Charles Beecroft |
Charles carefully leaves the eggs in place, meaning to collect them later, then lets the dinosaurs free, escorting them out of the tower, and letting them roam free.
He then heads down the next corridor.
Luke_Parry |
G5:
This chamber contains a row of square columns that stretches from west to east. The columns are covered in a phosphorescent lichen glowing with a dim, green hue. Tattered black curtains hang between many of the columns, obscuring much of the room.
Of more immediate concern, are three lithe troglodytes, and their two pet Velociraptors, which they are trying to train, who react violently to Charles' sudden arrival.
XS: 1d20 + 7 ⇒ (10) + 7 = 17.
D: 1d20 + 6 ⇒ (8) + 6 = 14.
Charles: 1d20 + 10 ⇒ (18) + 10 = 28.
Playtime's Over, Round 1:
Charles (-)
Archibald (-)
XS (-, -, -)
V (-, -)
Fort saves Vs. Stench, please.
Charles Beecroft |
Fort: 1d20 + 9 ⇒ (2) + 9 = 11.
Fort: 1d20 + 8 ⇒ (3) + 8 = 11.
Charles designates his Prey, and starts firing.
Hunted Shot: 1d20 + 11 - 1 ⇒ (14) + 11 - 1 = 24, for 1d8 ⇒ 3 damage.
Hunted Shot: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13, for 1d8 ⇒ 1 damage.
Iterative: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23, for 1d8 ⇒ 4 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (2, 2) + 4 = 8 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry |
Charles scores two glancing blows...
Reflex: 1d20 + 10 ⇒ (20) + 10 = 30.
Reflex: 1d20 + 10 ⇒ (5) + 10 = 15.
...but is annoyed when his primary target dodges his electrical blast.
The Trogs charge forward, and start slashing...
Claw: 1d20 + 10 ⇒ (5) + 10 = 15, for 1d4 + 3 ⇒ (3) + 3 = 6 damage.
Claw: 1d20 + 6 ⇒ (7) + 6 = 13, for 1d4 + 3 ⇒ (4) + 3 = 7 damage.
Claw: 1d20 + 10 ⇒ (1) + 10 = 11, for 1d4 + 3 ⇒ (2) + 3 = 5 damage.
Claw: 1d20 + 6 ⇒ (19) + 6 = 25, for 1d4 + 3 ⇒ (4) + 3 = 7 damage.
...landing a single blow, whilst the others mill around behind them.
Playtime's Over, Round 2:
Charles (-7)
Archibald (-)
XS (-7, -8, -)
V (-, -)
Charles Beecroft |
With a shrug, Charles keeps up the pressure, encouraging Archibald to do the same.
Hunted Shot: 1d20 + 11 - 1 ⇒ (8) + 11 - 1 = 18, for 1d8 ⇒ 3 damage.
Hunted Shot: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20, for 1d8 ⇒ 3 damage.
Iterative: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6, for 1d8 ⇒ 2 damage.
Jaws: 1d20 + 9 ⇒ (15) + 9 = 24, for 1d8 + 3 ⇒ (4) + 3 = 7 damage.
Jaws: 1d20 + 4 ⇒ (18) + 4 = 22, for 1d8 + 3 ⇒ (2) + 3 = 5 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (2, 1) + 4 = 7 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry |
Only one of Charles' arrows finds its mark, but Archibald's jaws prove to be much more effective, although it is clear he doesn't like the taste of Trog flesh...
Reflex: 1d20 + 10 ⇒ (9) + 10 = 19.
Reflex: 1d20 + 10 ⇒ (17) + 10 = 27.
...and both avoid the worst of the blast, although Archibald's chosen foe is clearly quite badly injured.
The two front ones snarl, and keep clawing at Charles...
Claw: 1d20 + 10 ⇒ (15) + 10 = 25, for 1d4 + 3 ⇒ (2) + 3 = 5 damage.
Claw: 1d20 + 6 ⇒ (6) + 6 = 12, for 1d4 + 3 ⇒ (1) + 3 = 4 damage.
Claw: 1d20 + 2 ⇒ (6) + 2 = 8, for 1d4 + 3 ⇒ (3) + 3 = 6 damage.
Claw: 1d20 + 10 ⇒ (1) + 10 = 11, for 1d4 + 3 ⇒ (2) + 3 = 5 damage.
Claw: 1d20 + 6 ⇒ (8) + 6 = 14, for 1d4 + 3 ⇒ (1) + 3 = 4 damage.
Claw: 1d20 + 2 ⇒ (10) + 2 = 12, for 1d4 + 3 ⇒ (2) + 3 = 5 damage.
...but only a single strike finds its mark.
