12 points of damage to blue. It is now bloodied.
Charn's turn. He is standing next to two bloodied zombies. He is flanking both of them.
Charn keeps beating on the orange zombie.
Charn savages the corpse. Does it have the UNDEAD FORTITUDE to survive?
Orange zombie turns to the dragonborn that almost caved its head in. It attempts to return the favor with a brutal overhand.
Charn is too good with his shield to fall victim to that assault.
It is now Able's turn.
Able targets the Orange zombie as well.
"Apparently only dropping your enemies counts."
Interestingly enough, that's a hit.
Does it have the undead fortitude to resist?
Able launches a blast of arcane energies through the monster's shoulder, but the zombie just does not die!
Caleb's turn. Can he finish what others have started?
I apologize. I saw this as soon as it was posted and totally forgot about it, things have been insane over here.
Caleb will go ahead and take a swing at Orange Zombie.
Horrified by the zombie's unbelievable resilience, Caleb's mace is turned aside by the flailing zombie's arms.
Simultaneously, the zombie clad in the colors of the Thousandfold Men of Industry reaches out for Charn to crush him.
Charn deflects the blow with his shield. It is now Eryndir's turn.
If I'm not mistaken, Caleb is still flanking orange with Charn, yes? He should get one more roll for advantage, I think.
You are correct!
Alright, Eryndir will take another stab at blue, as the only zombie against whom he has advantage.
Damage with crit.
So, the funny thing about undead fortitude is that it doesn't apply against crits. It also doesn't apply against radiant damage - which Clerics can use with the Sacred Flame cantrip.
Eryndir uses his rapier and deftly puncture's the zombie's spinal cord with a single thrust. It collapses in a heap of rot.
Charn gets the last shot at Orange before it goes. Will the dragonborn overcome the undead fortitude?
Charn attempts to put the beat down on the orange zombie.
Can the zombie resist?
Down it goes! You are victorious!
Is there a way to heal during rest periods in 5E without me having to cast a spell?
Taken from https://roll20.net/compendium/dnd5e/Resting#content
Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and Combat. They need rest—time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.
Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting Spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.
At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.
A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
OK, great. Caleb will roll his hit die and see how it goes.
Fuck my life
At least you get to add your Con mod.
*fuck your hp.
Well, Caleb doesn't have a Con mod. I don't think it's a good idea to get back on the road with only 3hp but I'm not willing to burn a spell. We'll just have to see what happens. If we get into a fight I'll probably heal myself before doing anything else.
Isn't first level fun?
Rupert took you guys off the road, but he's not moving just yet. Are you guys doing anything else in the clearing?
By virtue of the Hit Die roll, we're at least taking a short rest, yes? So, probably chilling and finishing our lunch for an hour. Eryndir would like to poke around at the outskirts of the clearing and at least see if he can determine where the zombies came from. (He doesn't want to get too far away. First level is decidedly not fun.) I'm perfectly happy to just handwave that, so as to avoid a huge digression. He's just a scout-y scout type.
Of course, if the plan is to just get back on the road, I'm happy to do that, as well.
Caleb is likely sitting down and contemplating why he ever stepped off the roads for an hour, yes.
Other folks took . . . decidedly less damage. You could join him in a philosophical debate about the merits of public works, or you could do other things, like continue to investigate the upturned earth, investigate the zombies themselves, investigate where the zombies came from, roast a chicken, or conduct a diabolic ritual.
Okay, in the hour that Caleb is resting, Eryndir would like to see if he can determine:
1. How long the zombies have been dead; and
2. Where they came from when they entered our clearing. He's willing to travel a little ways into brush to do so, but doesn't want to get too far away from the rest of the party.
He's curious about what might be in the rest of the upturned dirt, but Charn was the one who initially discovered it. So, if Charn wants first dibs on that, Eryndir will defer to him.
What rolls would you like from me, Mr. DM, sir?
1) Medicine, as you're basically doing an autopsy.
2) Survival, as you're basically tracking in reverse.
Both are base Wisdom rolls for me.
Medicine - Eryndir figures out that the zombies were killed at one point, then animated with necromancy. This is probably why they were zombies instead of dudes.
Survival - They probably came from at least 10 feet east of the map. Beyond that, who can say?
I'm feeling sassy today, apparently.
I love Sassy DM.
Alrighty - is anyone following up on any of the leads here or otherwise engaged in any activity?
Having shat the bed on both of my rolls, I'm good. If there's any other follow up from others, Eryndir will pitch in and contribute. (Like digging around a bit more, as we've gotten a hint that there may be more there.)
Otherwise, he's ready to press on. He's got the crystalline dagger packed away carefully and the communist medallion. There's six gold sitting on the stump that he hasn't touched since pulling it out of the found sack.
Able is a one mission at a time kind of guy. Until we've delivered the letter, he doesn't care about where the zombies came from or why.
Caleb will pocket the coins because he doesn't want to hear any arguments between Able and Eryndir about who is more trustworthy. But I might need to be reminded later that I have them even though I'm writing down 6gp on my sheet now.
All in favor of pressing on, it seems. I don't want to go traipsing through the woods to be rapemurdered by dickwolves for no good reason.
I do think our illustrious DM hinted that there might be more to investigate here in this clearing. However, I botched my rolls such that my PC thinks he was super thorough, and Able is a man on a mission, with a goal in mind.
I'm 100% happy to move on. Absolutely content to press forward with our main quest. Just wanted to toss that out there, in case there are completionists who believe in finishing every side quest.
Well, with an escort here, Caleb feels safe enough to try to roll Medicine to follow up on the roll Eryndir made while investigating the zombies.
Under no circumstances will he leave the clearing to make an untrained Wisdom check, no matter how close the other PCs are.
Rolllin with the homies.
Marching order through wilderness, please.
Eryndir would start in front - not hiding, per se, but trying to use Mask of the Wild to be somewhat stealthy as he scouts ahead.
Occasionally, he will double back to clear their tail and make sure there are no threats following. Taking advantage of his fleet footspeed, he'll circle back to the front to continue to scout.
Excluding Eryndir, because his position is mutable (as described above); Charn, Caleb and Able, in that order? Between 0' and 10' apart.
Eryndir will try a general Perception roll and an Investigation on the web.
Caleb is casting Cure Wounds. I think because of the Life domain I add like +6 to the roll but I will do so anyway.
First roll is Stealth, as Eryndir attempts to Hide in case of a coming ambush. He doesn't think it's an ambush, though, so I'll also roll a Perception and a Survival. The Perception is to see if he can discern the whereabouts of any monsters, and the Survival to see if he can tell whether these look like recent webs from a close by creature, or something else.
At the end of the day, I'm not 100% sure what the right roll would be, so I figured I'd give, Mr. DM, sir, the opportunity to see if my PC knows anything and run with it. Please ignore and rolls that wouldn't be of use.
They're all appropriate. Stealth fails, humorously, but the other two succeed.
I'll update the IC thread.