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42 folds his arms across his chess as he is sinking down into the dark abyss of the ocean. He is holding his breath and calculating something, looking up and wondering how high he can fly.
If I were to teleport 600 feet above the ocean... how many rounds would it take me to hit the sea? A person falls at a rate of 32 feet a second, a round last for 6 seconds. A fall from 600 feet would take around 3 rounds in Pathfinder for me to travel that distance... Would you give me those 3 rounds to pull out my potion of fly and drink it before i hit the water?

FiddlersGreen |

Yes, that would work. You would only need 1 round to pull out a potion and drink it. So next round you could teleport (I assume you mean dimension door), and then the round after that you could pull out and drink your potion, and by doing that stop your fall.
Edit:But how are you going to perform the verbal component underwater?

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By rolling a 6 or better on my concentration check.

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While waiting Itamar casts Life Bubble on everyone.
4 hours life bubble for everyone
Also, this.

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Swim Check: 1d20 + 5 ⇒ (12) + 5 = 17
Flurry of Blows: 1d20 + 23 ⇒ (9) + 23 = 321d20 + 23 ⇒ (1) + 23 = 241d20 + 23 ⇒ (19) + 23 = 421d20 + 23 ⇒ (14) + 23 = 371d20 + 18 ⇒ (10) + 18 = 281d20 + 13 ⇒ (12) + 13 = 25
Damage Roll: 2d8 + 11 ⇒ (7, 1) + 11 = 192d8 + 11 ⇒ (1, 2) + 11 = 142d8 + 11 ⇒ (4, 2) + 11 = 172d8 + 11 ⇒ (1, 1) + 11 = 132d8 + 11 ⇒ (3, 6) + 11 = 202d8 + 11 ⇒ (6, 5) + 11 = 22

FiddlersGreen |

[dice=Swim Check]1d20+5
[dice=Flurry of Blows]1d20+23; 1d20+23; 1d20+23; 1d20+23; 1d20+18; 1d20+13
[dice=Damage Roll]2d8+11; 2d8+11; 2d8+11; 2d8+11; 2d8+11; 2d8+11
Rand, the turtle in front of you is unconscious already. Moreover we are still waiting for Alden's action before we finish the round.

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Naala brings Alden's head back above water, swim: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12 and Alden directs her toward Itamar to try to aid him. Alden then spends his Standard action to keep Itamar from getting hit a +10 Dodge bonus to his AC and readies to block the turtle from attacking either Itamar or himself.
Can add +16 more to Itamar's AC, or +6 to Alden's, or +10 to Naala's, against up to a total of four attacks in the next round. If Itamar would be hit by an attack, he will place himself In Harm's Way and take the damage himself (only one attack).

FiddlersGreen |

Naala brings Alden's head back above water, [dice=swim]1d20+5-2 and Alden directs her toward Itamar to try to aid him. Alden then spends his Standard action to keep Itamar from getting hit a +10 Dodge bonus to his AC and readies to block the turtle from attacking either Itamar or himself.
Can add +16 more to Itamar's AC, or +6 to Alden's, or +10 to Naala's, against up to a total of four attacks in the next round. If Itamar would be hit by an attack, he will place himself In Harm's Way and take the damage himself (only one attack).
Alden, that swim check won't be enough for Naala to move, unfortunately. You need at least 15. =( With 10, you can stay afloat, but you can't use your actions to move.

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Could I have instead had Alden aid her swim check (using his lance as a paddle, for example) as his Standard action? I realize now that it would have made more sense for him to do that anyway, just hadn't thought of it. It would grant a +4. If you'll allow that, ignore the extra +10 Dodge bonus to Itamar and just the Bodyguard and In Harm's Way reactions would take place.

