DocMedevac™
|
"Get that green one!"
Improved Get 'em, +2 to hit
Gil, I'm keeping Get Em on Green so +2 to hit on your last rolls
Doc lets loose with a laser rifle.
Attack 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 vs EAC
Damage 2d6 + 7 ⇒ (3, 5) + 7 = 15 F
Patrick Messier
|
fort: 1d20 + 6 ⇒ (20) + 6 = 26
I do NOT like what we are standing on.
He casts Mirror Image on himself before stepping away.
images: 1d4 ⇒ 2
If he can reach the edge of the chasm and get on solid ground without getting AOOed, he will do so
| AbadarCorp Entertainment |
Cavaler needs to aim twice before he hits the aberration, but when he does, he severely hurts the creature.
Gil-Oloth hopes to strike the finishing blow, but the creature is still up after the elf's laser hits, and the couch deals damage to the other opponent.
Reflex: 1d20 + 10 ⇒ (12) + 10 = 22
Reflex: 1d20 + 10 ⇒ (1) + 10 = 11
Reflex: 1d20 + 10 ⇒ (8) + 10 = 18
Yarameh blasts the creatures once more, and showcases their resilience, as all of them remain up. When Iseph misses, it's up to the doc to finally finish off one of the monsters
AoO, Patrick: 1d20 + 16 - 2 ⇒ (8) + 16 - 2 = 221d8 + 8 ⇒ (1) + 8 = 9
Patrick casts a spell, and while a tenctacle taps him on the armor, he still manages to finish it and get out to a safer place.
You've already provoked, so can move away without further provocation
The doc keeps drawing the attention of his two monster, and with Patrick off to the side, the last enemy advances on Iseph
Tenctacle, Doc: 1d20 + 16 - 1 ⇒ (16) + 16 - 1 = 311d8 + 8 ⇒ (8) + 8 = 16 Need a fort save for the doc
Tenctacle, Doc: 1d20 + 16 - 1 ⇒ (1) + 16 - 1 = 161d8 + 8 ⇒ (7) + 8 = 15
Tenctacle, Iseph: 1d20 + 16 - 1 ⇒ (2) + 16 - 1 = 171d8 + 8 ⇒ (4) + 8 = 12
---Round 4---
Patrick (+2 images)
Yarameh
Doc
Iseph
Gil-Oloth
Cavaler
---
Enemy - Green (DEAD)
Enemy - Blue (70, dazzled)
Enemy - Red (20)
Enemy - Yellow (60)
---
Cavaler Traleth
|
Cavaler backs away from the oncoming abomination guarded step and attempts to finish it off.
Ice Carbine + Improved Get 'Em vs. Yellow KAC: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26
Cold/Piercing Damage: 3d8 + 9 ⇒ (6, 4, 7) + 9 = 26
Yellow has Improved Get 'Em applied to it again.
~ Yarameh ~
|
Shout Projector + Deadly Aim: 1d20 + 12 ⇒ (4) + 12 = 162d6 + 11 ⇒ (5, 4) + 11 = 20
RED & BLUE Reflex DC19 to half damage
RED is dazzled
DocMedevac™
|
Fort 1d20 + 3 ⇒ (1) + 3 = 4
Vs BLUE
Reaction - Deterring Threat - Intimidate 1d20 + 14 ⇒ (15) + 14 = 29 vs
10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater.
Inspire (regain 16 sp)
"Get that BLUE one!"
Improved Get 'em, +2 to hit
Gil-Oloth
|
The couch steps away from the creature while Gil-Oloth continues to shoot.
Laser vs EAC blue: 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 28
Damages, F&So: 3d6 + 10 ⇒ (3, 2, 2) + 10 = 17
The couch attacks with its pike.
Pike vs KAC: 1d20 + 12 ⇒ (6) + 12 = 18
Damages, P: 1d8 + 13 ⇒ (4) + 13 = 17
| AbadarCorp Entertainment |
Iseph and Patrick stand back, and Patrick concludes that the gray area is safe to stand on (it's the black and green areas that are worrisome).
Cavaler almost takes out one of the monsters, while Yarameh whittles down the other two.
