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HP 14/18
"I don't mind a little ear nibbling now and then, but you're getting too aggressive."
Zolarus smirks and thrusts his cold iron rapier at the adjacent sinspawn.
melee: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
damage: 1d6 + 1 ⇒ (5) + 1 = 6
Maintains bard song as free action. No move or swift action this turn.
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Ongoing effects: Inspire Courage, Fortified Drinker (1 hr)

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In my last post, was I able to get 2 shots or just one?
- Free Action: "This is scarier than your song, Zolarus!"
- Swift Action: 5-foot-step south
- Standard Action: "Freeze, dirtbag!" Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2 Again, shooting at the same flying head with the thick red outline.
- Move Action: None

DM Sockmonkey |

Will do some catch up tomorrow at work doing a double, just doing this as a note.
roll up saves vs splash damage from Jer.
Prof had a readied action for his surprise round then his action in the init order (two missiles)
Zol hits
Ark if you want to set up your attack please do. I will put it right after the flying head attacks.
Also next round I will be moving the sinspawn to the flying head init to keep things simpler.
If the rest of the party wants to post after Ark please feel free.
flying heads
Ark
Rest of party
All the baddies
Rinse repeat

Arkus Scargazed |

The Spear! He thinks.
The spear was fine and seems better than the usual run of the mill weapons he has had come across. Arkus decides to try it once more, bringing out one hand, placing it just below his chin as he brings up the spear to algin its point to his guiding hand and then a quick movement!!!
His target? The Spawn next to him with the flapping head.
He thrusts!!!
Attack with Spear 1d20 + 6 ⇒ (10) + 6 = 161d6 + 7 ⇒ (2) + 7 = 9

DM Sockmonkey |

reflex save vs Jer's splash damage: 1d20 + 4 ⇒ (2) + 4 = 6
reflex save vs Jer's splash damage: 1d20 + 4 ⇒ (9) + 4 = 13
Added Prof's Magic Missile damage
Flying head attack on Jer: 1d20 + 5 ⇒ (8) + 5 = 13 Miss
Flying head attack on Jer: 1d20 + 5 ⇒ (9) + 5 = 14 Miss
Flying head attack on Ark: 1d20 + 5 + 2 - 2 ⇒ (8) + 5 + 2 - 2 = 13 Miss
Ark hits
flying heads
Ark
-->Rest of party
All the baddies
Rest of the party is up

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HP 14/18
Zolarus attacks the adjacent sinspawn.
melee: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
cold iron, piercing: 1d6 + 1 ⇒ (5) + 1 = 6
Maintains bard song as free action. No move or swift action this turn.
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Ongoing effects: Inspire Courage, Fortified Drinker (1 hr)

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- Swift Action: 5-foot-step south
- Standard Action: "Freeze, dirtbag!" Magic Missile damage: 1d4 + 1 ⇒ (1) + 1 = 2 Again, shooting at the same flying head with the thick red outline, if it is still up.
- Move Action: None

Arkus Scargazed |

Feeling his spear tear flesh, Arkus draws back his arm again and once more powers it with sudden ferocity as he seeks to drive its point in deeper.
Attack 1d20 + 6 ⇒ (7) + 6 = 131d6 + 7 ⇒ (4) + 7 = 11

Jerrick Bagspark |

Jerrick steps back a little more and prepares another bomb, tossing it at the group of baddies. 5ft step, throw splash centered on red circle
Throw bomb: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Miss: 1d8 ⇒ 2 - will land in the orange square
Splash damage of 6 fire damage on the two touching orange, reflex save for half, DC 15.