FiddlersGreen |

Yeah ok, that will work. I will challk it up to Alden and Naala's incredible teamwork. =)
Alden and Naala work together to battle the waves and struggle towards Itamar to protect him. They reach him just as the turtle attacks!
bite attack roll: 1d20 + 18 - 4 ⇒ (20) + 18 - 4 = 34
bite damage roll: 3d6 + 8 + 8 ⇒ (2, 6, 6) + 8 + 8 = 30
bite confirmation roll: 1d20 + 18 - 4 ⇒ (16) + 18 - 4 = 30
bite crit damage roll: 3d6 + 8 + 8 ⇒ (6, 4, 1) + 8 + 8 = 27
claw attack roll: 1d20 + 18 - 4 ⇒ (7) + 18 - 4 = 21
claw damage roll: 2d6 + 8 + 8 ⇒ (1, 5) + 8 + 8 = 22
claw attack roll: 1d20 + 18 - 4 ⇒ (20) + 18 - 4 = 34
claw damage roll: 2d6 + 8 + 8 ⇒ (6, 6) + 8 + 8 = 28
claw confirmation roll: 1d20 + 18 - 4 ⇒ (19) + 18 - 4 = 33
claw crit damage roll: 2d6 + 8 + 8 ⇒ (1, 1) + 8 + 8 = 18
Oh that's nasty. The die hate you... but Alden still saves Itamar from 2 crits!
Despite their valiant efforts, the turtle's attacks are focused by its anger at it's companion's defeat. The turtle delivers a powerful bite at Itamar, but the brave Alden puts himself in the path of the bite and takes one for Itamar. However, even his efforts cannot protect the cleric from the turtle's claw attack!
But you all perceive that were it not for Alden, Itamar would have been in alot of trouble...
Round 5
Matamah (-42) ------ Cast thundercall
Alden (-48/-18) ------ Aid Naala in swimming, Naala aids Itaar's defence
Turtle R (-)[1] ------ full attack on Itamar
Turtle L (-139) ------ Unconscious and sinking
Itamar (-54) ------
42 (-72) ------ (10ft below water)
Rhon (-67) ------
Rand (-31) ------
Ok, the rest of you are up for round 5, Matamah and Alden for round 6. 42 you can cast your spells freely thanks to the life bubble spell.

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I'm going to use a boon I have to use the help of an ally named Azumar. In-game, he just sorta pops into existence next to me and casts cure serious wounds on me. healing: 3d8 + 8 ⇒ (8, 7, 2) + 8 = 25
Alden swoons on Naala's back, but just as he's about to go unconscious, an elven druid appears next to him and lays a hand on him. "Once more, friend. Then my debt is paid."
Alden nods to him, then helps Naala stay afloat once more, hoping to keep Itamar from dying still.
Naala swim: 1d20 + 5 + 4 ⇒ (10) + 5 + 4 = 19
I'll continue helping Bodyguard Itamar (+16 AC for up to 4 attacks), though Alden will not throw himself in the way of another attack, otherwise he'll be useless to Itamar and everyone else.

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Okay, a little retconning then. I will using flying kick to close the distance and then flurry on the other turtle. I have +48 to acrobatics for jumping and I always count as having a running start. I should be able to leap the distance and then stay afloat long enough to teach the turtles the error of their ways.

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Itamar backs up 15' and channels
Selective Channel: 6d6 ⇒ (5, 3, 1, 5, 3, 1) = 18
That should get everyone
Defending Bone is destroyed

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Move Action
I fly 35' to the turtle on the right.
Standard Action
Attack: 1d20 + 16 + 1 + 3 ⇒ (12) + 16 + 1 + 3 = 32
Damage: 1d10 + 4 + 3 ⇒ (1) + 4 + 3 = 8
Swift Action
Lay on Hands: 6d6 + 1 ⇒ (5, 4, 3, 2, 5, 5) + 1 = 25

