Chapter 4: Journey to Red Cat Cave
Rolls
Fenris - attack with Jaws - (1d20+7)
(6) + 7 = 13
Damage (if relevant) - (1d8+2)
(8) + 2 = 10
Red returns the favor to Igbork who has been targeting her chief and fires two arrows at him before scurrying towards the treelines to the west. One arrow hits its target.
The green backs off from the wolf before aiming two arrows at it. As his companion, this one hits with just one arrow as well.
Blue growls in anger as it stands up. It lashes out with a claw, making a devastating attack, before backing off.
Round 3:
Character | Initiative | Acted | Statuses |
Koram | 23 | X | -31 hp |
Red | 21 | X | |
Green | 18 | X | |
Blue | 18 | X | -18 hp |
Grom | 17 | | |
Igbork | 16 | -4 hp | |
Artesia | 11 |
Rolls
Red Attack #1 vs Igbork - (1d20+8)
(2) + 8 = 10
Red Attack #2 vs Igbork - (1d20+8-5)
(19) + 3 = 22
Red Damage vs Igbork - (1d6)
(4) = 4
Green vs Fenris #1 - (1d20+8)
(17) + 8 = 25
Green vs Fenris #1 - (1d20+8-5)
(13) + 3 = 16
Green dmg vs Fenris - (1d6)
(3) = 3
Blue vs Haitith - (1d20+11)
(18) + 11 = 29
Blue dmg Haitih - (2d6+2)
(24) + 2 = 8
Rolls
Staff - Atk/Dam - (1d20+3, 1d8-1)
1d20+3 : (2) + 3 = 5
1d8-1 : (2) - 1 = 1
Actions 2 & 3: Breath weapon in 60ft line south towards Blue; basic reflex save allowed.
Rolls
Breath Attack (Electricity) - (1d6)
(6) = 6
Breath Recharge - (1d4)
(2) = 2
Rolls
Reflex Blue - (1d20+10)
(12) + 10 = 22
Rolls
Staff - Atk/Dam - (1d20+3, 1d8-1)
1d20+3 : (15) + 3 = 18
1d8-1 : (4) - 1 = 3
Rolls
Fenris - attack with Jaws - (1d20+7) - (1d20+7)
(6) + 7 = 13
Damage (if relevant) - (1d8+2) - (1d8+2)
(5) + 2 = 7
Attack re-roll - (1d20+7)
(11) + 7 = 18
Rolls
Short bow attack #1 - (1d20+7)
(10) + 7 = 17
Short bow attack #2 - (1d20+2)
(11) + 2 = 13
Short bow damage #1 - (1d6)
(2) = 2
Short bow damage #2 - (1d6)
(3) = 3
Igbork lets loose with another flurry of arrows, but none of them hit. Though one flies frightfully close to the creature.
Then Artesia moves forward and tries to give the small creature two big whacks with her staff, but it is too small and agile for her strikes.
Haitih does a tactical retreat and lets loose with its breath, causing a small bit of harm on the hunchbacked creature.
Then the red creature moves back and fires two arrows at Artesia. The first one hits the cleric in the shoulder.
Then green uses a similar tactic and fires at Fenris. Again one arrow hits its mark causing Fenris to yelp in pain.
The hunchbacked creature walks up to Fenris and lets loose with a bite and a claw strike. Both strikes hit, the bite being particularly effective and brings the wolf down to unconsciousness.
Everyone is up again:
Round 4:
Character | Initiative | Acted | Statuses |
Koram | 23 | X | -31 hp |
Red | 21 | X | |
Green | 18 | X | |
Blue | 18 | -18 hp | |
Grom | 17 | Fenris is dying 1 | |
Igbork | 16 | -4 hp | |
Artesia | 11 | -7 hp |
Rolls
Red vs Artesia #1 - (1d20+8)
(18) + 8 = 26
Red vs Artesia #2 - (1d20+8-5)
(7) + 3 = 10
Red dmg vs Artesia - (2d6)
(16) = 7
Green vs Fenris #1 - (1d20+8)
(1) + 8 = 9
Green vs Fenris #1 - (1d20+8-5)
(14) + 3 = 17
Green dmg vs Fenris - (1d6)
(6) = 6
Red vs Fenris #1 - (1d20+11)
(19) + 11 = 30
Red vs Fenris #2 - (1d20+11-4)
(18) + 7 = 25
Red Damage vs Fenris #1 - (2d8+2)
(81) + 2 = 11
Red Damage vs Fenris #2 - (1d6+1)
(1) + 1 = 2
Range 30 feet; Targets 1 creature
You unleash a beam of divine energy. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or if your deity is true neutral. Make a ranged spell attack roll against the target's AC. On a hit, the target takes damage of the chosen alignment type equal to 1d4 plus your spellcasting ability modifier (double damage on a critical hit). The spell gains the trait of the alignment you chose.
Heightened (+1) The damage increases by 1d4.
Rolls
Ranged Spell Attack (not sure what to add) - (1d20)
(20) = 20
Damage - (2d4+4)
(22) + 4 = 8
Artesia, you add your Wisdom mod of +4, and because you are trained in your spell attacks you add +4 (your level +2) for a total of +8. When it comes to Heightened spells, you heighten it when you gain access to higher spell level (that means level 3, 5, 7, etc.). It would be 1d4+4 for now, and you only add dice and not your spellcasting ability modifier (look at Heal that specify that you also add your mod). But since it was a natural 20 you do roll 2d4 and add 8 for a total of 12.
Action 2: Act Together (Heitith and Koram both stride to be within 30 ft of both blue and red.
Free Action: Extend Boost (FAIL)
Action 3: Bon Mot vs red (Diplomacy against Red's will dc), if successful Koram gains panache
Rolls
Extend Boost (Arcana) vs DC 15 - (1d20+5)
(4) + 5 = 9
Diplomacy (Cha) - (1d20+8)
(8) + 8 = 16
Medicine (Wis) - (1d20+4)
(16) + 4 = 20
hp gain - (2d8)
(52) = 7
Rolls
Short bow attack #1 - (1d20+7)
(17) + 7 = 24
Short bow attack #2 - (1d20+2)
(12) + 2 = 14
Potential damage #1 - (1d6)
(3) = 3
Potential Damage #2 - (1d6)
(5) = 5
Round 4:
Character | Initiative | Acted | Statuses |
Koram | 23 | X | -31 hp |
Red | 21 | X | -2 status penalty to Perception and Will for 10 rounds |
Green | 18 | X | |
Blue | 18 | X | -24 hp |
Grom | 17 | Fenris is dying 1 | |
Igbork | 16 | X | -4 hp |
Artesia | 11 | X | -7 hp |
Rolls
Thrown Javelin - (1d20+6)
(17) + 6 = 23
Damage (if relevant) - (1d6+3)
(5) + 3 = 8
The two other creatures screams in panic as their seeming leader dies and makes a hasty retreat. Red just reaches the edge of the cliff, while the other starts climbing and makes it 10 feet down the cliffside.
Rolls
Athletics Green - (1d20+0)
(14) = 14
Athletics Green - (1d20+0)
(20) = 20
Rolls
Healing font - (1d8)
(1) = 1
"Sister Cinder praise thee. Art thou an angel. or a goddess perhaps?"