rest)
Maneuvers: Commanders strike, maneuvering attack, pushing attack Dc17
Bardic inspiration: d8 3/short rest
Adv. Con save 1
Venom dagger (+3d6) 1
Spells:
1:4
2:3
3:3
4:1
Mandolin spells 1/day
fly
invisibility
levitate
protection from evil and good
cure wounds (3rd level)
dispel magic
protection from energy (lightning only)
Stored spells in ring:
Find traps
Revivify
Hawkes moves to 1607 and attacks
Rolling "1d20 +11" 2 times
1: 14 + 11 = 25
2: 6 + 11 = 17
Damage
Rolling "1d8 +7" 2 times
1: 5 + 7 = 12
2: 5 + 7 = 12
AC AC 18
Hp 86/62
HD 5d10
7d8
Spell save 15
Passive perception 15
Passive insight 17
Second Wind d10+5 (short rest)
Action surge (short rest)
Superiority dice (d8): 4. (short rest)
Maneuvers: Commanders strike, maneuvering attack, pushing attack Dc17
Bardic inspiration: d8 3/short rest
Adv. Con save 1
Venom dagger (+3d6) 1
Spells:
1:4
2:3
3:3
4:1
Mandolin spells 1/day
fly
invisibility
levitate
protection from evil and good
cure wounds (3rd level)
dispel magic
protection from energy (lightning only)
Stored spells in ring:
Find traps
Revivify
Hawkes moves to 1607 and attacks
Rolling "1d20 +11" 2 times
1: 14 + 11 = 25
2: 6 + 11 = 17
Damage
Rolling "1d8 +7" 2 times
1: 5 + 7 = 12
2: 5 + 7 = 12
whit10- Posts : 6615
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°169
Re: Dark tides
Hawkes dispatches another Zombie. I will update the map after Crispy goes. The zombie at Crispy's 9-10 o'clock is down.
Crispy is up!
Crispy is up!
Whitey- Posts : 1759
Join date : 2017-09-17
Age : 48
Location : ColoRADo
Character Information
Hit points:
(30/30)
Action Points:
(0/0)
Character Sheet:
- Post n°170
Re: Dark tides
Pyriannix "Crispy"
HP: 59/71
AC: 17
Hit Dice 3d8/9d6
Speed:40
Ki: (3/3)
Sorcery Points: (7/9)
Spells:
1st: (4/4)
2nd: (3/3)
3rd: (1/3)
4th:(3/3)
5th: (1/1)
Spell DC: 16
Breath Weapon: 15' Cone of Fire 3d6 1/rest
DC: 12 vs Dex for 1/2 damage
Buffs:
Elemental Affinity: Add CHR bonus to fire spell damage (+4)
Heart of Fire: Whenever you start casting any spell of 1st level or higher, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1). (+4)
"This is no challenge for us, friends! Burn them and let's claim their wreck!"
Crispy will unleash a short range Fire Bolt into the walker at his 1 o'clock.
Fire Bolt
cantrip evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Roll(1d20)+8:
7,+8
Total:15
Assuming that hits
Damage:
Roll(3d10)+8:
3,6,4,+8
Total:21
Crispy will declare movement pending resolution of his spell attack.
HP: 59/71
AC: 17
Hit Dice 3d8/9d6
Speed:40
Ki: (3/3)
Sorcery Points: (7/9)
Spells:
1st: (4/4)
2nd: (3/3)
3rd: (1/3)
4th:(3/3)
5th: (1/1)
Spell DC: 16
Breath Weapon: 15' Cone of Fire 3d6 1/rest
DC: 12 vs Dex for 1/2 damage
Buffs:
Elemental Affinity: Add CHR bonus to fire spell damage (+4)
Heart of Fire: Whenever you start casting any spell of 1st level or higher, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1). (+4)
"This is no challenge for us, friends! Burn them and let's claim their wreck!"
Crispy will unleash a short range Fire Bolt into the walker at his 1 o'clock.
Fire Bolt
cantrip evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Roll(1d20)+8:
7,+8
Total:15
Assuming that hits
Damage:
Roll(3d10)+8:
3,6,4,+8
Total:21
Crispy will declare movement pending resolution of his spell attack.
whit10- Posts : 6615
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°171
Re: Dark tides
Sorry, jumping on the sobriety wagon this past weekend. Totally forgot about this....
The walker drops as a blast of fire hits his chest.
Crispy has the rest of his turn remaining.
The walker drops as a blast of fire hits his chest.
Crispy has the rest of his turn remaining.
