Kelendra Shae |
"Anklebiter is right, maybe they are just scared, but they might fight if cornered." Nodding at Calla's suggestion, Kel creates another illusion and a false Lefrik and Brue clank down a knotted rope to the stone door and fumble at opening it.
cast minor image, DC 17 Will, if the mud logs don't react after a few rounds of fumbling at the door, then the images will move to them and see if they get a response
DM Bigrin |
The two huddled figures burst out of the mud at the first sign of the illusion nearing the trapdoor. Armored in dense, bony plates, the two small figures ripped into the illusory figure with fangs and claws. After a moment of not actually hitting anything, both creatures began looking about. Finally, they looked up and saw the open trapdoor in the ceiling above them and began pointing and jibbering in an unknown language. one of them began thumping on the trapdoor below in a rhythmic pattern.
Calumny "Calla" Tas'vere |
"Well, guess they know we're here," Calla says. "Do we just kill them now or does anyone want to waste our time trying to talk?"
I think we should just have the GM roll initiative, but figured I'd give someone else a chance first.
DM Bigrin |
1d20 + 9 ⇒ (15) + 9 = 24
8d6 ⇒ (5, 4, 3, 1, 2, 2, 3, 3) = 23
initiatives:
creatures 1d20 + 2 ⇒ (20) + 2 = 22
anklebiter 1d20 + 2 ⇒ (20) + 2 = 22
kelendra 1d20 + 3 ⇒ (12) + 3 = 15
bruendor 1d20 + 2 ⇒ (16) + 2 = 18
calla 1d20 + 8 ⇒ (12) + 8 = 20
lefrik 1d20 + 0 ⇒ (9) + 0 = 9
1d100 ⇒ 62
The creatures stared up at you with complete incomprehension, then one reared back and spat a stream of black bile into the air. The spurt of concentrated cold filled the trapdoor, catching several of you in the face. Immediately your skin went stiff with cold, and the shock was intense.
These creatures are charda. Native to the magical underground realms, they are naturally heavily armored and can spit black bile up to 60 feet away in a heavy stream.
Everyone takes 23 cold damage, Reflex DC 18 for half
R1: creatures, anklebiter, calla, bruendor, kelendra, lefrik
Creatures are about 20' down in the tower, which you are standing atop of
current status:
anklebiter 66(55?)/77
bruendor 99(88?)(/110
calla 73(62?)/84
kelendra 80(69?)/91
lefrik 157(146?)/168
Anklebiter the Insane |
Energy absorption soaks up 23 cold and is now at 10/33. Zero damage to Anklebiter.
"That answers that," Anklebiter says in a dry tone, as the vile bile seems to evaporate off of him without doing visible harm.
The little Goblin chants, and sends five darts of pure force rocketing towards the critter that hasn't spat yet, then ducks out of the enemy's line of sight.
Maximized magic missile for 25 force damage!
Calumny "Calla" Tas'vere |
Reflex (with Shake It Off): 1d20 + 9 ⇒ (19) + 9 = 28
HP 81/92
AC 26/29, touch 18, flat-footed 21/24
Fort +11*, Ref +9*, Will +13*; CMD 26
Divine retribution (DC 18) 0/6; Judgments 0/4; Bane 0/11; Discern lies 0/11
cold iron arrows 0/21; elf-bane arrows 0/3; human bane arrows 0/4
Spells: 0/5 (first-level); 0/5 (second level); 2/4 (third level); 0/1 (4th level); Consumables: Gravity Bow ring 0/3
Effects: heroism (+2 morale bonus on attack rolls, saves, and skill checks); greater magic weapon (+1/+2 to bow)
"Bastard chardas," Calla snarls as she avoids the worst of the cold bite. "Knew they sounded familiar!"
She doesn't hesitate, launching arrows toward her foes targeting the same one as AB.
Knowledge (nature): 1d20 + 10 ⇒ (12) + 10 = 22
+1 adaptive composite longbow (rapid shot, deadly aim, point blank): 1d20 + 12 + 3 ⇒ (1) + 12 + 3 = 16
+1 adaptive composite longbow (rapid shot, deadly aim, point blank): 1d20 + 12 + 3 ⇒ (13) + 12 + 3 = 28
Damage: 1d8 + 7 + 2 ⇒ (7) + 7 + 2 = 16
+1 adaptive composite longbow (rapid shot, deadly aim, point blank): 1d20 + 7 + 3 ⇒ (18) + 7 + 3 = 28
Damage: 1d8 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Bruendor Cavescouter |
Reflex save: 1d20 + 14 ⇒ (14) + 14 = 28
Already expecting the worst, Bruendor flings himself out of the way of the black bile spray. "Alright, to Hell with these chardra things," he says, flying towards the chardra that has not spat. "Focus on the other one, I'll tie this guy up!", he shouts, stabbing at the thing with little intent to kill.