Reflex: 1d20 + 10 ⇒ (10) + 10 = 20
Reflex: 1d20 + 10 ⇒ (17) + 10 = 27
Doc Medevac points to the hurt monster, and Gil-Oloth uses the opportunity to kill it outright with a laser shot.
The doc takes a tentacle to the face, while the other one mercilessly takes out a holographic Patrick double.
Tentacle, Doc: 1d20 + 16 ⇒ (10) + 16 = 261d8 + 8 ⇒ (7) + 8 = 15
Tentacle, Patrick: 1d20 + 16 ⇒ (20) + 16 = 361d8 + 8 ⇒ (2) + 8 = 10
1 is the Real Patrick: 1d3 ⇒ 2
---Round 4---
Patrick (+2 images)
Yarameh
Doc
Iseph
Gil-Oloth
Cavaler
---
Enemy - Green (DEAD)
Enemy - Blue (DEAD)
Enemy - Red (30, dazzled)
Enemy - Yellow (86)
---
R2-D2
|
Iseph tries to blast Yellow.
Trick 'Take 10' = 32. Flat-footed for 1 round on a success.
Ghost Killer Thunderstrike Sonic Pistol: 1d20 + 10 ⇒ (4) + 10 = 14, for 2d6 + 4 + 4d8 ⇒ (3, 1) + 4 + (5, 1, 4, 5) = 23 Sonic damage.
Cavaler Traleth
|
Cavaler attempts to apply the killing blow to yellow.
Ice Carbine vs. Yellow KAC: 1d20 + 12 - 4 ⇒ (20) + 12 - 4 = 28
Cold/Piercing Damage: 3d8 + 9 ⇒ (1, 5, 2) + 9 = 17
Ice Carbine vs. Yellow KAC: 1d20 + 12 - 4 ⇒ (6) + 12 - 4 = 14
Cold/Piercing Damage: 3d8 + 9 ⇒ (2, 8, 6) + 9 = 25
Critical Cold/Piercing Damage: 3d8 + 9 ⇒ (3, 2, 8) + 9 = 22
| AbadarCorp Entertainment |
Iseph pulls the trigger too quickly and misses his shot, but Cavaler makes up for that by splattering the monster near patrick over the planet crust.
His next shot misses the last monster, and Patrick - now free of belligerents - take a shot at the same target with equal lack of success.
---Round 4---
Patrick (+2 images)
Yarameh
Doc
Iseph
Gil-Oloth
Cavaler
---
Enemy - Green (DEAD)
Enemy - Blue (DEAD)
Enemy - Red (30, dazzled)
Enemy - Yellow (DEAD)
---
Gil-Oloth
|
Gil-Oloth shoots twice at the last creature while her couch attacks it.
Laser vs EAC Red: 1d20 + 13 - 4 ⇒ (14) + 13 - 4 = 23
Damages, F&So: 3d6 + 10 ⇒ (2, 1, 5) + 10 = 18
Laser vs EAC Red: 1d20 + 13 - 4 ⇒ (15) + 13 - 4 = 24
Damages, F&So: 3d6 + 10 ⇒ (5, 1, 5) + 10 = 21
Couch
Pike vs KAC Red: 1d20 + 12 ⇒ (4) + 12 = 16
Damages, P: 1d8 + 13 ⇒ (1) + 13 = 14
DocMedevac™
|
Vs RED
Intimidate 1d20 + 14 ⇒ (19) + 14 = 33 vs
10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater or be shaken
"Get this one DEAD"
Improved Get 'em, +2 to hit
~ Yarameh ~
|
Yarameh takes a heavy bolter in two hands and shoots a plasma charge at the remaining monster.
Plasma Bolter + Deadly Aim: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 192d8 + 11 ⇒ (3, 1) + 11 = 15
| AbadarCorp Entertainment |
The Doc commands the last opponent to deadness, and Gil-Oloth (and the elf's couch) deal damage in a rapid fire string of attack, which leaves the monster motionless on the ground.
Combat over!
With the hazard out of the way, the mute dwarf looks impressed, and repeats his gesture with the crooked elbow.
The location the dwarf describes is hundreds of miles away, across hilly terrain. Fortunately, the Starfinders came by ship. With scanners completely disfunctional, it's the good old eyes and ears that need to do the navigation.
