The Sundered Way

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NotStickFigures
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Re: The Sundered Way

Post by NotStickFigures » Tue Jan 19, 2021 4:19 pm

Being that far away, Coljin holds off on his shot.

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M0rtimer
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Re: The Sundered Way

Post by M0rtimer » Tue Jan 19, 2021 5:11 pm

(Ulmwin is aware Randy and co seem to be chasing someone down right, but don't have vision? He and his squad would probably move in, then dash barring they can get vision with a normal move.)

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spiderwrangler
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Re: The Sundered Way

Post by spiderwrangler » Tue Jan 19, 2021 6:29 pm

((30 ft towards it would put Randy in melee range. Do you want to stop as soon as you have clear visual (5-10 ft), or go to 25 ft?))

((Neither Ulmwin's nor his squad have good visual, even after dashing.))

((Zokk will be up after that!))
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Lurks_In_Shadows
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Re: The Sundered Way

Post by Lurks_In_Shadows » Tue Jan 19, 2021 8:35 pm

Just far enough to have a clear shot, so probably just the10 feet.

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M0rtimer
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Re: The Sundered Way

Post by M0rtimer » Wed Jan 20, 2021 1:37 am

((Alright... I think at that point, Ulmwin would also be casting expeditious retreat.))

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spiderwrangler
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Re: The Sundered Way

Post by spiderwrangler » Wed Jan 20, 2021 6:31 am

Randy puts two arrows into his quarry, though it seems unfazed by their impact, and his dragonborn retreat back down the slope and circle around to hurl javelins up at it.

Javelins: 4D6+8 = [3, 4, 6, 1]+8 = 22


The being hisses in anger at being partially surrounded, with more on the way.

Ulmwin and his squad rush forward, the little gnomes feet churning sand as he nearly catches up to Coljin, swinging a bit wide to get a partial view, though his fellow gnome and a rock provide a bit of cover.

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((Zokk's up!))
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The Lost
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Re: The Sundered Way

Post by The Lost » Wed Jan 20, 2021 7:43 am

Zokk rushes ahead. Using the hight of the terrain tothier advantage they will jump and whack the zombie with as much force as possible. They will then kick it before doing a final attack*


Quarterstaff 1 [1d20+7] = 1+7 = 8[1d8+4] = 2+4 = 6

Kick [1d20+7] = 18+7 = 25[1d6+4] = 5+4 = 9

Any attack that his has dc of 14 or stun

If the zombie is stunned: Zokk pushes the Zombie to the ground as thier final attack ( stunned fails str and dex saves automatically) and takes out the imovible rod

Else: final quarterstaff attack:

Final quarterstaff [1d20+7] = 1+7 = 8[1d8+4] = 3+4 = 7
————


Zokk’s retainers moves closer and hopefully flank the zombie abd hit it, but if not able to they will let the spears fly into the zombie.

[4d6+8] = 14+8 = 22



Does Zokk have any inspiration? If so I’d like to reroll the firstquarterstaff attack.

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Re: The Sundered Way

Post by spiderwrangler » Wed Jan 20, 2021 8:03 am

Zokk connects on a kick, but whiffs badly with both staff swings. They don't manage to connect in a way that would impede its ability to function.

Con Save: 1D20+3 = [11]+3 = 14


It spins and hacks at Zokk again, leaving a few twigs, needles and a spray of sap on the sand, before whirling and running to the northeast.

Longsword on Zokk: 1D20+6 = [9]+6 = 15 MISS
1D20+6 = [12]+6 = 18
1D10+4 = [9]+4 = 13

((Zokk, if you want to have kept spike growth up, give me two CON saves. If you'd have let it drop, then no need.))

((Zokk may make an opportunity attack, then it's Dornikal! Dornikal would be able to get to about where Zokk is with a move and dash, but the only ones with visual on it right now are Randy's retainers.))

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Rodgeir
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Re: The Sundered Way

Post by Rodgeir » Wed Jan 20, 2021 8:50 am

Dornikal will drop his rage and dash to catch up, his retainers can remain where they are.

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Re: The Sundered Way

Post by spiderwrangler » Wed Jan 20, 2021 8:54 am

Dornikal puts on a burst of dwarven speed, and pulls even with Zokk.

((Zokk, you've still got an opportunity attack if you'd like to take it!))
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Re: The Sundered Way

Post by The Lost » Wed Jan 20, 2021 1:35 pm

(They won’t keep it up.)