[ooc]We should still have our flight going, so I'll float on down to the one that hasn't spat. No need to land - I'll grab higher ground bonus from that. Combat Expertise and fighting defensively gives me a +6 AC bonus for a current total of 30. Unsure if they qualify as evil outsiders, but if they do, just up the attack and damage by 2.[/dice]
Attack, CE, fight defensively, higher ground: 1d20 + 14 - 3 - 4 + 1 ⇒ (6) + 14 - 3 - 4 + 1 = 14
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Sneak!: 3d6 ⇒ (1, 5, 5) = 11
Kelendra Shae |
Reflex DC 18: 1d20 + 7 ⇒ (12) + 7 = 19
"Well, that was rude." Kel floats in after Brue to get the proper angle and unleashes a spray of color into the faces of the bile spitting creatures. "How do you like it when someone does that to you?"
Color Spray, DC 16 Will negates, Awesome Display -5 (Su) Your Illusion (pattern) spells treat observers as -5 HD lower than their actual HD, so the Chadras will be CR2; 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.).
Lefrik Olegson |
Knowledge Nature: 1d20 + 8 ⇒ (13) + 8 = 21
Reflex Save vs cold 1d20 + 7 ⇒ (20) + 7 = 27
Lefrik snorts and tries to JUMP down the remainder to land near a foe and carve him into itty bitty pieces.
Acrobatics roll (To jump) 1d20 + 13 ⇒ (16) + 13 = 29
Landing smoothly and rolling up to strike at one of the foes that looks the least wounded, "Hey, Bastard chardas! Yes! I HAVE heard of them too. Grand Uncle Wulftong fought some of them once... he said their great weakness was.. damn.. let me think." Hie cold iron bastard sword that works so well against demons slices here.
to hit #1 1d20 + 17 ⇒ (15) + 17 = 32
dmg if that hits: 1d10 + 8 ⇒ (3) + 8 = 11
to hit #2 1d20 + 12 ⇒ (13) + 12 = 25
dmg if that hits: 1d10 + 8 ⇒ (2) + 8 = 10
to hit #3 1d20 + 7 ⇒ (2) + 7 = 9
dmg if that hits: 1d10 + 8 ⇒ (7) + 8 = 15
DM Bigrin |
w: 1d20 + 7 ⇒ (20) + 7 = 27
w: 1d20 + 7 ⇒ (20) + 7 = 27
1d20 + 13 ⇒ (18) + 13 = 31
1d6 + 3 ⇒ (2) + 3 = 5 + 1d6 ⇒ 6
1d20 + 14 ⇒ (2) + 14 = 16
1d4 + 3 ⇒ (3) + 3 = 6
1d20 + 14 ⇒ (11) + 14 = 25
1d4 + 3 ⇒ (2) + 3 = 5
1d20 + 14 ⇒ (17) + 14 = 31
1d4 + 3 ⇒ (3) + 3 = 6
1d20 + 14 ⇒ (18) + 14 = 32
1d4 + 3 ⇒ (2) + 3 = 5
1d20 + 13 ⇒ (17) + 13 = 30
1d6 + 3 ⇒ (4) + 3 = 7 + 1d6 ⇒ 3
1d20 + 14 ⇒ (18) + 14 = 32
1d4 + 3 ⇒ (2) + 3 = 5
1d20 + 14 ⇒ (19) + 14 = 33
1d4 + 3 ⇒ (2) + 3 = 5
1d20 + 14 ⇒ (8) + 14 = 22
1d4 + 3 ⇒ (1) + 3 = 4
1d20 + 14 ⇒ (3) + 14 = 17
1d4 + 3 ⇒ (3) + 3 = 6
The spitting charda was beset by arrow and spell, though both it and its companion managed to shake off Kelendra's color spray. Both of them turned to their melee opponents, ripping into Bruendor and Lefrik with tooth and claw.
