Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Parity nods, but is lost in thought, a bit ruffled yet not sharing ... even removing his hand from Suishen as they travel.
Harlan Starshine |
Endless Agony
Perception: 1d20 + 12 ⇒ (12) + 12 = 24
Harlan looks with disgust on the trappings of torture but says nothing.
Cavern
"Should we try to take them out now so they're not at our back, or would that just force the fight here?"
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
"And fighting the guards alerts the oni, allowing it time to prepare. Is there a way to circumvent?"
DM NomadSage |
Endless Agony
DC 20 Will save to resist, or you can waive the roll, if desired.
***
Great Cavern
There appear to be no obvious exit from the cavern.
IVO dashed lines on the map.
Heng |
perception: 1d20 + 16 ⇒ (3) + 16 = 19
gak. I guess i'm paying for great rolling in combat.
Heng is deep in thought. Not being a particularly clever fellow it requires all his attention. Heng answers Parity, "As I'm sure you can hear, this is an unexpectedly large chamber with a waterfall and swine being prepared for food below. There appears to be a keep beyond a chasm with guarded bridges. I would guess that is our destination. So long as our ability to tread upon the wind still lasts, let us race overhead and attack the keep with haste."
Harlan Starshine |
Agony
Will DC 20: 1d20 + 9 ⇒ (10) + 9 = 19
Missed it by that much.
Cavern
Perception: 1d20 + 12 ⇒ (13) + 12 = 25
"Guys, there may be a way around. At the top of that small keep to the south there's a bridge. If we take that to the east wall we can hug the ceiling and sneak across to the opening."
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Does Harlan have another airways? I assume Mal is out of fly?
DM NomadSage |
After casting the air walking spell on Malnival, you make your way across the top of the great cavern, stepping as quietly as a whisper on the wind. Being nearly a hundred feet over the floor, the hobgoblins below take no notice of you wending through the many stalactites on the ceiling. As you near the small keep, you catch the sounds of shouts and curses from within, mixed with a chorus of swine squeals, but it doesn't seem directed your way. There are no guards on the arched roof, and you reach the narrow bridge without incident.
The bridge ends at a narrow shelf of rock leading into a small corridor that descends steeply into the rock face. Pressing onward, the floor has been cut into crude stone steps, worn by years of use. The descent continues for about two hundred feet before opening up into another cavern. The thunderous roar of a waterfall greets your ears well before you reach the end of the stairs, and it fills the chamber with a near-deafening din.
The water falls from a subterranean river some ninety feet above and to the north, plunging into a cold, deep lake. On the far side of the lake stands a crooked pagoda, carved with the forms of twisted animals, as if in mockery of the pagoda outside, high above. A raised drawbridge hangs from the front of the pagoda, above which a wide balcony overlooks the cavern.
Map sent... inputs?
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
To the balcony?
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
NomadSage. How long has it been since the phase spiders. Need to check my buffs.
DM NomadSage |
The Mockery Pagoda
No alarms are raised as you fly up and over the underground stream and to the balcony overlook. This broad room has wide openings on its three facing walls. You see several barrels holding scores of arrows placed strategically for defense. The walls of this room are covered with carvings of bound prisoners being subjected to agonizing torture. Though no paint was used, the wood glistens noticeably where blood is depicted.
Opposite the balcony is a set of wide sliding doors, north of which is a staircase leading to the lower floor. The southern corner of the chamber, the natural stone takes over, breaking the room's symmetrical balance.
Map sent... Inputs?
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Parity will use Vanguard Tactics before we go through the door. +3 to initiative, concentration checks, and CMB for 3 rounds.
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
"Hmm, ah ... Ok"
DM NomadSage |
Shrine of Munasukaru
As you start down the stairs, you see the room below is dominated by a large statue of a repulsive, strangely-goblinoid creature. The walls are covered in sharp hooks of all sizes and twisted shapes. Before the statue stands a female hobgoblin monk with long braided, white hair, overseeing a sermon of worship to five other hobgoblins. These wretches are wrapped in filthy bandages, poorly covering the rampant leprosy infesting their flesh. At the monk's feet is a human woman, bound, tied and hooded.
The female glances up immediately as soon as you start down the stairs. She points and screams a warning to her congregation.
