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Algrim will spend his last action wretching to try to get rid of the sickened condition.
Fort or Will Save: 1d20 + 13 ⇒ (14) + 13 = 27

GM Doug H |

Algrim leaves some compost on the ground. He feels better.
⚘ ⚘ ⚘
Fewer Murderous Plants
Bold is up. All trees difficult terrain. Sickened for reference.
----
Algrim Panaryn 55/99 HP
Ginger Root 2 -0 HP
Eliander Underhill 26/62 HP, Grabbed by bush
Grum Skoljar 96/124 HP
Strange Bush -111 HP
Berwick Winetrout 60/80 HP, Sickened 2
DC 35 or second check:
DC 29 or second check:

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Berwick moves away from the shrubbery and casts another two action healing font, this time at Eliander.
2 action heal: 4d8 + 32 ⇒ (4, 1, 4, 6) + 32 = 47
"I'm running low on directed healing spells. Remember you can always lay hands on me and receive healing if you are hurt." he reminds his allies.

GM Doug H |

Berwick expends more healing on his ranger friend, who's having an inordinate amount of bad luck today. Yo-yo back up to full
⚘ ⚘ ⚘
The last ginger-root creature rushes up to the barbarian and bites him! Its sharp little teeth sink in and hold on!
Chomp: 1d20 + 14 ⇒ (14) + 14 = 28
Yum: 2d8 + 4 ⇒ (1, 7) + 4 = 12 piercing plus grab as an Action
⚘ ⚘ ⚘
Fewer Murderous Plants
Bold is up. All trees difficult terrain. Sickened for reference.
----
Algrim Panaryn 99/99 HP
Ginger Root 2 -0 HP
Eliander Underhill 26/62 HP, Grabbed by bush; DC 5 flat to use Somatic
Grum Skoljar 84/124 HP, Grabbed by ginger root
Strange Bush -111 HP
Berwick Winetrout 60/80 HP, Sickened 2

GM Doug H |

That healing from Berwick was to the Necromancer
Thanks! Updated init block
⚘ ⚘ ⚘
Murderous Plants
Bold is up. All trees difficult terrain. Sickened for reference.
----
Algrim Panaryn 55/99 HP
Ginger Root 2 -0 HP
Eliander Underhill 62/62 HP, Grabbed by bush
Grum Skoljar 84/124 HP, Grabbed by ginger root
Strange Bush -111 HP
Berwick Winetrout 60/80 HP, Sickened 2

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Eliander tries to squirm out of plant's grip but is not lucky enough.
Acrobatics to escape: 1d20 + 12 ⇒ (1) + 12 = 13

GM Doug H |

Eliander tries to squirm out of plant's grip but is not lucky enough.
[Dice=Acrobatics to escape]1d20+12
Eliander still has 2 actions left. Crit failing just means he can't attempt again until his next turn. Since he's grabbed it's just a DC5 check to not lose a somatic component spell.

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Grum will bring his axe around and down on the Ginger Root.
power attack: 1d20 + 16 ⇒ (16) + 16 = 32
damage: 3d12 + 12 ⇒ (5, 1, 2) + 12 = 20
d6 bleed on hit. d12 on critical
If it is still up, he will attempt to strike again. If not, will attempt to demoralize the big tree...
attack: 1d20 + 16 - 10 ⇒ (9) + 16 - 10 = 15
damage: 2d12 + 12 ⇒ (9, 8) + 12 = 29
intimidating glare: 1d20 + 17 ⇒ (15) + 17 = 32

GM Doug H |

Grum chops off half the ginger-roots arm! Crit However, it still stands. He swings again and misses, then glares at the tree. A 32 does not crit succeed.
⚘ ⚘ ⚘
Murderous Plants
Bold is up. All trees difficult terrain. Sickened for reference.
----
Algrim Panaryn 55/99 HP
Ginger Root 2 -40 HP
Eliander Underhill 62/62 HP, Grabbed by bush, 2 actions left, MAP 1 used
Grum Skoljar 84/124 HP, Grabbed by ginger root
Strange Bush -111 HP, Frightened 1
Berwick Winetrout 60/80 HP, Sickened 2