DM Sockmonkey |

Zol hits the sinspawn in it's open mouth causing it to comically gag for a brief moment. Prof's wand seems to anger the flying head and it glares at you, it must want mage for dinner now. Ark thrusts his spear forward and just misses. Jer is all thumbs and misses his target again. The flying heads attack Prof and Jer causing grievous wounds on them. The two sinspawn attack one bites Zol and the other bites Ark.
Jer you get an AOO on the flying head that provokes as it charges Prof.
flying head reflex vs Jer's bomb: 1d20 + 4 ⇒ (14) + 4 = 18
flying head reflex vs Jer's bomb: 1d20 + 4 ⇒ (19) + 4 = 23
flying head attack on Prof: 1d20 + 5 ⇒ (15) + 5 = 20 Hit
flying head attack on Jer: 1d20 + 5 ⇒ (19) + 5 = 24 Hit
Flying head attack on Ark with flanking: 1d20 + 5 + 2 - 2 ⇒ (10) + 5 + 2 - 2 = 15 Miss
Prof's fort save: 1d20 + 3 ⇒ (7) + 3 = 10
Jer's Fort save: 1d20 + 3 ⇒ (7) + 3 = 10
Prof's damage: 1d4 ⇒ 3 See Below
Jer's damage: 1d4 ⇒ 3 See Below
This is normal damage but please track it in addition to subtracting it from your total.
sinspawn on Ark,
sinspawn bite attack: 1d20 + 3 ⇒ (14) + 3 = 17
sinspawn claw attack: 1d20 + 3 ⇒ (10) + 3 = 13
Sinspawn claw attack: 1d20 + 3 ⇒ (18) + 3 = 21
Sinspawn on Zol
sinspawn bite attack: 1d20 + 3 ⇒ (18) + 3 = 21
sinspawn claw attack: 1d20 + 3 ⇒ (6) + 3 = 9
Sinspawn claw attack: 1d20 + 3 ⇒ (9) + 3 = 12
Bite damage on Ark
damage: 1d6 + 1 ⇒ (4) + 1 = 5
will save: 1d20 + 1 ⇒ (17) + 1 = 18
claw attack: 1d4 + 1 ⇒ (3) + 1 = 4
Bite damage on Zol
damage: 1d6 + 1 ⇒ (3) + 1 = 4
will save: 1d20 + 6 ⇒ (3) + 6 = 9 fail
minutes: 1d6 ⇒ 1
Zol will be sickened for minutes.
Sickened
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
-->Rest of party
All the baddies
The rest of the part is up.

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3 HP of flying head damage
- Move Action: Reposition the Dancing Lights
- Swift Action: 5-foot-step
- Standard Action: "Freeze, dirtbag!" 1d4 + 1 ⇒ (4) + 1 = 5
Is ANY of this hurting the flying head?
- Free Action: "Owie!"

Arkus Scargazed |

That was beginning to hurt...Arkus once more readies the spear and thrusts!! He needed to take down his for and fast!.
Attack 1d20 + 6 ⇒ (4) + 6 = 101d6 + 7 ⇒ (4) + 7 = 11 Sigh Looks like Arkus is going down.....

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HP 10/18
Zolarus attacks the adjacent sinspawn and examines his wounded condition.
melee: 1d20 + 6 + 1 - 2 ⇒ (19) + 6 + 1 - 2 = 24
cold iron, piercing: 1d6 + 1 - 2 ⇒ (3) + 1 - 2 = 2
crit: 1d20 + 6 + 1 - 2 ⇒ (9) + 6 + 1 - 2 = 14
cold iron, piercing: 1d6 + 1 - 2 ⇒ (4) + 1 - 2 = 3
Perception on nearest sinspawn, move action: 1d20 + 5 ⇒ (7) + 5 = 12
Maintains bard song as free action. What a horrible time to be sickened.
@DM: I have +2 trait bonus on saves against mind-affecting effects and vs disease and poison. Does this make a difference?
@Ark: Are you missing bonuses to attack and damage? What about Rage and Inspire Courage. We rested the previous night. I'm surprised you only have a +6 to attack. Also, I thought you were using a ranseur which is 2d4 with reach?
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Ongoing effects: Inspire Courage, Fortified Drinker (1 hr); Sickened (9 rds)

DM Sockmonkey |

@ Prof, yes the damage is hurting the flying head. All the creatures have been damaged and their damage totals posted on them on the map. Just note for important fights or boss type guys I may not post the damage. But for these encounters with lots of bad guys, it makes it easy to track.
@ Zol, it was a dc 12 will save.
Jer it is your turn
Your spear is non magical for combat bonuses or damage. However it gives you a constant protection from evil, and it will bypass DR at DM discretion. Yes that includes a +2 AC from the protection from evil.