GPS doesn't work either... no signal
The first few miles show standard signs of large-scale conflict: uprooted plants, dead fauna, and pus-covered gashes along Aucturn’s uneven surface.
As the landscape ripples, a guttural groan emerges from the soil. Immediately following the seismic activity, the group is simultaneously beset by another piercing shriek in their heads like the one they experienced while approaching the planet, accompanied by a strobe-like
vision of multicolored slashes rending the land and sky. The sharp waves radiate out from three pinpricks in the distance—one multihued, one grayscale, and one black with a golden aura—and they break against each other with the sound of shattering glass. The vision and sounds abruptly end.
Everyone must attempt Will saves against advancing their calamitous corruption.
Over time the land changes dramatically. Certain craters hold pools of darkness unlike the planet’s natural ichor, withstrands reaching beyond their edges like spiderwebs. Long scars along the surface look like they actually healed the land, the normally fleshy soil replaced with verdant greenery and long rows of vibrant, flowering plants of varying colors.
As the vessel closes the distance, these slashes of night black, multicolored bloom, and ashen sickliness start to resemble chaotic strokes from three different paintbrushes fencing each other through the canvas of Aucturn’s crust.
---
Eventually, the group spots a concentration of anomalies around an elevated area overlooking the inky ocean.
An ephemeral aura envelops a hill, a hazy dome resembling a vortex of Aucturn’s toxic atmosphere, a clear spring day, and a starless midnight all mixing like dyes in a fishbowl. Echoes of cries, clashing steel, and collapsing chains radiate from the aura. Tick-like bugs skitter around the field’s edge, but do not approach it.
R2-D2
|
Will: 1d20 + 6 ⇒ (2) + 6 = 8.
Gil-Oloth
|
Will: 1d20 + 8 ⇒ (5) + 8 = 13
if my save is a failure, I will use my Boon: Temporal Insight, to reroll it.Will (reroll if necessary): 1d20 + 8 ⇒ (20) + 8 = 28
Cavaler Traleth
|
Will Save: 1d20 + 6 ⇒ (14) + 6 = 20
| AbadarCorp Entertainment |
Iseph and Doc fail their save. Gil-Oloth makes it thanks to a reroll. Iseph and Doc are now Disquieted (see handouts)
As the group enters the aura, they see a massive crater in the side of the hill the aura envelops, resembling a bite taken out of the land. The entire earthwork is covered in a rainbow gradient of colorful feather-like plants, although sections of flora appear unnaturally drained of all pigment as though depicted in a pre-Gap film. The blasted remains of a small town lie atop the crater, including a tiered pyramid made from chalky ashen stone. The pyramid is partially collapsed, bearing a gash along its side. Furthermore, a golden rod protrudes from the pyramid’s peak, barely visible from this distant viewpoint.
The aura also imposes a crushing weight of empathetic sadness. As the group approaches, a telepathic voice hisses at them. “leave this place of loss,”, adding the ominous warning “I have little time left to settle my unfinished business.”
~ Yarameh ~
|
It's like a battle of the gods is taking place here, a confrontation between different forces that want to take control of the future deity or determine what it will be... And it seems to me... perhaps one of these deities is Shelyn, who returned from traveling through the Dark Tapestry. If she catches puzzled glances at herself, she shrugs her shoulders. Just an impression.
Half-drow steps forward and raises her bolter over her head, shouting loudly, I am Yarameh, black metal artist and priestess of Nocticula, the true Queen of Midnight. I have come, I am here and I will not back down!
Gil-Oloth
|
The Prophecies are true. Something is arising. A new Era is able to start. What was will not be, What was not will be.
Whatever the future awaits, the present will forge it. Behold our presence as we are threads of the wheel of Destiny.
Says the elf, lying lavishly on her couch after a puff from her hooka.
Cavaler Traleth
|
"You cannot intimidate us. Who are you and what are you doing in this god forsaken place."
| AbadarCorp Entertainment |
The group opens conversation with the disembodied voice. You are thralls of the whelp the voice says, and soon enough Yarameh realizes that it’s origin is the golden rod protruding from the pyramid: an ornate glaive with an inlaid feather motif that shifts in colors along its handle.
You nothing but fleetingly lucid the weapon lashes out verbally.
