Chapter 4: Red Cat Cave
Rolls
Stealth - (1d20+6)
(10) + 6 = 16
Round 1:
Character | Initiative | Acted | Statuses |
Igbork | 27 | | |
Green | 24 | | |
Blindheim | 22 | | |
Artesia | 18 | | |
Koram | 17 | | |
Grom | 16 |
Rolls
Red Initative (Blindheim) - (1d20+9)
(13) + 9 = 22
Green Initative - (1d20+6)
(18) + 6 = 24
advantage to deal extra damage. If you Strike a creature
that has the flat-footed condition (page 620) with an
agile or finesse melee weapon, an agile or finesse unarmed
attack, or a ranged weapon attack, you deal an extra 1d6
precision damage. For a ranged attack with a thrown
melee weapon, that weapon must also be agile or finesse.
As your rogue level increases, so does the number of
damage dice for your sneak attack. Increase the number
of dice by one at 5th, 11th, and 17th levels.
the first round of combat, if you roll Deception or Stealth
for initiative, creatures that haven’t acted are flat-footed
to you.
Rolls
Short bow attack #1 - (1d20+7)
(15) + 7 = 22
Short bow attack #2 - (1d20+2)
(12) + 2 = 14
Short bow attack #3 - (1d20-3)
(18) - 3 = 15
Potential damage + Sneak attack #1 - (2d6)
(21) = 3
Potential damage + Sneak attack #2 - (2d6)
(22) = 4
Potential damage + Sneak attack #3 - (2d6)
(56) = 11
The blindheim screams in anger as he sees his play partner fall to the ground. It runs out from behind the pillar and emanates bright light from its eyes before it runs back behind the pillar.
Now everyone needs to make a DC 20 Fortitude save.
Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is blinded for 1d4 rounds.
Critical Failure The creature is blinded for 1 hour.
Then all of you may act.
Round 1:
Character | Initiative | Acted | Statuses |
Igbork | 27 | X | |
Green | 24 | | |
Blindheim | 22 | X | |
Artesia | 18 | | |
Koram | 17 | | |
Grom | 16 |
Rolls
Fortitude saving throw - (1d20+8)
(17) + 8 = 25
Rolls
Fortitude - (1d20+5)
(15) + 5 = 20
Rolls
Fortitude save - (1d20+9)
(10) + 9 = 19
Rolls
Fortitude - (1d20+8)
(20) + 8 = 28
Haitith Fort Save - (1d20+9)
(20) + 9 = 29
You may all act with this in mind
Rolls
Grom blinded for - (1d4)
(2) = 2
Fenris Fortitude - (1d20+6)
(9) + 6 = 15
Fenris blinded for - (1d4)
(1) = 1
"Fenris! Here, boy", Grom shouts and the wolf follows his master's voice. Once in the druid's comforting embrace, Fenris emits another howl, this one forlorn and confused.
"There, there, everything will be alright", says Grom as he pats the wolf re-assuringly. "Now, sit whilst I summon us some help." Fenris sits back on his haunches as Grom begins to chant....
Rolls
DC11 check - (1d20)
(7) = 7
Rolls
Short bow attack #1 - (1d20+7)
(7) + 7 = 14
Short bow attack #2 - (1d20+2)
(11) + 2 = 13
Potential damage #1 - (1d6)
(1) = 1
Potential Damage #2 - (1d6)
(3) = 3
DC5 dazzled check - (1d20)
(5) = 5
Action 2 & 3: Telekinetic Projectile
Rolls
Telekenetic Projectile (blunt dmg) - (1d20+7, 1d6+4)
1d20+7 : (19) + 7 = 26
1d6+4 : (2) + 4 = 6