Teyran Rilskel |
Attack 1: 1d20 + 5 ⇒ (20) + 5 = 25
Damage 1: 2d6 + 8 ⇒ (5, 4) + 8 = 17
Attack 2: 1d20 + 5 ⇒ (16) + 5 = 21
Damage 2: 2d6 + 8 ⇒ (4, 6) + 8 = 18
Attack 3: 1d20 + 5 ⇒ (4) + 5 = 9
Damage 3: 2d6 + 8 ⇒ (1, 5) + 8 = 14
Attack 4: 1d20 + 5 ⇒ (2) + 5 = 7
Damage 4: 2d6 + 8 ⇒ (2, 1) + 8 = 11
Attack 5: 1d20 + 5 ⇒ (2) + 5 = 7
Damage 5: 2d6 + 8 ⇒ (4, 1) + 8 = 13
Attack 6: 1d20 + 5 ⇒ (3) + 5 = 8
Damage 6: 2d6 + 8 ⇒ (3, 5) + 8 = 16
Attack 7: 1d20 + 5 ⇒ (1) + 5 = 6
Damage 7: 2d6 + 8 ⇒ (2, 1) + 8 = 11
Attack 8: 1d20 + 5 ⇒ (3) + 5 = 8
Damage 8: 2d6 + 8 ⇒ (6, 3) + 8 = 17
Attack 9: 1d20 + 5 ⇒ (18) + 5 = 23
Damage 9: 2d6 + 8 ⇒ (6, 3) + 8 = 17
Attack 10: 1d20 + 5 ⇒ (19) + 5 = 24
Damage 10: 2d6 + 8 ⇒ (2, 1) + 8 = 11
Attack 11: 1d20 + 5 ⇒ (19) + 5 = 24
Damage 11: 2d6 + 8 ⇒ (6, 5) + 8 = 19
Attack 12: 1d20 + 5 ⇒ (10) + 5 = 15
Damage 12: 2d6 + 8 ⇒ (1, 2) + 8 = 11
Attack 13: 1d20 + 5 ⇒ (20) + 5 = 25
Damage 13: 2d6 + 8 ⇒ (4, 2) + 8 = 14
Attack 14: 1d20 + 5 ⇒ (20) + 5 = 25
Damage 14: 2d6 + 8 ⇒ (3, 2) + 8 = 13
Attack 15: 1d20 + 5 ⇒ (15) + 5 = 20
Damage 15: 2d6 + 8 ⇒ (1, 5) + 8 = 14
Teyran Rilskel |
I don't know if adding critical threat rolls will mess up what is already there, so I'm going to post them here. Also, until this moment, I've never really appreciated what you can get with a high strength melee character.
Critical threat 1: 1d20 + 5 ⇒ (2) + 5 = 7
Potential bonus damage: 2d6 + 8 ⇒ (6, 4) + 8 = 18
Critical threat 10: 1d20 + 5 ⇒ (3) + 5 = 8
Potential bonus damage: 2d6 + 8 ⇒ (4, 5) + 8 = 17
Critical threat 11: 1d20 + 5 ⇒ (8) + 5 = 13
Potential bonus damage: 2d6 + 8 ⇒ (1, 4) + 8 = 13
Critical threat 13: 1d20 + 5 ⇒ (19) + 5 = 24
Potential bonus damage: 2d6 + 8 ⇒ (6, 3) + 8 = 17
Critical threat 14: 1d20 + 5 ⇒ (12) + 5 = 17
Potential bonus damage: 2d6 + 8 ⇒ (4, 4) + 8 = 16
DundjinnMasta |
Teyran Rilskel: 1d20 + 1 ⇒ (5) + 1 = 6
Maegar Varn: 1d20 + 1 ⇒ (14) + 1 = 15
Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 9 ⇒ (3) + 9 = 12
Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 9 ⇒ (6) + 9 = 15
Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 9 ⇒ (3) + 9 = 12
Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 9 ⇒ (8) + 9 = 17
Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 9 ⇒ (7) + 9 = 16
Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d8 + 9 ⇒ (8) + 9 = 17
Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d8 + 9 ⇒ (2) + 9 = 11
Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 9 ⇒ (8) + 9 = 17
Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 + 9 ⇒ (5) + 9 = 14
Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d8 + 9 ⇒ (8) + 9 = 17
Thadeuzs 'Tad' Orlovsky |
Particularly as it isn't irrelevant or invalid. It's the leadership of the refugees for the most part. Technically, even our own legitimacy derives from them, now.
Later, it will derive from our actions & hopefully success in dealing with the trials of leading the community in the wilds.
Right now, we need to a) Get the refugees the rest of the way to the Trading Post. b) Decide if we are going to establish a community for them there or elsewhere. c) Decide if we are going to integrate or separate the refugee & 'bandit' populations.
Then we will need to focus on things like pacifying the surrounding area & establishing a political presence.
Antha Scapegrace |
** spoiler omitted **
** spoiler omitted **
That was really cool to read, thank you!
As for how to proceed, I agree with Tad. We can build our own community with all the refugees and let the other Sword Lords all worry about Brevoy; basically, doing what we originally set out to do in the first place. I think the Trading Post is the only place we can take such a group right now as we have discovered only the Temple of the Elk as a possible location for settlement.