Jelico Kent |
Jellico beings by referring to what he can remember of the ship's layout. He tries to translate his knowledge of piloting a smaller craft to such a large vessel as this one. "If I were driving, where would an explosion annoy me the most?"
Piloting: 1d20 + 25 ⇒ (9) + 25 = 34
After working on that for some time, he moves over to the missiles themselves, examining them to see which ones might have structural imperfections and are most likely to explode. He also makes note of the controls and anything else about their physical makeup that might make them more prone to exploding.
1d20 + 25 ⇒ (19) + 25 = 44
Lastly, he meditates stretching out his mind over the ship. He tries to touch the minds of the Eoxians to see if they really are united against them. "If there are is any dissent, maybe we can capitalize on that once the explosions being."
Mysticism: 1d20 + 19 ⇒ (14) + 19 = 33
Ted Under |
Treating this as a skill challenge is pure brilliance.
Ted begins wiring up bombs! His face shines with glee as he mutters his plans to his top.
Engineering: 1d20 + 20 ⇒ (16) + 20 = 36
He also uses his professional experience as a Stage Magician to make the explosions more dramatic and showy so that they surprise and awe the undead audience.
Profession - Stage Magician: 1d20 + 21 ⇒ (19) + 21 = 40
He also wires up a program to launch the stunning display with its intricate timing.
Computers: 1d20 + 26 ⇒ (20) + 26 = 46
Isu Greelax Zyte |
Seeing his companions work with such skillful brilliance gives Isu hope that they can succeed despite his scant contributions. He does his best to move the missiles about carefully as directed with his power armor providing most of the strength.
athletics: 1d20 + 19 ⇒ (15) + 19 = 34
Part of the maneuvering of this missles requires aerial assistance, so he fires up his jet pack and flies while holding top of edges of missiles, in a very careful dance of death.
acrobatics: 1d20 + 14 ⇒ (2) + 14 = 16
Though, he was never much of a dancer.
GM Cellion |
Nice rolls! Especially Stage Magician :)
In the beginning you carefully split up, Isu serving as the lookout as you scope out locations for the missiles to be delivered to maximize damage. Isu ends up having to get you to move a couple of times as large patrols sweeping through the area almost fall upon you. You even have to fight a smaller group than gets through his watch, but soon afterward, Jelico is able to pilot the truck away to keep it from being seized by a larger force.
Once positions have been identified, Ted and Spec begin priming them for their subsequent detonation. At the missile tubes, Spec introduces his virus to the missile deployment system - a difficult task given the computer's defenses, but within Spec's capabilities. Ted follows by messing with the system to link the virus deployment to his particular, very specific, timing schedule. And with Jelico's guidance, you select the perfect missile for each detonation location.
With the speed and the synergy with which you work, you're able to also investigate the vicinity some. In one storage area, you find a stash of gear left in case of boarding parties.
100 ft of adamantine cable
an advanced medkit
a standard photon crystal
a merciful, venomous paragon semi-auto pistol
3 doses of tier 3 sedatives
3 doses of sprayflesh
As the heat in the sector builds and more enemy troops start to converge on your location, you slip through various back corridors and maintenance shafts in an attempt to make it back to the Grav Train station. As you do, Ted starts the timer on his show. The explosions begin shortly before you arrive - dull thuds that vibrate throughout the ship. The lights dim, then return, then dim again. Another rumble marks the second missile going off, and with that you recognize that it's time to go.
Congrats! With that number of successes, you skipped a draining encounter, got some extra loot, and got one other benefit that's not going to be obvious to you :)
You're back on the grav train with this sector about to be rocked by more explosions. Where to next?
Arcalinte Soter |
1 person marked this as a favorite. |
Arcalinte smirks a bit as they board the Grav Train.
"Good work, Starfinders! Now, shall we find some place to lie low and recover? I imagine we'll want to be at full strength before we introduce ourselves to the commander."
Isu Greelax Zyte |
"We need somewhere boring and empty. How about the cargo holds?"
#16 on the map
GM Cellion |
Are you planning to use your security key to get a night's rest? Or do you want to push on.
