Hazel Stokes |
"Hey! Over here!" Hazel calls out as she continues firing arrows at Ionocu, hoping to draw his ire away from the more vulnerable of her friends.
Attack vs. Ionocu (Longbow; Silver Arrow, Buncha Buffs): 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d8 + 1d6 ⇒ (1) + (4) = 5
Attack vs. Ionocu (Longbow; Silver Arrow, Buncha Buffs): 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 1d6 ⇒ (5) + (6) = 11
Attack vs. Ionocu (Longbow; Silver Arrow, Buncha Buffs): 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d8 + 1d6 ⇒ (2) + (6) = 8
Kazamir Rhuul |
Breathing rapidly and shallowly through gritted teeth, his forehead showing a sheen of sweat, Kaz sends his Spectral Hand, still primed with force, against the werewolf archer.
touch: 1d20 + 9 ⇒ (1) + 9 = 10
force: 9d4 ⇒ (3, 1, 1, 4, 1, 1, 3, 4, 2) = 20
DC18 Fortitude or be knocked back 15 feet
Without waiting to see if the blow landed, Kaz removes himself from the barn, taking advantage of the heightened spped Constantin had granted them all.
Valavastra Cross |
Vala glowers up at the menacing wolf and, with a snap of her fingers, sends a series of pulsing orbs darting and spiraling through the air to slam unerringly into Ionocu's chest. The sheer force of the strikes threatens to topple the wolf from his feet, and as the first orb slams home, Vala harshly commands, "Sit."
Caster Level Check: 1d20 + 11 ⇒ (3) + 11 = 14
Magic Missile: 5d4 + 4 ⇒ (4, 1, 3, 4, 4) + 4 = 20
and Trip (vs CMD): 1d20 + 15 ⇒ (17) + 15 = 32
Caster Level Check: 1d20 + 11 ⇒ (5) + 11 = 16
Spiritual Weapon: 1d20 + 14 ⇒ (2) + 14 = 16for: 1d8 + 5 ⇒ (7) + 5 = 12
Cast a toppling magic missile and redirect the spiritual weapon toward Ionocu (only gets 1 attack). Both attacks are force damage, and should bypass any DR as a result. If the magic missile both beats his SR and his CMD, then he'll be prone for the attack from the swordcane.
HP: 49/57
Negative Energy Resist 5
AC: 15 (11 T / 14 FF) (includes +1 from haste)
CMD: 17 (includes +1 from haste)
F/R/W: +7/+5/+13 (+2 vs death effects, energy drain, negative energy, & necromancy) (includes +1 from haste)
Monstrous Insight used: 0/7
Healing Hex targets: haunt, Vermundr
Bone Ward targets: Hazel, Vermundr, Kaz
Current Wandering Spirit: Bones
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 17: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (4+1+1*) | DC 18: false life* [X], magic missile (toppling) [X], spiritual weapon [X] [X] [ ]
Level 3 spells (3+1+1*) | DC 19: bull's strength (extended) [X], lightning bolt [ ] [ ], locate object* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [ ], fear* [ ], greater magic weapon [X], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [ ], lightning arc [X], slay living* [ ]
Ongoing Effects
bull's strength (extended): Vermundr
haste (4/9 rds): +1 to hit, +1 AC, +1 ref, +30ft movement
spiritual weapon (3/9 rds)
Zed Ulmin |
Zed quickly runs to the ladder and ascends upwards.
With haste my movespeed is 40 feet, so I think with a double move I can get to the top of the ladder and be prepared to fight next round? If he's threatening somehow I'll eat the AoO.
Vermundr |
Waiting on resolution to Zed's movement. If Vermundr can get up there this round as well he'll do that.
Vermundr |
Vermundr will move to the base of the ladder and wait for next turn.
GM-JZ |
No, one would still block the other
AOO Zed: 1d20 ⇒ 1 Miss, pointless looking up the bonuses for that.
Round 4 - Enemy
Shot 1, Zed: 1d20 + 16 - 2 ⇒ (9) + 16 - 2 = 23
Ionocu scrambles back to his feet and snaps off a hasty shot at Zed who is able to duck quickly out of the way.