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The halfling tries to remember which spell he could cast but the vines are too strong.
Flat check: 1d20 ⇒ 1
"Please, get me out guys!" he screams helplessly One action left, can I draw my dagger while grabbed? That is only thing left I can think of

GM Doug H |

Sure, you can draw the dagger.
⚘ ⚘ ⚘
The bush's thorns dig into the wizard's skin, drawing blood.
Please make a fort save, Eliander.
Drain Blood Damage: 2d8 + 10 ⇒ (2, 6) + 10 = 18
Blood-red berries grow on the bush's branches; they wither as fast as they appear. It seems the bush is drinking the blood it drains! It starts with some of these sacs so if Elainder makes his save it will drain some other ones instead.
Consume Blood to Heal Self: 2d8 + 10 ⇒ (6, 5) + 10 = 21
The vines writhe and wrap around Elainder a bit tighter.Action to maintain grab
⚘ ⚘ ⚘
Murderous Plants who Heal Themselves
Bold is up. All trees difficult terrain. Sickened for reference.
----
Algrim Panaryn 55/99 HP
Ginger Root 2 -40 HP
Eliander Underhill 62/62 HP, Grabbed by bush, DC 25 fort save needed
Grum Skoljar 84/124 HP, Grabbed by ginger root
Strange Bush -90 HP
Berwick Winetrout 60/80 HP, Sickened 2

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Fort save: 1d20 + 10 ⇒ (10) + 10 = 20 37/55 hp, drained 1 * lvl (7) accounted for

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First Action make the big tree my Hunt Prey.
Second Action is to move up to the Big Tree.
Third Action to Twin Takedown the big tree.
Attack 1 Slashing vs Flat Footed: 1d20 + 16 ⇒ (3) + 16 = 19
Attack 2 Slashing vs Flat Footed: 1d20 + 14 ⇒ (9) + 14 = 23
Damage 1 Slashing: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Damage 2 Slashing: 2d6 + 6 ⇒ (6, 2) + 6 = 14

GM Doug H |

The bush shivers as its hit once by the ranger and then slammed with magic missiles! However, it still stands. one more hit outta do it unless you roll garbage damage. Also cleric should be over sickened by now.
⚘ ⚘ ⚘
The Ginger-root thing opens it mouth again and then bites doen on Grum’s arm… again. Barbarians are delicious. It then lashes out with a vine but only hits dirt.
Chomp strike 1: 1d20 + 14 ⇒ (16) + 14 = 30
Yum: 2d8 + 4 ⇒ (1, 6) + 4 = 11 and Grab as an action
vine strike 2vs FF: 1d20 + 14 - 5 ⇒ (11) + 14 - 5 = 20
⚘ ⚘ ⚘
Finish The Bush Before It Heals Again!
Bold is up. All trees difficult terrain.
----
Algrim Panaryn 55/99 HP
Ginger Root 2 -40 HP
Eliander Underhill 37/55 HP, Drained 1, Grabbed by bush
Grum Skoljar 73/124 HP, Grabbed by ginger root
Strange Bush -123 HP
Berwick Winetrout 60/80 HP

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Grum again brings his axe around on the root holding onto his arm.
power attack: 1d20 + 16 ⇒ (11) + 16 = 27
slashing damage: 3d12 + 12 ⇒ (7, 12, 8) + 12 = 39
d6 persistent bleed damage on a hit, d12 persistent bleed damage on a critical hit
attack, map -10: 1d20 + 16 - 10 ⇒ (12) + 16 - 10 = 18
damage: 2d12 + 12 ⇒ (9, 10) + 12 = 31
intimidate: 1d20 + 17 ⇒ (5) + 17 = 22

GM Doug H |

Grum destroys the ginger-root thing at last! Only the tree remains, but it is unshaken by his glare.
Eliander is up… can he make his flat check and finish off the horrible bush!?