S-P37 'Spectre' |
Spectre's head swivels toward Arc. "I suffered significant damage in the previous battle. Though I am able to continue, if necessary, a rest might be welcome. The cargo holds do sound like an optimal place to go unnoticed," he adds in response to Isu.
Isu Greelax Zyte |
Unless there is disagreement, a night's rest in the cargo hold using our security key
Isu Greelax Zyte |
Isu is able to use his healing channel on everyone, once they are settled down.
it takes RP which is why I don't use it much, but if we are about to rest, I can spend 11 RP for 2d8 healing each, so everyone can get...
healing channel: 22d8 ⇒ (5, 7, 8, 7, 7, 3, 8, 2, 3, 1, 4, 6, 6, 7, 7, 3, 3, 1, 8, 8, 2, 3) = 109
S-P37 'Spectre' |
Yeah, that would put me at full. Mainly I was thinking we could all get our RP back, but we may not even need that. I'm happy to go on.
GM Cellion |
Nice! Healing channel coming in handy.
You pilot the grav train through the cavernous tunnels of tracks that run from dorsal to ventral sides of the Empire of Bones, taking a circuitous route to throw off any pursuers before entering the cargo hold sector. The train emerges onto a thinly populated station, and you're able to swiftly dispatch the defenders there before heading deeper in to locate an isolated corner. You find the cargo hold largely empty at present.
After activating Eskolar's TombRobber virus, you're able to settle in, heal, and then take a long rest to recuperate and restore your physical and magical reserves for the final push against the leadership of the Corpse Fleet!
With TombRobber's effects wearing off and the widespread alerts of breathers throughout the ship dying down, you head back to the Cargo Hold station and hijack a new grav train.
That puts everyone at full HP, full SP, full RP, and a fresh set of spells. I'll pause here for folks to RP and undertake any preparations they'd like, then I assume you'll be heading towards Command.
Isu Greelax Zyte |
Yeah, heading toward Command! I'll happily take greater invisibility again! ha ha. jk
Isu checks his batteries to make sure charged one are loaded into his guns and jetpack. He flicks Xavra in and out of his glove of storing and then starts pacing.
Jelico Kent |
Jellico spends the time resting, praying, and thinking.
Is there anything more we can learn about the Eoxians? I'd do a knowledge check if we can. My only other thing is to turn into starlight and potentially blind them. Can they be struck blind?
S-P37 'Spectre' |
Now that his batteries are fully charged and his targeting system recalibrated, Spectre prepares to move out.
"Let us finish this without delay," he says.
Ted Under |
Are the messages from High Command still showing on the walls?
"Commanders aren't easily accessed," Ted warns.
Arcalinte Soter |
Arcalinte meditates while they rest. It had been quite a strange and enlightening journey: what had started as a small incident on Absalom Station had taken them through the jungles of Castrovel to the Temple of the Twelve, across the splintered world of Eox, to the mysterious city of Istamak, high above Nejeor VI's ruined clouds. And now, with the thirteenth gate opened, aboard the Empire of Bones, they'd decide the fate of the Pact Worlds and perhaps the whole galaxy.
He looked at the others, the Starfinders he'd come to call friends, and smiles. No matter how frustrating they could be, he trusted each one with his life, and united as a crew, they were unstoppable. As they ready for the final confrontation, he stands up.
"This may be the final chance we get to speak before things become chaotic and possibly deadly. I just wanted to say it's been an honor to fight at your side. The Dawn Brings New Light, and hopefully we'll live to see that dawn over a Pact Worlds free from danger...and if we don't...then I'll greet you in Everlight."
GM Cellion |
@Jelico: You may certainly make a knowledge check (Mysticism or Culture) about undead in general, about any specific types you've encountered so far, or if you have a particular question in mind. Regarding your blinding effect - by RAW, its a Fort save, so undead would be immune - but I'm willing to make an exception since this is a blinding flash.
As you board the grav train, the message from the purported captain of the ship continues to scroll on a nearby screen.