FiddlersGreen |

Itamar sees that the entire party is suffering from various wounds and channels a burst of healing energy to help everyone recover, then flies back from the turtle where he can be a little safer - but not before the turtle takes the opportunity to take one more bite at him.
attack of opportunity attack roll: 1d20 + 18 ⇒ (14) + 18 = 32
damage roll?: 3d6 + 8 ⇒ (5, 3, 2) + 8 = 18
Thanks to Alden's intervention, the turtle misses yet again.
Round 5
Matamah (-24) ------ ?
Alden (-30/-) ------ ?
Turtle R (-)[1] ------
Turtle L (-139) ------ Unconscious and sinking
Itamar (-36) ------ Channeled
42 (-72) ------ ? (10ft below water)
Rhon (-67) ------ (Will lay on hands and attack)
Rand (-31) ------ (Flying-kick)
42 and Matamah? 42 are you going to cast dimension door as previously discussed?
Alden, since Itamar is flying away, you will need to decide on a new action as well.

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42 casts dimension door to end up with a birds eye view of the battle.

FiddlersGreen |

With the bubble of air around him enabling him to speak, 42 casts his spell and appears high above the battle...and begins to free-fall! His hand goes to his pocket where his potion of flying is kept.
Rhon dives towards the dragon turtle and swings his axe at the turtle's head. It connects, but the blow is glancing and does not draw much blood.
Rand wonders for a moment how he will execute his flying-kick maneuver underwater, but then the slowly-sinking body of the unconscious turtle gives him an idea. He twists his body around in the water and plants his feet against its shell, then in an impressive display of acrobatics, launches himself out of the water and through the air towards the other turtle. He slams into the turtle in a flurry of punches and kicks. The turtle's shell shudders and cracks under the assault, and the turtle begins to slowly sink beneath the water.
Round 5
Matamah (-24) ------ ?
Alden (-30/-) ------ ?
Turtle R (-)[1] ------
Turtle L (-139) ------ Unconscious and sinking
Itamar (-135) ------ Channeled
42 (-64) ------ Dimension door, falling
Rhon (-24) ------ Will lay on hands and attack
Rand (-13) ------ (Flying-kick)
Ok, looks like the combat is over after all...but 42 is now free-falling towards the water. Do you still want to drink your flying potion or do you want to risk the falling damage?
The other question now is... Matamah, Itamar and Rhon have swim/fly speeds and can make it the rest of the way to the island. 42 will have no trouble if he uses his potion of fly. Alden, Naala and Rand will need to consider whether you want to make alot of swim checks to get to the other side or if you will use some magic to help you.

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42 will watch as the last turtle floats.. or sinks, noticing that it will not come back up, he sees the island in the distance. Knowing that swimming sucks.. He drinks his potion of fly. Moving to the rest of his party, and those swimming, he shouts. "Maybe we should drag these poor excuses for boats to the island. Anyone got any rope?"

FiddlersGreen |

Hmm...with 3 people flying and 3 people (ok 2 people and 1 wolf) needing help, I'm happy to say that those of you with more mobility are able to tow your water-logged allies to shore. Fortunately, no more turtles swim out from the deeps to try to eat you. You ARE 12th level characters after all. Let's not tie you down with such details.
Hmm...the question now is where do you want to head towards? You can choose from the dock where Yugureda's personal barge is docked, the collection of huts, or somewhere along the island away from either of them. You might find it useful to refer to the map of the lagoon for this decision.

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Perception: 1d20 + 6 ⇒ (18) + 6 = 24
42 shouts down, "There are people on the dock waiting for us... They have some kind of weapon or something in their hands." ... 1 point to know every thing...

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Perception: 1d20 + 21 ⇒ (19) + 21 = 40 If there is any unusual stonework add +2.
Just as Rhon moves to take a gander at the map he casts quick glances at both the dock and the water near the huts. "I do believe our arrival has been noticed." Rhon points out the people and the underwater movement to the rest of the group while speaking.
GM: Earl is making his way to our location as quickly as he can.