You can converse with the weapon to make a Diplomacy check, or alternative perform an Intimidate check or Perception check. I need once lead check for the whole group, anyone else can aid another. I'll take the first check that doesn't state aid another as the main check
~ Yarameh ~
|
What whelp, what are you talking about? I serve only Nocticula! Know Her through my psalms! The musical robot soars up again and Yarameh's growl spreads over huge distances to the guitar riff. She chooses a song where the theme of ecstasy from serving the most attractive of the Demon Lords is revealed most fully... As is the theme of her ascension, which has been the subject of legends since the time of old Golarion.
Black Metal Artist!: 1d20 + 18 ⇒ (19) + 18 = 37
That's the "alternative perform", as you sad .))
| AbadarCorp Entertainment |
Well-played :-P
I am the Whisper of souls. Though I once corrupted souls, Shelyn took me away on a journey of purification, replacing the dark deeds with those of light. I have always been intelligent, but the psychic torrent has bestowed me the gift of communicaiton. Sadly, this too shall pass
The Whisper of Souls then goes on to recount what happened, adding flashes of light and illusory images, and even some dark drumming beats inspired by Yarameh's black metal.
It was Shelyn who heard the cosmic cries of an immeasurably powerful soul being smothered by foul magic, and she descended upon Aucturn to rid the planet’s spirit of its oppressor.
The oppressor was Nyarlathotep, who manifested before Shelyn brimming with fetid energy.
When two gods clashed one must prevail, and despite Shelyn’s best efforts the Crawling Chaos easily overpowered her. As the dark god lifted his ankh to strike a killing blow, however, his hand was stayed by spiked chains flinging forth from the darkness: Zon-Kuthon, Shelyn’s corrupted and estranged brother, had joined the fray on his sister’s behalf, driven by some long dormant love resurfaced by her imminent peril.
The battle between the three divinities sundered the land, and every wound made Nyarlathotep stronger. Seeing an oncoming defeat, Shelyn bid me goodbye before giving all of her life force to her brother in hopes that he could turn the tide; little did she know that Zon-Kuthon would do the same for her.
The convergence of selfless energies fused the two gods into one, a new duality of artistry and suffering, beauty and loss, pain and understanding: Zon-Shelyn. The dissonance of Zon-Shelyn’s formation shattered Nyarlathotep, scattering his fragments beyond the farthest reaches of space, and as I fell to the ground and pierced the broken pyramid, I felt the stolen energy rush back into the planet, prompting the first of Aucturn’s now-regular contractions.
I fear the Glaive concludes that without my master's positive influence I may revert to being the vile instrument of death I was before I knew a goddess’s love...
You can continue talking to the glaive; I need a Diplomacy, Mysticism, Physical Science or Athletics check. Once again, one check for the whole group
R2-D2
|
Iseph tries doing some flexing.
Athletics: 1d20 + 16 ⇒ (18) + 16 = 34.
| AbadarCorp Entertainment |
Iseph flexes his muscles, and like a mythical king he pulls the glaive from the hilltop.
An omen! My lost companion must have guided you here, and I shall guide you in return. I shall atone for my past sins by helping the people of Aucturn to the best of my abilities
You can enhance the glaive's autonomy by making a small sacrifice: grant it a part of your soul. It comes with an (undisclosed, heh) penalty and an (undisclosed, heh) bonus. Both last until the end of the scenario.
While we're at it, can you all roll a will save for calamitous corruption?
Patrick Messier
|
mysticism: 1d20 + 17 ⇒ (4) + 17 = 21
sense motive: 1d20 + 4 ⇒ (10) + 4 = 14
Patrick looks confused, while trying to process all this information. He's still trying to figure out the magic of friendship he has been offered lately.
will: 1d20 + 8 ⇒ (11) + 8 = 19
Maybe you should have a word with Desna he comments.
R2-D2
|
Iseph poses dramatically!
Will: 1d20 + 6 ⇒ (15) + 6 = 21.
Perfectly happy to make the 'small sacrifice'.
Gil-Oloth
|
Culture DC26: 1d20 + 17 ⇒ (16) + 17 = 33 +4 RK with Library Chip
Sense Motive DC18: 1d20 + 13 ⇒ (7) + 13 = 20
Realizing through the mist of her own mind what was the weapon in front of her, Gil-Oloth passes through a haze vapors the story of the Legendary Weapon.
