| Fuchsia Madouc |
"I'll take the last watch. The early rat gets the cheese… or, dies in the trap first."
"I'm sure they just wrote that to scare us. Probably just frog-people lighting their swamp-burps or something." Nevertheless, as the sun goes down she shivers and looks into the shadows.
| GM Kate |
As you discuss the warning, there is a faint rustle of sound from outside.
Will-o'-wisp 1: 1d20 + 16 ⇒ (12) + 16 = 28
Will-o'-wisp 2: 1d20 + 16 ⇒ (9) + 16 = 25
Will-o'-wisp 3: 1d20 + 16 ⇒ (9) + 16 = 25
Fuchsia: 1d20 + 10 ⇒ (1) + 10 = 11
Zarke: 1d20 + 14 ⇒ (18) + 14 = 32
Jack: 1d20 + 11 ⇒ (1) + 11 = 12
Asta: 1d20 + 11 ⇒ (5) + 11 = 16
Yuturr (Stealth): 1d20 + 13 ⇒ (8) + 13 = 21
Initiative!
Zarke
Witch Light 1
Witch Light 2
Witch Light 3
Yuturr
Asta
Jack
Fuchsia
You see three glowing balls of light outside! Zarke is first to act.
| Zarke |
Zarke draws his hammer as he mounts up and chanlrges out to do battle
smash: 1d20 + 13 ⇒ (16) + 13 = 29
bludgeoning damage: 2d12 + 4 ⇒ (8, 12) + 4 = 24
| GM Kate |
Zarke smashes and does a massive blow to Witch Light 2.
One of them flies into the building and tries to shock Fuchsia!
shock: 1d20 + 17 ⇒ (11) + 17 = 28
ouch!: 2d8 + 4 ⇒ (2, 6) + 4 = 12 electricity
shock: 1d20 + 17 - 5 ⇒ (11) + 17 - 5 = 23
ouch!: 2d8 + 4 ⇒ (2, 5) + 4 = 11 electricity
The witch light injured by Zarke tries to zap him once, then goes invisible and hides.
shock: 1d20 + 17 ⇒ (16) + 17 = 33
ouch!: 2d8 + 4 ⇒ (7, 1) + 4 = 12 electricity
The last one flies up to Zarke.
shock: 1d20 + 17 ⇒ (13) + 17 = 30
ouch!: 2d8 + 4 ⇒ (3, 6) + 4 = 13 electricity
shock: 1d20 + 17 - 5 ⇒ (19) + 17 - 5 = 31
ouch!: 2d8 + 4 ⇒ (8, 3) + 4 = 15 electricity
Initiative!
Zarke, -40 hp
Witch Light 1
Witch Light 2, -24 hp
Witch Light 3
Yuturr
Asta
Jack
Fuchsia, -12 hp
#2 is invisible! I'm leaving it on the board to make life easier, but you don't know where it is unless you succeed at a DC 26 Perception check to Seek it.
| Fuchsia Madouc |
Fuchsia umbles through to offer a flank for the rogue, draws her weapon and strikes with Panache.
Acrobatics (E): 1d20 + 15 ⇒ (11) + 15 = 26
Striking Rapier, Confidernt Fnisher vs FF: 1d20 + 15 ⇒ (7) + 15 = 22
P: 2d6 + 4 ⇒ (5, 2) + 4 = 11
Precision: 3d6 ⇒ (1, 3, 6) = 10 half on miss.
FF on crit; deadly 1d8 ⇒ 6
Striking Rapier: 1d20 + 15 ⇒ (6) + 15 = 21
P: 2d6 + 4 ⇒ (6, 5) + 4 = 15
If that acro check fails she will end in the square below 1, and take the same actions but without panache.
| Zarke |
Zarke heals himself with a powerful spell
heal lvl 2: 2d8 + 16 ⇒ (6, 4) + 16 = 26
before smashing the light.
smashy: 1d20 + 13 ⇒ (17) + 13 = 30
bludgeoning: 2d12 + 4 ⇒ (11, 2) + 4 = 17
T’gon’l then moves back to help hold the door, and potentially provide an extra flank for #1
"Ouch, those things tried to electrocute me!" complains Zarke.
| Asta Odimmadu |
Once Asta processes what's happening, he takes a moment to study the creature that flew into the room, sharing what he remembers.