-----
The next bit will take extra time to set up for me, so it'll have to wait for tomorrow - luckily, Arc raised a good discussion here, so have at it until then :)
Isu Greelax Zyte |
"The honor has been mine as well. To think we have survived and thrived through our many adventures. Know that this one will gladly die for each of you to enable this adventure come to the proper conclusion. If it comes to it, this one will steer the ship into the void as you flee. There are no arguments. Spectre, this one leaves it to you to finish the pizza cult on Absalom Station."
GM Cellion |
With Jelico at the helm, you pull the grav train out of its station and manually plan your route toward the Command deck. As before, you try to take an evasive course, but as you drive, you find the tunnels you expected to lead further up ending in dead ends or looping back on themselves. As Jelico doubles back and tries another route, the rest of the team notes the echoing rumbles coming up the tunnel behind you... another train in hot pursuit! The pursuer's glowing red headlights shine out of the darkness behind you.
Bet you weren't expecting a vehicle chase!
You can find the Vehicle Chase Rules here, but essentially, we'll be running each of the phases simultaneously for the sake of PbP pacing. Unlike most chases, you must get 3 zones ahead of your pursuer to escape. However, if you reach the transit hub, you can also choose to move into the Command station. This allows your pursuers to catch you as you're leaving your train and you'll have a normal combat encounter.
Please check the Maps slide for the map of zones. You can also see your train's stats there. You're the Green train currently one zone ahead of your pursuer. For those of you not piloting, you can make attacks against the pursuing train - keep in mind that its effectively 50ft away per zone. The pursuing train is fully enclosed, so there aren't any foes to shoot at, but you can still attack the train.
The security train is designed to maintain security in the transit corridors in case of a boarding action and to find and immobilize runaway grav-trains. It is smaller, faster, and more heavily armored than a typical grav-train, with protected gun ports to allow fire from within with total cover, but it isn't as agile. While your vehicle lists a collision attack, you can normally collide only with things in the same zone.
-----
|||| ROUND 1 ||||
Starfinder Grav Train HP 150
Security Train HP 130
Everyone is up!
Isu Greelax Zyte |
"This one would like a missile launcher..." mumbles Isu to himself.
He rips open the side door to the grav train and leans out, firing backwards at the chasing train with his artillery laser.
artillery laser: 1d20 + 16 ⇒ (8) + 16 = 243d8 + 12 + 2d4 ⇒ (2, 3, 4) + 12 + (1, 2) = 24
assuming he will use this quite a bit. The 2d4 is vicious damage and will hurt Isu as well. ammo=38/40. Jelico and I just did a chase scene recently in another starfinder game!
Ted Under |
Ted licks his top and throws it at the chasing train. The top drips goop as it arcs back down the tunnel and splashes with a loud GLOP on the pursuing train's windshield.
Grease on the pursuing train's windshield to distract the driver
GREASE T1
School conjuration (creation)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Area or Targets one 10-ft. square or one object
Duration 1 minute/level (D)
Saving Throw Reflex partial, see text; Spell Resistance no
You cover a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must succeed at a Reflex save or fall prone. A creature can walk within or through the area of grease at half normal speed with a successful DC 10 Acrobatics check. Failure means the creature can’t move that round and must then succeed at a Reflex save or fall prone, while failure by 5 or more means it falls prone (see the Acrobatics skill for details). A creature that doesn’t move on its turn doesn’t need to attempt this check and isn’t considered flat-footed. The spell can also be used to create a greasy coating on an item. Unattended material objects are always affected by this spell. If you attempt to affect an object in a creature’s possession, the creature can attempt a Reflex save to negate the effect. If the creature fails the initial saving throw, it immediately drops the item and must attempt a new save each round it attempts to pick up, hold, or use the item. A creature wearing greased armor or clothing gains a +5 circumstance bonus to Acrobatics checks to escape a grapple and a +2 circumstance bonus to its AC against grapple combat maneuvers.
Arcalinte Soter |
Arcalinte pulls out his kishalee pistol and leans out to shoot at the train, knowing it was a long shot at best.