Reading the past, future and presents she decides to exchange a part of her Soul to approach a spark of divinity.
My Soul wanders through times, the Present is the Future of the Past. As the Stars are not immuable being, Time isn't.
Will: 1d20 + 8 ⇒ (19) + 8 = 27
Gil-Oloth is oblivious of the cosmic corruption of the place.
~ Yarameh ~
|
It's a really touching story. Divine and worthy of a separate EP... Then Yarameh, having already turned off the music, gets down on one knee. Take a piece of my power to strengthen yours. I know that my Patroness, Our Lady in the Shadows, will not leave me.
Will: 1d20 + 7 ⇒ (18) + 7 = 25 +2 vs enchantments & blindness/deafness effects
| AbadarCorp Entertainment |
Any PC who agrees takes 1 point of Constitution damage and 1 point of ability damage to their choice of Wisdom or Charisma; in return, they enhance Whisperer of Souls’ agency and take on characteristics of a celestial, reducing their calamitous corruption by one stage (up to dormant) and gaining a +2 racial bonus to saves against confusion effects and calamitous corruption, darkvision 60 feet, DR 5/— , and an extraordinary fly speed of 30 feet with average maneuverability. These benefits last until the end of the scenario.
The ground lurches with another wail, this one both psychic and auditory. The scream is coupled with a vivid series of flashing images: a flight to a mountain-sized cyst overlooking a city, a trail of blood and bodies up the cyst’s sides, and a circle of hooded figures standing on pallid shards in a fetid pool at the summit. The shriek becomes laced with fell chanting as a winged creature performs profane rites at a makeshift altar in the muck, the ritualistic words muddying the picture while imposing crushing pressure on the mind. The vision dissipates as quickly as it came, but the ground still trembles: the mark of approaching creatures.
To arms! Onward! the Whisperer of Souls exclaims. A horde of feral orocorans approaches quickly, and the glaive sets off to cut off a group from the rest of the pack, and then proceeds to cut up the pack, leaving the adventurers to deal with the front line...
Patrick: 1d20 + 2 ⇒ (2) + 2 = 4
Yarameh: 1d20 + 10 ⇒ (1) + 10 = 11
Doc: 1d20 + 7 ⇒ (12) + 7 = 19
Iseph: 1d20 + 7 ⇒ (8) + 7 = 15
Cavaler: 1d20 + 6 ⇒ (20) + 6 = 26
Gil-Oloth: 1d20 + 6 ⇒ (7) + 6 = 13
enemy: 1d20 + 4 ⇒ (3) + 4 = 7
---Round 1---
Cavaler
Doc
Iseph
Gil-Oloth
Yarameh
---
Monster - Red
Monster - Orange
Monster - Green
Monster - Blue
Monster Leader - Black
---
Patrick
| AbadarCorp Entertainment |
The pyramid is a steep slope, providing difficult terrain up to its 20-foot-high peak. The ruined buildings offer cover at ground level and block normal movement, but they only pose difficult terrain to creatures using a climb speed. The cliff face on the edge of the map is 10 feet high, and the steps are difficult terrain;
R2-D2
|
Remembering the vomit-fetish of the Orocorans, Iseph literally kicks-in the after-boosters on their jump-jets, shooting 30' straight up, where they hover, thanks to their new wings.
With the advantage of heing, Iseph then takes a pot-shot at Black.
Trick 'Take 10' = 32. Flat-footed for 1 round on a success.
Ghost Killer Thunderstrike Sonic Pistol: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18, for 2d6 + 4 + 4d8 ⇒ (3, 5) + 4 + (8, 2, 4, 2) = 28 Sonic damage.
~ Yarameh ~
|
And now we're turning on the metal opera "Complete Annihilation."
Shout Projector + Deadly Aim: 1d20 + 12 ⇒ (11) + 12 = 232d6 + 11 ⇒ (3, 3) + 11 = 17
(All but RED - Reflex DC19 to half damage)
Intimidate: 1d20 + 16 ⇒ (6) + 16 = 22 vs all but RED
Black metal roars over the cursed planet again, waves of light and sound crashing down on the monsters.