Occultism to Recall Knowledge (Known Weakness): 1d20 + 14 ⇒ (11) + 14 = 25
DaS: 1d20 ⇒ 18
Realizing he will miss his opportunity if he takes the time to move into position, Asta instead draws a dagger and hurls it at the creature.
Thrown dagger (DaS): 18 + 14 = 32
Piercing damage: 1d4 + 1 ⇒ (1) + 1 = 2
Strategic Strike: 2d6 ⇒ (3, 5) = 8
◆Devise a Stratagem, ◆Draw dagger, ◆Throw dagger
| GM Kate |
Fuchsia succeeds on the tumble, but fails on the attack, though still nicking the ball of light.
Zarke heals himself and smashes the ball of light attacking him.
Asta recognizes will-o'-wisps! He knows they are immune to all spells except faerie fire, glitterdust, magic missile, and maze. He tosses a dagger at the will-o'-wisp in the house.
Initiative!
Zarke, -14 hp
Witch Light 1, -15 hp
Witch Light 2, -24 hp
Witch Light 3, -17 hp
Yuturr
Asta
Jack
Fuchsia, -12 hp
| Jack Lily-White |
Action 1-2: Ray of Frost
Action 3: Shield
Independent Leshy: Stride
Jack releases a ray of frost at the nearest wtchlight, then conjures a shield of force to protect himself.
Ray of Frost vs 1: 1d20 + 12 ⇒ (13) + 12 = 25
Damage (Cold): 3d4 + 4 ⇒ (2, 2, 2) + 4 = 10
The independent Meg moves to a spot a bit more safe.
| Jack Lily-White |
(Retcon of turn, per Slack)
Action 1: Stride
Action 2-3: Glitterdust
Independent Leshy: Stride
With Asta's warning about magic ringing in his ear, Jack moves to get a view on the other witchlight he can see. Drawing upon his magical connection he conjures a burst of glittering dust to, at least, limn the creature in a visible outline.
Glitterdust on 3. DC 22 Reflex save
Meg moves into the corner, doing her best to not become a target.
| GM Kate |
Reflex: 1d20 + 16 ⇒ (3) + 16 = 19
The will-o'-wisp is covered in glitter! It is dazzled for 1 minute and its invisibility is negated for 1 minute.
| Yuturr Unku |
The wisp looks fabulous!
Yuturr moves quickly, interposing himself between the nearest witch light and Jack. Oh, no. Not today, witch light!
stabbity: 1d20 + 15 ⇒ (17) + 15 = 32
piercing: 2d6 ⇒ (6, 3) = 9
plus deadly, if a crit: 1d8 ⇒ 5
He then whips up a disk of force for protection!
Stride, Strike, verbal component for shield. AC now 24.
| GM Kate |
Yuturr moves in for a hit!
Sneak Attack: 2d6 ⇒ (3, 2) = 5
Number 1 tries to shock Yuturr, then goes invisible and moves.
shock: 1d20 + 17 ⇒ (15) + 17 = 32
ouch!: 2d8 + 4 ⇒ (4, 1) + 4 = 9 electricity
Grayed out; you don't know where it is. DC 26 Perception check to Seek to spot it.
Number 2 flies in and hits Zarke, then goes invisible.
shock: 1d20 + 17 ⇒ (9) + 17 = 26
ouch!: 2d8 + 4 ⇒ (1, 1) + 4 = 6 electricity
Grayed out, but you know where it is! DC 11 flat check to target.
Number 3 flies over and hits Zarke twice.
DC 5 flat check: 1d20 ⇒ 9
shock: 1d20 + 17 ⇒ (13) + 17 = 30
ouch!: 2d8 + 4 ⇒ (3, 1) + 4 = 8 electricity
DC 5 flat check: 1d20 ⇒ 6
shock: 1d20 + 17 - 5 ⇒ (19) + 17 - 5 = 31
ouch!: 2d8 + 4 ⇒ (7, 6) + 4 = 17 electricity
Initiative!
Zarke, -45 hp
Witch Light 1, -29 hp, invisible
Witch Light 2, -24 hp, invisible but known location
Witch Light 3, -17 hp, dazzled, can't go invisible
Yuturr, -9 hp
Asta
Jack
Fuchsia, -12 hp
| Fuchsia Madouc |
"I hate Nature!"