FiddlersGreen |

Because some of you are still in the water being towed along, Earl can see where you are and will meet you when you arrive at the shore. But which welcoming party do you want to say 'hi' to? =)

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Alden and Naala gratefully crawl onto dry land. "That was extremely unfortunate. I will need to invest in some potions for such situations, I think."
Alden will hand Matamah his brand-new wand of cure light wounds. "Would you mind using this on me and Naala, my friend? You are welcome to use some of it yourself as well."
cure Alden: 1d8 + 1 ⇒ (8) + 1 = 9
cure Alden: 1d8 + 1 ⇒ (3) + 1 = 4
cure Alden: 1d8 + 1 ⇒ (8) + 1 = 9
cure Alden: 1d8 + 1 ⇒ (3) + 1 = 4
cure Alden: 1d8 + 1 ⇒ (3) + 1 = 4
cure Alden: 1d8 + 1 ⇒ (2) + 1 = 3
cure Alden: 1d8 + 1 ⇒ (1) + 1 = 2
cure Alden: 1d8 + 1 ⇒ (5) + 1 = 6
cure Alden: 1d8 + 1 ⇒ (2) + 1 = 3
cure Alden: 1d8 + 1 ⇒ (8) + 1 = 9
cure Alden: 1d8 + 1 ⇒ (2) + 1 = 3
cure Alden: 1d8 + 1 ⇒ (7) + 1 = 8
cure Alden: 1d8 + 1 ⇒ (3) + 1 = 4
cure Alden: 1d8 + 1 ⇒ (6) + 1 = 7 (75)
cure Naala: 1d8 + 1 ⇒ (2) + 1 = 3
cure Naala: 1d8 + 1 ⇒ (2) + 1 = 3
cure Naala: 1d8 + 1 ⇒ (5) + 1 = 6
cure Naala: 1d8 + 1 ⇒ (3) + 1 = 4
cure Naala: 1d8 + 1 ⇒ (7) + 1 = 8
cure Naala: 1d8 + 1 ⇒ (8) + 1 = 9
cure Naala: 1d8 + 1 ⇒ (6) + 1 = 7
cure Naala: 1d8 + 1 ⇒ (1) + 1 = 2 (42)
22 charges used.
The rest of you are welcome to use some charges as well, if need be.

FiddlersGreen |

Alden and Naala gratefully crawl onto dry land. "That was extremely unfortunate. I will need to invest in some potions for such situations, I think."
Alden will hand Matamah his brand-new wand of cure light wounds. "Would you mind using this on me and Naala, my friend? You are welcome to use some of it yourself as well."
[dice=cure Alden]1d8+1
[dice=cure Alden]1d8+1
[dice=cure Alden]1d8+1
[dice=cure Alden]1d8+1
[dice=cure Alden]1d8+1
[dice=cure Alden]1d8+1
[dice=cure Alden]1d8+1
[dice=cure Alden]1d8+1
[dice=cure Alden]1d8+1
[dice=cure Alden]1d8+1
[dice=cure Alden]1d8+1
[dice=cure Alden]1d8+1
[dice=cure Alden]1d8+1
[dice=cure Alden]1d8+1 (75)
[dice=cure Naala]1d8+1
[dice=cure Naala]1d8+1
[dice=cure Naala]1d8+1
[dice=cure Naala]1d8+1
[dice=cure Naala]1d8+1
[dice=cure Naala]1d8+1
[dice=cure Naala]1d8+1
[dice=cure Naala]1d8+1 (42)
22 charges used.The rest of you are welcome to use some charges as well, if need be.
I should point out that you are still in the water. You don't really have time to get everyone slowly healed with a single wand.
2000ft of swimming, 60ft fly speed, round it down to 40ft for the extra weight and pulling against the waves. With double moves each round, that's 25 rounds of swimming. If you spend 22 rounds healing, that's about all the time you have if you want to reach shore without swim checks.

