The Severed Hand

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Oct 6, 2018 12:12 pm
Ras peeks out from behind Erevain and sticks out one hand. Noxious fumes pour onto the face of the closest orc.

Ras casts Poison Spray. Orc 4 makes con save, DC 17

Rolls

Poison damage on fail - (3d12)

(6106) = 22

Oct 6, 2018 4:48 pm
Seeing these husks sends chills up Zenithral's spine. They reminded him of...Jhonen. He lifts his bow and three arrows fly from his quiver into his hand. He knocks all three at once, then observes for a moment as his allies exchange blows with the orcs. He draws and fires, the arrows all curving through the air landing finishing blows on several orcs. (Orcs 3, 4, and 5 take lethal damage. Orc 4 still dies even if it succeeds on it's saving throw against Ras' Poison Spray) He freezes in fear as one arrow nearly takes Rastix in the head. Idiot! You knew you hadn't practiced that enough. He decides to take extra care in his next volleys. (Zenithral is frightened for 4 rounds)

HP 86/86
AC 17
Last edited October 6, 2018 5:10 pm

Rolls

Longbow 1 vs Orc 4 (Sharp) - (1d20+6)

(1) + 6 = 7

Curving Shot vs Orc 5 (Sharp) - (1d20+6)

(15) + 6 = 21

Damage vs Orc 5 - (1d8+15)

(5) + 15 = 20

Longbow 2 vs Orc 4 (Sharp) - (1d20+6)

(6) + 6 = 12

Strain - (1d100)

(78) = 78

Damage vs Orc 4 - (1d8+15)

(7) + 15 = 22

Longbow 3 vs Orc 3 - (1d20+11)

(2) + 11 = 13

Damage vs Orc 3 - (1d8+5)

(6) + 5 = 11

Frightened for 1d4 Rounds - (1d4)

(4) = 4

Oct 7, 2018 4:37 am
Erevain takes his place in front, shield high and waving his sword defensively, focusing purely on minimizing the harm these strange orcs might do to the group.

Casts Blade Ward.
Oct 7, 2018 8:25 pm
Round 1 Summary

The party easily mows down these orcs. One of them does get close enough to wound Ug - and, oddly, the orc chooses to bite the goliath. The teeth barely puncture Ug's thick skin (after resistance, Ug takes 4 damage), but Ug feels a supernatural confusion slip through his rage and make his eyes dart back and forth erratically, every turn of his head making the surrounding walls sway (Confounding Bite makes Ug grant advantage to his enemies for this next turn.).

Even those companions close to the dying orcs feel an aura of madness emanate from these unnerving creatures (Details below on the aura these orcs give off). As the last one falls, another handful of orcs (Orcs 1-4) appears at the end of the corridor. Behind this new group lurks a dark figure (Seer), the edges of its form oddly blurred and indistinct.

As the party forms up to meet these new threats, the wall of the corridor next to them bursts open, revealing a hulking creature (Ogre) that at one point must have been an ogre - but now its skin is translucent, like glass, perhaps. It does not seem at all brittle or frail, however, as it shoulders its way into the corridor, thick hands reaching for those party members in the rear half of the group.

Rolls

Orc 1 vs Al (disadv from Erevain) - (1d20+5, 1d20+5)

1d20+5 : (15) + 5 = 20

1d20+5 : (2) + 5 = 7

2 vs Al - (1d20+5)

(13) + 5 = 18

3 vs Ug (Adv) - (1d20+5, 1d20+5)

1d20+5 : (10) + 5 = 15

1d20+5 : (10) + 5 = 15

4 vs Ug (adv) - (1d20+5, 1d20+5)

1d20+5 : (7) + 5 = 12

1d20+5 : (19) + 5 = 24

5 vs Erevain - (1d20+5)

(12) + 5 = 17

Dmg to ug - (2d4+3)

(24) + 3 = 9

Ug wis save DC 11 - (1d20)

(5) = 5

Orc saving throw vs poison - (1d20)

(19) = 19

Oct 7, 2018 8:56 pm
Round 2 Player Phase!!
OOC:
The orcs have an 'Aura of Madness' that makes enemies near them have disadvantage on saving throws AND on attack rolls against creatures other than the orcs. The aura extends far enough that if you want to get out of it it will mean using your movement to go back down the hallway you came from - likely incurring an attack of opportunity from the Ogre and also putting you closer to the scraping sound that has been following you on this floor.