Tumble Through: 1d20 + 15 ⇒ (20) + 15 = 35
Striking Rapier, Finisher vs FF, #3: 1d20 + 15 ⇒ (9) + 15 = 24
Striking Rapier, Finisher vs FF, #3: 1d20 + 15 ⇒ (12) + 15 = 27
P: 2d6 + 4 ⇒ (3, 2) + 4 = 9
Precision: 3d6 ⇒ (6, 5, 5) = 16 half on miss.
FF on crit; deadly: 1d8 ⇒ 3
Striking Rapier, Confidernt Fnisher: 1d20 + 15 ⇒ (6) + 15 = 21
[dice=P: 2d6 + 4[/dice]
She wonders aloud, "What kind of swamp is this!?" as she parries with her free hand.
| Yuturr Unku |
| 1 person marked this as a favorite. |
Thanks for the sneak dice bot. I completely spaced them!
Yuturr follows Fuchsia, trying to make sure she doesn't get all the fun. He stabs at #3, if Zarke/Fuchsia don't finish it off, at #2 if they do!
stabbity: 1d20 + 15 ⇒ (16) + 15 = 31
DC 11 flat check, if needed: 1d20 ⇒ 4
piercing: 2d6 ⇒ (4, 1) = 5
plus deadly, if a crit: 1d8 ⇒ 2
plus sneak, if applicable: 2d6 ⇒ (3, 1) = 4
He then whips up a disk of force for protection!
Stride, Strike, verbal component for shield. AC now 24.
| Zarke |
"Yeouch!" shouts Zarke once again as he continues to get shocked.
Zarke does his best to smash #3
smash? vs FF: 1d20 + 13 ⇒ (4) + 13 = 17
bludgeoning: 2d12 + 4 ⇒ (9, 1) + 4 = 14
more smash? vs FF: 1d20 + 13 - 5 ⇒ (17) + 13 - 5 = 25
bludgeoning: 2d12 + 4 ⇒ (8, 2) + 4 = 14
Zarke then hops off and lets T’gon’l take a bite.
bite: 1d20 + 12 ⇒ (18) + 12 = 30
piercing: 2d8 + 4 ⇒ (6, 6) + 4 = 16
| GM Kate |
Fuchsia tumbles through Number 2, then follows up with a rapier stab at Number 3 that almost misses, then hits. (Hero Point accepted.)
Yuturr moves in and strikes once more at the badly injured will-o'-wisp, then casts a protective shield.
Zarke uses the flank to finish off Number 3!
T'gon'l bites at Number 2.
DC 11 flat check: 1d10 ⇒ 4
But the poor lizard can't figure out where to bite.
Retcon for T'gon'l is also fine, if you would have had him do something else with Number 3 down.
Initiative!
Zarke, -45 hp
Witch Light 1, -29 hp, invisible
Witch Light 2, -24 hp, invisible but known location
Yuturr, -9 hp
Asta
Jack
Fuchsia, -12 hp
| Asta Odimmadu |
Asta draws his swordcane, strides out of the room, and strikes at the same spot he saw T'gon'l biting.
+1 striking ghost touch sword cane: 1d20 + 15 ⇒ (20) + 15 = 35 Does flanking count against an invisible enemy?
P damage: 2d6 + 1 ⇒ (1, 5) + 1 = 7
DC 11 flat check: 1d20 ⇒ 14
| GM Kate |
While moot in this case, I feel like yes? "Both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can’t be under any effects that prevent you from attacking, and must have the enemy within reach." All those things can be true even if the creature is invisible.
Asta moves in to strike the will-o'-wisp with a crit!
Initiative!
Zarke, -45 hp
Witch Light 1, -29 hp, invisible
Witch Light 2, -38 hp, invisible but known location
Yuturr, -9 hp
Asta
Jack
Fuchsia, -12 hp
| Jack Lily-White |
Action 1: Guidance
Action 2: Guidance
Action 3: Shield
Jack weaves through a series of incantations, guiding Zarke and T'gon'l.
Guidance for Zarke and his pet
Lastly he erects a shield to protect himself.
| GM Kate |
Number 1 flies over to flank Yuturr and strikes twice!
