Chapter 4.2: The Dim Journey to Orlane
Rolls
Death save #2 (DC10) - (1d20)
(6) = 6
Rolls
Amnestria Elyphara: Fire Bolt, Fire Damage - (1d20+5, 1d10)
1d20+5 : (11) + 5 = 16
1d10 : (7) = 7
(this is preceded by round two, followed by round four)
Berthold extricates himself from the zombie's flailing arms and backs up toward the well, with an eye to keeping the zombie in sight of Amnestria at the window.
Looking out of the north-facing window in the north bedroom, Amnestria sends another gout of flame down at the undead monster.
Zombie 1 takes 7 fire damage! On fire, it staggers for a moment, then collapses into a smoldering heap.
"That should do it," Amnestria says with satisfaction.
Dell fails his death save.
Sora runs past Ene, unbolts the back door and flings it wide, Dashing with Berthold's crossbow out into the deep night, navigating in the dark with her dwarven vision, and arrives adjacent to the dying rogue. Amnestria sees her arrive.
Seeing her chance, Fern rushes Morton in his chair. Morton slams to the ground, prone. Ene steps up and smashes at the elf with Final Measure. The hammer thuds into the floor next to his head. "Don't follow us!" Fern growls to Morton and Guilbert as she grabs the shield and runs out the door with Ene. Berthold sees the two figures turn south and start for the trees.
Guilbert, groping in the dark, asks the elf: "Are you alive, Sir Morton?"
Morton groans and replies, "I'm still alive. They just took me by surprise." Able to see in the dark, the warlock gets to his feet. "Let me guess - that shield wasn't theirs?" Guilbert responds, "No, Sir. Those items belonged to the cleric gentleman." Morton is already walking out the back door; Berthold can still see him in the Light of Antonius' shield.
"Your prisoners are getting away!" Morton yells to the adventurers within earshot. Quickly spotting the fugitives with the glowing shield, he grimaces, calling upon all the powers of darkness and sends a beam of demonic energy at their backs.
Fern takes 4 force damage but staggers and keeps running!
"Little lesson - when people capture you to keep you safe, don't attack them!" He calls after the fleeing women. "You're going to die out there!"
Hearing Amnestria seemingly confirm the victory over the undead and seeing Dell lying still on the ground, Kazzak runs out of the bedroom and hurtles down the stairs, calling out to the elf: "Sir Morton, please. Dell needs your healing skills right away!" Seeing that the elf is gone - only Guilbert is in the room - Kazzak shoves the table aside, throws down the bar, and runs through the broken door to kneel at the dying rogue's side. "Oh, you're hurt! Dell. Dell. Stay with us. We need you."
Amnestria (9/9) and Grallaria (1/1) upstairs
Antonius (0/10) Stable in downstairs bedroom
Berthold (1/11) outside by the well
Dell (0/9) outside, dying two failed death saves
Bandit Ene outside, 15' south of the back door
Bandit Fern outside, 15' south of the back door (-4)
Kazzak (12/12) upstairs
Morton (1/15, 5 temp HP) outside by the back door
Guilbert (4/4) downstairs
Olyena (4/4) in downstairs bedroom with Antonius
Reynald (4/4) in downstairs bedroom with Antonius
Sora (1/12) outside with Dell
Zombie 1 Dead
Zombie 2 Dead
Rolls
Zombie 1 CON save DC12 - (1d20+3)
(6) + 3 = 9
Fern Athletics - (1d20)
(14) = 14
Morton Acrobatics - (1d20+2)
(1) + 2 = 3
Ene warhammer attack on Morton AC14, bludgeoning damage - (2d20h1+3, 1d8+1)
2d20h1+3 : (48) + 3 = 11
1d8+1 : (8) + 1 = 9
Morton target choice (1 Ene, 2 Fern) - (1d2)
(2) = 2
Morton Eldritch Blast, force damage - (1d20+6, 1d10)
1d20+6 : (7) + 6 = 13
1d10 : (4) = 4
@rpgventurer - please post Kazzak's round three turn to end the round. At the west-facing window in the north bedroom, Kazzak can see Dell's feet at the corner of the house. He knows that Amnestria has just flung more fire at the zombie (Amnestria and/or Berthold may say something to let him know that it has been defeated), and Kazzak has also heard all of Morton's yelling about the bandits getting away on the opposite side of the house.
Twisting the tip of her wand in the air with an intricate weave, Amnestria projects her voice with a Minor Illusion approximately 10 feet below her, a suitable distance to originate for everyone downstairs to hear. "That's it. The last zombie is down," her disembodied voice declares.
a) have him shove the table aside and exit the front door to end up adjacent to Dell outside
or
b) have him cross the downstairs room and exit through the back door, coming out right behind Morton.
Which would you rather he do?
The Healer's Kit just lets you stabilize a creature without needing a check (in addition to the rules that our DM has outlined for gaining HP during rests).
Hearing Amnestria say, "That should do it" and seeing Dell lying still on the ground, Kazzak runs out of the bedroom and hurtles down the stairs, calling out to the elf: "Sir Morton, please. Dell needs your healing skills right away!" Seeing that the elf is gone - only Guilbert is in the room - Kazzak shoves the table aside, throws down the bar, and runs through the broken door to kneel at the dying rogue's side. "Oh, you're hurt! Dell. Dell. Stay with us. We need you."
Amnestria (9/9) and Grallaria (1/1) upstairs
Antonius (0/10) Stable in downstairs bedroom
Berthold (1/11) outside by the well
Dell (0/9) outside, dying two failed death saves
Bandit Ene outside, 15' south of the back door
Bandit Fern outside, 15' south of the back door (-4)
Kazzak (12/12) upstairs
Morton (1/15, 5 temp HP) outside by the back door
Guilbert (4/4) downstairs
Olyena (4/4) in downstairs bedroom with Antonius
Reynald (4/4) in downstairs bedroom with Antonius
Sora (1/12) outside with Dell
Zombie 1 Dead
Zombie 2 Dead
Basically, if he can get to Dell and try to save him, he will do so. If he can’t get to Dell I. Time he will try to catch up with the fleeing bandits and recover Antonius’ gear.
Which one do you choose for Berthold to pursue: tending Dell or catching the bandits?
Sending an intimidation check, just in case it is useful. Ignore if not.
Rolls
Berthold (Baronet of Dunsdale): Intimidation - (1d20+4)
(10) + 4 = 14
Rolls
Wisdom check (Healing) - (1d20+3)
(10) + 3 = 13