Harlan: 1d20 + 3 + 3 ⇒ (9) + 3 + 3 = 15
Heng: 1d20 + 6 + 3 ⇒ (8) + 6 + 3 = 17
Malnival: 1d20 + 6 + 3 ⇒ (18) + 6 + 3 = 27
Parity: 1d20 + 2 + 3 ⇒ (2) + 2 + 3 = 7
Kelda: 1d20 + 1 + 3 ⇒ (8) + 1 + 3 = 12
Hobgoblins: 1d20 + 7 ⇒ (15) + 7 = 22
Initiative Order: Malnival [27], Hobgoblins [22], Heng [17], Harlan [15], Kelda [12], Parity [7]
Inputs for R1?
Heng |
Round 1
AC:23, hp:89, Ki 5/9, Stun 0/9, Cold 5/9
Heng leaps over the railing into dragon stance and roars like a silver dragon unleashing a concussive blizzard at the enemy!
monk fall, move to W.28; stance, roar 15'cone to hit 3 hobs and avoid prisoner.
Roar damage!: 1d10 + 8 + 1 ⇒ (10) + 8 + 1 = 19 and cold: 1d6 ⇒ 6
Will DC 18 or shaken: 1d4 ⇒ 2 rounds
Harlan Starshine |
Round 1
HP = 62/73
AC/T/FF = 22/17/14 (25% ignore sneak/critical)
Weapon Equipped = +1 Light Crossbow
Bolts = 38/43
Speed = 15'
Channel = 2/6 (5d6)
Oracle Spells Known (CL 10):
5 3/4 Cure Light Wounds, Mass, Break Enchantment*, Breath of Life*
4 1/6 Cure Critical Wounds*, Restoration*, Air Walk, Holy Smite*
3 3/7 Cure Serious Wounds*, Dispel Magic, Neutralize Poison*, Stone Shape, Magic Circle Against Evil
2 4/7 Restoration, Lesser*, Resist Energy*, Cure Moderate Wounds*, Shield Other*, Spiritual Weapon, Ghostbane Dirge*
1 6/8 Bless, Detect Evil, Detect Undead, Command*, Cure Light Wounds*, Burning Disarm*, Sun Metal*
0 Stabilize, Purify Food and Drink*, Create Water, Detect Magic, Mending, Guidance, Light, Spark*
* Save DC = 15 + Level
Status Effects = None
"Ninja lepers?"
Despite the improbability, Harlan wastes little time blessing the party.
Move: Dismount. Standard: Bless. Free: Look Good Doing It.
"Go get 'em guys."
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Round 1
Assuming Heng and Kelda engage, Parity moves forward behind them and lunges with Suishen past them, channeling corrosive touch.
-2 to AC
[spoiler=The Math]
To hit: 1d20 + 12 ⇒ (3) + 12 = 15
Miss: 1d100 ⇒ 69, 1d100 ⇒ 23
Damage: 1d8 + 1d6 + 12 + 5d4 ⇒ (1) + (2) + 12 + (1, 3, 1, 3, 3) = 26
DM NomadSage |
Round One, continued...
Initiative Order: Heng [17], Harlan [15], Kelda [12], Parity [7] // Malnival [27], Hobgoblins [22]
Heng leaps into the fray with a roar, startling the two nearest lepers with his ferocious breath. After Harlan blesses the group, Kelda advances down the stairs. The hobgoblins holding there bash her with their leprous fists. She shrugs off the blows and counters with a chop from her blade.
Parity moves down the stairs, keeping his distance and lunging at the nearest foe, but missing with a clumsy swing.
Yellow Will save vs Heng's roar: 1d20 + 3 ⇒ (4) + 3 = 7 {fail}
Monk Will save vs Heng's roar: 1d20 + 8 ⇒ (19) + 8 = 27 {succeed}
Red vs Kelda: 1d20 + 12 ⇒ (12) + 12 = 24; Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Blue vs Kelda: 1d20 + 12 ⇒ (14) + 12 = 26; Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Kelda vs Red: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25; Damage: 1d8 + 3 ⇒ (4) + 3 = 7
At Malnival's turn... if you give me actions for the following round also, I can complete each round in one post.
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Round 2
Parity continues to lunge with a full attack round, swift for arcane.