Lefrik is hit 4 times for a total of 22 damage after DR
Bruendor is hit 4 times for a total of 27 damage
R1: chardas, anklebiter, calla, bruendor, kelendra, lefrik
current status:
anklebiter 77/77
bruendor 72/110
calla 73/84
kelendra 80/91
lefrik 135/168
charda 1 -55
charda 2 -21
Lefrik Olegson |
"Bruendor, how are you holding up?" The Bloody Barbarian asks with concern as he slashes and hacks away at the same foe as before. He's fairly torn up himself, but hey, new scars.
to hit #1 1d20 + 17 ⇒ (16) + 17 = 33
dmg if that hits: 1d10 + 8 ⇒ (9) + 8 = 17
To hit #2 1d20 + 12 ⇒ (13) + 12 = 25
dmg if that hits: 1d10 + 8 ⇒ (3) + 8 = 11
To hit #3 1d20 + 7 ⇒ (16) + 7 = 23
dmg if that hits: 1d10 + 8 ⇒ (1) + 8 = 9
Anklebiter the Insane |
Targeting the charda that looks most hurt, Anklebiter peppers its hide with another barrage of magic missiles! (Unless it's already dead, in which case he shifts tarvets to the other one, of course.)
Magic missile for 5d4 + 5 ⇒ (1, 4, 1, 4, 3) + 5 = 18 force damage.
Calumny "Calla" Tas'vere |
HP 81/92
AC 26/29, touch 18, flat-footed 21/24
Fort +11*, Ref +9*, Will +13*; CMD 26
Divine retribution (DC 18) 0/6; Judgments 0/4; Bane 0/11; Discern lies 0/11
cold iron arrows 0/21; elf-bane arrows 0/3; human bane arrows 0/4
Spells: 0/5 (first-level); 0/5 (second level); 2/4 (third level); 0/1 (4th level); Consumables: Gravity Bow ring 0/3
Effects: heroism (+2 morale bonus on attack rolls, saves, and skill checks); greater magic weapon (+1/+2 to bow)
Calla launches another trio of arrows, but trying to avoid hitting her companions throws off her aim as they thrash around. Finally she finds her mark.
+1 adaptive composite longbow (rapid shot, deadly aim, point blank): 1d20 + 12 + 3 ⇒ (3) + 12 + 3 = 18
+1 adaptive composite longbow (rapid shot, deadly aim, point blank): 1d20 + 12 + 3 ⇒ (2) + 12 + 3 = 17
+1 adaptive composite longbow (rapid shot, deadly aim, point blank:: 1d20 + 7 + 3 ⇒ (19) + 7 + 3 = 29
Damage: 1d8 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Crit?:: 1d20 + 7 + 3 ⇒ (12) + 7 + 3 = 22
Damage: 2d8 + 14 + 4 ⇒ (2, 7) + 14 + 4 = 27
Bruendor Cavescouter |
"I've been worse," he replies, gritting as the chardra tears into his flesh. "Keep focusing on yours, I've got this guy where I want him." He slashes down at the creature with probative strikes, easily deflected by the beast.
Same as last round, though I will 5' float so I'm directly above the chardra, if that was not true last round, and full attack. AC is still 30.
Attack 1, CE, higher ground: 1d20 + 14 - 3 - 4 + 1 ⇒ (4) + 14 - 3 - 4 + 1 = 12
Damage 1, cold iron: 1d8 + 5 ⇒ (5) + 5 = 10
Attack 1 speed, CE, higher ground: 1d20 + 14 - 3 - 4 + 1 ⇒ (8) + 14 - 3 - 4 + 1 = 16
Damage 1 speed, cold iron: 1d8 + 5 ⇒ (7) + 5 = 12
Attack 2, CE, higher ground: 1d20 + 9 - 3 - 4 + 1 ⇒ (4) + 9 - 3 - 4 + 1 = 7
Damage 2, cold iron: 1d8 + 5 ⇒ (6) + 5 = 11
Anklebiter the Insane |
"Should we check the final structure before we go down there?" Anklebiter asks.
He pats Lefrik on the knee. "It's … impressive. Yes. Now to heal you back up."
Kelendra Shae |
Kel tends to the healing.
