04. Dues for the Dead
Rolls
History - (1d20+2)
(20) + 2 = 22
Perception - (1d20+4)
(5) + 4 = 9
You move to the final room and the smell of wood smoke almost overpowers you. Every surface is stained jet black with soot that must have come from the two great iron braziers on the floor. The walls are lined with almost perfectly preserved bodies—black from the same soot that stains the walls. They might almost be mistaken for mummified drow were it not for the different colors of hair. Several corpses, however, have been ravaged by something. They lay in the center of the room, torn apart, their flesh and bones gnawed by some ravenous creature. They are definitely not part of the work of any funerary cult that you've ever heard of.
I hAve a bAd feeling About this.
Rolls
Perception - (1d20+3)
(5) + 3 = 8
Ramsis
Rolls
Perception +3 - (2d20h1+3)
(146) + 3 = 17
Rolls
Perception - (1d20+4)
(2) + 4 = 6
Tikcha Perception (advantage) - (2d20H1+5)
(88) + 5 = 13
Rolls
Acrobatics (DEX) - (1d20+6)
(15) + 6 = 21
Perception (WIS) - (1d20+3)
(20) + 3 = 23
Rolls
Initiative - (1d20+4)
(12) + 4 = 16
Rolls
Zrukz: Initiative - (1d20+2)
(5) + 2 = 7
Chitkree: Initiative:Dex(5)+Mod( 0 )= - (1d20+5)
(3) + 5 = 8
Augustine Blackthorn: Initiative: - (1d20+1)
(2) + 1 = 3
Lord Aramil Liadon: Initiative - (1d20+4)
(14) + 4 = 18
Vaxis "Vess" Siannodel: Initiative - (1d20+4)
(5) + 4 = 9
Ghouls initiative - (1d20+2)
(20) + 2 = 22
Cassyt initiative - (1d20)
(14) = 14
Rolls
Shortsword (Main hand) to hit - (1d20+6)
(2) + 6 = 8
Shortsword (off hand) to hit - (1d20+6)
(15) + 6 = 21
Shortsword (off hand) damage - (1d6)
(4) = 4
Aramil, you go to swing with your main arm but the ghoul pushes it aside and your swing misses. The distraction however allows you to give it a cut with your off hand.
Everyone else gets to act.
Rolls
Ghoul 1 Vs Aramil - (1d20+2, 1d20+4)
1d20+2 : (6) + 2 = 8
1d20+4 : (1) + 4 = 5
Ghoul 2 Vs Pierce - (1d20+2, 1d20+4)
1d20+2 : (18) + 2 = 20
1d20+4 : (14) + 4 = 18
Ghoul 3 Vs Augustine - (1d20+2, 1d20+4)
1d20+2 : (5) + 2 = 7
1d20+4 : (2) + 4 = 6
Ghoul 4 Vs Augustine - (1d20+2, 1d20+4)
1d20+2 : (9) + 2 = 11
1d20+4 : (10) + 4 = 14
Ghoul 5 Vs Vess - (1d20+2, 1d20+4)
1d20+2 : (15) + 2 = 17
1d20+4 : (6) + 4 = 10
Damage to Pierce - (2d6+2, 2d4+2)
2d6+2 : (13) + 2 = 6
2d4+2 : (22) + 2 = 6
Rolls
Longsword - Attack - (1d20+6)
(8) + 6 = 14
Longsword - Damage - (1d8+6)
(7) + 6 = 13
Rolls
Lightning Launcher - (1d20+6)
(1) + 6 = 7
Damage (Lightning) - (2d6+4)
(63) + 4 = 13
Rolls
Shortsword (advantage) - Hit,damage - (2d20H1+7, 1d6+5)
2d20H1+7 : (14) + 7 = 11
1d6+5 : (4) + 5 = 9
Shortsword OH (advantage) - Hit - (2d20H1+7, 1d6)
2d20H1+7 : (93) + 7 = 16
1d6 : (2) = 2
Sneak Attack - (1d6)
(4) = 4
P.S. My bad, I missed the fact that there is almost 100 feet long empty hallway till the rooms they just entered. Was hoping to participate combat with my 120 feet range spell, but not this time.
and strike a ghoul(g5) with a flaming blade. The second ghoul (g4) is struck by excess flame
A: Cast thunderwave
A:Bast buring blade on Gho5
Level | 1st |
Casting Time | 1 Action |
Range/Area | Self (15 ft ) |
Components | V, S |
Duration | Instantaneous |
School | Evocation |
Attack/Save | CON Save |
Damage/Effect | Thunder |
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
ghoul 4 takes 3 fire damage
Rolls
Thunderwave - (2d8)
(67) = 13
Gh5 unmodded save for half, push DC 13 - (1d20)
(3) = 3
Gh5 unmodded save for half, push DC 13 - (1d20)
(7) = 7
Rapier - Attack - (1d20+6)
(11) + 6 = 17
Rapier - Damage - (1d8+4)
(3) + 4 = 7