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His life depends on being able to focus his thoughts on the bush and Eliander knows which spell will do the trick.
Flat check: 1d20 ⇒ 20
magic missile: 3d4 + 3 ⇒ (4, 2, 4) + 3 = 13

GM Doug H |

Elainder feels the vines go limp. it had 135 hp; it took 136 damage :O
Out of combat! With the plants dead birds and animals slowly start to return; the forest fills with natural sounds of chirping and rustling leaves.
you have 2 hours to heal up before moving on. It doesn't look like anyone has Assurance medicine or continual recovery, so I will need 2 treat wounds checks for each hurt player. Also let me know where to next.
⚘ ⚘ ⚘
Status
Algrim Panaryn 55/99 HP (-44 HP)
Eliander Underhill 37/55 HP, Drained 1 (-18 HP)
Grum Skoljar 73/124 HP (-51 HP)
Berwick Winetrout 60/80 HP (-20 HP)
A. THE MUSHROOM RING: the Monarch is summoning reinforcements.
B. IT TALKS!: Nature Speaks; find out what it has to say.
C. BEFUDDLED PATHFINDERS: Help out some new recruits.
E. CHART A COURSE: Trailblaze a better path to the gate.
F.THE DISGUISED FORCES: Not everything is what it seems….

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Grum begins to laugh as the bush goes down.
"That was fun." He says shaking the plant juices from the end of his axe.
"Think we need some bandages though" Grum says looking over the various lacerations we have received.
I think Chart a Course may work better for Grum. But, will go with whatever the group decides.

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Berwick's Pearly White Spindle Aeon Stone goes to work healing him one hit point a minute as he sets about providing medical care for his injured allies.
Natural Medicine Grum DC 20: 1d20 + 17 ⇒ (3) + 17 = 20
Healing: 2d8 + 10 ⇒ (3, 6) + 10 = 19
Natural Medicine Eliander DC 20: 1d20 + 17 ⇒ (7) + 17 = 24
Healing: 2d8 + 10 ⇒ (3, 5) + 10 = 18
Natural Medicine Algrim DC 20: 1d20 + 17 ⇒ (7) + 17 = 24
Healing: 2d8 + 10 ⇒ (4, 7) + 10 = 21
Berwick's Aeon Stone brings him to full health about the time he's finished treating Eliander.

GM Doug H |

Berwick will be healed in 20 min. Algrim has one too so will heal up to full. I buy that Ioun on so many PCs…
Status after Hour 1
Algrim Panaryn 99/99 HP (-0 HP)
Eliander Underhill 55/55 HP, Drained 1 (-0 HP)
Grum Skoljar 94/124 HP (-30 HP)
Berwick Winetrout 80/80 HP (-0 HP)

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After waiting to see how well Grum responds to the treatment, Berwick pulls out a particularly grimey looking mushroom and rubs it into one of the open woinds that hasn't responded as well as he would have liked.
"Relax Grum, a little dirt never killed anyone. A lot, maybe."
and the Gnome rubs some dirt in it for good measure.
Natural Medicine Grum DC 20: 1d20 + 17 ⇒ (7) + 17 = 24
Healing: 2d8 + 10 ⇒ (1, 6) + 10 = 17
And again.
Natural Medicine Grum DC 20: 1d20 + 17 ⇒ (1) + 17 = 18
Hero point
Natural Medicine Grum DC 20: 1d20 + 17 ⇒ (2) + 17 = 19
"I don't know Grum... we may have to amputate."

GM Doug H |

Status after Hour 2
Algrim Panaryn 99/99 HP (-0 HP)
Eliander Underhill 55/55 HP, Drained 1 (-0 HP)
Grum Skoljar 111/124 HP (-13 HP)
Berwick Winetrout 80/80 HP (-0 HP)
Where to next?
A. THE MUSHROOM RING: the Monarch is summoning reinforcements.
B. IT TALKS!: Nature Speaks; find out what it has to say.
C. BEFUDDLED PATHFINDERS: Help out some new recruits.
D. MURDEROUS PLANTS: Stop an opportunistic group of carnivores.
E. CHART A COURSE: Trailblaze a better path to the gate.
F.THE DISGUISED FORCES: Not everything is what it seems….

GM Doug H |

Grum is still down some. We can move on in the meantime but unless I hear otherwise about consumables etc he will start next combat at -13 HP
From her vantage point high up a tree, Fola drops a heavy stone to the ground to draw attention, then calls out, More fey! They must have a gateway to the First World somewhere around here. She gestures to the forest around her as she continues. Find it and seal it, before we’re overrun!
Please attempt a DC 28 Perception or Survival check to find the ring. Everyone in the party can either make one check or Aid. Don't forget the +1 bonus from your Survey map which you chose for this area.