Cure Light Wounds, Calla: 1d8 + 5 ⇒ (1) + 5 = 6
Cure Light Wounds, Kel: 1d8 + 5 ⇒ (1) + 5 = 6
Cure Serious Wounds, Lefrik: 3d8 + 11 ⇒ (2, 5, 1) + 11 = 19
Cure Serious Wounds, Lefrik: 3d8 + 11 ⇒ (5, 6, 8) + 11 = 30
Cure Serious Wounds, Brue: 3d8 + 11 ⇒ (8, 3, 2) + 11 = 24
Cure Light Wounds, Brue: 1d8 + 5 ⇒ (7) + 5 = 12
Cure Moderate Wounds, AB: 2d8 + 10 ⇒ (1, 8) + 10 = 19
Calumny "Calla" Tas'vere |
HP 87/92
AC 26/29, touch 18, flat-footed 21/24
Fort +11*, Ref +9*, Will +13*; CMD 26
Divine retribution (DC 18) 0/6; Judgments 0/4; Bane 0/11; Discern lies 0/11
cold iron arrows 0/21; elf-bane arrows 0/3; human bane arrows 0/4
Spells: 0/5 (first-level); 0/5 (second level); 2/4 (third level); 0/1 (4th level); Consumables: Gravity Bow ring 1/3
Effects: heroism (+2 morale bonus on attack rolls, saves, and skill checks); greater magic weapon (+1/+2 to bow), gravity bow
With nothing in the third tower, Calla returns to the first. Once everyone's ready, she waits for Bruendor to make sure it's (relatively) safe and descends into the muck. Just before going through the trap door, she activates her gravity bow ring.
DM Bigrin |
The trapdoor is not trapped or locked. Apparently the guardians were enough to keep intruders out in the minds of the locals. Looking down, you see a circular room with no furniture, only a pair of stone doors leading from it, and the hanging rope-ladder leading down from the trapdoor above. There was also a tunnel to the northwest leading out of the chamber.
Anklebiter the Insane |
"And we need to be careful of the glyph as well," Anklebiter says as he re-casts detect magic. "Hrrm. Can I persuade you all to group around me? When we meet more chardas, I can cast Communal protection from cold, to defend against their spit."
Bruendor Cavescouter |
"On it," Bruendor replies to Calla, and true enough, he was already beginning to examine the doors for any sort of security these savage chardras had placed upon them.
Perception: 1d20 + 17 ⇒ (1) + 17 = 18
"Looks safe to me," he reports.
DM Bigrin |
Bruendor found no traps on the doors, or even latches. They simply appeared to hold closed by gravity and friction alone. Both seemed to open onto hallways that did not go far before more doors blocked them. The tunnel leading out of the northeast corner of the entrance room split in two, with a door to either end of the passages.
Map to come soon
Calumny "Calla" Tas'vere |
I'm reading it as one tunnel goes northeast and then splits again, but there's another tunnel that doesn't split? Let's go that way, please.
Calla indicates her general preference, whispering for Bruendor to check the doors again before we go through them.
Let's assume Brue checks every door unless we're in active combat. Do you want to make those checks, DM, or should he make a handful now (and Disable Device checks)?
DM Bigrin |
inits:
anklebiter 1d20 + 2 ⇒ (6) + 2 = 8
kelendra 1d20 + 3 ⇒ (9) + 3 = 12
bruendor 1d20 + 2 ⇒ (14) + 2 = 16
calla 1d20 + 8 ⇒ (13) + 8 = 21
lefrik 1d20 + 0 ⇒ (9) + 0 = 9
trog 1d20 + 3 ⇒ (11) + 3 = 14
babau 1d20 + 5 ⇒ (2) + 5 = 7
Bruendor followed the right hand path, opening doors as he went. Finally, he opened one and jumped back in surprise at what he saw. The high ceiling of the long chamber glows with the light of a large sigil floating against the north wall. Mud surfaces give way to hard, slate-like stone to the north, while to the south the floor is thick with a several clusters of skull-sized eggs nestled into the muck.
An enormous troglodyte squats on the far side of the room, next to an object you know must be the next glyph. As the doos swings open, the creature stood and cracked its neck menacingly, then motioned. A pair of blood red demons moved forward to attack, glaives pointed at Lefrik's chest.
Everyone feels like someone has an eye on you. Like you are trying to sneak into a vault while a guard watches you...with a club in his hand...and a whole pack of guard dogs on a fraying leash.