Liquidator Disintegrator Pistol: 1d20 + 17 - 2 - 4 ⇒ (6) + 17 - 2 - 4 = 171d10 ⇒ 10
GM Cellion |
1d20 + 21 ⇒ (4) + 21 = 25 3d8 + 9 ⇒ (6, 6, 2) + 9 = 23
1d20 + 21 ⇒ (10) + 21 = 31 3d8 + 9 ⇒ (5, 5, 7) + 9 = 26
You pass near Drift Control, where space time is slightly warped (next round, you take a -2 penalty to ranged attack rolls vs KAC), while the security train passes through Reserve Power, where hungry generators siphon some small amount of power from their train.
The security train's gun ports swivel to aim toward you and send ghostly bolts of negative energy in your direction - aiming at Isu profiled in the window. One bolt misses, but one strikes him in the side (dealing 26 dmg).
|||| ROUND 2 ||||
Starfinder Grav Train HP 150
Security Train HP 126 (greased windshield)
Isu (29 dmg)
Everyone is up!
Arcalinte Soter |
Arcalinte fires off another shot, relying more on hope than his own skills that it would hit.
Liquidator Disintegrator Pistol: 1d20 + 17 - 2 - 4 ⇒ (5) + 17 - 2 - 4 = 161d10 ⇒ 9
Ted Under |
Ted pulls out his rifle and fires from cover.
Disruption Rifle, Minor (Boosted): 1d20 + 15 ⇒ (17) + 15 = 32
damage (Sonic): 4d8 ⇒ (2, 4, 7, 8) = 21
mystic strike makes it a magic weapon
Isu Greelax Zyte |
"Yes...YES! Faster!"
Isu sticks his head out and fires, enjoying the speed and momentum of the train.
artillery laser: 1d20 + 16 - 4 ⇒ (19) + 16 - 4 = 313d8 + 12 + 2d4 ⇒ (5, 7, 7) + 12 + (3, 3) = 37
artillery laser: 1d20 + 16 - 4 ⇒ (1) + 16 - 4 = 133d8 + 12 + 2d4 ⇒ (6, 3, 7) + 12 + (1, 3) = 32
34/40 ammo
S-P37 'Spectre' |
Spectre focuses on striking the front of the pursuing grav-train, though the high speed disrupts his shot somewhat.
Conqueror (white star-class, electric and fire)(boosted, ignore concealment, deadly aim) (weapon focus): 1d20 + 16 - 2 ⇒ (3) + 16 - 2 = 173d12 + 12 + 2d6 + 4 ⇒ (8, 4, 1) + 12 + (1, 2) + 4 = 32
GM Cellion |
Jelico blazes ahead, routing between different tracks to glean small advantages over your pursuer. For the security train's side however, their grease-impaired driver just weaves the train this way and that, slowly falling further and further behind. You fire back, lasers and plasma blasts mostly skimming off the front of the security train. Then, the moment you break line of sight, Jelico slams the train down a side tunnel and loses your pursuers!
Piloting wins the day!
After a moment hiding out to make sure your pursuers are truly gone, Jelico routes you back toward the Command deck. As you get close, you spot an interlaced web of black beams of energy criss-crossing the whole tunnel up to Command. The mystically trained among you reason that these are negative energy emitters. However, with no other way forward, you resolve to power through them and get to the Command station.
Moments before you strike the wall of beams, they dissolve and you zip through unmolested. They flicker back on behind your train, and on your comms you hear Eskolar's voice "And with that, I have given you your best chance. Good luck. I will be making my own way out."
(You're currently about a minute away from Command, if you want to prepare in any way)
Ted Under |
Guess we didn't find the power armor upgrade stash... ;)
Ted makes sure anyone who wants it has a Life Bubble surrounding them as well as turns on his abilities to Comprehend Languages and See Invisibility.
"Who wants to be invisible?" Ted smiles.
SEE INVISIBILITY M2 T2
School divination
Casting Time 1 standard action
Range personal
Duration 10 minutes/level (D)
You can see any invisible or ethereal objects or beings within your range of vision, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible and invisible or ethereal creatures.
The spell doesn’t reveal the method used to obtain invisibility, doesn’t reveal illusions or enable you to see through opaque objects, and doesn’t reveal creatures that are simply concealed, hiding, or otherwise hard to see.