Because of the Confounding Bite, attacks against Ug have advantage this turn.
https://i.pinimg.com/originals/2c/f4/8e/2cf48e36ab5e0275d5b028cdec38ef47.jpg
Oct 7, 2018 9:11 pm
As Erevain slips in front of her with his shield, Al gets to work on the orcs. She steps out from behind him to strike one orc with her sword and quickly dispatched dispatches him before retreating back to cover. Suddenly a second orc shows an opening, and Alalla lunges to take advantage of it. The orc dies beneath her blade, but Al knows she took a big risk and has left her own guard open.

Orcs 1 & 2 take lethal damage. Due to Alalla's strain she is distracted.
[ +- ] Distracted


HP: 80/115
AC: 19
Zone: front
Last edited October 8, 2018 12:45 am

Rolls

Attack 1 v O1 - (1d20+9)

(10) + 9 = 19

Damage 1 - (1d10+5, 2d6)

1d10+5 : (4) + 5 = 9

2d6 : (63) = 9

Attack 2 v O1 - (1d20+9)

(11) + 9 = 20

Damage 2 - (1d10+5, 2d6)

1d10+5 : (3) + 5 = 8

2d6 : (14) = 5

Damage reroll - (1d6)

(4) = 4

Attack 3 v O2 - (1d20+9)

(3) + 9 = 12

Strain - (1d100)

(24) = 24

Damage - (1d10+5, 2d6)

1d10+5 : (1) + 5 = 6

2d6 : (55) = 10

Damage reroll - (1d10+5)

(5) + 5 = 10

Superiority die - (1d10)

(10) = 10

Oct 7, 2018 9:55 pm
Working in concert with Ras, Fergy blankets the same area with an Ice Storm, trying to hit the Seer and Orcs 3&4.

Seer, Orc 3 and Orc 4 take 23 bludgeoning/Cold damage or half on DC 17 DEX save.
Last edited October 7, 2018 9:57 pm

Rolls

Ice Storm - (2d8, 4d6)

2d8 : (85) = 13

4d6 : (1561) = 13

Oct 7, 2018 9:56 pm
Ras feels like this place is closing in on him. Is it worth it, this gem? Is it worth being in this terrible place and risking his friends? Looking around, he knows his friends will fight for him no matter what. They have sacrificed to be here. They should see this through. Ras focuses on the blurring form of the Seer and scuffs one foot on the floor, stirring up puffs of dust. He points at the Seer.

Ras casts Erupting Earth at the Seer and orcs.

Rolls

Erupting earth damage (half on save) - (3d12)

(1118) = 20

Oct 7, 2018 10:08 pm
Dizzy and slightly disoriented, Ug hears the crashing enterence of the massive ogre. As his trusted maul vibrates in his hands, Ug doesn’t need to be fully lucid to know where he is needed. Swaying as he runs, Ug lumbers heavily towards the hulking beast.

Ogre takes 64 bludgeoning and 9 cold damage. Ug is frenzied and reckless.

Hp 108
AC 16

Still recovering from bite
Last edited October 7, 2018 10:42 pm

Rolls

Attack 1 - (1d20+7)

(13) + 7 = 20

Attack 2 - (1d20+7)

(12) + 7 = 19

Frenzy attack - (1d20+7)

(16) + 7 = 23

Ug attack do-do, do-do-do-do - (12d6+18)

(262154224534) + 18 = 58

Cold 3x - (3d4)

(342) = 9

Reroll 5x - (5d6)

(45213) = 15

Oct 7, 2018 10:39 pm
Erevain stays close in front of Alalla, doing his best to keep her safe while avoiding injury to himself.

Dodge action

HP: 29/88
Oct 7, 2018 11:48 pm
Round 2 Summary

Alalla and Erevain stand to face the orcs while Ug ducks back to deal with the glass ogre. The blows on the front line are quick and vicious, and Alalla downs two of the orcs in the blink of an eye. The maneuver costs her, however, and Erevain is unable to react fast enough to keep the orcs at bay. When Ras and Fergy's spells rumble through the hallway and finish off the remaining orcs, Alalla realizes she has taken three bite wounds (Al takes 28 piercing damage). While she has certainly sustained worse physical injuries in her adventures, these ones send a disrupting confusion through her mind, and she finds it difficult to focus (Attacks against Al have advantage for the next round).

As stone and ice hammer the hallway in front of the party, the heroes catch a glimpse of the blurred form flicker from side to side. Almost, as debris and hail smash the place, it seems as though reality itself warps around the figure, lessening the destruction this being might have otherwise taken (It passed one save and failed the other, also it resists cold damage).