Whitey- Posts : 1759
Join date : 2017-09-17
Age : 48
Location : ColoRADo
Character Information
Hit points:
(30/30)
Action Points:
(0/0)
Character Sheet:
- Post n°172
Re: Dark tides
Confirming both walkers adjacent to Crispy are down?
whit10- Posts : 6615
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°173
Re: Dark tides
yes
Whitey- Posts : 1759
Join date : 2017-09-17
Age : 48
Location : ColoRADo
Character Information
Hit points:
(30/30)
Action Points:
(0/0)
Character Sheet:
- Post n°174
Re: Dark tides
Crispy will move to 1506 and end his turn.
whit10- Posts : 6615
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°175
Re: Dark tides
Three zombies have taken some sort of minor damage from obstacles in the surf (which end the Turning by a Cleric) and they return to the fray.
Two move in on Crispy as he is in range....
Roll(1d20)+6:
16,+6
Total:22
Roll(1d20)+6:
3,+6
Total:9
One of them hits...
Roll(1d8)+6:
1,+6
Total:7
Crispy barely gets scratched.
The rest are still moving through the surf. Three are still in the fight at this point.
Tankard is up!
Two move in on Crispy as he is in range....
Roll(1d20)+6:
16,+6
Total:22
Roll(1d20)+6:
3,+6
Total:9
One of them hits...
Roll(1d8)+6:
1,+6
Total:7
Crispy barely gets scratched.
The rest are still moving through the surf. Three are still in the fight at this point.
Tankard is up!
Chris- Posts : 9506
Join date : 2011-10-26
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(35/35)
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(0/0)
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- Post n°176
Re: Dark tides
SORRY I totally missed that it was my turn and didn't get an email update
didn't think about it either, which is my bad
Tankard waddles over to 1409 and casts his ever-famous Guardian Spirits to summon a dwarven drinking party to the beach (upcast to 4th) and then use his Bonus Action for
Tempestuous Magic
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
to fly to 1306 which puts 3 of the beach zombies in range to start
Spirit Guardians
Source: Player's Handbook
3rd-level conjuration
Casting Time: 1 action
Range: Self (15-foot-radius)
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Spell Lists. Cleric
Tankard of course designates only the zombies as targets and not his party
4d8 radiant with DC 16 wisdom save for 1/2
their movement is havled regardless of save
damage - RADIANT
Result of the throw of dice "4d8" :
4 + 7 + 8 + 8 = 27
didn't think about it either, which is my bad
Tankard waddles over to 1409 and casts his ever-famous Guardian Spirits to summon a dwarven drinking party to the beach (upcast to 4th) and then use his Bonus Action for
Tempestuous Magic
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
to fly to 1306 which puts 3 of the beach zombies in range to start
Spirit Guardians
Source: Player's Handbook
3rd-level conjuration
Casting Time: 1 action
Range: Self (15-foot-radius)
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Spell Lists. Cleric
Tankard of course designates only the zombies as targets and not his party
4d8 radiant with DC 16 wisdom save for 1/2
their movement is havled regardless of save
damage - RADIANT
Result of the throw of dice "4d8" :
4 + 7 + 8 + 8 = 27
Chris wrote:Taulie Tankard
AC 21
110\110
WIS +8, CON+7, CHA +6
spell save DC 16 cleric, 14 sorc
channel divinity 1\2
PP 18
spell slots available:
4/4
2/3
3/3
2/3
2/2
1/1
whit10- Posts : 6615
Join date : 2012-03-27
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(19/19)
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(1/0)
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- Post n°177
Re: Dark tides
Damn! Nicely done. I will update later today... in training again
whit10- Posts : 6615
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(1/0)
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- Post n°178
Re: Dark tides
The three zombies have saves to make:
Roll(1d20)-2:
20,-2
Total:18
Roll(1d20)-2:
11,-2
Total:9
Roll(1d20)-2:
14,-2
Total:12
Only one of them made it, so two are nearly fried. The one takes less damage.
Sjon is up!
Roll(1d20)-2:
20,-2
Total:18
Roll(1d20)-2:
11,-2
Total:9
Roll(1d20)-2:
14,-2
Total:12
Only one of them made it, so two are nearly fried. The one takes less damage.
Sjon is up!
Josef909- Posts : 848
Join date : 2017-09-22
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Hit points:
(86/98)
Action Points:
(11/11)
Character Sheet:
- Post n°179
Re: Dark tides
Sjon Barker
HP: 109/109, AC: 16, Speed: 30, PP: 15
Saves: INT +3 WIS +9, Init: +3
SpellSV DC: 17, Spell Atk: +9
Slots: 4/3/3/3/2/1
Remaining: 3/2/2/3/2/1
Wild Shape: 2/2
Staff: 10/10
Sjon moves deeper into the battlefield to 1408, wondering what clues the crew might find on the ship or zombie crew once the massacre on the beach is over.
He uses his bonus action to propel the Flaming Sphere to 1607, smashing into the zombie at 1606.