Cavaler Traleth
|
Will Save: 1d20 + 6 ⇒ (9) + 6 = 15
The combination of Yarameh's disorienting light and sound show and the oppressive nature of Aurcturn threaten to overwhelm Cavaler's senses, but he steadies himself as the orocorons make their approach.
Dropping to one knee to to gain a better vantage point drop prone, Cavaler again grips his bipod to steady his aim with his carbine.
He aims the weapon at the oncoming aliens and prepares to fire when they come into clear view.
Cavaler readies an action to fire on black when it moves out from behind cover.
"Hold your positions, we'll pick them off one by one as they come out into the open."
Gil-Oloth
|
Gil-Oloth tries to recognize what type of creature is coming for them.
Mysticism?: 1d20 + 17 ⇒ (5) + 17 = 22 same bonus with Life Science or Physical Science
The couch flies up in the sky to give the elf a better view of the creature while she shoots at the closest one.
Laser vs EAC black: 1d20 + 13 ⇒ (7) + 13 = 20
Damages, F&So: 3d6 + 10 ⇒ (1, 5, 6) + 10 = 22
| AbadarCorp Entertainment |
Doc shoots at the leader, but the Orocoran has a tough exterior.
Iseph tries to take out the leader before it gets too close, but their shot misses.
Yarameh sends the terror of the Abyss in LOUD form, and blasts the incoming horde with it.
Reflex: 1d20 + 8 ⇒ (19) + 8 = 27 Leader
Reflex: 1d20 + 8 ⇒ (17) + 8 = 25
Reflex: 1d20 + 8 ⇒ (2) + 8 = 10
Reflex: 1d20 + 8 ⇒ (16) + 8 = 24
Cavaler waits for the black leader to move into a more exposed position, and when it does, pulls the trigger. The shot hits and send black ichor in all directions.
Gil Oloth confirms these are Orocorans. Their projectile vomit is particularly nasty, since a hit may cause confusion. They're also unflankable, and can see invisibility.
After getting shot, the leader moves up to Iseph and does exactly what the android fears
Projectile Vomit -- EEEUGH!, Iseph: 1d20 + 17 ⇒ (19) + 17 = 362d6 + 9 ⇒ (5, 4) + 9 = 18 DC 16 Will save or be confused for rounds: 1d4 ⇒ 3
The other ocororans move closer and closer.
---Round 1--
Patrick
---Round 2---
Cavaler
Doc
Iseph
Gil-Oloth
Yarameh
---
Monster - Red
Monster - Orange (8)
Monster - Green (17)
Monster - Blue (8)
Monster Leader - Black (49)
Cavaler Traleth
|
Posting now, but Cavaler will delay his turn until after Doc so he can take advantage of his Get 'Em bonus.
Cavaler continues to line up the Orocoran's leader in the sights of his carbine.
"Focus your fire on their leader, Starfinders."
A volley of razor sharp armor piercing ice needles fly from the barrel of Cavaler's carbine and streak toward the Orocoran's leader.
Ice Carbine + Get 'Em + Bipod Bonus vs. Black KAC: 1d20 + 12 + 2 - 2 ⇒ (14) + 12 + 2 - 2 = 26
Cold/Piercing Damage: 3d8 + 9 ⇒ (8, 3, 4) + 9 = 24
Ice Carbine + Get 'Em + Bipod Bonus vs. Black KAC: 1d20 + 12 + 2 - 2 ⇒ (19) + 12 + 2 - 2 = 31
Cold/Piercing Damage: 3d8 + 9 ⇒ (6, 2, 5) + 9 = 22
R2-D2
|
Will: 1d20 + 6 + 2 + 2 ⇒ (11) + 6 + 2 + 2 = 21.
Iseph curses.
"Stop that!"
They then boost themselves up further, and hover.
To be clear, I started this round 30' up, and now boost myself up to 60'. That *should* take me well out of vomit-range, right?
Iseph then blasts Green.
Trick 'Take 10' = 32. Flat-footed for 1 round on a success.
Ghost Killer Thunderstrike Sonic Pistol: 1d20 + 10 ⇒ (8) + 10 = 18, for 2d6 + 4 + 4d8 ⇒ (6, 5) + 4 + (1, 5, 7, 5) = 33 Sonic damage.