Playtime's Over, Round 3:
Charles (-12)
Archibald (-)
XS (-13, -23, -)
V (-, -)
Charles Beecroft |
Still feeling quite confident defending the bottle-neck, Charles keeps firing!
Hunted Shot: 1d20 + 11 - 1 ⇒ (13) + 11 - 1 = 23, for 1d8 ⇒ 8 damage.
Hunted Shot: 1d20 + 8 - 1 ⇒ (9) + 8 - 1 = 16, for 1d8 ⇒ 5 damage.
Iterative: 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24, for 2d8 + 1d10 ⇒ (1, 2) + (7) = 10 damage.
Jaws: 1d20 + 9 ⇒ (13) + 9 = 22, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
Jaws: 1d20 + 4 ⇒ (20) + 4 = 24, for 2d8 + 6 ⇒ (5, 3) + 6 = 14 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (4, 3) + 4 = 11 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry |
Charles puts a pair of arrows through the chest of his chosen target, whilst Archibald bites the head off his foe.
Reflex: 1d20 + 7 ⇒ (3) + 7 = 10.
Reflex: 1d20 + 7 ⇒ (1) + 7 = 8.
The two velociraptors then get quite badly electrocuted, one of the two dropping dead immediately.
The remaining Trog is a bit intimidated by this, and shouts over its shoulder, deeper into the complex:
A deeper voice growls back:
Heartened by whatever he just heard, the remaining Trog and his Velociraptor charge into melee...
Claw: 1d20 + 10 ⇒ (20) + 10 = 30, for 2d4 + 6 ⇒ (4, 1) + 6 = 11 damage.
Claw: 1d20 + 6 ⇒ (18) + 6 = 24, for 1d4 + 3 ⇒ (3) + 3 = 6 damage.
Jaws: 1d20 + 8 ⇒ (13) + 8 = 21, for 1d6 + 3 ⇒ (6) + 3 = 9 damage.
Jaws: 1d20 + 3 ⇒ (5) + 3 = 8, for 1d6 + 3 ⇒ (2) + 3 = 5 damage.
...but whilst the Trog scores some lucky blows, his pet does not.
Playtime's Over, Round 4:
Charles (-29)
Archibald (-)
XS (-)
V (-11)
Charles Beecroft |
Charles shifts his focus to the remaining Trog, and keeps firing.
Hunted Shot: 1d20 + 11 - 1 ⇒ (17) + 11 - 1 = 27, for 1d8 ⇒ 5 damage.
Hunted Shot: 1d20 + 8 - 1 ⇒ (2) + 8 - 1 = 9, for 1d8 ⇒ 2 damage.
Jaws: 1d20 + 9 ⇒ (12) + 9 = 21, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
Jaws: 1d20 + 4 ⇒ (20) + 4 = 24, for 2d8 + 6 ⇒ (3, 8) + 6 = 17 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (3, 1) + 4 = 8 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry |
Between them, Charles and Archibald tear the Trog apart...
Reflex: 1d20 + 7 ⇒ (2) + 7 = 9.
...whilst his pet is simply so badly scorched, it is barely standing.
Keening, in tries to bite Charles...
Jaws: 1d20 + 8 ⇒ (12) + 8 = 20, for 1d6 + 3 ⇒ (5) + 3 = 8 damage.
Jaws: 1d20 + 3 ⇒ (10) + 3 = 13, for 1d6 + 3 ⇒ (1) + 3 = 4 damage.
Jaws: 1d20 - 2 ⇒ (2) - 2 = 0, for 1d6 + 3 ⇒ (3) + 3 = 6 damage.
...but can't land a blow.
XL: 1d20 + 9 ⇒ (11) + 9 = 20.
D: 1d20 + 7 ⇒ (5) + 7 = 12.
Playtime's Over, Round 5:
Charles (-29)
Archibald (-)
XL (-, -)
V (-19)
D (-)
Charles Beecroft |
Charles attempts to finish-off the injured dinosaur, by directing Archibald to 'handle' it.
Jaws: 1d20 + 9 ⇒ (5) + 9 = 14, for 1d8 + 3 ⇒ (4) + 3 = 7 damage.
Jaws: 1d20 + 4 ⇒ (19) + 4 = 23, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
Luke_Parry |
Two hulking Troglodytes, both in breastplates, and one armed with a greataxe, whilst the other holds a greatpick.
They are followed closely by a rather angry-looking deinonychus.
Playtime's Over, Round 6:
Charles (-29)
Archibald (-)
XL (-, -)
D (-)
Charles Beecroft |
Wincing, Charles picks a foe, and starts firing!
Hunted Shot: 1d20 + 11 - 1 ⇒ (15) + 11 - 1 = 25, for 1d8 ⇒ 1 damage.
