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Round 2
Quill fires thrice and then 5’ steps to UB14.
1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 to hit;
1d8 + 9 + 2d6 + 1d6 ⇒ (4) + 9 + (6, 1) + (2) = 22 magic cold iron damage;
1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 to hit;
1d8 + 9 + 2d6 + 1d6 ⇒ (3) + 9 + (6, 5) + (1) = 24 magic cold iron damage;
1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 to hit;
1d8 + 9 + 2d6 + 1d6 ⇒ (2) + 9 + (6, 4) + (5) = 26 magic cold iron damage;
AC 19
HP 51/51
Bless: 1/7 used
Ferves: 0/7 used
SacWeap: 0/8 used (+1,swift)
PoP 1: 0/1 used
To Hit: +6 BAB, +5 Dex, +1 WF, +1 Magic +1 PBS -2 DA =+12
Damage: 1d8 + 1 Str +1 magic + 2 weap spec +1 PBS +4 DA = +9
[ dice]1d20+10-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+9[/dice] cold iron damage.
[ dice]1d20+9-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+10[/dice] cold iron damage.

Storn of Gorum |

Storn is rocked by the blow and he lets out a roar of approval. Having your collarbone -almost- broken is kind of his thing. He responds by stabbing out repeatedly with his super-spear.
Attack!: 1d20 + 11 ⇒ (15) + 11 = 26 Damage: 2d6 + 9 + 6 ⇒ (1, 2) + 9 + 6 = 18
Iterative: 1d20 + 6 - 3 ⇒ (18) + 6 - 3 = 21 Damage: 2d6 + 9 + 5 ⇒ (4, 4) + 9 + 5 = 22

DM Bigrin |

w, evileye: 1d20 + 9 ⇒ (19) + 9 = 28
1d20 + 12 + 4 ⇒ (10) + 12 + 4 = 26
2d6 + 6 + 4 ⇒ (6, 6) + 6 + 4 = 22
1d20 + 12 + 4 - 4 ⇒ (15) + 12 + 4 - 4 = 27
2d6 + 6 + 4 ⇒ (5, 6) + 6 + 4 = 21
1d20 + 7 + 4 - 4 ⇒ (2) + 7 + 4 - 4 = 9
2d6 + 6 + 4 ⇒ (3, 2) + 6 + 4 = 15
The ettin was enraged, and it completely ignored Molly's evil eye and Sander's hissing bomb as it continued to spin the heavy flails independently. Arrows skipped off its unnaturally armored flesh as both Storn and Chwaer landed blows. One arm flailed at Chwaer, who dodged around the left ankle, while the other swung sideways to smash Storn in the chest.
Storn takes a hit for 21 damage
R2: chwaer, molly, ettin, quill, sander, storn
R3: chwaer, molly, ettin, quill, sander, storn
current status:
chwaer 66/69
molly 43/43
quill 51/51
sander 71/71
storn 37/67
ettin -88

Chwaer Moltengem |

Chwaer grins as she winds between the ettins legs, trying to get a better position and avoid the bomb.
+2 dwarven waraxe 1: 1d20 + 17 ⇒ (10) + 17 = 27 for Dmg 1 +Precise Strike: 1d10 + 8 + 8 ⇒ (7) + 8 + 8 = 23 8 are Precision
+2 dwarven waraxe 2: 1d20 + 12 ⇒ (4) + 12 = 16 for Dmg 2 +Precise Strike: 1d10 + 8 + 8 ⇒ (2) + 8 + 8 = 18 8 are Precision
R3: 5' into BP15
HP 66/69 AC 30
Panache 1/3

Molly Blackfoot |

Cursing under her breath, Molly unslings her crossbow and fires a single bolt at the enraged monster!
Light crossbow 1d20 + 5 ⇒ (2) + 5 = 7 for 1d8 ⇒ 8 damage.

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Round 3
Quill fires thrice again.
1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24 to hit;
1d8 + 9 + 2d6 + 1d6 ⇒ (3) + 9 + (3, 3) + (4) = 22 magic cold iron damage;
1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 to hit;
1d8 + 9 + 2d6 + 1d6 ⇒ (3) + 9 + (1, 2) + (5) = 20 magic cold iron damage;
1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 to hit;
1d8 + 9 + 2d6 + 1d6 ⇒ (6) + 9 + (5, 6) + (2) = 28 magic cold iron damage;
AC 19
HP 51/51
Bless: 1/7 used
Ferves: 0/7 used
SacWeap: 0/8 used (+1,swift)
PoP 1: 0/1 used
To Hit: +6 BAB, +5 Dex, +1 WF, +1 Magic +1 PBS -2 DA =+12
Damage: 1d8 + 1 Str +1 magic + 2 weap spec +1 PBS +4 DA = +9
[ dice]1d20+10-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+9[/dice] cold iron damage.
[ dice]1d20+9-2[/dice] to hit; (-rapid,+PBS)
[ dice]1d8+10[/dice] cold iron damage.

Sander Thistlewight |

The fuse grenade is normally only 1d3 rounds. Since it looks like I missed a round, let's assume I finally downed that shield extract.
HP 55/55 (+16 for extract)
AC 26, touch 14, flat-footed 23 (inc. barkskin, mutagen)
Fort +11 (+6 vs. poison), Ref +10, Will +4 (+2 vs. fear)
CMD 18
Bombs: 2/12; Mutagen: 1/1; Spontaneous healing: 0/20; Blast
Sipping jacket: Bomber's eye (0/8); +10 range increment, +1 to hit
Effects: +4 Con (+2 Fort saves), +2 AC, -2 Cha; barkskin (+3 AC), shield (+4 AC)
Extracts; Blast Finesse ritual: []
1st (5/day): bomber's eye [x], ant haul [x], enlarge person [x], shield [x][]
2nd (3/day): alchemical allocation [x][x], barkskin [x][]
3rd (2/day) fly [x], invisibility [x], fly []
Sander pulls out a tangleburn bag and lets it fly toward the ettin!
Bag: 1d20 + 12 ⇒ (14) + 12 = 26
Fire: 1d6 ⇒ 5
The bag functions like a tanglefoot bag, plus a direct hit on a creature deals 1d6 points of fire damage, and the creature must make a DC 20 Reflex save or catch on fire. If it catches on fire, for the next 2 rounds extinguishing the flames is a DC 25 Reflex save instead of a DC 15 save, and using water to extinguish the flames creates a burst of burning material equivalent to alchemist’s fire making a direct hit on the target (including splash damage). After the initial 2 rounds, the flames may be extinguished as normal.