-2 to AC
To hit: 1d20 + 12 ⇒ (1) + 12 = 13
Miss: 1d100 ⇒ 67,1d100 ⇒ 100
Damage: 1d8 + 1d6 + 12 + 5d4 ⇒ (3) + (2) + 12 + (2, 2, 4, 2, 4) = 31
Iterative to hit: 1d20 + 7 ⇒ (11) + 7 = 18
Miss: 1d100 ⇒ 9,1d100 ⇒ 9
Damage: 1d8 + 1d6 + 12 ⇒ (4) + (4) + 12 = 20
Haste to hit: 1d20 + 12 ⇒ (1) + 12 = 13
Miss: 1d100 ⇒ 22,1d100 ⇒ 9
Damage: 1d8 + 1d6 + 12 ⇒ (4) + (5) + 12 = 21
Holy wow ... where are the ninjas?
Harlan Starshine |
Round 2
HP = 62/73
AC/T/FF = 22/17/14 (25% ignore sneak/critical)
Weapon Equipped = +1 Light Crossbow
Bolts = 38/43
Speed = 15'
Channel = 2/6 (5d6)
Oracle Spells Known (CL 10):
5 3/4 Cure Light Wounds, Mass, Break Enchantment*, Breath of Life*
4 1/6 Cure Critical Wounds*, Restoration*, Air Walk, Holy Smite*
3 3/7 Cure Serious Wounds*, Dispel Magic, Neutralize Poison*, Stone Shape, Magic Circle Against Evil
2 4/7 Restoration, Lesser*, Resist Energy*, Cure Moderate Wounds*, Shield Other*, Spiritual Weapon, Ghostbane Dirge*
1 5/8 Bless, Detect Evil, Detect Undead, Command*, Cure Light Wounds*, Burning Disarm*, Sun Metal*
0 Stabilize, Purify Food and Drink*, Create Water, Detect Magic, Mending, Guidance, Light, Spark*
* Save DC = 15 + Level
Status Effects = Haste, Bless
Harlan helps clear a path to the woman.
Firing at Yellow, or Blue if I can't.
+1 LXBow Bless PBS Haste: 1d20 + 12 + 1 + 1 + 1 ⇒ (9) + 12 + 1 + 1 + 1 = 24
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
+1 LXBow Bless PBS Haste: 1d20 + 7 + 1 + 1 + 1 ⇒ (19) + 7 + 1 + 1 + 1 = 29
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
+1 LXBow Bless PBS Haste: 1d20 + 12 + 1 + 1 + 1 ⇒ (6) + 12 + 1 + 1 + 1 = 21
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Crit Confirm: 1d20 + 10 ⇒ (1) + 10 = 11
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
DM NomadSage |
Round Two
Initiative Order: Heng [17], Harlan [15], Kelda [12], Parity [7] // Malnival [27], Hobgoblins [22]
Malnival pushes past Parity to Kelda's side and engages the lepers. With a good swing of his scimitar, a chunk of diseased flesh hits the ground. The hobgoblin takes little notice of the deep wound and turns its fists on the elf. Malnival and Kelda both take solid punches from the foes.
The other lepers move to attack Heng, but he avoids their fists easily. The female monk drinks a potion, giving her form a blurred appearance, before she tries to somersault into the fray. Heng sees it coming, and times an opportunistic counterstrike.
Heng earns an AoO vs the monk, but she is also blurred.
@ Heng's turn... updated map sent.
Red vs Kelda: 1d20 + 7 ⇒ (1) + 7 = 8 {miss}
Blue vs Malnival: 1d20 + 12 ⇒ (18) + 12 = 30; Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Blue vs Malnival: 1d20 + 7 ⇒ (9) + 7 = 16 {miss}
Yellow vs Heng: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11 {miss}
Green vs Heng: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16 {miss}
Sister Acrobatics: 1d20 + 18 ⇒ (8) + 18 = 26 {fail}
Heng |
Round 2
AC:24/23, hp:89, Ki 5/9, Stun 0/9, Cold 5/9, dragon stance, air walk, haste, bless
Heng takes a swing at the indistinct form that passes by trying to trap him with the diseased cultists. Then he whirls between the sick men marking his passage with a torrent of kicks and strikes.