LIFE BUBBLE M1 T1
School abjuration
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets up to one creature/level, no two of which can be more than 30 ft. apart
Duration 1 day/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You surround the target creatures with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, thick, thin, and toxic atmospheres), as well as underwater or in a vacuum. It also makes the targets immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. In addition, the shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt Fortitude saving throws, as well as extreme pressures.
Life bubble doesn’t provide protection from energy damage, negative or positive energy (such as found on the Negative and Positive Energy Planes), or radiation; it also doesn’t provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater).
COMPREHEND LANGUAGES T1
School divination
Casting Time 1 standard action
Range personal
Duration 10 minutes/level
You can understand the spoken or signed words of creatures or read otherwise incomprehensible written or tactile messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. You can’t use this spell to read magic writing or encoded messages (though it does reveal if a message is magic or encoded), but you can use it to read raw computer code or foreign programming languages, allowing you to understand enough to attempt Computers checks on those materials without penalties.
Isu Greelax Zyte |
"This one should remain visible to attract the attention, along with Arcalinte. But an invisibile Spectre could be quite deadly."
hitting everyone flat-footed is very useful and Spectre could really do a good amount of damage I think. Though the spell is best cast in battle right? Doesn't last that long
Arcalinte Soter |
"Besides, my armor's got cloaking tech built into it now," Arcalinte comments. "I see your point about being visible, Isu. If everyone's invisible except you, you take all the enemy fire."
Jelico Kent |
"Desna has blessed me with the ability to turn into a pillar of starlight. It's rather blinding if you're not paying attention. It could certainly catch a few of them off guard."
GM Cellion |
Go ahead and decide whether you precast invisibility on Spec or not as we start this encounter.
The grav train slides to a stop in a station that stands in stark contrast to the utilitarian, industrial spaces you've seen up until now. A vast expanse of green marble flooring, wooden accents, and gold trim on every object fill this opulent train station. The vaulted ceiling rises to a height of a hundred feet above, and its surface sports an intricate mural of interlocked and contorted bone.
However, you're not given long to appreciate this gorgeous sight, as your attention is drawn to the three gargantuan creatures defending the station. You last saw one of these on Eox, but here, these Ellicoths (Pic in handouts) seem to be fitted with electric collars and sport more defined musculature. The look an awful lot like someone's oversized, trained pets. The three appear to have been waiting for your group to arrive, as they have their attention focused on the train.
Isu: 1d20 + 6 ⇒ (2) + 6 = 8
Spectre: 1d20 + 8 ⇒ (4) + 8 = 12
Ted: 1d20 + 5 ⇒ (6) + 5 = 11
Jelico: 1d20 + 3 ⇒ (7) + 3 = 10
-----------------------
Enemy: 1d20 + 0 ⇒ (6) + 0 = 6
Still, they're slow to start, and you get the jump on them.
|||| INIT ||||
Spec
Arc
Isu (3 dmg)
Jelico
Ted
Blue Ellicoth
Red Ellicoth
Yellow Ellicoth
Ted Under |
Ted's eyes pop out of his head, "This is going to hurt."
He throws Greater Invisibility on Spec and moves towards the back of the train.
INVISIBILITY, GREATER T4
School illusion
Targets one creature
Duration 1 round/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell functions like invisibility, except it doesn’t end if the target attacks.
Isu Greelax Zyte |
"So much for our diversion." Isu sighs. He is weary. But they are committed, now.
He runs out and engages the blue one.
Xavra: 1d20 + 17 ⇒ (5) + 17 = 224d8 + 19 ⇒ (6, 2, 6, 5) + 19 = 38
My rolls have been so bad for 2-3 months. I am really due a hot streak now, any second.
S-P37 'Spectre' |
With Jelico's spell cast, Spectre is able to move and full attack. He focuses on the same one Isu is attacking, firing from the open hatch of the gravtrain but still remaining invisible, despite firing.
"I could become accustomed to this."