Hunted Shot: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14, for 1d8 ⇒ 6 damage.
Jaws: 1d20 + 9 ⇒ (11) + 9 = 20, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
Jaws: 1d20 + 4 ⇒ (5) + 4 = 9, for 1d8 + 3 ⇒ (1) + 3 = 4 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (1, 3) + 4 = 8 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry |
Charles and Archibald each deliver a single blow.
Reflex: 1d20 + 6 ⇒ (19) + 6 = 25.
Reflex: 1d20 + 6 ⇒ (16) + 6 = 22.
They try to demolish Archibald...
Greataxe: 1d20 + 11 ⇒ (4) + 11 = 15, for 1d10 + 6 ⇒ (3) + 6 = 9 damage.
Greataxe: 1d20 + 6 ⇒ (19) + 6 = 25, for 1d10 + 6 ⇒ (7) + 6 = 13 damage.
Greataxe: 1d20 + 1 ⇒ (7) + 1 = 8, for 1d10 + 6 ⇒ (6) + 6 = 12 damage.
Greatpick: 1d20 + 11 ⇒ (3) + 11 = 14, for 1d10 + 6 ⇒ (8) + 6 = 14 damage.
Greatpick: 1d20 + 6 ⇒ (1) + 6 = 7, for 1d10 + 6 ⇒ (2) + 6 = 8 damage.
Greatpick: 1d20 + 1 ⇒ (2) + 1 = 3, for 1d10 + 6 ⇒ (10) + 6 = 16 damage.
...but surprisingly, only manage to land a single blow.
Playtime's Over, Round 7:
Charles (-29)
Archibald (-13)
XL (-13, -4)
D (-)
Charles Beecroft |
Grimly, Charles keeps up the pressure.
Hunted Shot: 1d20 + 11 - 1 ⇒ (6) + 11 - 1 = 16, for 1d8 ⇒ 8 damage.
Hunted Shot: 1d20 + 8 - 1 ⇒ (9) + 8 - 1 = 16, for 1d8 ⇒ 8 damage.
Iterative: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18, for 1d8 ⇒ 8 damage.
Jaws: 1d20 + 9 ⇒ (18) + 9 = 27, for 1d8 + 3 ⇒ (4) + 3 = 7 damage.
Jaws: 1d20 + 4 ⇒ (20) + 4 = 24, for 2d8 + 6 ⇒ (6, 1) + 6 = 13 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (4, 1) + 4 = 9 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry |
None of Charles' arrows find their mark, but Archibald bites hard, eliciting a screech of pain!
Reflex: 1d20 + 6 ⇒ (1) + 6 = 7.
Reflex: 1d20 + 6 ⇒ (4) + 6 = 10.
That distracts them enough, that both are not expecting the subsequent electrical blast, which fries the greataxe-wielder to a crisp, eliciting a screech of fury from the other one.
In a frenzy, she tries to take Archibald down...
Greatpick: 1d20 + 11 ⇒ (7) + 11 = 18, for 1d10 + 6 ⇒ (6) + 6 = 12 damage.
Greatpick: 1d20 + 6 ⇒ (1) + 6 = 7, for 1d10 + 6 ⇒ (2) + 6 = 8 damage.
Greatpick: 1d20 + 1 ⇒ (17) + 1 = 18, for 1d10 + 6 ⇒ (4) + 6 = 10 damage.
...hitting him twice...
...whilst the Deinonychus charges into the gap, targeting Charles...
Jaws: 1d20 + 9 ⇒ (1) + 9 = 10, for 2d6 + 3 ⇒ (2, 3) + 3 = 8 damage.
Jaws: 1d20 + 4 ⇒ (2) + 4 = 6, for 2d6 + 3 ⇒ (2, 3) + 3 = 8 damage.
Jaws: 1d20 - 1 ⇒ (12) - 1 = 11, for 2d6 + 3 ⇒ (3, 3) + 3 = 9 damage.
...but proves to be utterly ineffective.
Playtime's Over, Round 8:
Charles (-29)
Archibald (-35)
XL (-11)
D (-)
Charles Beecroft |
Charles starts firing at the remaining Trog...
Hunted Shot: 1d20 + 11 - 1 ⇒ (3) + 11 - 1 = 13, for 1d8 ⇒ 7 damage.
Hunted Shot: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14, for 1d8 ⇒ 4 damage.
Iterative: 1d20 + 1 - 1 ⇒ (3) + 1 - 1 = 3, for 1d8 ⇒ 3 damage.
Jaws: 1d20 + 9 ⇒ (11) + 9 = 20, for 1d8 + 3 ⇒ (2) + 3 = 5 damage.