Feel free to take and AOO Zed
Round 5 - Heroes
Zed Ulmin |
Saved by the haste bonus to AC once again
Zed doesn't leave the opening wasting, swinging overhead with his tetsubo.
AoO: 1d20 + 17 ⇒ (11) + 17 = 28
Damage: 1d10 + 16 + 2d6 ⇒ (5) + 16 + (3, 1) = 25
Zed moves around the creature, prepared for another blow as he sets up for Verm.
Move action to move as shown, I understand that may draw another AoO and I accept the consequences. Zed will ready his standard action for Verm to climb the ladder, at which point he will attack and take advantage of the flank.
Readied Attack: 1d20 + 19 ⇒ (14) + 19 = 33
Damage: 1d10 + 16 + 2d6 ⇒ (5) + 16 + (4, 5) = 30
Valavastra Cross |
He was out of sight only while prone. Now that he's standing again, those of us on the ground floor can see him once more.
Petros' swordcane swishes through the air twice more as Zed and Vermundr bear down on Ionocu.
Spiritual Weapon (1st): 1d20 + 14 ⇒ (6) + 14 = 20for: 1d8 + 5 ⇒ (2) + 5 = 7
Spiritual Weapon (iterative): 1d20 + 9 ⇒ (17) + 9 = 26for: 1d8 + 5 ⇒ (4) + 5 = 9
HP: 49/57
Negative Energy Resist 5
AC: 15 (11 T / 14 FF) (includes +1 from haste)
CMD: 17 (includes +1 from haste)
F/R/W: +7/+5/+13 (+2 vs death effects, energy drain, negative energy, & necromancy) (includes +1 from haste)
Monstrous Insight used: 0/7
Healing Hex targets: haunt, Vermundr
Bone Ward targets: Hazel, Vermundr, Kaz
Current Wandering Spirit: Bones
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 17: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (4+1+1*) | DC 18: false life* [X], magic missile (toppling) [X], spiritual weapon [X] [X] [ ]
Level 3 spells (3+1+1*) | DC 19: bull's strength (extended) [X], lightning bolt [ ] [ ], locate object* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [ ], fear* [ ], greater magic weapon [X], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [ ], lightning arc [X], slay living* [ ]
Ongoing Effects
bull's strength (extended): Vermundr
haste (5/9 rds): +1 to hit, +1 AC, +1 ref, +30ft movement
spiritual weapon (4/9 rds)
Vermundr |
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Vermundr muscles his way up the ladder and lays into the Demon Wolves's leader with his oversized blade.
"Allying with the Way has lead your pack to ruin. Your time as their leader is over!"
Primary (greater magic weapon, haste, arcane strike, bull's strength): 1d20 + 12 + 1 + 1 + 2 ⇒ (18) + 12 + 1 + 1 + 2 = 34
Damage: 2d8 + 7 + 2 + 1 + 3 ⇒ (3, 1) + 7 + 2 + 1 + 3 = 17
Zed Ulmin |
He has weapons against evil on his weapon, so if the target is evil and his DR isn't greater than 5 he should ignore any form of DR.
GM-JZ |
AOO Zed: 1d20 + 14 ⇒ (20) + 14 = 34 Hit
AOO Zed: 1d20 + 14 ⇒ (11) + 14 = 25 Confirmed
Damage: 2d6 + 10 ⇒ (3, 2) + 10 = 15
Zed fort: 1d20 + 11 ⇒ (2) + 11 = 13
Zed smashes his tetsubo down on the beast's head, crunching down sickeningly. Ionocu sees stars but is still able to bite out viciously as the Inquisitor slides past him.
But then Zed and Vermundr get into position and the pair of them cut the monster down with merciless precision and with as much mercy as the cursed creature himself would display.
Combat Over
Zed Ulmin |
Zed pants, taking a moment to catch his breath. He stands up, flinging gore from his weapon in an arc. His shoulder lances in pain and he takes a moment to look at it. Not bad, considering everything. We are formidable when given prep time. Zed wordlessly begins searching for loot.