R1: calla, bruendor, troglodyte, kelendra, lefrik, anklebiter, babau
current status:
anklebiter 77/77
bruendor 72/110
calla 73/84
kelendra 80/91
lefrik 135/168
trog -0
babau (yellow) -0
babau (blue) -0
Calumny "Calla" Tas'vere |
HP 87/92
AC 26/29, touch 18, flat-footed 21/24
Fort +11*, Ref +9*, Will +13*; CMD 26
Divine retribution (DC 18) 0/6; Judgments 0/4; Bane 0/11; Discern lies 0/11
cold iron arrows 0/21; elf-bane arrows 0/3; human bane arrows 0/4
Spells: 0/5 (first-level); 0/5 (second level); 2/4 (third level); 0/1 (4th level); Consumables: Gravity Bow ring 1/3
Effects: heroism (+2 morale bonus on attack rolls, saves, and skill checks); greater magic weapon (+1/+2 to bow), gravity bow, Destruction judgment (+3 damage); Justice judgment (+3 to hit; +6 to confirm criticals)
Calla moves into the room, calling on her goddess to strike down their foes, and launches an arrow around Blondie's big, in-the-way head directly toward the big, in-the-way head of the nearest demon. Activate justice and destruction judgments; targeting yellow
+1 adaptive composite longbow (Rapid Shot, Deadly Aim, heroism, greater magic weapon, justice judgment, vs. evil outsiders): 1d20 + 16 + 1 - 4 ⇒ (19) + 16 + 1 - 4 = 32
Damage: 2d6 + 7 + 3 ⇒ (1, 2) + 7 + 3 = 13
Crit?: 1d20 + 19 + 1 - 4 ⇒ (11) + 19 + 1 - 4 = 27
Damage: 2d6 + 7 + 3 ⇒ (3, 3) + 7 + 3 = 16
Bruendor Cavescouter |
Sorry, didn't notice I was the one holding things up.
Bruendor races behind Calla's arrows, his cold iron blade preparing to cut down the demon in front of him.
Move to H14 and attack Yellow.
Attack, FE: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34
Damage, cold iron, FE: 1d8 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Sneak!: 3d6 ⇒ (6, 2, 6) = 14
DM Bigrin |
Nice crit!
Calla slipped into the room, already firing off an arrow into the nearest babau. The broadhead cut into the demon, distracting it from Bruendor's attack, which drove deeply into the creature's chest, bypassing the unnatural toughness of its hide. The protective slime covering the babau splashed, and Bruendor was forced to yank back his rapier or have it corroded by the foul liquid.
The troglodyte looked as if it was going to charge Bruendor, but then hesitated and held off for the moment.
Delaying the trog until after the babau
Bruendor must make a DC 18 Reflex save or have his rapier take 1d8 ⇒ 1 acid damage
Everyone who end their turn within 30' of the trog (Bruendor and Calla now) must make a DC 16 Fort save or be sickened for 10 rounds.
R1: calla, bruendor, kelendra, lefrik, anklebiter, babau, troglodyte
current status:
anklebiter 77/77
bruendor 72/110
calla 73/84
kelendra 80/91
lefrik 135/168
trog -0
babau (yellow) -44
babau (blue) -0
Anklebiter the Insane |
Anklebiter moves forward, chanting, and unleashes a volley of force-darts against the trog!
Move to K14, cast Empowered magic missile on the trog: 5d4 + 5 ⇒ (4, 2, 3, 1, 3) + 5 = 18 plus half again = 27 force damage.
Lefrik Olegson |
Lefrik weaves to give the crazy archer a clearer shot and takes his place. H 16
But hey, demonbane blade. If he can hit, they'll feel it.
Attacking bad guy at G15
Cold Iron Demonbane bastards sword on a Demon. yay
to hit#1 1d20 + 19 ⇒ (11) + 19 = 30
Dmg: 1d10 + 12 ⇒ (8) + 12 = 20 *Plus Bane* 2d6 ⇒ (6, 6) = 12
to hit#2 1d20 + 14 ⇒ (18) + 14 = 32
Dmg: 1d10 + 12 ⇒ (6) + 12 = 18 *Plus Bane* 2d6 ⇒ (2, 1) = 3
to hit#3 1d20 + 9 ⇒ (10) + 9 = 19
Dmg: 1d10 + 12 ⇒ (6) + 12 = 18 *Plus Bane* 2d6 ⇒ (3, 1) = 4
Kelendra Shae |
Unable to enter the crowded space, Kel takes up the rear guard and prepares a defense should the party be attacked from behind.