Jaws: 1d20 + 4 ⇒ (2) + 4 = 6, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (4, 2) + 4 = 10 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry |
Charles proves to be ineffective with his arrows once again, whilst Archibald gets in a love-bite.
Reflex: 1d20 + 6 ⇒ (9) + 6 = 15.
Reflex: 1d20 + 9 ⇒ (3) + 9 = 12.
The subsequent electrical discharge, on the other hand, proves to be quite effective.
Roaring, the remaining Trog keeps up its frenzied attack up Archibald...
Greatpick: 1d20 + 11 ⇒ (18) + 11 = 29, for 2d10 + 12 + 1d12 ⇒ (9, 7) + 12 + (5) = 33 damage.
Greatpick: 1d20 + 6 ⇒ (6) + 6 = 12, for 1d10 + 6 ⇒ (9) + 6 = 15 damage.
Greatpick: 1d20 + 1 ⇒ (2) + 1 = 3, for 1d10 + 6 ⇒ (2) + 6 = 8 damage.
...nearly dropping him with a blow to the abdomen...
...whilst the deinonychus keeps darting in to target Charles...
Jaws: 1d20 + 9 ⇒ (10) + 9 = 19, for 2d6 + 3 ⇒ (5, 1) + 3 = 9 damage.
Jaws: 1d20 + 5 ⇒ (16) + 5 = 21, for 2d6 + 3 ⇒ (2, 1) + 3 = 6 damage.
Jaws: 1d20 - 1 ⇒ (5) - 1 = 4, for 2d6 + 3 ⇒ (6, 6) + 3 = 15 damage.
...and continues to be utterly ineffective.
Playtime's Over, Round 9:
Charles (-29)
Archibald (-68)
XL (-26)
D (-10)
Charles Beecroft |
"Scheisse!"
Charles keeps up the pressure on the Trog.
Hunted Shot: 1d20 + 11 - 1 ⇒ (4) + 11 - 1 = 14, for 1d8 ⇒ 6 damage.
Hunted Shot: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14, for 1d8 ⇒ 6 damage.
Iterative: 1d20 + 1 - 1 ⇒ (6) + 1 - 1 = 6, for 1d8 ⇒ 3 damage.
Jaws: 1d20 + 9 ⇒ (20) + 9 = 29, for 2d8 + 6 ⇒ (4, 6) + 6 = 16 damage.
Jaws: 1d20 + 4 ⇒ (8) + 4 = 12, for 1d8 + 3 ⇒ (6) + 3 = 9 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (3, 3) + 4 = 10 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry |
Charles scores precisely zero hits with his arrows, but a rather insistent Archibald tears the Trog a new one, leaving it barely standing.
Reflex: 1d20 + 6 ⇒ (16) + 6 = 22.
Reflex: 1d20 + 9 ⇒ (20) + 9 = 29.
It then promptly drops dead when Charles electrocutes it, whilst the dinosaur dodges.
The dinosaur keeps going for Charles...
Jaws: 1d20 + 9 ⇒ (4) + 9 = 13, for 2d6 + 3 ⇒ (5, 1) + 3 = 9 damage.
Jaws: 1d20 + 5 ⇒ (9) + 5 = 14, for 2d6 + 3 ⇒ (5, 6) + 3 = 14 damage.
Jaws: 1d20 - 1 ⇒ (9) - 1 = 8, for 2d6 + 3 ⇒ (6, 5) + 3 = 14 damage.
...but remains pitifully ineffective.
Playtime's Over, Round 10:
Charles (-29)
Archibald (-68)
D (-10)
Charles Beecroft |
Breathing a sigh of relief, Charles shifts his focus, and keeps firing.
Hunted Shot: 1d20 + 11 - 1 ⇒ (18) + 11 - 1 = 28, for 1d8 ⇒ 4 damage.
Hunted Shot: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23, for 1d8 ⇒ 6 damage.
Jaws: 1d20 + 9 ⇒ (16) + 9 = 25, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
Jaws: 1d20 + 4 ⇒ (9) + 4 = 13, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (2, 3) + 4 = 9 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry |
Both of Charles' arrows hit, then Archibald bites it, leaving it bloody, but still (barely!) standing...
Reflex: 1d20 + 9 ⇒ (16) + 9 = 25.
...until Charles' electrical discharge takes it out.
Combat over.
Searching the bodies:
Dagger x12, Breastplate x2, Greataxe, Greatpick, Javelin x8, Snare Kit.
Charles: 1d20 + 10 ⇒ (11) + 10 = 21.
Charles discovers a Lesser Healing Potion, hidden in a ball of smelly mud.
Moving on to the room the 'leaders' came out of...