Flaming Sphere damage roll: Result of the throw of dice "3d6" : 6 + 4 + 5 = 15
Sjon readies the dodge action if an enemy comes within melee range.
Done
HP: 109/109, AC: 16, Speed: 30, PP: 15
Saves: INT +3 WIS +9, Init: +3
SpellSV DC: 17, Spell Atk: +9
Slots: 4/3/3/3/2/1
Remaining: 3/2/2/3/2/1
Wild Shape: 2/2
Staff: 10/10
Sjon moves deeper into the battlefield to 1408, wondering what clues the crew might find on the ship or zombie crew once the massacre on the beach is over.
He uses his bonus action to propel the Flaming Sphere to 1607, smashing into the zombie at 1606.
Flaming Sphere damage roll: Result of the throw of dice "3d6" : 6 + 4 + 5 = 15
Sjon readies the dodge action if an enemy comes within melee range.
Done
whit10- Posts : 6615
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(19/19)
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(1/0)
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- Post n°180
Re: Dark tides
The sphere of fire slams into the Zombie but he is still just barely up....
The low rumble of "Volkanor" is still emanating from zombies.... there are only a few left.
Top of round 5 (let me know if I messed up your placement)
Hawkes is up!
The low rumble of "Volkanor" is still emanating from zombies.... there are only a few left.
Top of round 5 (let me know if I messed up your placement)
Hawkes is up!
Last edited by whit10 on Thu Sep 16, 2021 10:56 am; edited 2 times in total
Chris- Posts : 9506
Join date : 2011-10-26
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(35/35)
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(0/0)
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- Post n°181
Re: Dark tides
I should be 1308, not 1306. You placed me correctly, based on my post, but I read the numbers wrong. I walked to 1409 and fly 10ft to 1308. I cannot reach 1306.
whit10- Posts : 6615
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- Post n°182
Re: Dark tides
ok, thanks man. I have corrected it.
Josef909- Posts : 848
Join date : 2017-09-22
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(86/98)
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(11/11)
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- Post n°183
Re: Dark tides
Would you move the Flaming sphere to 1707 instead? If I would have seen where Hawkes was positioned, I would have made sure he was clear from its damage.
Thanks!
Thanks!
whit10- Posts : 6615
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- Post n°184
Re: Dark tides
yeah, sorry Joe, my bad. Not on top of my game today; didn't sleep well last night. It has been corrected
Josef909- Posts : 848
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(86/98)
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- Post n°185
Re: Dark tides
No worries, pal!
whit10- Posts : 6615
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- Post n°186
Re: Dark tides
Hawkes is up!
whit10- Posts : 6615
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- Post n°187
Re: Dark tides
ok, it's been a couple days.... I'll just put Hawkes on 'stand-by' for now
Crispy is up!
Crispy is up!
whit10- Posts : 6615
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- Post n°188
Re: Dark tides
ok, after some consideration.... this fight is over. (it wasn't supposed to be difficult anyway)
I will update and post the next bit sometime tonight or tomorrow. The remaining zombies are chewed up by your efforts.... though you notice (and appropriately deal with) the fact that they seem to regenerate unless hit by fire or radiant damage. From your experience, this is not normal....
I will update and post the next bit sometime tonight or tomorrow. The remaining zombies are chewed up by your efforts.... though you notice (and appropriately deal with) the fact that they seem to regenerate unless hit by fire or radiant damage. From your experience, this is not normal....
Chris- Posts : 9506
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- Post n°189
Re: Dark tides
whit10 wrote:ok, after some consideration.... this fight is over. (it wasn't supposed to be difficult anyway)
I will update and post the next bit sometime tonight or tomorrow. The remaining zombies are chewed up by your efforts.... though you notice (and appropriately deal with) the fact that they seem to regenerate unless hit by fire or radiant damage. From your experience, this is not normal....
Tankard goes about the grim work of dragging the corpses up above the tide line on the beach. He ignites a zombie pyre; its the only way to be sure.
Tankard picks some bits of zombie goo out of his beard, "Hmmm... might be part of this creepy island, ya think?"
Whitey- Posts : 1759
Join date : 2017-09-17
Age : 48
Location : ColoRADo
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(30/30)
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- Post n°190
Re: Dark tides
Crispy helps Tankard attend to the flames. He quietly reflects on how the fire cleanses these poor beings as it also consumes them. He will meditate more on this later.
Josef909- Posts : 848
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- Post n°191
Re: Dark tides
Sjon watches for any sign of what might have caused these sailors to become mindless drones while the bodies go to the pyre.
"I'll go aboard their vessel and have a look around. Maybe we can find some clue as to who, or what, Voldander is."
Sjon heads over to board the ship. Is the apparant damage from a storm, or otherwise?