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Grum winces a bit as the alchemical herbs enters his wounds. He nods as the Berwick finishes up.
Gotten two lesser healing potions as default school items. Will use one of those. To hopefully top me off
lesser healing potion: 2d8 + 5 ⇒ (3, 6) + 5 = 14 back to full
Grum then begins to search the area for the gateway.
perception: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23

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Perception: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27

GM Doug H |

Berwick finds the ring. Good work, it makes the encounter easier
Algrim Panaryn, Scout: 1d20 + 17 ⇒ (2) + 17 = 19
Berwick Winetrout, Detect Magic: 1d20 + 16 ⇒ (9) + 16 = 25
Eliander Underhill, Avoid Notice: 1d20 + 15 ⇒ (2) + 15 = 17
Grum Skoljar, Search: 1d20 + 12 ⇒ (5) + 12 = 17
Trap: 1d20 + 18 ⇒ (17) + 18 = 35
In the middle of a small pond, a ring of large toadstools glows with slight magical energy. The ground inside wobbles, appearing almost translucent as if it were possible to step right through it.
As you approach the mushroom ring activates, summoning a strange feline that resembles a large, broad bobcat except that its form ripples with heat, and its eyes glow from within as if they contain tiny, flickering flames.
⚘ ⚘ ⚘
Pounce the barbarian!: 1d20 + 16 ⇒ (6) + 16 = 22
Claw!: 1d20 + 16 - 5 ⇒ (20) + 16 - 5 = 31
Slashing: 2d6 + 8 ⇒ (1, 2) + 8 = 11 Doubled to 22 damage
The cat pounces the barbarian but misses. Its followup, however, gets Grum in the jugular. Crit for 22.
The portal is easy to see now. It glows with energy, no doubt charging up to summon another terrible creature.
⚘ ⚘ ⚘
Bad Kitty!
Bold is up. Mushrooms are difficult terrain. Water is difficult terrain.
----
Trap -0 HP
Strange Cat 1 -0 HP
Berwick Winetrout 80/80 HP
Algrim Panaryn 99/99 HP
Eliander Underhill 55/55 HP, Drained 1
Grum Skoljar 102/124 HP
----
This is an Elananx, a NE medium Fey with the Fire subtype.
It's immune to fire.
DC 32, second check by another pc, or second check after first success vs DC 24
The ring has object hardness and immunities, and a break threshold.

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Recall Knowledge (Nature): 1d20 + 16 ⇒ (13) + 16 = 29
"Thats an Elanax! They're immune to fire."
Berwick follows up his recollection by casting Bless. +1 Status bonus to attack rolls for all allies within a 5 foot emanation.
"If you want healing Grum, lay hands on me." Vital Beacon, 1 action to lay hands and receive 4d10 healing on first charge expended.

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Eliander reacts to Grum being clawed by the cat by casting a spell which created three images of halfling.
"Somebody do something to that portal before more of them comes out!"

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"BAD KITTY!!" Grum yells and reacts.
Rage and power attack
to hit: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26
power attack: 3d12 + 12 ⇒ (9, 6, 11) + 12 = 38
d6 bleed on a hit, d12 bleed on a crit
10 temp hit points. AC 24

GM Doug H |

The cat yowls!
Algrim's up.
You see the fiery eyes of a second cat, glowing just behind the portal.

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First Action will move.
Second Action will hunt prey the cat.
Third Action is to Twin Takedown the cat.
Attack 1 Slashing: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36
Attack 2 Slashing: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
Damage 1 Slashing: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Damage 2 Slashing: 2d6 + 6 ⇒ (3, 3) + 6 = 12
The damage is added together before taking out for resistances and DR. Also the 1st attack is with a Bloodletting Kukri, so if its a crit then it takes 1d8 persistent bleed damage and if it wasn't bleeding already Algrim gets 1d8 Temp HP.