Arkus Scargazed |

Nice to know spear's effect.
Didn't rage as it would have brought down my AC and the Ranseur is a reach weapon and these guys are next to me hence the change to spear.
My rolls are terrible though. I did forget about inspire courage.

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@ Prof, yes the damage is hurting the flying head. All the creatures have been damaged and their damage totals posted on them on the map. Just note for important fights or boss type guys I may not post the damage. But for these encounters with lots of bad guys, it makes it easy to track.
I'm confused. By my count I have 17 HP of damage on the flying head in front of me. But you have 11 HP written on him. Even if you take away the 4 HP from the readied action, that's still 12 HP of damage.
Not trying to "lawyer" this. It's just that Prof is way smarter than I am, in real life. He would try to gauge the enemy's capabilities with his 20 Int and taking 17 HP of damage is different than 11 or 12.

Jerrick Bagspark |

Sorry forgot to hit Submit yesterday. No melee weapon drawn so can't make an effective AoO.
Jerrick quickly draws his dagger and stabs the one between him and Prof.
Dagger (flanking, sickened): 1d20 + 2 ⇒ (18) + 2 = 20 Dmg: 1d3 - 2 ⇒ (1) - 2 = -1

DM Sockmonkey |

@ Prof, you are correct it has 17 damage. I was waiting for Jer to post before updating the map with damages and whatnot.
@Jer, did you adjust the hp total on the flying head? Doing negative damage does not heal the enemy ;-), negative damage just counts as zero damage.
Prof casts from his wand again, and the flying head looks like it will be destroyed soon. Ark misses with his fancy spear. Zol crits the sinspawn with his cold iron rapier, it too looks like it will not last another round. Several attacks miss Ark by both the sinspawn and flying head. Zol takes a vicious bite to his upper shoulder almost his neck. Both Jer and Prof yell out in pain as flying heads swoop down and bite them.
From down the hallway with stairs a tiny but menacing maniacal laughter can be heard. Followed by small feet charging forward, it may not be big but something is on the way.
Sinspawn on Ark
bite: 1d20 + 3 ⇒ (9) + 3 = 12 miss
claw: 1d20 + 3 ⇒ (1) + 3 = 4 miss
claw: 1d20 + 3 ⇒ (1) + 3 = 4 miss
Sinspawn on Zol
bite: 1d20 + 3 ⇒ (20) + 3 = 23 Will check crit at bottom
claw: 1d20 + 3 ⇒ (15) + 3 = 18 miss
claw: 1d20 + 3 ⇒ (1) + 3 = 4 Miss
Flying head on Jer
1d20 + 5 ⇒ (15) + 5 = 20 Hit
Flying head on Prof
1d20 + 5 ⇒ (16) + 5 = 21 Hit
Flying head on Ark
1d20 + 5 ⇒ (7) + 5 = 12 Miss
Confirm crit on Ark
1d20 + 3 ⇒ (7) + 3 = 10 Miss
Damage to Zol
sinspawn bite: 1d6 + 1 ⇒ (6) + 1 = 7 will save: 1d20 + 6 ⇒ (15) + 6 = 21 Pass
Damage to Jer
flying head damage: 1d4 ⇒ 2 fort save: 1d20 + 3 ⇒ (18) + 3 = 21 Pass
Jer treat this as regular damage not that special damage from the flying heads I asked you to track.
Damage to Prof
flying head damage: 1d4 ⇒ 1 fort save: 1d20 + 3 ⇒ (4) + 3 = 7 Fail
Prof treat this as the special kind of flying head damage.
Ark no damage
Zol 7 damage
Jer 2 damage treat this as regular damage not that special damage from the flying heads I asked you to track.
Prof 1 damage treat this as the special kind of flying head damage.
Party is up!

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(4 HP of flying head damage)
- Swift Action: 5-foot-step
- Standard Action: "Freeze, dirtbag!" Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
- Free Action: "I don't feel so good..."

