Salvation Outpost
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Rolls
Attack (Lt. Crossbow) - (1d20+4)
(16) + 4 = 20
Damage (Piercing) - (1d8+2)
(6) + 2 = 8

2. Gzizmix - 24/24
3. Core - 30/35
4. Hydra - -53/???
5. Malbor - 20/20
6. Vice - 13/21
7. 37 - 9/27
8. Mordacky - 22/30
Core takes a careful look around the circus. He notices the audience is watching the fight with the hydra intently. Some of the spirits look hopeful, others confused and fearful. The blue tendrils that restrain the audience and the remaining performers also comprise the now translucent frame and walls of the circus tent.
Standard Action: Attack with Greatsword
Action Surge Standard Action: Attack with Greatsword
Rolls
Greatsword to hit 1 - (1d20+5)
(8) + 5 = 13
Greatsword to hit 2 - (1d20+5)
(6) + 5 = 11
Greatsword damage 1 - (2d6+3)
(12) + 3 = 6
Greatsword damage 2 - (2d6+3)
(22) + 3 = 7
Hex Damage 1 - (1d6)
(2) = 2

2. Gzizmix - 24/24
3. Core - 30/35
4. Hydra - -53/???
5. Malbor - 20/20
6. Vice - 13/21
7. 37 - 9/27
8. Mordacky - 22/30
1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Seriously though, what's with these low rolls? All I really want is to stop the regeneration. Argh
Rolls
Scorching Hand (advantage) - - (2d20H1+5, 1d8)
2d20H1+5 : (14) + 5 = 9
1d8 : (8) = 8
Spiritual Weapon (advantage) - - (2d20H1+5, 1b8+3)
2d20H1+5 : (1711) + 5 = 22
1b8+3 : () + 12 = 12
Spiritual Weapon corrected damage - (1d8+4)
(7) + 4 = 11

2. Gzizmix - 24/24
3. Core - 30/35
4. Hydra - -64/???
5. Malbor - 20/20
6. Vice - 13/21
7. 37 - 9/27
8. Mordacky - 22/30
Gzizmix attempts to grasp the creature with his fiery hand, but the hydra evades its clutches this time. As it does so, aided by the glow, the spiritual weapon finds a weak spot and cuts into the hydra.
Also, what colour is it glowing now :)
Core is next with the hydra on deck.
Rolls
DEX save - (1d20)
(10) = 10

2. Gzizmix - 24/24
3. Core - 30/35
4. Hydra - -44/???
5. Malbor - 20/20
6. Vice - 13/21
7. 37 - 9/27
8. Mordacky - 22/30
Its hind leg then kicks out at Core, but the hydra’s claws scratch across the crocodilian skin with no effect.
The hydra seems to lose its balance and stumbles before falling to the ground in a thunderous crash.
With back-to-back natty 1s, I’ll allow all successful hits to be crits till its next turn.
Malbor is next with Vice on deck.
Rolls
Bite vs. Mordacky, 9 dmg - (1d20+5)
(1) + 5 = 6
Claw vs. Core, 4 dmg - (1d20+5)
(1) + 5 = 6
His distraction from the mental intrusions cause his blows to barely glance the hydra.
Rolls
Fire Bolt to hit (advantage) - (2d20H1+5)
(139) + 5 = 18
Fire Bolt to hit (advantage) - (2d20H1+5)
(1415) + 5 = 20
Fire Bolt damage - (1d10)
(2) = 2
Fire Bolt damage - (1d10)
(3) = 3

2. Gzizmix - 24/24
3. Core - 30/35
4. Hydra - -69/???
5. Malbor - 20/20
6. Vice - 13/21
7. 37 - 9/27
8. Mordacky - 22/30
Attacks on the hydra are still with advantage and hits are crits till its turn.
Vice is next with 37 on deck.
Rolls
Chakram w/ Sneak Attack - Attack - (1d20+3)
(9) + 3 = 12
Chakram w/ Sneak Attack - Damage - (1d4+1d6+3)
(3) + (1) + 3 = 7
Chakram (off-hand) - Attack - (1d20+3)
(14) + 3 = 17
Chakram (off-hand) - Damage - (1d4)
(3) = 3