I mean, they don't know you have Deny Advantage.
shock: 1d20 + 17 ⇒ (5) + 17 = 22
ouch!: 2d8 + 4 ⇒ (8, 4) + 4 = 16 electricity
shock: 1d20 + 17 - 5 ⇒ (7) + 17 - 5 = 19
ouch!: 2d8 + 4 ⇒ (8, 7) + 4 = 19 electricity
Number 2 does the same to Yuturr, and flies off.
shock: 1d20 + 17 ⇒ (3) + 17 = 20
ouch!: 2d8 + 4 ⇒ (3, 2) + 4 = 9 electricity
shock: 1d20 + 17 - 5 ⇒ (15) + 17 - 5 = 27
ouch!: 2d8 + 4 ⇒ (1, 3) + 4 = 8 electricity
Initiative!
Zarke, -45 hp
Witch Light 1, -29 hp,
Witch Light 2, -38 hp,
Yuturr, -17 hp
Asta
Jack
Fuchsia, -12 hp
Both are currently visible.
| Fuchsia Madouc |
Tumble Through: 1d20 + 15 ⇒ (3) + 15 = 18
Attack: 1d20 + 15 ⇒ (4) + 15 = 19
Fuchsia tries to tumble through but cannot discern the pattern the horrible witch light weaves through the night air. Cursing about "bogagrd burps," she skitters around then strikes said air with her rapier. She curses more.
However, she can at least provide a flank for her favorite feline friend.
All yours, Cat! Knock this light's lights out!
| Yuturr Unku |
Yuturr tries to take advantage, without a great deal of success.
stabbity vs. flat-footed AC: 1d20 + 15 ⇒ (5) + 15 = 20
piercing: 2d6 ⇒ (5, 3) = 8
plus sneak, if applicable: 2d6 ⇒ (1, 2) = 3
stabbity vs. flat-footed AC: 1d20 + 15 - 4 ⇒ (11) + 15 - 4 = 22
piercing: 2d6 ⇒ (6, 3) = 9
plus sneak, if applicable: 2d6 ⇒ (4, 6) = 10
He again conjures a disk of force for protection!
Strike x2, verbal component for shield. AC now 24.
| Zarke |
Zarke moves over and works on smashing #1 as best he can.
guided smashy light: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20
b damage: 2d12 + 4 ⇒ (8, 12) + 4 = 24
iterative smashy light: 1d20 + 13 - 5 ⇒ (15) + 13 - 5 = 23
b damage: 2d12 + 4 ⇒ (12, 8) + 4 = 24
Meanwhile T’gon’l takes a guided bite.
nom nom nom: 1d20 + 12 ⇒ (5) + 12 = 17
p damage: 2d8 + 4 ⇒ (1, 8) + 4 = 13
| GM Kate |
Fuchsia, Yuturr, and Zarke struggle to connect with the wispy ball of light.
| Jack Lily-White |
Action 1: Shield
Action 2: Guidance
Action 3: Guidance
Jack continues to weave magic, incanting spells to guide both Yuturr and Fuchsia.. and protect himself.
Guidance on the cat and the rat. Shield on the pumpkin.
| Asta Odimmadu |
Asta examines the now-visible wisp, looking for an opening.
Arcana to Recall Knowledge (Known Weakness): 1d20 + 14 ⇒ (3) + 14 = 17
Devise a Stratagem: 1d20 ⇒ 4
He shakes his head as no good openings present themselves, but steps forward anyway to provide a distraction for Zarke.
+1 striking ghost touch sword cane (DaS) vs. flanked #1: 4 + 15 = 19
P damage: 2d6 + 1 ⇒ (4, 3) + 1 = 8
Strategic Strike: 2d6 ⇒ (1, 1) = 2
◆Devise a Stratagem, ◆Stride, ◆Strike
| GM Kate |
Asta also struggles to connect, and Jack defends himself while boosting Yuturr and Fuchsia.
Trapped in the doorway, 1 lashes out at Fuchsia and then turns invisible.
shock: 1d20 + 17 ⇒ (7) + 17 = 24
ouch!: 2d8 + 4 ⇒ (7, 1) + 4 = 12 electricity
shock: 1d20 + 17 - 5 ⇒ (6) + 17 - 5 = 18
ouch!: 2d8 + 4 ⇒ (1, 2) + 4 = 7 electricity
2 flies in to get a flank on Yuturr.
shock: 1d20 + 17 ⇒ (13) + 17 = 30
ouch!: 2d8 + 4 ⇒ (7, 7) + 4 = 18 electricity
shock: 1d20 + 17 - 5 ⇒ (5) + 17 - 5 = 17
ouch!: 2d8 + 4 ⇒ (8, 1) + 4 = 13 electricity
Despite the cat's quick reflexes, it manages to hit once.