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42 tries to activate his wand,
UMD: 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33
Cure 42: 1d8 + 1 ⇒ (4) + 1 = 5
Cure 42: 1d8 + 1 ⇒ (7) + 1 = 8
Cure 42: 1d8 + 1 ⇒ (2) + 1 = 3
Cure 42: 1d8 + 1 ⇒ (2) + 1 = 3
Cure 42: 1d8 + 1 ⇒ (5) + 1 = 6
Cure 42: 1d8 + 1 ⇒ (8) + 1 = 9
Cure 42: 1d8 + 1 ⇒ (7) + 1 = 8
Cure 42: 1d8 + 1 ⇒ (2) + 1 = 3
Cure 42: 1d8 + 1 ⇒ (4) + 1 = 5
Cure 42: 1d8 + 1 ⇒ (4) + 1 = 5
Cure 42: 1d8 + 1 ⇒ (4) + 1 = 5
8 charges left... Assuming i can heal myself while towing someone behind me.
42 can spend a few more rounds healing other people with his wand, since he has it activated.

FiddlersGreen |

42 tries to activate his wand,
[dice=UMD]1d20+13+2
[dice=Cure 42]1d8+1
[dice=Cure 42]1d8+1
[dice=Cure 42]1d8+1
[dice=Cure 42]1d8+1
[dice=Cure 42]1d8+1
[dice=Cure 42]1d8+1
[dice=Cure 42]1d8+1
[dice=Cure 42]1d8+1
[dice=Cure 42]1d8+1
[dice=Cure 42]1d8+1
[dice=Cure 42]1d8+1
8 charges left... Assuming i can heal myself while towing someone behind me.
You have some time before your fly potion runs out. Using 11 charges is fine.
Anyone want to choose which side to go to?

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Rhon uses his rope to tow Alden and Neela towards the docks. "I figure people should be easier to deal with than whatever may be roiling in the water near those huts. Lets go see who they are and what we may be able to learn."

FiddlersGreen |

5 minutes, 100 rounds or so.
5 minutes is 50 rounds, and with the lagoon's waves pulling you guys about, it's not going to be a completely smooth trip. For convenience I will say that Alden's use of 22 charges will be the maximum time you guys have to heal or cast more spells. If 22 rounds is not enough, something is really wrong. XD
If no one objects, I will move the action along to the dock on the island.

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No objection from me.

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In a world where 1 minute was 120 seconds, i would have been right.... No objections from me."

FiddlersGreen |

Ok, sounds like at least half the party has no trouble with going to the dock. To the docks it is!
Heeding Rhon's counsel, you head for the dock, prefering to avoid creatures that might have an advantage over you in the water. You approach the dock, eager to fight on dry land for a change. As you approach, you can see that they are clad in studded leather and are armed with spears and javelin. Morever, they are clearly not human. They are burly and muscled, stand a few inches shorter than the average human, and their long arms, thick torsos, and relatively short legs give them an almost apelike stature. Their skin is a mossy green and their eyes are a deep red, and their broad faces and sharply pointed ears give their features a somewhat feline cast.
Whether or not you identify them, it is apparent that they are waiting for you to get closer. You are currently about 400ft away, and your flying allies have 3d3 ⇒ (3, 3, 2) = 8 rounds of flying left.
Do any of you want to bombard them with long-range attacks? If yes, state the range that you attack them from (e.g. magic missile from 400ft away).

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Being this far out, 42 has little to no options to combat the foes on land. He will continue to tow his ally until they are closer.
Once they are within 220 feet of the foes, 42 will cast Web, entrapping as many as he can beneath it, making a shield that their foes can't see through (hopefully) and making their approach a little easier. 16 reflex

FiddlersGreen |

42, the are in the open, are there are no viable points to anchor the web to, unfortunately.
By the way, the map is up.

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Itamar will heal himself up (7 charges)

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Double move action
Rhon flies 80 feet straight towards the dock.
His smile grows wide as he flies. Finally we can face our opponents on land.

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Cure Light Wounds Wand (8 charges): 8d8 + 8 ⇒ (6, 7, 4, 1, 7, 2, 1, 6) + 8 = 42
Knowledge (Nature): 1d20 + 16 ⇒ (6) + 16 = 22
I can dominate one of these hobgoblins if we want, assuming they aren't an illusion. We are dealing with a wizard after all. Might be able to tell us some information.