This room is strewn with grasses for comfort and several pine boughs. A wide variety of leather straps, sharpened bits of obsidian, and woven vines are piled in the southwest corner.
Charles: 1d20 + 10 ⇒ (2) + 10 = 12.
Charles accidentally sets off a trap which covers him in smelly pine sap (which is easily removed with Prestidigitation), but also discovers a battered leather pouch contains four tiny emeralds worth 15 gp each, and a dose of cytillesh oil.
Where to next?
Charles Beecroft |
Charles spends some time carefully healing Archibald...
2d8 ⇒ (3, 1) = 4
2d8 ⇒ (4, 6) = 10
2d8 ⇒ (8, 1) = 9
2d8 ⇒ (2, 3) = 5
..and about an hour and a half later, once both have rested, and he has tossed the corpses outside, Charles continues on down the corridor.
Luke_Parry |
As Charles crosses the second set of pillars, he sets off an alarm trap, causing some cymbals to clatter...
...but there is no response.
Continuing down the corridor...
Charles: 1d20 + 10 ⇒ (20) + 10 = 30.
Charles finds a secret door (G7), which leads to an empty room; it would appear that the Trogs don't know about this place.
G9:
This room has a sloped ceiling at the eastern end, which accommodates a staircase ascending steeply upward from the middle of the room. Round alcoves to the north and south each bear stone daises with the booted feet of a statue, but both statues are broken off at the shins.
G8:
The floor has partially collapsed here, creating a large chasm. Two exits overlook this chasm: a large room to the west and a short hall to the east. The floor of the chasm, as well as the ground within 5 feet of the chasm ledge, is covered with bat guano.
The chasm itself is dark.
Luke_Parry |
Heading upstairs...
The long staircase, and the upper level, are not lit, but fortunately, Charles still has the Ringmaster' Everburning Torch.
G10:
This large, rectangular room has an arc of faintly glowing runes on the floor to the northwest. The east side of the room contains a battered xulgath corpse slumped against the wall.
Three bloated Trogs, covered in disgusting, oozing pustules, who had been studying the runes, are alerted by your torch-light, and move to attack!
XB: 1d20 + 6 ⇒ (7) + 6 = 13.
Charles: 1d20 + 10 ⇒ (14) + 10 = 24.
This One Really Tastes Bad, Round 1:
Charles (-)
Archibald (-)
XB (-, -, -)
I also need Fort saves from both of you.
Charles Beecroft |
Fort: 1d20 + 9 ⇒ (11) + 9 = 20.
Fort: 1d20 + 8 ⇒ (10) + 8 = 18.
Charles Studies one of them, and starts firing!
Hunted Shot: 1d20 + 11 ⇒ (9) + 11 = 20, for 1d8 ⇒ 4 damage.
Hunted Shot: 1d20 + 8 ⇒ (18) + 8 = 26, for 1d8 ⇒ 1 damage.
Iterative: 1d20 + 5 ⇒ (13) + 5 = 18, for 1d8 ⇒ 2 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (2, 4) + 4 = 10 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry |
All three of Charles' arrows hit, but they do minimal damage.
Reflex: 1d20 + 10 ⇒ (14) + 10 = 24.
Reflex: 1d20 + 10 ⇒ (11) + 10 = 21.
His electrical blast is also (mostly) avoided.
All three charge forward, and try to bite with bile-filled mouths...
Jaws: 1d20 + 10 ⇒ (19) + 10 = 29, for 2d4 + 4 ⇒ (3, 2) + 4 = 9, + Fort save.
Jaws: 1d20 + 5 ⇒ (13) + 5 = 18, for 2d4 + 4 ⇒ (3, 1) + 4 = 8, + Fort save.
Jaws: 1d20 + 10 ⇒ (10) + 10 = 20, for 2d4 + 4 ⇒ (4, 3) + 4 = 11, + Fort save.
Jaws: 1d20 + 5 ⇒ (17) + 5 = 22, for 2d4 + 4 ⇒ (2, 4) + 4 = 10, + Fort save.
Jaws: 1d20 + 10 ⇒ (5) + 10 = 15, for 2d4 + 4 ⇒ (2, 1) + 4 = 7, + Fort save.
Jaws: 1d20 + 5 ⇒ (9) + 5 = 14, for 2d4 + 4 ⇒ (2, 2) + 4 = 8, + Fort save.
...but only one manages to bite him.
This One Really Tastes Bad, Round 2:
Charles (-9; Fort save)
Archibald (-)
XB (-12, -5, -)
Charles Beecroft |
Fort: 1d20 + 9 ⇒ (17) + 9 = 26.
"That... is disgusting!"
