GM Blake |
Bite: 1d20 + 12 ⇒ (16) + 12 = 28
P: 1d8 + 8 ⇒ (8) + 8 = 16
P, Critical: 1d8 + 8 ⇒ (7) + 8 = 15
The wyrm strikes out at Kragen like a viper. Although not with the advantage it imagined himself to have, the result is unquestioningly devastating. The frigid teeth sink into the goblins neck and stain the ice with a wide spray of blood. The wyrm releases the limp body of the goblin and scurries away into the darkness.
Critical. I rolled damage twice to try to reduce it, and it didn't help. It wasn't an instant death, though.
Encounter! Round 1. Bold may act.
When Zvarbelle comes back over the ice patch and anyone chasing the wyrm into the cave will need a Acrobatics check vs. DC 15 or fall prone and slide 10 ft in the direction you were headed.
Wyrm
Artha
--2--
Zvarbelle
Ellanhar
Alexand
Kragen (0/23; prone, dying 2)
Alexand |
Alexand continues on his previous path, striding into the upper tunnel with a smile as his elven eyes adjust to the dim light. As he walks, he slowly glides his hand across the flat of his blade. Red, firey runes erupt from where his hand passes.
When he spots the wyrm, he rushes forward and slashes at the wyrm.
sword: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
sword dmg: 2d8 + 4 ⇒ (8, 8) + 4 = 20
Burning Hands (ref DC 16): 2d6 ⇒ (3, 4) = 7
Striking Spell - Slide Casting - Burning Hands; Strike
Edit: ...I'm sorry...
GM Blake |
Reflex: 1d20 + 5 ⇒ (19) + 5 = 24
Jaws: 1d20 + 12 ⇒ (13) + 12 = 25
P: 1d8 + 8 ⇒ (2) + 8 = 10
Jaws: 1d20 + 12 - 5 ⇒ (9) + 12 - 5 = 16
Jaws: 1d20 + 12 - 10 ⇒ (12) + 12 - 10 = 14
Alexand slips into the shadowed ice cavern and slashes at the wyrm clinging to the ceiling. The wyrm glares daggers at him as the blade cuts deeply. His eyes widen suddenly as a dread sense of de ja vu strikes, and he pulls off of the blade before it erupts in flame.
I misread Alexand's damage line. This does actually kill it by 2 HP with the save = 1 worse effect. However, so as to not start all over, and since he already got to gloriously slay it last time, I'm just going to negate the crit and keep rolling so the rest can, maybe, get to use one of their abilities, too. But know in your heart that you are a mighty tatzlwyrm slayer.
The wyrm hisses and strikes out in rapid succession at the elf. His fangs sink deeply into his shoulder with the first strike, but Alexand is not willing to be taken so easily a second time and dodges out of the way. The wyrm's third strike is even more telegraphed.
Encounter! Round 2/3. Bold may act.
Anyone chasing the wyrm into the cave will need a Acrobatics check vs. DC 15 or fall prone and slide 10 ft in the direction you were headed.
Wyrm (-27)
Artha
--3--
Zvarbelle
Ellanhar
Alexand (4/14)
Kragen (0/23; prone, dying 1)
Artha & Zandroaneth |
Artha and Zan Act Together and Artha casts Boost on Zan while Zan moves up to the wyrm.
Acrobatics check: 1d20 + 6 ⇒ (7) + 6 = 13
Zan slides on the ice, ending up next to the wall. She then steps forward to flank the wyrm. She growls and bites at it.
Zan's Bite: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Bite damage: 2d8 + 3 + 4 ⇒ (4, 3) + 3 + 4 = 14 piercing.
Alexand |
Alexand again glides his hand across the flat of his blade. Blue, static runes erupt from where his hand passes. He then swings at the wyrm.
sword: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
sword dmg: 2d8 + 4 ⇒ (6, 3) + 4 = 13
Electric Arc (ref DC 16): 1d4 + 3 ⇒ (3) + 3 = 6
Striking Spell - Electric Arc; Strike
Ellanhar the Scourge |
Ellenhar throws one torch at the entrance of where the Wrym fled
Toss to the X: 1d20 + 4 ⇒ (16) + 4 = 20
Tosses the other in front of him
I figured we dim-lighters wouldn't be able to see in there, so I was all worried about torches...
And moves forward...
GM Blake |
You dim lighters get 40 radius on the torches.
Zan sinks his teeth into the wyrm, who tastes a lot like fish. The wound looks grievous. Alexand steps forward and lops off the wyrm's head with his swing. Electricity arcs between the head and the neck for a moment before the head rolls to a stop and the body drops from the ceiling at Zyarbell's feet.
Alas, poor Zvarbelle spent her time sliding on the traps.
You return to town victorious where you are rewarded in silver and carved ivory jewlry.
Well, that's given me a little insight into the classes. Slide casting seems to give the magus an advantageous boost in mobility. Almost seems like a "Must Take."