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Actually, on second thought, I've never used this ability...
Matamah will use his Fascinate bardic performance to try to woo them with his rhythms, giving the party a chance to get closer. DC 25 Will.

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Perception: 1d20 + 21 ⇒ (14) + 21 = 35
rand will draw upon his inner focus and then rise up out of the water before flying towards the docks, grabbing anyone still struggling and dragging them along. Although similar to true flight, Rand is more like a skipping stone than a soaring eagle. He will rise just enough to be unhindered by the water and then fly, dropping once his movement ends, only to be repeated until the dock is reached, where he will set down anyone who he was helping and say:
"Greetings. My companions and I wish to speak to the master of your island, The wizard known as Shosaito Yugureda. If you could just point us in the right direction, we shall be on our way."

FiddlersGreen |

Alden and Matamah, a bit of housekeeping: You used far too many charges to heal yourself. Due to Itamar's channels, Alden only needed 5 charges to fully heal himself and Naala, and Matamah also only needed 5 charges.
Itamar said he used 7 charges to heal himself, but I didn't see any rolls, so I'll roll for him here.
CLW x 7: 7d8 + 7 ⇒ (2, 1, 2, 5, 4, 8, 2) + 7 = 31
Ok, looks like the distance to engagement is 90ft.
Rand gathers his ki takes to the skies. The party approaches, but before Matamah can attempt to use his music to fascinate the creatures, they too take to the skies!
Matamah: 1d20 + 6 ⇒ (20) + 6 = 26
Rand: 1d20 + 6 ⇒ (19) + 6 = 25
Itamar: 1d20 + 7 ⇒ (13) + 7 = 20
Rhon+Earl?: 1d20 + 1 ⇒ (8) + 1 = 9
42: 1d20 + 5 ⇒ (14) + 5 = 19
Alden: 1d20 + 3 ⇒ (2) + 3 = 5
enemies group 1: 1d20 + 7 ⇒ (12) + 7 = 19
Round 1
Matamah (-)(swim 30) ------
Rand (-13) (Fly 60)------
Itamar (-5)(Fly 60) ------
Enemies (-,-,-,-,-,-,-,-)(Fly?) ------
42 (-4) (Fly 60)------
Rhon (-24) (Fly 60) ------
Alden (-/-) ------
Matamah, Rand and Itamar are up. Matamah, the started flying at 100ft, so by just moving a little closer you can attempt your fascinate. But you get the impression that a battle is going to start very soon, and once it does your fascination attempt will be broken. The only way to succeed is to hope every one of them fails their saves. Are you still going to try this, or do you want to change your action?
Map is now to scale. Assume all flyers are at 20ft elevation.

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Ah, sorry missed the channel there. Well if there are 8 hobgoblins (thought there were 2), what I will do instead is this:
Move Action
Matamah restarts his battle song. Inspire Courage.
Standard Action
And then casts Confusion on 4 hobgoblins. DC 24 Will, on 1, 2, 3, and 4.
REMEMBER: INSPIRE COURAGE +3

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Rand will do a flying, stunning grapple charge into #5.
Attack Roll: 1d20 + 26 ⇒ (6) + 26 = 32 dc 22 fort save or be stunned
Damage Roll: 2d8 + 8 ⇒ (2, 2) + 8 = 12

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Attack roll correct, but +3 to damage there. :)

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Itamar will use the run action from touch of the sea to move 10' from the shore straight ahead

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bah... I miss counted on my healing... could i have spent 1 more charge in the time it took to get to the dock/combat range to heal myself up one more shot? if so: 1d8 + 1 ⇒ (6) + 1 = 7
42 watches as his teammates race into combat, he is sitting idly, waiting for his turn.

