Targos
Be sure to read and follow the guidelines for our forums.
Rolls
Longbow 1, 2, & 3 vs Door Hinges (Sharp) - (1d20+7, 1d20+7, 1d20+7)
1d20+7 : (11) + 7 = 18
1d20+7 : (2) + 7 = 9
1d20+7 : (8) + 7 = 15
Curving Arrow for Longbow 2 (Targeting a different hinge, Sharp) - (1d20+7)
(11) + 7 = 18
Total Damage (assuming 15 is a hit) - (3d8+45)
(351) + 45 = 54
Guard 1 takes 11 damage and needs to make a DC 14 con save or be stunned (1ki point spent). Another ki point spent to take dodge action. +2 AC for making an unarmed attack.
HP: 87/81
AC:20(+dodge)
Rolls
Sword vs G1 - (1d20+11)
(14) + 11 = 25
Fist vs G2 - (1d20+10)
(6) + 10 = 16
Damage to G1 - (1d10+5, 1d4)
1d10+5 : (6) + 5 = 11
1d4 : (3) = 3
Rolls
Medicine - (1d20+1)
(3) + 1 = 4
Ulbrec coughs as the smoke hits his face. "Thank the Watcher! I don't know who you are, but you're no orc. Help me get my wife out of here!"
"I'm sorry to disappoint you," she says, voice neutral, "but you never asked me to save anyone. You only told me to bring you an army. You haven't told me anything about your plans, or your 'better way.'"
Are there any assassins on this side of the building? he asks Fluphy as he helps her to the window. He tells Fluphy his location.
Lady Elytharra gasps as her stomach reknits itself under Zenithral's healing touch. As he helps her to the window, Fluphy toots around just outside. There are no orcs outside, but the flumph warns Zenithral just in time of the returned orc assassin coming through the door behind him.
Zen, roll initiative!
Rolls
Assassins stealth roll - (1d20+5)
(6) + 5 = 11
Orc assassin initiative - (1d20+3)
(10) + 3 = 13
(If Lord Ulbrec doesn't look like he can climb out safely in time, Zenithral will yell at him to jump and either try to catch him or use Martyr's Empathy to take the fall damage for him.)
75/92 HP
AC 19
Rolls
Initiative (YOU WILL NOT KILL THESE PEOPLE) - (1d20+3)
(4) + 3 = 7
UGGHH (Inspiration) - (1d20+3)
(11) + 3 = 14
DIE (Longbow 1) - (1d20+12)
(12) + 12 = 24
MORE DIE (Longbow 2 & 3, Sharp) - (1d20+7, 1d20+7)
1d20+7 : (12) + 7 = 19
1d20+7 : (10) + 7 = 17
Damage DIE - (3d8+48)
(234) + 48 = 57
Alalla, make a DC 22 Charisma save, please. Oh, and with disadvantage.
Rolls
Oh crap (CHA save disadvantage) - (1d20+2, 1d20+2)
1d20+2 : (14) + 2 = 16
1d20+2 : (8) + 2 = 10
Ulbrec coughs and puts an arm around his wife. "Thank you, soldier. You showed tremendous courage and skill. By the Watcher's Eyes, I would ask you another favor. Please, help us get to the palisade. I must know if the walls still stand!" He gestures to Zenithral's wings. "Please, with all haste!"
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
The town hall collapses in a fiery inferno.
Left alone outside, Ras once again witnesses a building collapse upon one of his beloved friends.