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HP 3/18
Zolarus steps northeast, retrieves a potion of cure moderate wounds and chugs it down.
melee: 2d8 + 3 ⇒ (5, 5) + 3 = 13
HP 16/18
Maintains bard song as free action.
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Ongoing effects: Inspire Courage, Fortified Drinker (1 hr); Sickened (8 rds)

Arkus Scargazed |

"Urghh...GO down...and stay down!" Arkus now throughly infuriated stabs with the spear rather viciously
Attack, 1d20 + 6 ⇒ (9) + 6 = 151d6 + 7 ⇒ (3) + 7 = 10

DM Sockmonkey |

Ark drives the spear into the Sinspawn's head and it ceases to move. Prof also has similar luck the last magic missile was enough to drop the flying head. Zol seeing that he was on the brink of death quaffed a potion of healing. THe other two flying heads attack and do not connect, as well as the last Sinspawn on Zol. From down the stairway hall the laughter is much louder and a misshapen goblin runs into view.
On the mac, it is giving me grief about trying to use google drive. Could someone delete the flying head on Prof and the sinspawn right below Ark please. Also the blue square in the hallway is the misshaped goblin, could someone change its color, first person to change it gets to pick the color!
Sinspawn on Zol
bite: 1d20 + 3 ⇒ (4) + 3 = 7
claw: 1d20 + 3 ⇒ (8) + 3 = 11
claw: 1d20 + 3 ⇒ (15) + 3 = 18
Flying Head on Ark
1d20 + 5 ⇒ (1) + 5 = 6
Flying head on Jer
1d20 + 5 ⇒ (12) + 5 = 17
The dice bot gods have looked favorably on the party as none of the attacks hit.
Jer you still get an action from this last round and the new round coming up, please post two actions.
The party is up.

Jerrick Bagspark |

Action 1 - imbibe mutagen (STR)
Jerrick quickly slips a small vial to his lips, and immediately his body seems to shudder. His skin ripples as the mutagen courses through his blood.
Move 1
acro: 1d20 - 1 ⇒ (7) - 1 = 6 to move through the square of the creature to the north - fails
Action 2 - stab thing
Jerrick slashes at the creature to the north with his dagger, trying to clear a path. Dagger: 1d20 + 2 ⇒ (6) + 2 = 8 - misses.
AC is now 20 for next 20m

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Could someone delete the flying head on Prof and the sinspawn right below Ark please. Also the blue square in the hallway is the misshaped goblin, could someone change its color, first person to change it gets to pick the color!
Done! :-) Since I've run this before, I used a picture of what he really looks like. I also recolored the "flying heads" so that we could refer to the "yellow one" and the "blue one" instead of using squares or circles to mark our targets--it declutters the battle map. ;-P
- Swift Action: 5-foot-step
- Standard Action: Utnapishtim raises his wand, and points it at the yellow flying head 1 square north of Jer. "Freeze, dirtbag!" Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4
- Move Action: Nothing
Do I need to make more saves? Not sure which "flying head" effect against which I failed to make my saving throws. :-)

Arkus Scargazed |

Acrbatics to avoid an AOO 1d20 + 5 ⇒ (5) + 5 = 10
Rage and Attack with Spear 1d20 + 8 ⇒ (11) + 8 = 191d6 + 7 ⇒ (6) + 7 = 13
Seeing a new foe enetering the fight, Arksu turns and moves in upon this goblin and then leting his anger through, He thrusts straight into the Goblin!!!

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HP 16/18
Zolarus steps adjacent to a fleeting Arkus and attempts to finish off the spinspawn.
melee attack: 1d20 + 6 + 1 - 2 ⇒ (20) + 6 + 1 - 2 = 25
cold iron dmg: 1d6 + 1 - 2 ⇒ (2) + 1 - 2 = 1
confirm crit: 1d20 + 6 + 1 - 2 ⇒ (6) + 6 + 1 - 2 = 11
crit dmg: 1d6 + 1 - 2 ⇒ (5) + 1 - 2 = 4
My apologies for the delay! Maintains bard song as free action.
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Ongoing effects: Inspire Courage, Fortified Drinker (1 hr); Sickened (7 rds)