Meanwhile, Ug turns back to face the ogre. While its skin is transparent, the muscles beneath all appear to be in working order. It pounds at Zenithral and Fergy with heavy blows, knocking them each to the ground (Zen takes 14 bludgeoning damage, Fergy takes 12, and both are knocked prone). It reaches next for Ras, but Ug arrives just in time, his icy hammer colliding with the hulking thing's fist. A ringing peal cleaves the air as the creature's hand crunches. Ug presses his advantage and deals two more tremendous strikes to its shoulder and chest, but then the ogre responds with a punch to Ug's face (after resistance Ug takes 6 and is knocked prone) that sends the barbarian to the floor -

- but just before Ug hits the ground, the blurred seer lifts a hand. Time and space bend and then tear, and Ug is ripped from reality. With the barbarian suddenly vanished, those closest to where he disappeared feel a sudden explosion of psychic backlash (Fergy, Ras, and Zen each take 37 psychic damage). The ogre's skin shines with purple light as it absorbs the energy, then condenses it and refracts it outward, blasting the nearest heroes once more with the same energy (Fergy, Ras, and Zen take the 37 damage AGAIN). Caught in the midst of the psychic feedback, Fergy, Ras, and Zenithral find themselves in immense mental anguish... and with a glass giant still looming over them.

That peculiar squeal of metal on stone sounds again from behind the party, and an armored hulk of a figure (Collector) steps into view. Horrific spikes jut out from its armor, upon which hang the impaled bodies of elves and orcs - most dried and withered with age. Its helmeted head turns to look upon the battle, and then it lumbers forward into a charge, coming up on the rear of the party.

- Ug hits the ground and lifts his head to find himself not before the glass ogre, but instead in another corridor close by. While he doesn't remember what might have happened to him in between, he realizes it's probably better that he not think about it. Flashes of light and the clang of weapons through the holes in the walls indicate that the fight is still ongoing, but making his way back to the party in time to be useful will prove extremely difficult.

Rolls

Orc 1 vs Al (adv negated by Erevain) - (1d20+5)

(19) + 5 = 24

Orc 2 vs Al (adv) - (1d20+5, 1d20+5)

1d20+5 : (2) + 5 = 7

1d20+5 : (14) + 5 = 19

Orc 3 vs Al (adv) - (1d20+5, 1d20+5)

1d20+5 : (12) + 5 = 17

1d20+5 : (18) + 5 = 23

Orc 4 vs Erevain (disadv) - (1d20+5, 1d20+5)

1d20+5 : (15) + 5 = 20

1d20+5 : (7) + 5 = 12

Dmg to Al - (6d4+12)

(432142) + 12 = 28

Al wisdom save DC 11 (3 saves at disadv) - (2d20+2, 2d20+2, 2d20+2)

2d20+2 : (920) + 2 = 31

2d20+2 : (142) + 2 = 18

2d20+2 : (1319) + 2 = 34

Ogre vs Ug (adv) - (1d20+9, 1d20+9)

1d20+9 : (17) + 9 = 26

1d20+9 : (16) + 9 = 25

Ogre vs Fergy (disadv) - (1d20+9, 1d20+9)

1d20+9 : (11) + 9 = 20

1d20+9 : (11) + 9 = 20

Ogre vs Ras - (1d20+9)

(4) + 9 = 13

Ogre vs Zen - (1d20+9)

(17) + 9 = 26

Dmg to Ug - (2d8+5)

(43) + 5 = 12

Dmg to Fergy - (2d8+5)

(61) + 5 = 12

Dmg to Zen - (2d8+5)

(54) + 5 = 14

Ug Dex save DC 17 - (1d20+1)

(13) + 1 = 14

Fergy Dex save D.C. 17 (disadv) - (1d20+2, 1d20+2)

1d20+2 : (7) + 2 = 9

1d20+2 : (20) + 2 = 22

Zen Dex save D.C. 17 (disadv) - (1d20+3, 1d20+3)

1d20+3 : (11) + 3 = 14

1d20+3 : (19) + 3 = 22

Ug Wisdom save D.C. 19 (disadv) - (1d20, 1d20)

1d20 : (19) = 19

1d20 : (15) = 15

Psychic dmg - (6d12)

(61153111) = 37

Seer Dex save vs ice storm - (1d20+6)

(11) + 6 = 17

Orc 3 and 4 Dex saves vs ice storm - (1d20+1, 1d20+1)

1d20+1 : (4) + 1 = 5

1d20+1 : (13) + 1 = 14

Seer dex save vs erupting earth - (1d20+6)

(12) + 6 = 18

Orcs 3 and 4 Dex saves vs erupting earth - (1d20+1, 1d20+1)

1d20+1 : (8) + 1 = 9

1d20+1 : (15) + 1 = 16

Oct 8, 2018 4:01 am
Round 3 Player Phase!!!
OOC:
The good news is that with the orcs dead there's no more disadvantage on saving throws! The bad news is... ow.