They try tohit them again
Dc 14 con vs stun [1d20+7] = 4+7 = 11[1d8+4] = 1+4 = 5
If they hit they will attempt to stun again.

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Re: The Sundered Way

Post by spiderwrangler » Wed Jan 20, 2021 2:01 pm

Zokk's staff seems to have an aversion to hitting this enemy.
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Re: The Sundered Way

Post by The Lost » Wed Jan 20, 2021 4:15 pm

(Obviously the staff is conspiring to help Zokk make friends with the zombie.)

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Re: The Sundered Way

Post by spiderwrangler » Wed Jan 20, 2021 4:57 pm

((If Coljin opts to dash north, he'd make it just in front of Dornikal. Kind of running out of map here, but there is a bit of a gap at the eastern edge. If Coljin were to dash NE, he may have visual as the guy comes around have possibly still have LoS next round? Retainers can get in range for javelins with move, or melee with move and dash.))

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NotStickFigures
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Re: The Sundered Way

Post by NotStickFigures » Thu Jan 21, 2021 7:09 am

Coljin will dash NE and retainer will run and dash to get into melee!

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Re: The Sundered Way

Post by spiderwrangler » Thu Jan 21, 2021 10:49 am

Coljin gets in position to deal with the creature if it flees further east, and his retainers get up close and personal.

((Randy's squad can get in melee with a dash, and largely box him in, only out would be to scramble up the rock, or cut his way out. Randy can get, with movement, to a spot he'd have a shot at him, but with dragonborn providing half cover.))

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Re: The Sundered Way

Post by Lurks_In_Shadows » Thu Jan 21, 2021 7:17 pm

Randy directs his squad to cut the creature off (Dash if necessary). Seeing the Dragonborn in the way, he draws his rapier and moves in at a dash as well.

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Re: The Sundered Way

Post by spiderwrangler » Thu Jan 21, 2021 8:43 pm

Randy's crew gets up close, hemming the creature in as he switches to melee and takes a fallback position to one of the other dragonborn crew.

((Ulmwin, with his extra speed, could get about to where Randy is, and his dragonborn would only be a bit behind, with everything as movement, but wouldn't be able to attack this turn.))

((Zokk, you'll similarly be able to get in the neighborhood, but largely be prevented from getting close by the squads of dragonborn.))
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Re: The Sundered Way

Post by The Lost » Thu Jan 21, 2021 11:10 pm

Even if Zokk jumps? They will use ring of jumping if needed.

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Re: The Sundered Way

Post by spiderwrangler » Fri Jan 22, 2021 6:40 am

((Hmmm... with use of your ring, and Athletics and Acrobatics checks, I'd say Zokk could attempt to run forward to the three fingers of stone sticking out, leap from the left one up to the middle one (out of attack range), then down to the right one, where he'd be able to make staff attacks down on it.))
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Re: The Sundered Way

Post by The Lost » Fri Jan 22, 2021 7:32 am

Athletics [1d20] = 8 acrobatics [1d20+4] = 5+4 = 9

Zokk’s retainers will get closer to the archer, dashing if needed.

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Re: The Sundered Way

Post by spiderwrangler » Fri Jan 22, 2021 7:42 pm

Zokk biffs it and falls short, landing between left and middle fingers of stone.

((Can still take stuff from Ulmwin, but kind of out of view to be able to impact the immediate action, so moving on.))

The creature hisses and carves into the dragonborn to the north of them (Randy's squad), its longsword carving deep cuts on two of the members.

_: 1D20+6 = [14]+6 = 20
1D20+6 = [19]+6 = 25


((Dornikal's up, can still take turn from Ulmwin!))
((Coljin, from the sounds of things from your position above, you would probably be able to gather that they'd cornered it, and it won't be coming out the east unless it manages to fight its way free.))
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Re: The Sundered Way

Post by Lurks_In_Shadows » Sat Jan 23, 2021 2:31 am

((Question: just before all this started, Randy had cast protection from good/evil on his crew. Would that still be in effect?))

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Rodgeir
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Re: The Sundered Way

Post by Rodgeir » Sat Jan 23, 2021 4:15 am

Dornikal dashes to the remaining undead.

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Re: The Sundered Way

Post by spiderwrangler » Sat Jan 23, 2021 8:39 am

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Dornikal scampers, not being able to get in close to the undead, but slotting in between the dragonborn squads to plug that gap if needed.

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((Coljin and crew are up, can still take a turn from Ulmwin!))
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