DM Sockmonkey |

Jer quaffs a potion and attacks a flying head but misses. Prof fires his wand again this time at the flying head trying to bite Jer, the force missiles ram into it and it looks as though it will not be able to take another soiled hit. Ark runs toward the laughing misshaped goblin, in his rage he trips over the statue's leg, this folly allowed the two enemies flanking him to attack but they both missed. Zol, taking advantage of the opening the sinspawn next to him left open while trying to take advantage of Ark's situation, thrusts his blade into the sinspawn's left eye. It twitches uncontrollably for a moment in a seizure like state before dropping to the floor limp. The flying heads attack, one takes a large bite out of Jer and the wound continues to burn after the fangs release. Ark's flying head attacks but is deflected almost by an unseen barrier. The laughing goblin makes a gut wrenching sound, much like a sick dog about to vomit, then the misshaped goblin does vomit! The sick releases from this small creatures mouth with unholy speed and distance; a fountainous line of brackish browns, blacks, and reds fire across the room striking Zol square in the chest, the impact and force cause the sick to splash all over Zol. A bit gets into his open mouth and he too begins to projectile vomit in-between yelling from the burning acidity of the blood vomit he is covered in. Now that the goblin can be seen better it flexes all three of its arms. He points the longsword at Ark, points the handaxe at Zol, and does an ennie-mennie gesture with the silver dagger in his third hand between Ark and Zol as he nonchalantly wades into the room and over to Zol.
Note all his weapons are human (or medium) sized
1d3 ⇒ 3
aoo on ark: 1d20 + 3 ⇒ (5) + 3 = 8 Miss
aoo on ark: 1d20 + 5 ⇒ (4) + 5 = 9 Miss
flying head attack on Jer: 1d20 + 5 ⇒ (16) + 5 = 21 Hit
flying head attack on Ark: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13 Miss, via protection vs evil
Jer's damage: 1d4 ⇒ 3
Jer's fort save: 1d20 + 3 ⇒ (6) + 3 = 9 Fail
Jer please note this 3 damage as special flying head damage and also deduct it from your current HP
Zol's reflex save still sickened: 1d20 + 2 ⇒ (9) + 2 = 11 Fail, you are covered in goblin vomit
vomit acid damage: 2d4 ⇒ (4, 1) = 5
Zol's Fort save: 1d20 + 1 ⇒ (1) + 1 = 2 You are nauseated for the round.
1d4 ⇒ 2
Group is up.

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- Swift Action: 5-foot-step
- Standard Action: Utnapishtim raises his wand, and points it at the yellow flying head 1 square north of Jer. "Freeze, dirtbag!" Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4
- Move Action: Nothing

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HP 11/18
Zol tears his shirt off in disgust.
"I never thought I'd get puked on by a goblin, but like my mama always said 'Never say never'."
@Ark, are you adding in the inspire courage bonuses? Your 19 attack roll could have been a 20 with 14 damage.
Maintains bard song as free action.
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Ongoing effects: Inspire Courage, Fortified Drinker (1 hr); Sickened (6 rds), Nauseated

Arkus Scargazed |

Ermm no I haven't....For some reason I keep forgetting.

Arkus Scargazed |

Arkus thrusts once more!!! Seeing the rather cocky goblin enrages the alf Orc even more.
Attack with spear, Rage still on 1d20 + 8 ⇒ (15) + 8 = 231d8 + 9 ⇒ (2) + 9 = 11
AC 17, - 2 Rage +2 Protection from evil.

DM Sockmonkey |

Prof's wand fires again and the flying head staggers it's flight path; the creature is hanging on to it's existence in this world by a thread. Jer makes his tactical reposition. Zol continues to be inspiring even as he vomits and undresses. Ark dives headfirst into the combat and strikes the goblin with all his wrath. The goblin smiles and strikes back. All three weapons come swinging in at Ark with animal like fury; the longsword swings too high and does not even come close. However the silver dagger catches Ark in the middle of his abdomen and the handaxe strikes him in the back of the calf of his left leg. The flying heads continue to pursue. One continues to flank Ark and its clumsy attack misses. Prof also gets attacked by the flying head that was targeting Jer before the tactical retreat, the head swoops in but fails to sink it's teeth into Prof. The goblin's wounds begin to heal in front of your eyes!
longsword attack on Ark: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11
silver dagger on Ark: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15 Hit
handaxe on Ark: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18 Hit
silver dagger damage: 1d4 + 1 ⇒ (1) + 1 = 2
handaxe: 1d6 + 1 ⇒ (2) + 1 = 3
flying head on Ark: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5 Miss
flying head on Prof: 1d20 + 5 ⇒ (7) + 5 = 12
Ark that is 5 damage
Top of the order again.

