Combat update later today, in the meantime please hop over to the Character Concepts & Campaign Info thread for a visual aid.
Chapter Eight: The Virid Coronation
Combat update later today, in the meantime please hop over to the Character Concepts & Campaign Info thread for a visual aid.
Leth still has an action to take.
Rolls
Arrow 1 - (1d20+11, 1d8+8, 1d6)
1d20+11 : (3) + 11 = 14
1d8+8 : (7) + 8 = 15
1d6 : (2) = 2
Arrow 2 - (1d20+11, 1d8+8, 1d6)
1d20+11 : (9) + 11 = 20
1d8+8 : (2) + 8 = 10
1d6 : (2) = 2
Colossus slayer - (1d8)
(1) = 1
Edit: Well familiar with the ways of polearm combat, Zangua dodges the devil's weapon, only to be bashed hard in the back by its tail.
Party members, it's your turn.
Rolls
Ice Devil voulge attack vs Zangua - (1d20+10, 2d8+5)
1d20+10 : (5) + 10 = 15
2d8+5 : (65) + 5 = 16
Ice Devil tail attack vs Zangua - (1d20+10, 2d6+5)
1d20+10 : (13) + 10 = 23
2d6+5 : (42) + 5 = 11
Hit Points: 54/77 (8/8d10+24)
Speed: 40 ft.
STR: 20 (+5); DEX: 14 (+2); CON: 16 (+3); INT: 10 (+0); WIS: 16 (+3); CHA: 12 (+1)
Saving Throws: Str +8, Con +6, +1 from Ring of Protection
Skills: Athletics +8, Insight +6, Intimidation +4, Perception +6, Survival +6
Damage Resistances: fire (Ring of Fire Resistance), force (Brooch of Shielding)
Damage Immunities: Magic Missile (Brooch of Shielding)
Senses: Passive Perception 16
Languages: Common, Generic Military Codes/Signals
Armor Proficiencies: All armor, shields
Weapon Proficiencies: Simple weapons, martial weapons
Tool Proficiencies: Card games, vehicles (land)
Feat, Mobile: Dash action not slowed by difficult terrain; Melee attacks against a creature does not provoke opportunity attacks.
Feat, Polearm Master: Creatures provoke opportunity attacks when entering reach.
Feat, Sentinel: Creatures hit by opportunity attacks have 0 speed; provoke opportunity attacks even if creature disengages.
Fighting Style, Two-Weapon Fighting: Add ability modifier to the damage of second attack.
Action Surge: 1/1 rest; can take one additional action on top of your regular action and a possible bonus action.
Improved Critical: Score a critical hit on a roll of 19 or 20.
Remarkable Athlete: Add half proficiency bonus (round up) to STR, DEX, or CON checks that don't already use bonus; running long jump covers 20 + 5 feet.
Actions:
-- Extra Attack. Attack twice instead of once when taking the Attack action.
-- Glaive +2. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 1d10+7 slashing damage.
-- Longsword +1. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8+6 slashing damage, or 1d10+6 slashing damage if used with two hands to make a melee attack.
-- Club. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d4+5 bludgeoning damage.
-- Handaxe (2). Melee or Ranged Weapon attack: +8 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d6+5 slashing damage.
-- Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+5 piercing damage.
-- Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 1d6+2 piercing damage.
Bonus Actions:
-- Second Wind. 1/1 rest; recover 1d10+6 HP.
-- Two-Weapon Fighting. Make one additional weapon attack with one Light melee weapon if taking the Attack action with a different Light melee weapon.
-- Polearm Master. Attack action with specific weapons allow a bonus melee attack for 1d4+7 bludgeoning damage.
Reactions:
-- Feat, Sentinel. Make a melee weapon attack against a creature within 5 feet that attacks a target other than you.
Attunement: Brooch of Shielding, Ring of Fire Resistance, Ring of Protection
Conditions: None
Rolls
Attack Glaive +2, Slashing Damage - (1d20+10, 1d10+7)
1d20+10 : (7) + 10 = 17
1d10+7 : (3) + 7 = 10
Extra Attack, Slashing Damage - (1d20+10, 1d10+7)
1d20+10 : (13) + 10 = 23
1d10+7 : (2) + 7 = 9
Bonus Action Polearm Master, Bludgeoning Damage - (1d20+10, 1d4+7)
1d20+10 : (17) + 10 = 27
1d4+7 : (1) + 7 = 8
"Well, that got it's attention." He mumbles before letting loose two more fire arrows.
Rolls
Fire Arrow - (1d20+11, 1d8+8, 1d6)
1d20+11 : (16) + 11 = 27
1d8+8 : (1) + 8 = 9
1d6 : (2) = 2
Fire Arrow - (1d20+11, 1d8+8, 1d6)
1d20+11 : (5) + 11 = 16
1d8+8 : (5) + 8 = 13
1d6 : (6) = 6
Colossus slayer - (1d8)
(5) = 5
Behind the ice wall, a swirl of mist rises up to the sky, carrying bright sparks with it. You hear a roar like wind through a tunnel, and see several silent flashes of bright blue light.
Felor, you're up.