Hazel Stokes |
Hazel slowly lowers her bow, panting, glancing back over her shoulder to make sure that the noise of battle hasn't attracted anything else. "Well...that's part of it done," she breathes. Noticing Zed poking around the bodies, she adds, "Hey, come on - we don't have much time. We need to patch up and keep moving!"
Zed Ulmin |
"Mhmm." Zed takes just a brief moment to search for anything obvious on him that may be of immediate use, then returns to the others.
GM-JZ |
+2 breastplate
+1 composite longbow (+5)
+1 breastplate x2
+1 falchion x2
Potion of cure serious wounds x3
From the single window in the upper floor you can see across the town. The mist still hangs heavy but within it is the unmistakable glow of a roaring blaze, a building on fire across town.
The sounds of fighting ring out on the still air and though you can't see the source, the howls of wolves and the explosions of spells are clear.
Valavastra Cross |
touch of the grave: 1d4 + 4 ⇒ (1) + 4 = 5
touch of the grave: 1d4 + 4 ⇒ (3) + 4 = 7
touch of the grave: 1d4 + 4 ⇒ (1) + 4 = 5
Vala immediately sets to tending to Zed’s injuries as he and Vermundr come down from the loft. ”Good work. Now let’s get you patched up and settle the score with Vrood.”
She then turns to Kazamir and offers him some attention as well.
healing hex: 2d8 + 9 ⇒ (3, 5) + 9 = 17
Zed Ulmin |
Zed stands still, looking on curiously as Vala tends his wounds. Curious how we effect those around us.
That will bring Zed back to full.
Vermundr |
Vermundr was topped off by the healing hex earlier.
"Enough time with pawns. Vrood dies next."
Kazamir Rhuul |
Kazamir gratefully accepts one of the potions.
CSW: 3d8 + 5 ⇒ (3, 2, 7) + 5 = 17
Current Effects
Spectral Hand (86 rounds)(3hp) (Still carrying charge for Force Punch)
Bone Ward (6 rounds)
Weapon against Evil (5 rounds)
Haste (5 rounds)
GM-JZ |
Once healed the party heads back to street level.
Zed ducks his head through the door and watches carefully for an opportune moment. The smell of smoke hangs heavily on the air and if anything, thickens the mist to a grey soup of smog.
As best you can tell, the wolves' distraction seems to be working. Though you can hear the sound of battle in the distance, the street appears clear.
You run down the street, keeping an eye out for enemies on all sides but thankfully seeing none. You pass by the destroyed bodies of a dozen zombies and several Whispering Way cultists. Four naked humans, clearly reverted from wolf form, lie nearby in a pool of blood.
You have no time to stop and plough past the scene. You see nothing to suggest the location of Vrood and charge through several buildings searching for the man but finding nothing.
Eventually, at the far end of town, rests the remains of Feldgrau's three-story watchtower. Today only two-thirds of the tower still stands, the top floor having collapsed at some point.
Remarkably, a pair of massive stone doors still hangs within the entrance of the tower's battered facade. Before the doors stand a dozen flaming skeletons and two cultists, standing guard resolutely. They have their weapons drawn and scan the fog as best they can when they see you coming, their instinct to stay and protect the tower proving right.
Round 1 - Heroes
Took all 5 rounds of haste to get here, accounting for the additional movement
Visibility is 0 outside 20 feet. Everyone within that distance has concealment
Kazamir Rhuul |
Seeing the flaming skeletons, Kazamir says to his friends, "Bide a moment", then steps through them, touching each briefly and granting protection from the flames.
Communal resist energy (fire): Kaz, Constantin, and Vala get Fire resistance 20 for 10 minutes. Zed, Vermundr, and Hazel get it for 20 minutes.
Spectral Hand (80 rounds)(3hp)
Bone Ward (1 rounds)
Fire Resistance 20 (100 rounds)
Zed Ulmin |
Zed nods as Kaz protects them from fire. Good. That will save me some resources. He takes a breath, giving the others a moment to make any preparations, then walks forward and casually swings at one of the undead with a downward strike, eyes locked on the living target.