Nevertheless, he keeps firing.
Hunted Shot: 1d20 + 11 ⇒ (19) + 11 = 30, for 2d8 + 1d10 ⇒ (7, 1) + (3) = 11 damage.
Hunted Shot: 1d20 + 8 ⇒ (17) + 8 = 25, for 1d8 ⇒ 7 damage.
Iterative: 1d20 + 5 ⇒ (19) + 5 = 24, for 1d8 ⇒ 7 damage.
Jaws: 1d20 + 9 ⇒ (17) + 9 = 26, for 1d8 + 3 ⇒ (6) + 3 = 9 damage.
Jaws: 1d20 + 4 ⇒ (6) + 4 = 10, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (4, 3) + 4 = 11 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry |
Charles' first two shots combine to take down the injured Trog.
His third then wings another, allowing Archibald to put in a solid bite.
Reflex: 1d20 + 10 ⇒ (9) + 10 = 19.
Reflex: 1d20 + 10 ⇒ (10) + 10 = 20.
The two remaining (and singed) Trogs continue to focus on Charles...
Jaws: 1d20 + 10 ⇒ (10) + 10 = 20, for 2d4 + 4 ⇒ (4, 1) + 4 = 9, + Fort save.
Jaws: 1d20 + 5 ⇒ (10) + 5 = 15, for 2d4 + 4 ⇒ (1, 4) + 4 = 9, + Fort save.
Jaws: 1d20 + 0 ⇒ (14) + 0 = 14, for 2d4 + 4 ⇒ (4, 1) + 4 = 9, + Fort save.
Jaws: 1d20 + 10 ⇒ (18) + 10 = 28, for 2d4 + 4 ⇒ (4, 1) + 4 = 9, + Fort save.
Jaws: 1d20 + 5 ⇒ (18) + 5 = 23, for 2d4 + 4 ⇒ (3, 2) + 4 = 9, + Fort save.
..landing two solid blows.
This One Really Tastes Bad, Round 3:
Charles (-27; Fort save x2)
Archibald (-)
XB (-26, -5)
Charles Beecroft |
Fort: 1d20 + 9 ⇒ (5) + 9 = 14.
Fort: 1d20 + 9 ⇒ (11) + 9 = 20.
Grimacing, Charles lets loose with another electrical blast...
Electric Arc: 2d4 + 4 ⇒ (4, 4) + 4 = 12 Electricity damage, DC 18 Reflex for half.
...then shifts his focus, and keeps firing.
Hunted Shot: 1d20 + 11 ⇒ (19) + 11 = 30, for 2d8 + 1d10 ⇒ (7, 7) + (10) = 24 damage.
Hunted Shot: 1d20 + 8 ⇒ (6) + 8 = 14, for 1d8 ⇒ 2 damage.
Jaws: 1d20 + 9 ⇒ (8) + 9 = 17, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
Jaws: 1d20 + 4 ⇒ (19) + 4 = 23, for 1d8 + 3 ⇒ (3) + 3 = 6 damage.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry |
Reflex: 1d20 + 10 ⇒ (18) + 10 = 28.
Reflex: 1d20 + 10 ⇒ (10) + 10 = 20.
The heavily injured one dodges the blast, but leaps right into Archibald's jaws, dying as a result.
Charles then blows the other one away with a well-placed arrow.
Combat over.
After failing that save against the Poison, Charles is also Fatigued... and the poison is an ongoing effect...
Charles: 1d20 + 7 ⇒ (17) + 7 = 24.
Charles realises that the runic barrier is some kind of binding circle, keeping Called creatures contained within it.
Charles: 1d20 + 10 ⇒ (6) + 10 = 16.
On the bodies: Dagger x6.
Luke_Parry |
G11:
The floor in the eastern half of this room bears summoning runes similar to those in the chamber to the east (area G10).
The western wall has been badly cracked, and a jumble of mudbrick fragments lies at its base.
Charles spots a secret door (inside the summoning circle), that is closed loudly as he enters!
What do you want to do?
Luke_Parry |
G14:
A campfire illuminates this long room and the row of broad, square columns bisecting it. Rough pallets for a dozen xulgaths are scattered throughout the room, and the creatures’ foul stink is strong.
Charles spots another hulking Trog 'leader' (this one armed with a greataxe), backed by two lesser warriors and a pair of tiny fiends, lazily sitting around the fire.
Spotting you, they react with alarm!
XW: 1d20 + 6 ⇒ (18) + 6 = 24.
Q: 1d20 + 7 ⇒ (1) + 7 = 8.
XL: 1d20 + 9 ⇒ (7) + 9 = 16.
Charles: 1d20 + 10 ⇒ (9) + 10 = 19.