GM Doug H |

The cat dies in the crit… barely.
Another one appears and pounces the ranger. It crits gets him in the jugular with its bite, then moves away.
The portal begins to glow again. Another cat will appear in one round. Just leaving the token marked as "1" on the map for now.
Pounce the Ranger!: 1d20 + 16 ⇒ (19) + 16 = 35
Piercing: 2d6 + 8 ⇒ (2, 1) + 8 = 11 and Fire: 1d6 ⇒ 4
Claw 2: 1d20 + 16 - 4 ⇒ (7) + 16 - 4 = 19
Bad Kitties!
----
Trap -0 HP
Strange Cat 2 -0 HP
Berwick Winetrout 80/80 HP
Algrim Panaryn 69/99 HP
Eliander Underhill 55/55 HP, Drained 1
Grum Skoljar 102/124 HP, Raging, 10 temp hp (not included in init block)
The ring has object hardness and immunities, and a break threshold.

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Berwick and Eliander you guys see if you can take care of that portal. Grum, let's go take care of that cat.
First action will be to touch Berwick to get the healing from Vital Beacon.
Vital Beacon Healing: 4d10 ⇒ (4, 7, 2, 2) = 15
Second action will be to Hunt Prey the cat.
Third action will be to move up to the cat.

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Grum nods and follows the ranger to the other cat. He bring his axe around and then down for an over head chop
Move and power attack. Using allied offensive token
power attack to hit: 1d20 + 16 ⇒ (15) + 16 = 31
damage: 3d12 + 12 + 5d6 ⇒ (3, 11, 10) + 12 + (1, 1, 1, 5, 3) = 47
d6 bleed on a hit, d12 bleed on crit hit

GM Doug H |

The cat yowls and vanishes in a 20-foot cloud of burning vapor. It takes the damage, though. That doesn't crit
It is untargetable for the rest of the round. All creatures and objects inside the 20-foot burst are concealed. All creatures starting their turn in the aura will take fire damage.
Bad Kitties!
----
Trap -0 HP
Strange Cat 2 -47 HP, Cannot be targeted until start of its turn
Berwick Winetrout 80/80 HP
Algrim Panaryn 84/99 HP
Eliander Underhill 55/55 HP, Drained 1
Grum Skoljar 102/124 HP, Raging, 10 temp hp (not included in init block)
The ring has object hardness and immunities, and a break threshold.

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A suit of armor appears near the ring after Eliander has completed summoning spell. Animated armor "If we don't have more delicate means of disabling the portal, destroying it might be our only chance." My thievery is only trained
The armor strikes the ring with its weapon twice. glaive: 1d20 + 6 ⇒ (16) + 6 = 22
slashing damage: 1d8 + 4 ⇒ (6) + 4 = 10
glaive: 1d20 + 1 ⇒ (3) + 1 = 4

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Berwick moves closer to the portal while concentrating to extend his Bless out to 10ft. He whacks the portal with his staff.
Staff: 1d20 + 14 ⇒ (12) + 14 = 26
Bludgeoning, Magical: 1d6 + 1 ⇒ (1) + 1 = 2
"Maybe finess is in order..."

GM Doug H |

Neither caster (or minion) can hit the mushrooms. They seem to have a tough hide! AC 27. Also, BT of almost 70. If you want to smash it it's probably a job for the barbarian not the casters
The smoke vanishes. Cat 2 appears behind Grum and strikes! It seems empowered by the fire.
Bite, Strike 1: 1d20 + 16 ⇒ (15) + 16 = 31
Piercing: 2d6 + 8 ⇒ (2, 1) + 8 = 11 and fire: 2d6 ⇒ (2, 5) = 7 Extra fire on 1st strike
Claw, Strike 2, Agile: 1d20 + 16 - 4 ⇒ (8) + 16 - 4 = 20
10 temp hp; 22+11+7=40, -10 tmep hp - 30 net damage taken by grum so far.
It then moves back. A second cat appears and attacks the cleric!
Bite, Strike 1: 1d20 + 16 ⇒ (6) + 16 = 22
Claw, Strike 2, Agile: 1d20 + 16 - 4 ⇒ (15) + 16 - 4 = 27
Slashing: 2d6 + 8 ⇒ (6, 6) + 8 = 20
It then moves away, growling.
The portal starts to glow again. Another cat is on the way.
Bad KittIES!
----
Trap -0 HP
Strange Cat 2 -47 HP
Strange Cat 3 -0 HP
Berwick Winetrout 60/80 HP
Algrim Panaryn 84/99 HP
Eliander Underhill 55/55 HP, Drained 1, Sustaining summons
Grum Skoljar 94/124 HP, Raging