"I'll go aboard their vessel and have a look around. Maybe we can find some clue as to who, or what, Voldander is."
Sjon heads over to board the ship. Is the apparant damage from a storm, or otherwise?
whit10- Posts : 6615
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- Post n°192
Re: Dark tides
I'll try to get this updated later today
whit10- Posts : 6615
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- Post n°193
Re: Dark tides
The party finishes off the zombies.... the morning continues to be bright and sunny.
Hawkes (and anyone else that speaks Elvish) notes that the ship in front of you is named 'Scimitar.' Your knowledge of ships and such leads you to see this as a sloop of war. It suddenly becomes apparent that the zombies you were fighting were nearly all deformed elves.
The ship itself has some damage to its sails and rudder but it looks to be in far better shape than your own vessel. The hold is intact - it contains a chest of 300gp and various melee weapons and missile weapons (muskets, bows and crossbows with ammunition). There is a 4’ tall adamantine post capped with a large jade half-moon shaped stone on top located where the wheel should normally be. You see several 'settings' that this half-moon shaped stone can possibly be turned to. It has 8 cannon on board...
It appears as though this ship needs some repairs, but it looks as though these repairs would take less time than is needed for your own ship.
Actions? Questions?
You do not find any indications about the name 'Volkander;' you also do not see anything in or about the ship that would have changed these elves into the undead.
Hawkes (and anyone else that speaks Elvish) notes that the ship in front of you is named 'Scimitar.' Your knowledge of ships and such leads you to see this as a sloop of war. It suddenly becomes apparent that the zombies you were fighting were nearly all deformed elves.
The ship itself has some damage to its sails and rudder but it looks to be in far better shape than your own vessel. The hold is intact - it contains a chest of 300gp and various melee weapons and missile weapons (muskets, bows and crossbows with ammunition). There is a 4’ tall adamantine post capped with a large jade half-moon shaped stone on top located where the wheel should normally be. You see several 'settings' that this half-moon shaped stone can possibly be turned to. It has 8 cannon on board...
It appears as though this ship needs some repairs, but it looks as though these repairs would take less time than is needed for your own ship.
Actions? Questions?
You do not find any indications about the name 'Volkander;' you also do not see anything in or about the ship that would have changed these elves into the undead.
Last edited by whit10 on Wed Sep 29, 2021 1:53 pm; edited 2 times in total
navyik- Posts : 5035
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- Post n°194
Re: Dark tides
My apologies guys. Fell off the emails.
navyik- Posts : 5035
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- Post n°195
Re: Dark tides
“I know Gundren’s Grace is sentimental lads, but he would approve of the upgrade.”
How long does it look like she’s been marooned?
Are there any other trails leading to or from this part of the beach?
How long does it look like she’s been marooned?
Are there any other trails leading to or from this part of the beach?
whit10- Posts : 6615
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- Post n°196
Re: Dark tides
Anyone want to make a Survival check? (regarding tracks)
She looks like she's only been here for the last day or so if that long.
She looks like she's only been here for the last day or so if that long.
navyik- Posts : 5035
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- Post n°197
Re: Dark tides
Result of the throw of dice "1d20 +5" :
2 + 5 = 7
“We’ll, that must be all there is on this island. Let’s see if this boat has any gin!”
2 + 5 = 7
“We’ll, that must be all there is on this island. Let’s see if this boat has any gin!”
Josef909- Posts : 848
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- Post n°198
Re: Dark tides
Sjon snoops around the treeline looking for any small mammalian critters. Once he spots one, he will use his staff to cast Animal Friendship and then Speak with Animals. He wants to know what the locals have seen recently as well as what can be expected from the islands other inhabitants.
whit10- Posts : 6615
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- Post n°199
Re: Dark tides
hmmm... good idea!
Let me think this one through Joe and I will respond later today (kind of a busy day)
Let me think this one through Joe and I will respond later today (kind of a busy day)
whit10- Posts : 6615
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- Post n°200
Re: Dark tides
Sjon searches the edge of the jungle for small creatures. Eventually, he spies a warthog that is licking some sort of slime off of some rocks about 70' from the beach.
It looks at Sjon intently and seems receptive to the spell. (checks Wis save - he fails on a 2)
He is now your friend. Go ahead and ask the questions you want answered Sjon, just remember it's rather limited intelligence.
He starts by grunting at you... "this is really good brine, do you want me to share?"
(couldn't resist using this photo)
It looks at Sjon intently and seems receptive to the spell. (checks Wis save - he fails on a 2)
He is now your friend. Go ahead and ask the questions you want answered Sjon, just remember it's rather limited intelligence.
He starts by grunting at you... "this is really good brine, do you want me to share?"
(couldn't resist using this photo)
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