move to K14, or 13 if 14 is not possible, and ready action color spray
DM Bigrin |
1d20 + 14 ⇒ (1) + 14 = 15
1d6 + 2 ⇒ (5) + 2 = 7
1d20 + 12 ⇒ (4) + 12 = 16
1d8 + 7 ⇒ (1) + 7 = 8
1d20 + 7 ⇒ (7) + 7 = 14
1d8 + 7 ⇒ (8) + 7 = 15
Kelendra held the rear as Anklebiter moved forward to spray magical missiles at the troglodyte, even as Lefrik rushed forward and dealt a huge series of blows at the lead babau. The sticky demon practically exploded at the blows, showering Lefrik with burning acid. The other babau struck at Bruendor with its spear, but the rogue knocked the weapon away, then ducked the javelin thrown by the troglodyte.
Lefrik must make a DC 18 Reflex save or have his wonderful sword takes 1d8 ⇒ 7 acid damage
Everyone who end their turn within 30' of the trog (Lefrik, Bruendor, and Calla now) must make a DC 16 Fort save or be sickened for 10 rounds.
R2: calla, bruendor, kelendra, lefrik, anklebiter, babau, troglodyte
current status:
anklebiter 77/77
bruendor 72/110
calla 73/84
kelendra 80/91
lefrik 135/168
trog -0
babau (yellow) -119 (dead)
babau (blue) -0
Calumny "Calla" Tas'vere |
HP 87/92
AC 26/29, touch 18, flat-footed 21/24
Fort +11*, Ref +9*, Will +13*; CMD 26
Divine retribution (DC 18) 0/6; Judgments 0/4; Bane 0/11; Discern lies 0/11
cold iron arrows 0/21; elf-bane arrows 0/3; human bane arrows 0/4
Spells: 0/5 (first-level); 0/5 (second level); 2/4 (third level); 0/1 (4th level); Consumables: Gravity Bow ring 1/3
Effects: heroism (+2 morale bonus on attack rolls, saves, and skill checks); greater magic weapon (+1/+2 to bow), gravity bow, Destruction judgment (+3 damage); Justice judgment (+3 to hit; +6 to confirm criticals)
Calla steps alongside Bruendor to H-16, if possible and launches arrows toward the troglodyte.
+1 adaptive composite longbow (Rapid Shot, Deadly Aim, heroism, greater magic weapon, justice judgment): 1d20 + 17 ⇒ (3) + 17 = 20
Damage: 2d6 + 8 ⇒ (2, 6) + 8 = 16
+1 adaptive composite longbow (Rapid Shot, Deadly Aim, heroism, greater magic weapon, justice judgment): 1d20 + 17 ⇒ (16) + 17 = 33
Damage: 2d6 + 8 ⇒ (4, 1) + 8 = 13
+1 adaptive composite longbow (Rapid Shot, Deadly Aim, heroism, greater magic weapon, justice judgment): 1d20 + 12 ⇒ (7) + 12 = 19
Damage: 2d6 + 8 ⇒ (1, 2) + 8 = 11
Anklebiter the Insane |
Anklebiter focuses his attention on the trog, whispering Words of Power that become a tissue-rending wail in the reptile's head!
Ear-piercing scream for 5d6 ⇒ (4, 1, 6, 6, 3) = 20 sonic damage. Fort. DC16 for half; fail the save and be dazed for one round.
Lefrik Olegson |
Reflex Save 1d20 + 7 ⇒ (2) + 7 = 9
NOOOOO... my precious... I mean.. the sword takes 7 dmg
Fort Save or be sickened 1d20 + 16 ⇒ (13) + 16 = 29
"Blast..." As the acid threatens to eat the blade that serves him so well. And he moves to the next demon, "Hang in there, good blade. Hang in there."
Move up to F15. NOt sure what penalties if any might be in play depending on sword damage so please apply to below.
To hit #1 1d20 + 19 ⇒ (15) + 19 = 34
Dmg. 1d10 + 12 ⇒ (7) + 12 = 19 *plus bane* 2d6 ⇒ (1, 1) = 2
To hit #2 1d20 + 14 ⇒ (17) + 14 = 31
Dmg. 1d10 + 12 ⇒ (2) + 12 = 14 *plus bane* 2d6 ⇒ (6, 3) = 9
To hit #3 1d20 + 7 ⇒ (4) + 7 = 11
Dmg. 1d10 + 12 ⇒ (7) + 12 = 19 *plus bane* 2d6 ⇒ (4, 6) = 10