Snake's Demise.
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Oh, wow, that was a critical hit and the pooch needed a critical dodge to turn the hit into a regular one, so that's one dead pooch.
Next is gragor, who falls back and orders the dogs to do the same, after they get a bite in.
Mirihth already dodged this turn, so she takes the attack, but one point of damage fails to pierce her thick skin...
Seeing the obvious chockepoint, Miriht does not advance yet, waiting for the beastling to go in first, so you save yourself from 3 attacks this end of round! Speaking of which...
Third round of combat.
Combat Order (DEX+INT)/2
Baelrick: 16
Tyr: 15
Thallan: 13
Beastlings: 12
Daglin: 12
Miriht 11
Gargor: 10
Battlemap Tyr and Baelrick have a light source each, allowing you to see deeper into the cave and alleviating some darkness penalties (p.31 and p.56)
Thallan is shaken for 6 rounds (-25% to all checks).
Daglin is shaken for 5 rounds (-25% to all checks).
The hounds are shaken for 12 rounds (-25% to all checks).
Rolls
Secret Roll - (1d100, 1d8+1d6)
1d100 : (2) = 2
1d8+1d6 : (1) + (6) = 7
Dog's dodge: 43% - (1d100)
(15) = 15
Dog bite: 20% - (1d100, 1d6)
1d100 : (16) = 16
1d6 : (1) = 1
Rolls
Close Combat: 79% - (1d100)
(13) = 13
Quarterstaff - (1d8+4)
(4) + 4 = 8
Rolls
Ranged Combat: 84% - (1d100)
(96) = 96
I mean, you could have used your action you were holding last round to jump in and attack, and then attack this round and jump out, but this would have left you vulnerable to Miriht's last 3 attacks, and you just saw her one-shot one of your dogs...
Whatever other action you decide to take instead, I'll keep that 13 you rolled.
Let's try this instead.
If the caster is able to overcome his target
with this spell, he can turn the victim’s own
nervous system against him. The spell will
paralyse the target, provided the spell’s
magnitude is greater than a quarter of the
target’s current hit points.
Tyr's stone missed (and again, seem like you gave yourself a +25% aiming bonus when you did not spend a round aiming last round...), so Thallan is up!
Rolls
Beatman's Resilience: 31% - (1d100)
(71) = 71
She glares at Baelrick before advancing. "I'll devour you magic man, like I did the one who was foolish enough to free me. Your power will allow me to regain even more of my strengths. But first, I need to take care of this traitor over here..." She then proceeds to attack Gragor (since she's effectively squeezing through that doorway, I'll give her a -25% on her physical actions).
Gragor is up next! He attempts to retaliate against Miriht! It is a hit, but a weak one. Miriht will still attempt to dodge, having no clue it cannot bypass her natural armor.
Finally, Gragor will switch place with a hound, commanding it to attack the large snake lady. It's another miss.
Anyone who where holding their actions can do so now before Miriht takes her remaining 3 attacks.
Rolls
Secret Roll - (1d100, 1d8+1d6)
1d100 : (92) = 92
1d8+1d6 : (1) + (4) = 5
Gragor's attack: 50% - (1d100, 1d8)
1d100 : (50) = 50
1d8 : (1) = 1
Secret Roll - (1d100)
(82) = 82
Hound attack: 20% - (1d100, 1d6)
1d100 : (29) = 29
1d6 : (4) = 4
Thallan is hit once. He can use his reaction to dodge this attack (I'm going to have to look at the rulebook if dodging voids aiming...).
Rolls
Miriht's 2nd attack -25%: 27% - (1d100, 1d8+1d6)
1d100 : (13) = 13
1d8+1d6 : (3) + (3) = 6
Miriht's 3rd attack -25%: 27% - (1d100, 1d8+1d6)
1d100 : (53) = 53
1d8+1d6 : (5) + (4) = 9
Miriht's 4th attack -25%: 27% - (1d100, 1d8+1d6)
1d100 : (43) = 43
1d8+1d6 : (3) + (5) = 8
+25% bonus to the character’s Ranged
Combat skill (up to a max. of +50%). This
bonus only applies to the first attack the
character makes with the weapon, which
must be fired at the target being aimed at. A
character can take no other action while
aiming without losing the aim bonus
Rolls
Dodge: 18% - (1d100)
(8) = 8
Fourth round of combat.
Combat Order (DEX+INT)/2
Baelrick: 16
Tyr: 15
Thallan: 13
Beastlings: 12
Daglin: 12
Miriht 11
Gargor: 10
Battlemap Tyr and Baelrick have a light source each, allowing you to see deeper into the cave and alleviating some darkness penalties (p.31 and p.56)
Thallan is shaken for 5 rounds (-25% to all checks).
Daglin is shaken for 4 rounds (-25% to all checks).
The hounds are shaken for 11 rounds (-25% to all checks).
The remaining beastling is paralyzed for 59 rounds.
Rolls
Close Combat: 79% - (1d100)
(11) = 11
Quarterstaff - (1d8+4)
(6) + 4 = 10
Rolls
Ranged Combat: 84% - (1d100)
(69) = 69
Damage - (1d8)
(2) = 2