The two lesser warriors stand, draw clubs, and move forward.
Another Interrupted Meal, Round 1:
XW (-, -)
Charles (-27)
Archibald (-)
XL (-)
Q (-, -)
Charles Beecroft |
Charles starts splatting warriors.
Hunted Shot: 1d20 + 11 ⇒ (7) + 11 = 18, for 1d8 ⇒ 1 damage.
Hunted Shot: 1d20 + 8 ⇒ (19) + 8 = 27, for 2d8 + 1d10 ⇒ (2, 2) + (2) = 6 damage.
Jaws: 1d20 + 9 ⇒ (2) + 9 = 11, for 1d8 + 3 ⇒ (6) + 3 = 9 damage.
Jaws: 1d20 + 4 ⇒ (9) + 4 = 13, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (1, 1) + 4 = 6 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry |
Reflex: 1d20 + 7 ⇒ (14) + 7 = 21.
Reflex: 1d20 + 7 ⇒ (12) + 7 = 19.
Surprisingly, Charles' attacks are largely ineffective.
The leader is unimpressed that his warriors are in the way...
The two tiny fiends concentrate, and disappear from view.
The two warriors frantically club Charles...
Club: 1d20 + 9 ⇒ (10) + 9 = 19, for 1d6 + 4 ⇒ (5) + 4 = 9 damage.
Club: 1d20 + 4 ⇒ (15) + 4 = 19, for 1d6 + 4 ⇒ (3) + 4 = 7 damage.
Club: 1d20 - 1 ⇒ (1) - 1 = 0, for 1d6 + 4 ⇒ (5) + 4 = 9 damage.
Club: 1d20 + 9 ⇒ (5) + 9 = 14, for 1d6 + 4 ⇒ (5) + 4 = 9 damage.
Club: 1d20 + 4 ⇒ (17) + 4 = 21, for 1d6 + 4 ⇒ (3) + 4 = 7 damage.
Club: 1d20 - 1 ⇒ (7) - 1 = 6, for 1d6 + 4 ⇒ (4) + 4 = 8 damage.
...but don't land a single blow.
Another Interrupted Meal, Round 2:
XW (-10, -3)
Charles (-27)
Archibald (-)
XL (-)
Q (-, -)
Charles Beecroft |
With a weary sigh, Charles keeps up the pressure.
Hunted Shot: 1d20 + 11 ⇒ (7) + 11 = 18, for 1d8 ⇒ 2 damage.
Hunted Shot: 1d20 + 8 ⇒ (6) + 8 = 14, for 1d8 ⇒ 6 damage.
Iterative: 1d20 + 5 ⇒ (14) + 5 = 19, for 1d8 ⇒ 7 damage.
Jaws: 1d20 + 9 ⇒ (1) + 9 = 10, for 1d8 + 3 ⇒ (4) + 3 = 7 damage.
Jaws: 1d20 + 4 ⇒ (1) + 4 = 5, for 1d8 + 3 ⇒ (2) + 3 = 5 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (1, 3) + 4 = 8 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry |
Two of Charles' arrows combine to leave the warrior in front of him barely standing...
Reflex: 1d20 + 7 ⇒ (12) + 7 = 19.
Reflex: 1d20 + 7 ⇒ (18) + 7 = 25.
...and then it is fried.
The leader roars, and moves in, swinging...
Greataxe: 1d20 + 11 ⇒ (12) + 11 = 23, for 1d10 + 6 ⇒ (4) + 6 = 10 damage.
Greataxe: 1d20 + 6 ⇒ (8) + 6 = 14, for 1d10 + 6 ⇒ (10) + 6 = 16 damage.
...landing a single blow.
The tiny fiends reappear behind Charles, and try to sting him!
Sting: 1d20 + 9 ⇒ (17) + 9 = 26, Fort save.
Sting: 1d20 + 5 ⇒ (9) + 5 = 14, Fort save.
Sting: 1d20 + 9 ⇒ (6) + 9 = 15, Fort save.
Sting: 1d20 + 5 ⇒ (4) + 5 = 9, Fort save.
Meanwhile, the remaining warrior keeps swinging...
Club: 1d20 + 9 ⇒ (6) + 9 = 15, for 1d6 + 4 ⇒ (3) + 4 = 7 damage.
Club: 1d20 + 4 ⇒ (15) + 4 = 19, for 1d6 + 4 ⇒ (1) + 4 = 5 damage.
Club: 1d20 - 1 ⇒ (6) - 1 = 5, for 1d6 + 4 ⇒ (5) + 4 = 9 damage.
...but still can't hit.