Attack: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 1d10 + 14 ⇒ (6) + 14 = 20
Zed will delay long enough for any spellcasters to get off their buffs/blasts before going in, attacking the skeleton above him on the map. Hopefully the exploding fire damage hurts the cultist.
Hazel Stokes |
Hoping to help thin the crowd a bit, Hazel delivers a burst of radiance into the group of skeletons and cultists.
Burst of Radiance: 5d4 ⇒ (2, 3, 4, 3, 3) = 15
If Blinded: 1d4 ⇒ 1
If Dazzled: 1d4 ⇒ 3
"Heh! I softened some of them up for you," Hazel laughs darkly as Zed and Verm advance.
______________
Hazel casts Burst of Radiance into the group; DC 14 Reflex save or be blinded. If they save, they're dazzled. If they're evil, they take the damage regardless of whether they save or not.
Valavastra Cross |
On approach, Vala casts bone ward on everyone who hasn't already received it today (herself, Constantin, and Zed). She also activates her fly hex.
Vala darts forward as soon as the cluster of cultists and undead come into view, the thick, clinging mist rippling and swirling behind her in the sudden wake she leaves as she soars over the heads of all those gathered. With sparks of blue flashing in her eyes, she growls, "Where is that snake, Vrood?!"
As she does so, a pair of coruscating blue orbs, each almost as large as her, leap from her outstretched hands and dart downward, each toward one of the cultists.
Ball Lightning (DC 20, negates): 3d6 ⇒ (4, 5, 5) = 14
ball lightning
Trying to get enough elevation that none of the skeletons stop the orbs from hitting the cultists, though I'm not sure 40ft fly speed will allow for enough forward and vertical movement or not. If not, preference is to get high enough to be out of melee reach.
HP: 49/57
Negative Energy Resist 5
AC: 17 (13 T / 16 FF) (includes +3 from bone ward)
CMD: 16
F/R/W: +7/+4/+13 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Flight minutes used: 0/9
Healing Hex targets: haunt, Vermundr, Kaz
Bone Ward targets: Hazel, Vermundr, Kaz, Zed, Constantin, herself
Current Wandering Spirit: Bones
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 17: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (4+1+1*) | DC 18: false life* [X], magic missile (toppling) [X], spiritual weapon [X] [X] [ ]
Level 3 spells (3+1+1*) | DC 19: bull's strength (extended) [X], lightning bolt [ ] [ ], locate object* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [X], fear* [ ], greater magic weapon [X], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [ ], lightning arc [X], slay living* [ ]
Ongoing Effects
bull's strength (extended): Vermundr
resist energy (fire): resist 20
Fly skill bonus: +20
ball lightning (1/9 rds): 3d6 damage, ref 20 negates
Vermundr |
Shielded from the skeletons' flames, Vermundr wades into their ranks. Wordlessly, he cleaves into the nearest opponent.
Primary (greater magic weapon, arcane strike, bull's strength): 1d20 + 12 + 1 + 2 ⇒ (8) + 12 + 1 + 2 = 23
Damage: 2d8 + 7 + 2 + 1 + 3 ⇒ (3, 8) + 7 + 2 + 1 + 3 = 24
GM-JZ |
Reflex vs Hazel: 1d20 + 6 ⇒ (15) + 6 = 21 Success
Reflex vs Hazel: 1d20 + 6 ⇒ (1) + 6 = 7 Fail
Yellow is currently blinded
Round 1 - Enemy
Skel vs Zed: 1d20 + 2 ⇒ (20) + 2 = 22 Hit
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Skel vs Zed: 1d20 + 2 ⇒ (4) + 2 = 6
Skel vs Zed: 1d20 + 2 ⇒ (16) + 2 = 18
Skel vs Zed: 1d20 + 2 ⇒ (15) + 2 = 17
Skel vs Verm: 1d20 + 2 ⇒ (6) + 2 = 8
Skel vs Verm: 1d20 + 2 ⇒ (8) + 2 = 10
Skel vs Verm: 1d20 + 2 ⇒ (10) + 2 = 12
Skel vs Verm: 1d20 + 2 ⇒ (4) + 2 = 6
Skel vs Verm: 1d20 + 2 ⇒ (15) + 2 = 17
The skeletons swarm forward toward Zed and Vermundr as the two cultists retreat backward, one stumbling at clutching at her eyes.