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Action to sustain summon, command it attack cat 2, and have a dagger in hand
Eliander decides to leave the portal ring for barbarian and commands his summon to attack the cat between them.
glaive: 1d20 + 6 ⇒ (1) + 6 = 7 Everything seems to go wrong here

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Grum closes in on Cat 2 and attacks.
to hit + bless: 1d20 + 16 + 1 ⇒ (6) + 16 + 1 = 23
power attack: 3d12 + 12 ⇒ (6, 3, 9) + 12 = 30

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First Action to make Cat 3 my Hunt Prey
Second Action to move to Cat 3
Third Action would be to do Twin Takedown
Attack 1 Slashing: 1d20 + 16 ⇒ (1) + 16 = 17
Attack 2 Slashing: 1d20 + 14 ⇒ (10) + 14 = 24
Damage 1 Slashing: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Damage 2 Slashing: 2d6 + 6 ⇒ (6, 1) + 6 = 13

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Berwick concentrates on Bless expanding the emination out to 15ft. He then applies his nature expertise to solve the problem of the portal.
Nature: 1d20 + 16 ⇒ (7) + 16 = 23
I'll use a Hero Point.
Nature: 1d20 + 16 ⇒ (2) + 16 = 18

GM Doug H |

Elainder has a tough time; his day just isn't going well. Grum takes a mighty swing at his target and is unable to hit. Algrim hits his target AC 24
Unfortunately that does not disable the trap. This means a fourth cat (you killed #1) will appear.
The second cat Pounces the Barbarian and gets him in the jugular again before missing with a claw then backing off. The third cat manages to claw the ranger once and the last steps out of the rune and misses the cleric twice before moving away. misses with a claw, then backs off. The third misses the cleric twice. Strike, Strike, Stride x3(/ooc])
Cat 2, Jaws Strike 1 vs Grum: 1d20 + 16 ⇒ (19) + 16 = 35 [ooc]Crit vs 24 AC
Piercing: 2d6 + 8 ⇒ (1, 5) + 8 = 14 and Fire: 1d6 ⇒ 5 38 damage
Cat 2, Claws Strike 2, Agile vs Grum: 1d20 + 16 - 4 ⇒ (4) + 16 - 4 = 16
Cat 3, Jaws Strike 1 vs Algrim: 1d20 + 16 ⇒ (9) + 16 = 25
Cat 3, Claws Strike 2, Agile vs Algrim: 1d20 + 16 - 4 ⇒ (3) + 16 - 4 = 15
Piercing: 2d6 + 8 ⇒ (5, 5) + 8 = 1818 damage
Cat 4, Jaws Strike 1 vs Berwick: 1d20 + 16 ⇒ (5) + 16 = 21
Cat 4, Claws Strike 2, Agile vs Berwick: 1d20 + 16 - 4 ⇒ (2) + 16 - 4 = 14
Algrim's reaction is triggered when his target Strides away.
⚘ ⚘ ⚘
Bad KittIES!
----
Trap -0 HP
Strange Cat 2 -47 HP
Strange Cat 3 -15 HP, Hunted by Algrim
Strange Cat 4 -0 HP
Berwick Winetrout 60/80 HP
Algrim Panaryn 66/99 HP, Disrupt Prey
Eliander Underhill 55/55 HP, Drained 1, Sustaining summons
Grum Skoljar 56/124 HP, Raging
This is an Elananx, a NE medium Fey with the Fire subtype.
It's immune to fire.
DC 32, second check by another pc, or second check after first success vs DC 24
The ring has object hardness and immunities, and a break threshold.

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Grum follows the cat and swings again.
to hit: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36
power attack: 3d12 + 12 ⇒ (2, 4, 1) + 12 = 19
d6 bleed on a hit, d12 bleed in a crit