FiddlersGreen |

That's fine, 42. I've put you at full hp now.
Matamah begins to deliver of all things a lecture on philosophy, but magically projects his voice to the location of four of the bugbears so that they cannot ignore his words.
BB1 Will save: 1d20 + 4 ⇒ (20) + 4 = 24
BB2 Will save: 1d20 + 4 ⇒ (10) + 4 = 14
BB3 Will save: 1d20 + 4 ⇒ (3) + 4 = 7
BB4 Will save: 1d20 + 4 ⇒ (10) + 4 = 14
One of the bugbears manages to make some sense of the lecture and nods sagely, but the others start to look a little...lost.
Rand hurtles through the air and collides with another one of the bugbears!
fort save: 1d20 + 14 ⇒ (16) + 14 = 30
Rand strikes a sound blow, but the bugbear seems significantly tougher than your usual bugbear, and it does not flinch much. It bares its teeth at Rand.
Meanwhile, Itamar decides that he's had enough of the water and makes a break for dry land! He manages to clamber onto the shore, and looks back over his shoulder as the bugbears begin their counter-attack.
BB2 confusion: 1d100 ⇒ 7
BB3 confusion: 1d100 ⇒ 77
BB4 confusion: 1d100 ⇒ 12
BB1 sees that Rand and made a target of himself and flies up to him to attack! He orders his fellows to do the same, and amazingly two of them are able to comply. BB3 however swings at the air in front of him and smacks himself in the face with the haft of his own spear. damage: 1d8 + 8 ⇒ (2) + 8 = 10
attack roll: 1d20 + 17 ⇒ (12) + 17 = 29
damage roll: 1d8 + 13 ⇒ (7) + 13 = 20
attack roll: 1d20 + 17 ⇒ (13) + 17 = 30
damage roll: 1d8 + 13 ⇒ (5) + 13 = 18
attack roll: 1d20 + 17 ⇒ (10) + 17 = 27
damage roll: 1d8 + 13 ⇒ (6) + 13 = 19
Even more incredibly, Rand manages to avoid the rapid series of stabs coming at him from the first group of bugbears. However, the second group quickly moves around to surround him!
BB5
attack roll: 1d20 + 17 ⇒ (9) + 17 = 26
damage roll: 1d8 + 13 ⇒ (2) + 13 = 15
attack roll: 1d20 + 12 ⇒ (9) + 12 = 21
damage roll: 1d8 + 13 ⇒ (3) + 13 = 16
BB6
attack roll: 1d20 + 17 + 2 ⇒ (9) + 17 + 2 = 28
damage roll: 1d8 + 13 ⇒ (3) + 13 = 16
attack roll: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
damage roll: 1d8 + 13 ⇒ (7) + 13 = 20
BB7
attack roll: 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 35
damage roll: 1d8 + 13 ⇒ (3) + 13 = 16
attack roll: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
damage roll: 1d8 + 13 ⇒ (4) + 13 = 17
BB8
attack roll: 1d20 + 17 ⇒ (5) + 17 = 22
damage roll: 1d8 + 13 ⇒ (8) + 13 = 21
Wow those rolls. Only 1 attack roll for the second group was higher than 10. Lucky Rand!
Overconfident in their coordination and physical strength, the bugbears are surprised by Rand's impressive defensive abilities, and only one of them manages to land a hit.
Round 1
Matamah (-)(swim 30) ------ Casts confusion
Rand (-29) (Fly 60)------ Flying stunning fist
Itamar (-5)(Swim 30) ------
BB1 (-)(Fly?) ------
BB2 (-)(Fly?) ------ Confused (12)
BB3 (-7)(Fly?) ------ Confused (12)
BB4 (-)(Fly?) ------ Confused (12)
BB5 (-12)(Fly?) ------
BB6 (-)(Fly?) ------
BB7 (-)(Fly?) ------
BB8 (-)(Fly?) ------
42 (-) (Fly 60)------
Rhon (-24) (Fly 60) ------
Alden (-/-) ------
42, Rhon and Alden up for round 1. Matamah, Rand and Itamar for round 2.

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Alden helps Naala swim.
Naala swim: 1d20 + 5 + 4 ⇒ (14) + 5 + 4 = 23