5 foot to V27, flurry green then yellow if green falls
AoO: 1d20 + 13 + 1 + 1 ⇒ (6) + 13 + 1 + 1 = 21
damage: 1d10 + 8 + 1 ⇒ (4) + 8 + 1 = 13 + cold: 1d6 ⇒ 3
Flurry 1: 1d20 + 13 + 1 + 1 ⇒ (13) + 13 + 1 + 1 = 28
damage: 1d10 + 8 + 1 ⇒ (1) + 8 + 1 = 10 + cold: 1d6 ⇒ 1
Flurry 2: 1d20 + 13 + 1 + 1 ⇒ (12) + 13 + 1 + 1 = 27
damage: 1d10 + 6 + 1 ⇒ (4) + 6 + 1 = 11 + cold: 1d6 ⇒ 3
Flurry 3: 1d20 + 8 + 1 + 1 ⇒ (19) + 8 + 1 + 1 = 29
damage: 1d10 + 6 + 1 ⇒ (1) + 6 + 1 = 8 + cold: 1d6 ⇒ 6
Flurry 4: 1d20 + 8 + 1 + 1 ⇒ (19) + 8 + 1 + 1 = 29
damage: 1d10 + 6 + 1 ⇒ (10) + 6 + 1 = 17 + cold: 1d6 ⇒ 4
Haste: 1d20 + 13 + 1 + 1 ⇒ (3) + 13 + 1 + 1 = 18
damage: 1d10 + 8 + 1 ⇒ (1) + 8 + 1 = 10 + cold: 1d6 ⇒ 2
Malnival Selintin |
Malnival preses the attack.
Primary 1d20 + 16 ⇒ (11) + 16 = 27
Damage: 1d6 + 8 + 4 ⇒ (5) + 8 + 4 = 17
Haste attack 1d20 + 16 ⇒ (6) + 16 = 22
Damage: 1d6 + 8 + 4 ⇒ (5) + 8 + 4 = 17
Secondary Attack 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d6 + 8 + 4 ⇒ (1) + 8 + 4 = 13
DM NomadSage |
Round Two, continued...
Heng swings and misses the female monk as she rolls by to set up a flanking position. Nonplussed, he turns and attacks the opposite hobgoblin with a barrage of hasted hits. On the final punishing uppercut, the leper falls onto his back and does not move.
From the stairway, Harlan fires down on the second leper attacking Heng, pillorying it with three bolts in rapid fire.
Kelda, Parity and Malnival continue the melee at the base of the stairs. The leper dodges two of Kelda's sword slashes before she lands a good clip with the third backswing. Reaching through the gaps, Parity is again foiled by poor balance on the stairs. Malnival's scimitar is a blur as it quickly leaves bloody marks across his foe.
As if feeling none of their wounds, the lepers fight on with fanatical rage. Malnival and Kelda block all the leprous fists coming their way, while Heng is hit on a lucky punch from the side by the fifth leper charging into his fight. The other hobgoblin shifts to take up the flank, but, still shaken by Heng's roar, cannot fight effectively.
The female monk attacks with a nunchaku and a whirling flurry and sneaking a low kick into the mix, trying to drive Heng to the ground. As the nunchaku hits, it releases a shock.
Inputs for R3?
Kelda vs Red: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 {miss}
Kelda (haste) vs Red: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25; Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Blue vs Malnival: 1d20 + 12 ⇒ (4) + 12 = 16 {miss}
Blue vs Malnival: 1d20 + 7 ⇒ (14) + 7 = 21 {miss}
Red vs Kelda: 1d20 + 12 ⇒ (1) + 12 = 13 {miss}
Red vs Kelda: 1d20 + 7 ⇒ (4) + 7 = 11 {miss}
Pink (charge) vs Heng: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24; Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Yellow (flank/shaken) vs Heng: 1d20 + 12 + 2 - 2 ⇒ (10) + 12 + 2 - 2 = 22 {miss}
Yellow (flank/shaken) vs Heng: 1d20 + 7 + 2 - 2 ⇒ (7) + 7 + 2 - 2 = 14 {miss}
Sister nunchaku (flank) vs Heng: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23 {miss}
Sister punishing kick (flank) vs Heng: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32; Damage: 1d10 + 5 ⇒ (7) + 5 = 12 (and DC 18 Fort save or fall prone)
Sister nunchaku (flank) vs Heng: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28; Damage: 1d6 + 5 ⇒ (5) + 5 = 10 plus Electric Damage: 1d6 ⇒ 3
Sister nunchaku (flank) vs Heng: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15 {miss}