Episode 2 Scene 1 The Journey North
Rolls
Attack Roll 1 - (1d20+6)
(17) + 6 = 23
Attack Roll 2 - (1d20+6)
(19) + 6 = 25
Damage Roll 1 - (1d8+3)
(7) + 3 = 10
Damage Roll 2 - (1d8)
(3) = 3
Shump - (1d4)
(3) = 3
Brindel - (1d4)
(2) = 2
Feliani - (1d4)
(3) = 3
Egret - (1d4)
(4) = 4
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Feliani Damage 1 - (1d6+2)
(4) + 2 = 6
Feliani Damage 2 - (1d6+2)
(1) + 2 = 3
Egret Damage 1 - (1d6+2)
(5) + 2 = 7
Egret Damage 2 - (1d6+2)
(4) + 2 = 6
The remaining two skeletons on Shump swing but fail to connect solidly, while two others attack Brindel to no avail, Feliani finds herself facing three skeletons two of which connect enough to cause damage, and Egret finds himself facing four skeletons of which two of them strike well enough to cause damage.
If he notices anything he will call out to his friends.
Rolls
Perception - (1d20)
(6) = 6
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Lex is able to ascertain what is going on directly with his comrades as well as his immediate surroundings but his ability to gauge the enemy was a bit too much to take in. Currently Shump is waist deep in water engaged with 2 skeletons and 1 zombie, on the small island they are on Brindel is engaged with 2 skeletons, Feliani is engaged 3 skeletons and 1 zombie, and Egret is engaged with 3 skeletons. The islands provides very little in the way of cover and the one they are on does not even have one of those small trees that occasionally exits.
13 Battle Axe maybe hit for 12 HP, 9 Handaxe missed for 10 HP, 18 Extra Attack with Battle Axe hits for 11 HP
Ignore the Savage Fury 1d8 rolls. They are a mistake.
Rolls
Battle Axe, Handaxe, Battle Axe Damage, Hand Axe Damage, Savage Fury, Extra Attack, Extra Dam&Savage - (1d20+7, 1d20+7, 1d8+4, 1d6+4, 1d8, 1d20+7, 1d8+4, 1d8)
1d20+7 : (6) + 7 = 13
1d20+7 : (2) + 7 = 9
1d8+4 : (8) + 4 = 12
1d6+4 : (6) + 4 = 10
1d8 : (5) = 5
1d20+7 : (11) + 7 = 18
1d8+4 : (7) + 4 = 11
1d8 : (7) = 7
Post roll edit: additional die for double damage (which is ignored according to house rules).
Edit 2 (additional critical hit roll).
Edit 3. No critical hit, so the damage from the first attack is maximum damage of 16 (8+8) + 12 (die roll of 4 + 8) for a total of 28.
Rolls
First battleaxe attack/damage - (1d20+7, 1d8+8)
1d20+7 : (20) + 7 = 27
1d8+8 : (4) + 8 = 12
Second battleaxe attack/damage - (1d20+7, 1d8+8)
1d20+7 : (8) + 7 = 15
1d8+8 : (8) + 8 = 16
Additional damage die for critical hit - (1d8)
(8) = 8
Chance for additional critical hit - (1d20)
(4) = 4
For example, if a critical hit was scored with a dagger masterwork +1 dagger, it would do 5+(1d4+1)+Modifiers for damage instead of just the normal 1d4+1+Modifiers. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, roll those dice twice, thus if a Rogue does 1d6 Sneak Attack damage they would do 2d6 Sneak Attack damage if they critical.
Also Criticals are open ended this means when you roll a Critical roll again if you get another Critical roll again. Each Critical maximizes the current damage die and adds another.
Also Arina Lex has the equivalent of a Full Action and 2 Move Actions this round (note the Move Actions can be used for more than just moving it just is not equivalent to a full action)
Rolls
Fireball (Dex Save: DC 13) - (8d6)
(16456335) = 33
Also, if I get damaged for more than 10, cast Hellish Rebuke (2nd level) on the strongest/most healthy opponent that damaged me.
Rolls
Melee attack (slashing damage) - (1d20+5, 1d6+2)
1d20+5 : (13) + 5 = 18
1d6+2 : (3) + 2 = 5
Melee attack (slashing damage) - (1d20+5, 1d6)
1d20+5 : (12) + 5 = 17
1d6 : (2) = 2
Shump takes out two skeletons leaving only a zombie currently engaged with him but 3 more skeletons move in.
Brindel fells that last two skeletons on him but 4 more take their place
Lex's fireball devastates a small group of zombies leaving nothing of concern above the water level how many exactly is hard to tell but it did seem to reduce their numbers noticeably and create a slight void delaying any more zombies from engaging this round
Feliani and Egret thankfully did not gain anymore assailants, however, Lex from his non-engaged position notices that both Feliani and Egret appear to be a bit rather hard pressed and not fairing so well.
Egret and Feliani are the recipients of 3 vicious attacks each with Egret taking a total of 17 damage and Feliani taking 24
Brindel and Shump also get hit 3 times each this round with Brindel taking 18 damage and Shump taking 14
Shump engaged 3 skeletons 1 zombie HP 58/-14
Brindel engaged 4 skeletons HP 59/-18
Feliani engaged 3 skeletons 1 zombie HP 41/-33
Egret engaged 4 skeletons HP 39/-30
Lex not engaged HP 45/-0
Lex all the skeletons appear to be currently engaged but a small group of zombies are currently moving up
If you wish to notice the plight of your fellows while engaged you need to make a DC 15 Perception check either that or Lex can choose to inform you all.
Those in melee when attacking please give me a 1d4 roll associated with each attack -- this is how I reflect the chaos of battle -- you attack the target that gives you the best shot -- or you can ignore the others giving them Advantage on their next attack to focus on whatever particular target you wish
Rolls
Target 1 - (1d4)
(3) = 3
Target 2 - (1d4)
(4) = 4
Attack 1 - (1d20+6)
(5) + 6 = 11
Attack 2 - (1d20+6)
(7) + 6 = 13
Damage 1 - (1d8+3)
(4) + 3 = 7
Damage 2 - (1d8)
(2) = 2
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Hmm if you analyze what I posted -- Lex's fireball devastates a small group of zombies --- this was supposed to imply that the fireball did a lot of damage to more than one zombie
Then this -- leaving nothing of concern above the water level -- this was supposed to imply that everything above the water line had been reduced to cinder
Which is why -- how many exactly is hard to tell -- it was impossible to determine exactly how many were destroyed
My apologies if that seemed at all confusing