Initiative!
Zarke, -45 hp
Witch Light 1, -29 hp, invisible but known location
Witch Light 2, -38 hp, visible
Yuturr, -35 hp
Asta
Jack
Fuchsia, -24 hp
| Asta Odimmadu |
Asta turns his attention to the wisp he can see, again searching for openings.
Arcana to Recall Knowledge (Known Weakness): 1d20 + 14 ⇒ (16) + 14 = 30 +1 circ to everyone's first attack against #2 if that's a crit.
DaS: 1d20 ⇒ 14
+1 striking ghost touch sword cane (DaS) vs. #2: 14 + 15 = 29
P damage: 2d6 + 1 ⇒ (3, 3) + 1 = 7
Strategic Strike: 2d6 ⇒ (6, 2) = 8
+1 striking ghost touch sword cane (agile 2nd attack) vs. #2: 1d20 + 15 - 4 ⇒ (10) + 15 - 4 = 21
P damage: 2d6 + 1 ⇒ (6, 5) + 1 = 12
◆Devise a Stratagem, ◆Strike, ◆Strike. If the 1st strike takes it down, the 2nd one will be vs. the invisible creature on my other side.
Concealment flat check if needed (DC 11): 1d20 ⇒ 2
| Zarke |
Zarke moves around to the far side of #2 and smashes it with his hammer.
smashing #2 vs FF: 1d20 + 13 ⇒ (18) + 13 = 31
b damage: 2d12 + 4 ⇒ (8, 10) + 4 = 22
more smashing: 1d20 + 13 - 5 ⇒ (13) + 13 - 5 = 21
b damage: 2d12 + 4 ⇒ (11, 6) + 4 = 21
T'Gon'l joins Zarke with a big ole bite.
bite vs #2 vs FF: 1d20 + 12 ⇒ (3) + 12 = 15
p damage: 2d8 + 4 ⇒ (7, 2) + 4 = 13
| GM Kate |
The Recall Knowledge is not a crit, though it's a solid success.
Asta studies the creature carefully and jabs at a weak point on its underside, bringing it down!
Zarke smashes at Number 1 instead and...
DC 11 flat check: 1d20 ⇒ 3
Unfortunately misses the invisible creature. T'gon'l is also stymied.
Initiative!
Zarke, -45 hp
Witch Light 1, -29 hp, invisible but known location
Yuturr, -35 hp
Asta
Jack
Fuchsia, -24 hp
| Fuchsia Madouc |
Tumble Through, Guidance: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23
Tumble Through: 1d20 + 15 ⇒ (3) + 15 = 18 ಠ_ಠ
Fuchsia bounces off the orb twice. "I have now confirmed it's right HERE for everyone; you're WELCOME AND PLEASE STOP MISSING!"
Attack: 1d20 + 15 ⇒ (20) + 15 = 35
DC 11 Flat: 1d20 ⇒ 15
P: 2d6 + 4 ⇒ (3, 1) + 4 = 8
Deadly: 1d8 ⇒ 3
19 Piercing damage, I think.
Better than nothing!
| Jack Lily-White |
Action 1: Guidance
Action 2: Seedpod
Action 3: Seedpod
Jack incants a quick spell before he reaches inside his mouth and pulls out a pair of large seedpods. Gauging the distance and taking aim, he hurls them at the nearby foe.
Cast Guidance on Jack
Seedpod vs 1: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Damage (B): 1d4 ⇒ 3
Seedpod vs 1: 1d20 + 4 ⇒ (14) + 4 = 18
Damage (B): 1d4 ⇒ 3
| GM Kate |
| 1 person marked this as a favorite. |
Fuchsia's crit takes the last will-o'-wisp down!
Out of combat!
| GM Kate |
You search the area carefully, checking for more witch lights. A half-buried leather knapsack is near the cold campfire. It contains a darkwood music box carved with cavorting animals worth 20 gp, a lensatic compass, a minor elixir of life, a vial of lesser antiplague, and a wand of teeming ghosts (2nd level spell).
| Fuchsia Madouc |
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Fuchsia scrawls graffiti under the warning.
Madouc Never Runs!