Another Interrupted Meal, Round 3:
XW (-7)
Charles (-37; Fort save)
Archibald (-)
XL (-)
Q (-, -)
Charles Beecroft |
Fort: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27.
Charles hurriedly switches his focus to the leader.
Hunted Shot: 1d20 + 11 ⇒ (19) + 11 = 30, for 2d8 + 1d10 ⇒ (4, 2) + (1) = 7 damage.
Hunted Shot: 1d20 + 8 ⇒ (4) + 8 = 12, for 1d8 ⇒ 6 damage.
Jaws: 1d20 + 9 ⇒ (20) + 9 = 29, for 2d8 + 6 ⇒ (5, 7) + 6 = 18 damage.
Jaws: 1d20 + 4 ⇒ (2) + 4 = 6, for 1d8 + 3 ⇒ (7) + 3 = 10 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (2, 1) + 4 = 7 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry |
Charles and Archibald both lodge solid blows, but the mighty leader remains unbowed.
Reflex: 1d20 + 6 ⇒ (11) + 6 = 17.
Reflex: 1d20 + 7 ⇒ (20) + 7 = 27.
Her minion dodges the electrical blast, but she takes the full effect.
Roaring in anger, she tries to carve Charles up...
Greataxe: 1d20 + 11 ⇒ (19) + 11 = 30, for 1d10 + 6 ⇒ (6) + 6 = 12 damage.
Greataxe: 1d20 + 6 ⇒ (16) + 6 = 22, for 1d10 + 6 ⇒ (9) + 6 = 15 damage.
Greataxe: 1d20 + 1 ⇒ (12) + 1 = 13, for 1d10 + 6 ⇒ (7) + 6 = 13 damage.
...but only lands two blows, to her teeth-gnashing frustration.
Sting: 1d20 + 9 ⇒ (17) + 9 = 26, Fort save.
Sting: 1d20 + 5 ⇒ (6) + 5 = 11, Fort save.
Sting: 1d20 + 1 ⇒ (14) + 1 = 15, Fort save.
Sting: 1d20 + 9 ⇒ (12) + 9 = 21, Fort save.
Sting: 1d20 + 5 ⇒ (16) + 5 = 21, Fort save.
Sting: 1d20 + 1 ⇒ (18) + 1 = 19, Fort save.
Charles gets stung once...
Club: 1d20 + 9 ⇒ (20) + 9 = 29, for 2d6 + 8 ⇒ (4, 5) + 8 = 17 damage.
Club: 1d20 + 4 ⇒ (16) + 4 = 20, for 1d6 + 4 ⇒ (3) + 4 = 7 damage.
Club: 1d20 - 1 ⇒ (8) - 1 = 7, for 1d6 + 4 ⇒ (5) + 4 = 9 damage.
...and then clobbered by a club.
Another Interrupted Meal, Round 4:
XW (-7)
Charles (-84; Fort save)
Archibald (-)
XL (-32)
Q (-, -)
Charles Beecroft |
Fort: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31.
"Scheisse!"
Charles hurriedly tries to take the leader out!
Hunted Shot: 1d20 + 11 ⇒ (19) + 11 = 30, for 2d8 + 1d10 ⇒ (3, 7) + (9) = 19 damage.
Hunted Shot: 1d20 + 8 ⇒ (7) + 8 = 15, for 1d8 ⇒ 5 damage.
Iterative: 1d20 + 5 ⇒ (7) + 5 = 12, for 1d8 ⇒ 3 damage.
Jaws: 1d20 + 9 ⇒ (20) + 9 = 29, for 2d8 + 6 ⇒ (5, 6) + 6 = 17 damage.
Jaws: 1d20 + 4 ⇒ (18) + 4 = 22, for 1d8 + 3 ⇒ (4) + 3 = 7 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (2, 3) + 4 = 9 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry |
Charles' first arrow takes out the leader, much to the distress of the remaining warrior, but them his subsequent arrows miss.
Archibald chomps down hard on one of the tiny fiends, nearly eviscerating it...
Reflex: 1d20 + 10 ⇒ (16) + 10 = 26.
Reflex: 1d20 + 10 ⇒ (18) + 10 = 28.
...but it subsequently burns up in the electrical discharge.
The warrior turns around, and runs away...
...shortly after which you hear a gong being sounded.
The remaining tiny fiend tries to sting Charles...
Sting: 1d20 + 9 ⇒ (11) + 9 = 20, Fort save.
Sting: 1d20 + 5 ⇒ (11) + 5 = 16, Fort save.
Sting: 1d20 + 1 ⇒ (16) + 1 = 17, Fort save.
...but he avoids it.
Another Interrupted Meal, Round 5:
XW (-7)
Charles (-84; Fort save)
Archibald (-)
Q (-)