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, deadly aim): 1d20 + 16 - 2 - 4 ⇒ (16) + 16 - 2 - 4 = 263d12 + 12 + 4 ⇒ (6, 7, 9) + 12 + 4 = 38
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, deadly aim): 1d20 + 16 - 2 - 4 ⇒ (10) + 16 - 2 - 4 = 203d12 + 12 + 4 ⇒ (6, 10, 5) + 12 + 4 = 37
GM Cellion |
1d20 + 22 ⇒ (14) + 22 = 36 3d6 + 9 ⇒ (2, 2, 1) + 9 = 14
1d20 + 22 ⇒ (2) + 22 = 24 3d6 + 9 ⇒ (3, 4, 2) + 9 = 18
The three ellicoths converge on the train, reaching out with their tremendously long face tentacles to try to grasp at the party. The one reaching for Isu only manages to ineffectually snuffle at his armor. Similarly, yellow gets its tentacle into the train and tries to strike Ted, but he dodges away. Only red meets its target, Jelico!
Jelico Fort: 1d20 + 7 ⇒ (4) + 7 = 11
The tentacle briefly latches on and drains a fraction of Jelico's vitality. He's left cold as the tentacle retreats. (Jelico takes 14 bludgeoning damage and is staggered for 1 round)
|||| INIT ||||
Spec
Arc x2
Isu (3 dmg)
Jelico (14 dmg, staggered)
Ted
Blue Ellicoth (75 dmg)
Red Ellicoth
Yellow Ellicoth
Isu Greelax Zyte |
"This one has you now." Isu can't resist a good one liner.
Xavra: 1d20 + 17 - 4 ⇒ (16) + 17 - 4 = 294d8 + 19 ⇒ (5, 4, 6, 8) + 19 = 42
Xavra: 1d20 + 17 - 4 ⇒ (10) + 17 - 4 = 234d8 + 19 ⇒ (1, 1, 5, 3) + 19 = 29
Jelico Kent |
Jellico has a hard time coming back from being hit by the tentacle. He barely managegs to throw some Shooting Stars at the creature that attacked him.
Shooting Stars at Red: 3d4 + 3 ⇒ (3, 1, 3) + 3 = 10
Ted Under |
Ted continues moving down the train to avoid grouping and fires on blue.
Disruption Rifle, Minor: 1d20 + 15 - 2 ⇒ (10) + 15 - 2 = 23
damage (Sonic): 3d8 ⇒ (7, 8, 8) = 23
mystic strike makes it a magic weapon; -2 for one range increment. charges remaining: 30/40. Spec rounds of invisibility left: 11
S-P37 'Spectre' |
Spectre maintains his fire on the same target as before, and the assault is withering.
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, deadly aim): 1d20 + 16 - 2 - 4 ⇒ (17) + 16 - 2 - 4 = 273d12 + 12 + 4 ⇒ (1, 4, 3) + 12 + 4 = 24
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, deadly aim): 1d20 + 16 - 2 - 4 ⇒ (16) + 16 - 2 - 4 = 263d12 + 12 + 4 ⇒ (7, 7, 6) + 12 + 4 = 36
Arcalinte Soter |
Arcalinte is awed at the gothic majesty of the station aboard what he'd assumed to be a military ship, but that awe is cut short by the ellicoth attack. Seeing the rest of the group has the blue one thoroughly under control, he bolts towards the one that attacked Jellico and cleaves into it with a flurry of blows!
Haste gives me an extra move action, so I can full attack upon getting into position!
Full Attack 1: 1d20 + 16 ⇒ (4) + 16 = 202d8 + 18 ⇒ (7, 4) + 18 = 29
Full Attack 2: 1d20 + 16 ⇒ (3) + 16 = 192d8 + 18 ⇒ (3, 8) + 18 = 29
Then, as his power dawns once more, he raises his sword and wreathes it in Sarenrae's holy fire and strikes again!
Move action, Plasma Sheath, then full attack again!
Full Attack 1 (Fire/Holy): 1d20 + 16 ⇒ (10) + 16 = 262d8 + 18 ⇒ (5, 5) + 18 = 28
Full Attack 2 (Fire Only): 1d20 + 16 ⇒ (1) + 16 = 172d8 + 18 ⇒ (8, 6) + 18 = 32