Rolls
Mace of Disruption attack - (1d20+7)
(4) + 7 = 11
Mace base damage - (1d6+4)
(1) + 4 = 5
If this is a fiend or undead, extra radiant damage! - (2d6)
(22) = 4
Divine Strike, fire damage - (1d8)
(2) = 2
Edit: Unable to dodge in time, Zangua is smashed between the converging blows, leaving him sprawled on the ground with the wind knocked out of him. He rises quickly as the devil backsteps, voulge already back to a ready position, a low hiss escaping its mandibles. Behind the ice wall, the whirlwind of mist and sparks continues to spin.
And now it's your turn again, party.
Rolls
Ice Devil voulge attack vs Zangua - (1d20+10, 2d8+5)
1d20+10 : (20) + 10 = 30
2d8+5 : (28) + 5 = 15
Ice Devil tail attack vs Zangua - (1d20+10, 2d6+5)
1d20+10 : (15) + 10 = 25
2d6+5 : (45) + 5 = 14
Bonus Action: Second Wind!
Hit Points: 39/77 (8/8d10+24)
Speed: 40 ft.
STR: 20 (+5); DEX: 14 (+2); CON: 16 (+3); INT: 10 (+0); WIS: 16 (+3); CHA: 12 (+1)
Saving Throws: Str +8, Con +6, +1 from Ring of Protection
Skills: Athletics +8, Insight +6, Intimidation +4, Perception +6, Survival +6
Damage Resistances: fire (Ring of Fire Resistance), force (Brooch of Shielding)
Damage Immunities: Magic Missile (Brooch of Shielding)
Senses: Passive Perception 16
Languages: Common, Generic Military Codes/Signals
Armor Proficiencies: All armor, shields
Weapon Proficiencies: Simple weapons, martial weapons
Tool Proficiencies: Card games, vehicles (land)
Feat, Mobile: Dash action not slowed by difficult terrain; Melee attacks against a creature does not provoke opportunity attacks.
Feat, Polearm Master: Creatures provoke opportunity attacks when entering reach.
Feat, Sentinel: Creatures hit by opportunity attacks have 0 speed; provoke opportunity attacks even if creature disengages.
Fighting Style, Two-Weapon Fighting: Add ability modifier to the damage of second attack.
Action Surge: 0/1 rest; can take one additional action on top of your regular action and a possible bonus action.
Improved Critical: Score a critical hit on a roll of 19 or 20.
Remarkable Athlete: Add half proficiency bonus (round up) to STR, DEX, or CON checks that don't already use bonus; running long jump covers 20 + 5 feet.
Actions:
-- Extra Attack. Attack twice instead of once when taking the Attack action.
-- Glaive +2. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 1d10+7 slashing damage.
-- Longsword +1. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8+6 slashing damage, or 1d10+6 slashing damage if used with two hands to make a melee attack.
-- Club. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d4+5 bludgeoning damage.
-- Handaxe (2). Melee or Ranged Weapon attack: +8 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d6+5 slashing damage.
-- Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+5 piercing damage.
-- Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 1d6+2 piercing damage.
Bonus Actions:
-- Second Wind. 0/1 rest; recover 1d10+8 HP.
-- Two-Weapon Fighting. Make one additional weapon attack with one Light melee weapon if taking the Attack action with a different Light melee weapon.
-- Polearm Master. Attack action with specific weapons allow a bonus melee attack for 1d4+7 bludgeoning damage.
Reactions:
-- Feat, Sentinel. Make a melee weapon attack against a creature within 5 feet that attacks a target other than you.
Attunement: Brooch of Shielding, Ring of Fire Resistance, Ring of Protection
Conditions: None
Rolls
Attack Glaive +2, Slashing Damage - (1d20+10, 1d10+7)
1d20+10 : (19) + 10 = 29
1d10+7 : (5) + 7 = 12
Extra Attack, Slashing Damage - (1d20+10, 1d10+7)
1d20+10 : (13) + 10 = 23
1d10+7 : (4) + 7 = 11
Action Surge Attack, Slashing Damage - (1d20+10, 1d10+7)
1d20+10 : (9) + 10 = 19
1d10+7 : (3) + 7 = 10
Action Surge Extra Attack, Slashing Damage - (1d20+10, 1d10+7)
1d20+10 : (8) + 10 = 18
1d10+7 : (9) + 7 = 16
Bonus Action Second Wind - (1d10+8)
(6) + 8 = 14
Critical Hit on natural 19 - (1d10)
(6) = 6
The ice devil Mecafrelon slumps backward, its face split in two. Ichor drips down onto its belly, and for a moment it seems to struggle to move, as if it is attempting to rise up again but cannot. Then, very suddenly, its carapace turns gray and brittle and a great gush of oily black liquid gushes from its mortal wound. The ice beneath it steams and cracks as the pool of ichor expands while the rapidly withering body crumples into it. Behind it, sheets of the ice wall begin to turn powdery and slough off.
Attempting to shoulder-barge my way through the disintegrating wall.
Inside the cirque, the massive stone altar is now empty -- whatever was resting on it is now gone, along with Gorham and the five remaining devils. Before the altar, shrouded by the swirl of mist and sparks and snow, is a flickering, revolving window into darkness that jitters and changes its shape rapidly as it spins on its axis. Surrounding it, scattered about the ground, are twisted fragments of iron sunken into pits of melted ice.
"I really hope we're not too late." Leth says to the others as they survey the altar. "But there's only one way to find out...."
He looks back at his companions.
"Any objections to jumping through the spooky portal?"
And attempts to take a step into the flickering window in front of them.