Chapter 4: Journey to Red Cat Cave
Rolls
Initiative Red - (1d20+5)
(16) + 5 = 21
Initiative Green - (1d20+5)
(13) + 5 = 18
Initiative Blue - (1d20+8)
(10) + 8 = 18
Rolls
Artesia Initiative - (1d20+1)
(3) + 1 = 4
Rolls
Igbork Initiative - (1d20+8)
(8) + 8 = 16
Rolls
Initiative (Perception +7) - (1d20+7)
(10) + 7 = 17
Rolls
Perception - (1d20+4)
(19) + 4 = 23
Round 1:
Character | Initiative | Acted | Statuses |
Koram | 23 | | |
Red | 21 | | |
Green | 18 | | |
Blue | 18 | | |
Grom | 17 | | |
Igbork | 16 | ||
Artesia | 11 |
"Haitith, use your breath, if you can get to them - see if that'll scare them off!"
Action 2 & 3: Haitith uses his breath weapon - 60ft line of electricity damage; basic reflex save vs DC 17
He should be able to get at least one of the enemies on the diagonal. I'd like to aim for the blue enemy, which should be possible unless that feature in the middle of the map blocks line of sight.
Breath recharges in 2 rounds.
Rolls
Breath Attack (Electricity) - (1d6)
(6) = 6
Breath Recharge - (1d4)
(2) = 2
Red moves towards the west and fires two arrows at Haitih and both of them hit.
Then green moves north, and fires another two arrows at Haitih. This time however the first one goes far and lands in the ground between the eidolon and its summoner. The second arrow hits it mark, though barely and it is only a scratch.
The strange hunchbacked creature moves forward with confidence and it says some arcane words and motions with his arms. Moments later a greasy substance appear beneath Haitih.
The second attack should be 5 lower, but still a hit at 20.
Haitith needs to make a Reflex save DC 18 or fall prone (as must everyone trying to pass through the area marked with red.)
Everyone can act.
Round 1:
Character | Initiative | Acted | Statuses |
Koram | 23 | X | -7 hp |
Red | 21 | X | |
Green | 18 | X | |
Blue | 18 | X | |
Grom | 17 | | |
Igbork | 16 | ||
Artesia | 11 |
Rolls
Reflex Blue - (1d20+8)
(16) + 8 = 24
Red vs Haitith - (1d20+8)
(11) + 8 = 19
Red vs Haitith Attack #2 - (1d20+8)
(17) + 8 = 25
Red Damage Atk 1 - (1d6)
(2) = 2
Red Damage Atk 2 - (1d6)
(4) = 4
Green vs Haitith Atk 1 - (1d20+8)
(3) + 8 = 11
Green vs Haitih Atk 2 - (1d20+8-5)
(19) + 3 = 22
Green Dmg Atk 2 - (1d6)
(1) = 1
Rolls
Sling - Atk/Dam - (1d20+5, 1d6-1)
1d20+5 : (10) + 5 = 15
1d6-1 : (5) - 1 = 4
Rolls
Short bow attack #1 - (1d20+7)
(9) + 7 = 16
Short bow attack #2 - (1d20+2)
(17) + 2 = 19
Short bow attack #3 - (1d20-3)
(13) - 3 = 10
Potential damage #1 - (1d6)
(5) = 5
Potential damage #2 - (1d6)
(3) = 3
Potential damage #3 - (1d6)
(3) = 3
Free Action: Cast Focus Cantrip - Extend Boost (FAIL, but focus point is not used up)
Action 1: Act Together - (Koram casts Boost Eidolon) + (Haitith strides to melee with Blue)
Action 2: Haitith Strikes
Action 3: Haitith Strikes
EDIT: I have hero points, might as well use them - spending 1 to re-roll strike 1's attack.
EDIT 2: And a second, to try re-rolling one last time :/
EDIT 3: The dice do not favor me today! lol
Rolls
Haitith Reflex vs DC 18 - (1d20+6)
(19) + 6 = 25
Boost Eidolon (Arcana) - (1d20+5)
(7) + 5 = 12
Strike 1 - (1d20+8, 1d8+6)
1d20+8 : (6) + 8 = 14
1d8+6 : (6) + 6 = 12
Strike 2 - Tail (secondary w/ agility/finesse) - (1d20+4, 1d6+6)
1d20+4 : (1) + 4 = 5
1d6+6 : (6) + 6 = 12
Strike 1 re-roll - (1d20+8)
(6) + 8 = 14
Strike 1 re-roll #2 - (1d20+8)
(3) + 8 = 11
Igbork fires off a flurry of arrows and one of them hits the hunchbacked creature.
Haitith moves out of the green goo and goes into combat with the hunchbacked creature and it is able to dodge all his attacks.
Red lets loose with a couple of arrows at Haitith to defend his leader, but only manages one weak gracing hit. Then he maneuvers to be right in front of the pit.
Green falls back and fires two arrows at Fenris. One arrow graces the wolf.
The hunchback’s hands crackle with electricity as it reaches out to touch Haitith. It gets its hands on the dragon and electricity shoots out of the creatures hands and into Haitith. The feedback and connection to Koram causes the summoner great harm. The creature laughs as it scurries back away from the dragon.
Grom: Your animal companion only gets one action at the end of your turn though. You need to use the Command an Animal action to give it more than one action.
And everyone is up again:
Round 2:
Character | Initiative | Acted | Statuses |
Koram | 23 | X | -23 hp |
Red | 21 | X | |
Green | 18 | X | |
Blue | 18 | X | -3 hp |
Grom | 17 | | |
Igbork | 16 | ||
Artesia | 11 |
Rolls
Red Atk 1 vs Haitith - (1d20+8)
(3) + 8 = 11
Red Atk 2 vs Haitith - (1d20+8-5)
(19) + 3 = 22
Red Damage vs Haitith - (1d6)
(1) = 1
Green Atk 1 vs Fenris - (1d20+8)
(14) + 8 = 22
Green Atk 2 vs Fenris - (1d20+8-5)
(4) + 3 = 7
Green Damage vs Fenris - (1d6)
(1) = 1
Blue vs Haitith - (1d20+8)
(13) + 8 = 21
Blue Damage - (2d12)
(105) = 15
Rolls
Short bow attack #1 - (1d20+7)
(11) + 7 = 18
Short bow attack #2 - (1d20+2)
(4) + 2 = 6
Short bow damage #1 - (1d6)
(1) = 1
Short bow damage #2 - (1d6)
(1) = 1
Action 2: Strike
Action 3: Strike, trip w/ primary attack
Edit: last hero point to re-roll the medicine roll.
Rolls
Medicine vs DC 15, 2d8 healing if successful - (1d20+4, 2d8)
1d20+4 : (7) + 4 = 11
2d8 : (46) = 10
Strike - (1d20+8, 1d8+4)
1d20+8 : (19) + 8 = 27
1d8+4 : (7) + 4 = 11
Trip - (1d20+4)
(16) + 4 = 20
Medicine re-roll (hero point) - (1d20+4)
(5) + 4 = 9