Chapter 5 - Wave Echo Cave
Rolls
Handaxe to hit - (1d20+5)
(11) + 5 = 16
Handaxe damage - (1d6+3)
(6) + 3 = 9
Top of the order.
Round 5:
Karma, Gerbo, Belanor
Group 2
Kerisha
Rolls
Rapier to hit - (1d20+6)
(10) + 6 = 16
Sneak attack - (2d6)
(16) = 7
Rapier damage - (1d8+4)
(6) + 4 = 10
Action: attack with Warhammer
Inspiration []
Hp: 21/35
Temp. Hp: 0
Ac: 19
Init: +1
Speed: 25ft
Hit dice (d8): 4/4
Str: 12(+1) Dex: 12(+1) Con: 14(+2) Int: 12(+1) Wis: 16(+3) Cha: 10()
Saving Throws: Str +1, Dex +1, Con +2, Int +1, Wis +5, Cha +2
Senses: Perception 13, Investigation 11, Insight 13
Skills: Acrobatics +1, Animal Handling +5, Arcana +1, Athletics +1, History +3, Insight +3, Investigation +1, Medicine +5, Nature +3, Perception +3, Religion +3, Slight of Hand +1, Stealth +1 (Dis), Survival +3.
Tools: Brewer’s Kit, Herbalism Kit
Languages: Common, Dwarvish, Gnomish
Darkvision 60ft
Advantage against Poison
(Mod +3 /Spell Attack +5 /save DC 13)
1st level spells 3/4
2nd level spells 3/3
Channel Divinity: Turn Undead/Charm Animals and Plants 0/1 SR
Rolls
Warhammer vs nearest walking meat tray - (1d20+4)
(4) + 4 = 8
Damage - (1d8+1)
(2) + 1 = 3
Rolls
Fire bolt to hit - (1d20+5)
(19) + 5 = 24
Fire bolt damage - (1d10)
(9) = 9
Rolls
Who gets attacked (B, Ka, G, Ke) - (1d4, 1d4)
1d4 : (1) = 1
1d4 : (3) = 3
Z7 attack - (1d20+3, 1d6+1)
1d20+3 : (10) + 3 = 13
1d6+1 : (5) + 1 = 6
Z8 attack - (1d20+3, 1d6+1)
1d20+3 : (7) + 3 = 10
1d6+1 : (1) + 1 = 2
Round 5:
Karma, Gerbo, Belanor
Group 2
Kerisha
Rolls
Greatsword (Rage) to hit - (1d20+5)
(1) + 5 = 6
Greatsword (Rage) damage - (2d6+5)
(23) + 5 = 10
Round 6:
Karma, Gerbo, Belanor
Group 2
Kerisha
Rolls
Fire bolt to hit - (1d20+5)
(20) + 5 = 25
Fire bolt damage - (1d10)
(7) = 7
Fire bolt damage (crit) - (1d10)
(8) = 8
Action: Attack with Warhammer.
Inspiration []
Hp: 21/35
Temp. Hp: 0
Ac: 19
Init: +1
Speed: 25ft
Hit dice (d8): 4/4
Str: 12(+1) Dex: 12(+1) Con: 14(+2) Int: 12(+1) Wis: 16(+3) Cha: 10()
Saving Throws: Str +1, Dex +1, Con +2, Int +1, Wis +5, Cha +2
Senses: Perception 13, Investigation 11, Insight 13
Skills: Acrobatics +1, Animal Handling +5, Arcana +1, Athletics +1, History +3, Insight +3, Investigation +1, Medicine +5, Nature +3, Perception +3, Religion +3, Slight of Hand +1, Stealth +1 (Dis), Survival +3.
Tools: Brewer’s Kit, Herbalism Kit
Languages: Common, Dwarvish, Gnomish
Darkvision 60ft
Advantage against Poison
(Mod +3 /Spell Attack +5 /save DC 13)
1st level spells 3/4
2nd level spells 3/3
Channel Divinity: Turn Undead/Charm Animals and Plants 0/1 SR
Rolls
Warhammer vs non-burning Zom - (1d20+4)
(16) + 4 = 20
Damage - (1d8+1)
(5) + 1 = 6
Rushing the last remaining creature Karma brings his hammer around and smashes into the zombie's rib cage. Rib's crack as the zombie leans to its side, but it remains on its feet, raising its arm to strike.
Round 6:
Karma, Gerbo, Belanor
Group 2
Kerisha
Rolls
Rapier to hit - (1d20+6)
(9) + 6 = 15
Rapier damage - (1d8+4)
(1) + 4 = 5
Sneak attack - (2d6)
(43) = 7
A loud purr from across the room breaks the silence. A large, clearly injured, black cat limps forward out of the shadows towards Karma.