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(4 HP of flying head damage)
- Swift Action: 5-foot-step south
- Standard Action: "Freeze, dirtbag!" Magic Missile Damage on the Yellow Flying Head: 1d4 + 1 ⇒ (1) + 1 = 2
- Move Action: None

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HP 11/18
Zolarus attacks the goblin.
melee attack: 1d20 + 6 + 1 - 2 ⇒ (10) + 6 + 1 - 2 = 15
cold iron dmg: 1d6 + 1 - 2 ⇒ (5) + 1 - 2 = 4
Maintains bard song as free action.
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Ongoing effects: Inspire Courage, Fortified Drinker (1 hr); Sickened (5 rds)

Arkus Scargazed |

Three weapons! Arkus glares at the goblin as his wounds ooze blood, the crimson liquid flowing down freely but the half orc grins himself.
Attack 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 261d8 + 9 + 1 ⇒ (1) + 9 + 1 = 11
AC 17, Protection from Evil on. Bonus from Inspire Courage. Have DR 1/--. Stupid Rolls.....

Jerrick Bagspark |

Jerrick pulls out another bomb and tosses it at the nearest head, hoping for a solid hit this time.
Bomb: 1d20 + 6 ⇒ (18) + 6 = 24 for Damage: 2d6 ⇒ (1, 3) = 4 + 3 Fire for a total of 7 damage
”Burns dun it?!” Jerrick gleefully taunts the creature.

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(4 HP of flying head damage)
Any knowledge checks we can roll on the laughing misshaped goblin? Anything we can glean about it? Why is it medium sized? Why is it misshapen? Etc.

keith goudreau |

I will allow a difficult knowledge religion roll for info. I belive you guys have killed it already, or it is very close. Sorry for the delay, truck is in the shop and I have been doing lots of walking these last few days.
-Posted with Wayfinder

DM Sockmonkey |

Prof fires more force missiles and finally destroys the flying head. Jer follows with a fiery explosion that makes sure the flying head does not get up. Zol's attack misses, the goblin parried the blow with his handaxe. Ark drives the spear deep into the goblin's gut, it roars with violence. The goblin swings wildly directing all his attacks at the halforc. His handaxe strikes Ark square in the chest, everyone can hear ribs crack and the hollow thud that would knock the air out of a lesser man, but the half orc still stands. The last flying head tries to bite Ark as he fights the warped goblin but misses.
odd is good: 1d2 ⇒ 1 Ark this saved your life
longsword attack on Ark: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14 miss
silver dagger on Ark: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2 Miss
handaxe on Ark: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15 Hit
flying head on Ark: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7 miss
handaxe: 1d6 + 1 ⇒ (6) + 1 = 7
Ark takes 7 damage
Ark you are at 1 hp because you are raging, the dice gods have decided to play with you
The group is up
again sorry for the delays, RL has been a busy week

Arkus Scargazed |

Oh well Here goes nothing! Ark's last attempt!
Attack 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 201d8 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Protection from evil, raging, last round of bonus, DR 1/--

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HP 11/18
Zolarus heals Arkus with a cure light wounds spell while attempting to avoid slipping on vomit covered floor.
Clean up on dungeon aisle 2 please.
"Don't you going dying on me now. Finish him!"
Cast Defensively DC 17: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23
CLW: 1d8 + 2 ⇒ (7) + 2 = 9
Woot! Maintains bard song as free action.
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Ongoing effects: Inspire Courage, Fortified Drinker (1 hr); Sickened (4 rds)

Arkus Scargazed |

Vrommz