ᘛ⁐̤ᕐᐷ (☠) (☠) (☠)
She plays the music box and watches the animals cavort. The sound is mournful here in the forest night, into the shadows under the trees. "So… there's swamp ghosts, ghost wands, and creepy toys hanging out here. Probably ghost-boggards and ghost swamp-puppies next … Great…"
She thinks Will-o-Wisps were ghosts; no one told her otherwise. I added the loot to the tracker.
| Asta Odimmadu |
"Not ghosts, Madouc, merely aberrant--and abhorrent, I might add--beings of air and hatred. Foul creatures, but connected to the dead only in a causal sense."
| Fuchsia Madouc |
"Their connection to the dead ain’t so casual now."
She closes the music box and yawns. "Welp. Another hard day’s work, ridding the swamplands of abe-errant air balls and signing walls. I’m off to sleep."
| Yuturr Unku |
Yuturr studies the wand a good long while before bedding down, equal parts fascinated and disturbed by its effect. Finally he decides to tuck it away for future trial.
False life is on the arcane and occult spell lists, so I *think* Yuturr is the only one who can use it, yes?
| GM Kate |
The next morning, you head off along the road. The crumbled highway ends at the edge of a large gorge, which must have cut across this path after the highway was already built. Trees and vines choke its entire width and obscure how deeply it plunges, but the sound of rushing water far below indicates a river flowing at its bottom. Two large posts support a wide bridge of rope and planks, but the opposite end of the bridge leads into darkness within the thick jungle.
You can see about a hundred feet of the bridge.
DC 22
Success
This end of the bridge is stable, but you're not sure about the other side.
Critical Success
You're pretty sure that the whole length of the bridge is safe.
| Jack Lily-White |
Crafting: 1d20 + 15 ⇒ (7) + 15 = 22
Jack turns to his sister and says, "This end of the bridge is stable, but you're not sure about the other side."
| Zarke |
Zarke looks in awe and wonder as the massive bridge.
"How do you even build something so big?" wonders Zarke out loud.
| Yuturr Unku |
Check underneath it, Yuturr says, with an eye out for trouble. I'll bet there's a troll.
[doce=Perception]1d20+10[/b]
| Asta Odimmadu |
Crafting: 1d20 + 12 ⇒ (2) + 12 = 14
"Looks stable enough to me." Asta says, tapping one of the nearby ropes.
| Fuchsia Madouc |
Fuchsia searches below too. Perc (E): 1d20 + 11 ⇒ (19) + 11 = 30
Sooner begun, sooner done.
The gives T’gon’l a worried look, however, before scampering onto the bridge.
Fuchsia has the Rat Fall feat and is E in acrobatics…
| Yuturr Unku |
[doce=Perception]1d20+10[/b]
This is my reward for trying to post this on my phone.
Perception: 1d20 + 10 ⇒ (1) + 10 = 11 LOL, serves me doubly right.
I saw something move under the bridge! Yuturr hisses. It's a troll, I know it!
| Fuchsia Madouc |
Fuchsia stops and does a backflip on the bridge, causing it to sway alarmingly.
”You’re jumping at shadows. Come on, scaredy-cat, you’ll land on your feet!”
| Yuturr Unku |
Yuturr warily eyes the underside. Nothing seems to move this time, and he wonders if Fuchsia might be right.
That's a myth, about cats landing on their feet, Yuturr says. I can personally attest that it doesn't always happen that way. Besides, I don't like getting wet.
Despite his misgivings, he follows along behind, quiet as a mouse. I moves us onto the start of the bridge on the map.
| GM Kate |
Fuchsia looks at some of the leaves and greenery...then notices some of it moving!
drake 1: 1d20 + 13 ⇒ (10) + 13 = 23
drake 2: 1d20 + 13 ⇒ (18) + 13 = 31
drake 3: 1d20 + 13 ⇒ (10) + 13 = 23
Fuchsia: 1d20 + 10 ⇒ (7) + 10 = 17
Zarke: 1d20 + 14 ⇒ (19) + 14 = 33
Jack: 1d20 + 11 ⇒ (11) + 11 = 22
Asta: 1d20 + 11 ⇒ (2) + 11 = 13
Yuturr (Stealth): 1d20 + 13 ⇒ (8) + 13 = 21
Initiative!
Zarke
Drake 2
Drake 1
Drake 3
Jack
Yuturr
Fuchsia
Asta