One of the skeletons gets a lucky claw through Zed's stout defence but with the protection from fire in place, their fiery auras have no effect even when gathered together as they are.
The first cultist whispers something unintelligible and a cold, cloying miasma raises around the gathered heroes. It seeps into their skin and begins to burn with necromantic energy.
Unholy Blight damage: 3d8 ⇒ (8, 5, 2) = 15
Will save DC 17 from Zed, Vala and Vermundr. Failure takes full damage and are sickened for 1d4 ⇒ 4 rounds.
The other, unable to see anything, simply unleashes a burst of negative energy that washes over the scene.
Channel negative energy: 4d6 ⇒ (1, 6, 2, 5) = 14
Will save DC 17 for half damage for everyone
Round 2 - Heroes
Zed Ulmin |
Will: 1d20 + 12 ⇒ (2) + 12 = 14
I think if that's unholy blight, those who are neutral automatically take half and aren't sickened.
Zed weathers the cloying miasma, but completely ignores the negative energy, letting it wash over him like rain. He steps forward, closer to the cultist, ignoring the rains of blows from the skeleton. "Pharasma have mercy on you." The weapon swings.
Attacking the cultist.
Attack: 1d20 + 15 ⇒ (13) + 15 = 28
Damage: 1d10 + 14 ⇒ (6) + 14 = 20
Haste Attack: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 1d10 + 14 ⇒ (5) + 14 = 19
Attack: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d10 + 14 ⇒ (10) + 14 = 24
Valavastra Cross |
Will Save (DC 17): 1d20 + 15 ⇒ (15) + 15 = 30
Will Save (DC 17): 1d20 + 15 ⇒ (19) + 15 = 34
Vala has Negative Energy resist 5, so only takes a total of 4 damage
The unholy energies from the cultists barely phase Vala, though she hardly seems to notice the diminished effect from on high. With a gesture, she sends both of the flashing orbs in pursuit of the cultist not cornered by Zed and then she waits, biding her time for one of them to make a move. "You had your chance to give up Vrood. Pharasma can sort you out now."
Ball Lightning 1(DC 20): 3d6 ⇒ (4, 2, 6) = 12
Ball Lightning 2(DC 20): 3d6 ⇒ (2, 6, 6) = 14
Readied action for the first cultist to begin casting a spell
Magic Missile: 5d4 + 4 ⇒ (3, 4, 3, 1, 4) + 4 = 19
HP: 45/57
Negative Energy Resist 5
AC: 17 (13 T / 16 FF) (includes +3 from bone ward)
CMD: 16
F/R/W: +7/+4/+13 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Flight minutes used: 0/9
Healing Hex targets: haunt, Vermundr, Kaz
Bone Ward targets: Hazel, Vermundr, Kaz, Zed, Constantin, herself
Current Wandering Spirit: Bones
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 17: inflict light wounds [ ], know the enemy* [ ], magic missile [X] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (4+1+1*) | DC 18: false life* [X], magic missile (toppling) [X], spiritual weapon [X] [X] [ ]
Level 3 spells (3+1+1*) | DC 19: bull's strength (extended) [X], lightning bolt [ ] [ ], locate object* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [X], fear* [ ], greater magic weapon [X], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [ ], lightning arc [X], slay living* [ ]
Ongoing Effects
bull's strength (extended): Vermundr
resist energy (fire): resist 20
Fly skill bonus: +20
ball lightning (2/9 rds): 3d6 damage, ref 20 negates
Constantin Ionescu |
Will save vs. channeling: 1d20 + 10 ⇒ (15) + 10 = 25
Constantin weathers the channeled negative energy as best as can be reasonably expected.
He snaps his fingers at the cleric who unleashed the negative blast, causing him to catch fire.
Spontaneous immolation damage: 3d6 ⇒ (2, 6, 5) = 13
Fort save DC 16 to take half damage and avoid catching fire.
Vermundr |
Will: 1d20 + 8 ⇒ (19) + 8 = 27
Will: 1d20 + 8 ⇒ (3) + 8 = 11
Looks like 17 damage total.
The pulses of dark magic earn a growl of pain from Vermundr but they do little to stay the big northerner's wrath. He continues smashing the brittle dead surrounding him.
Primary (greater magic weapon, arcane strike, bull's strength): 1d20 + 12 + 1 + 2 ⇒ (4) + 12 + 1 + 2 = 19
Damage: 2d8 + 7 + 2 + 1 + 3 ⇒ (7, 3) + 7 + 2 + 1 + 3 = 23
Iterative: 1d20 + 7 + 1 + 2 ⇒ (12) + 7 + 1 + 2 = 22
Damage: 2d8 + 7 + 2 + 1 + 3 ⇒ (6, 7) + 7 + 2 + 1 + 3 = 26
Hazel Stokes |
Will (DC 17): 1d20 + 8 ⇒ (5) + 8 = 13
Though unable to shake off the tendrils of unholy energy that wrap around her, they still mean little to Hazel as she shifts her grip on her starknife and wades into battle against the remaining skeletons!
+1 Starknife vs. Skeleton (Weapon Versatility + Buffs): 1d20 + 14 ⇒ (1) + 14 = 15
Damage (Bludgeoning + Holy Strike): 1d8 + 6 + 1d6 ⇒ (5) + 6 + (4) = 15
+1 Starknife vs. Skeleton (Weapon Versatility + Buffs): 1d20 + 9 ⇒ (5) + 9 = 14
Damage (Bludgeoning + Holy Strike): 1d8 + 6 + 1d6 ⇒ (5) + 6 + (2) = 13
GM-JZ |
Red reflex: 1d20 + 1 ⇒ (8) + 1 = 9 Fail
Yellow reflex: 1d20 + 1 ⇒ (8) + 1 = 9 Fail
Wow I was rolling Fort saves instead of Reflex - sorry about that :/
Yellow fort save vs Constantin: 1d20 + 6 ⇒ (18) + 6 = 24 Success
The balls of lightning around the pair of cultists, shocking both badly. Zed seizes the advantage and smashes into one of them, driving her to her knees and then finishing her with a punishing blow to the head.
Hazel and Vermundr finish another pair of skeletons who explode in a shower of bones and sparks while the remaining cultist feels the burning fury of Constantin's ire.
GM-JZ |
Round 2 - Enemy
Claw, Constantin: 1d20 + 2 ⇒ (6) + 2 = 8
Claw, Constantin: 1d20 + 2 ⇒ (12) + 2 = 14
Claw, Zed: 1d20 + 2 ⇒ (19) + 2 = 21
Claw, Zed: 1d20 + 2 ⇒ (8) + 2 = 10
Claw, Zed: 1d20 + 2 ⇒ (20) + 2 = 22 Hit
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Claw, Zed: 1d20 + 2 ⇒ (14) + 2 = 16
Claw, Zed: 1d20 + 2 ⇒ (4) + 2 = 6
Claw, Zed: 1d20 + 2 ⇒ (20) + 2 = 22 Hit
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Claw, Vermundr: 1d20 + 2 ⇒ (5) + 2 = 7
Claw, Vermundr: 1d20 + 2 ⇒ (13) + 2 = 15
Claw, Vermundr: 1d20 + 2 ⇒ (11) + 2 = 13
Claw, Vermundr: 1d20 + 2 ⇒ (15) + 2 = 17
The skeletons launch forward in a storm of claws, but their weak rending can only result in two weak scratches against Zed.
The cultist, still unable to see, can do nothing but unleash another wave of negative energy.
Negative energy: 3d6 ⇒ (3, 6, 2) = 11
Everyone make a DC 17 will save for half
Round 3 - Heroes