The Ogre is immune to psychic damage, and any psychic damage it would take is instead transferred to any creatures within 10 feet of it.

Most of the party is starting the round prone, which means attacks against you will likely have advantage, and you can't move particularly far since standing up uses half your speed. If there's anyone who can actually stand up after that...

Zen gets 2 turns!

The Seer is in front of the party down the hallway, difficult terrain filling the distance due to Erupting Earth, so probably not reachable in one turn by melee.

The Ogre is sort of in the middle of the party.

The Collector is coming up behind the party.

Ug has some mostly solid walls between him and the fight, AND he's starting prone, which means using half his speed to stand up. The only way I see him getting back into the fight this round is if he rolls some kind of a crit. He's probably closest to the Seer.
https://i.pinimg.com/originals/db/dd/d1/dbddd1f85b428a94baf18487ca30856f.jpg
Oct 8, 2018 11:50 am
Ug hauls himself up, his disorientation replaces by Adrenalin. He follows the echos of battle and nimbly dodges the collapsed remnants of the old castle keep. Seeing he won’t get to his friends quick enough, Ug keeps upon a broken stone slab, grasps a javelin, and with true barbarian aim, launches the weapon past debri and battle and into the shifting seer.

Seer takes 9 piercing damage

Ug 102 hp
Last edited October 8, 2018 1:49 pm

Rolls

Run Ug! Run! (Athletics) - (1d20+7)

(17) + 7 = 24

Go Ug Go! - (1d20+7)

(5) + 7 = 12

Javelin 1 vs seer - (1d20+4)

(19) + 4 = 23

Javelin damage - (1d6+3)

(6) + 3 = 9

Javelin damage - (1d6+3)

(2) + 3 = 5

Oct 8, 2018 12:21 pm
OOC:
Ouch
Fergy extends a hand to Ras and another to Zen. Pinpricks like when a limb falls asleep spread uncomfortably through your body. But after, they both feel much better.

Ogre doesn't take 13 fire damage. Instead Ras and Zen take 27 health.

HP:24/97
AC:16
Last edited October 8, 2018 6:00 pm

Rolls

Health potion in Ras - (2d4+2)

(42) + 2 = 8

Firebolt attack - (1d20+9)

(10) + 9 = 19

Firebolt damage - (3d10)

(454) = 13

Cure wounds - (4d8+9)

(4572) + 9 = 27

Oct 8, 2018 12:28 pm
Ras blinks blearily and then remembers what is going on. He lets out a yell that becomes a roar as his body expands upwards into the recognizable form of T-Ras.

T Ras
AC 13
HP 136/136
Oct 8, 2018 5:28 pm
Zenithral backs away from the ogre, terrified. His form bursts alight as he realizes the terrible danger the group is really in. He fires three shots supernaturally fast. Two blue, exploding shots hit the Seer, and one hits the arm of the ogre as it smashes down on him and everything goes black. (Ogre takes 6 damage.)

His vision returns, white light from Fergy bringing him back, he forces himself to his feet and staggers away from the ogre, continuing to fire powerful blasting and radiant arrows at the Seer, his body accelerated by his divine mantle. (Seer takes a total of 81 damage.) The strain on his body, however, is too much and he falls to his knees, shaking. (Frightened for 4 more rounds and stunned for 1).

Used Radiant Soul, Action Surge, Second Wind, both Arcane Shots
HP 43/86 (After Fergy's Healing and Second Wind)
AC 17
Last edited October 8, 2018 7:31 pm

Rolls

Longbow 1 vs Seer (Dis) - (1d20+11, 1d20+11)

1d20+11 : (16) + 11 = 27

1d20+11 : (17) + 11 = 28

Longbow 2 vs Seer (Dis) - (1d20+11, 1d20+11)

1d20+11 : (10) + 11 = 21

1d20+11 : (2) + 11 = 13

Longbow 3 vs Seer (Dis) - (1d20+11, 1d20+11)

1d20+11 : (13) + 11 = 24

1d20+11 : (20) + 11 = 31

Curved Shot vs Ogre (Dis) - (1d20+11, 1d20+11)

1d20+11 : (18) + 11 = 29

1d20+11 : (12) + 11 = 23

Damage vs Seer - (2d8+22)

(18) + 22 = 31

Damage vs Ogre - (1d8+5)

(1) + 5 = 6

Bursting Arrow Damage - (2d6)

(51) = 6

Longbow 4 vs Seer (Dis) - (1d20+11, 1d20+11)

1d20+11 : (5) + 11 = 16

1d20+11 : (16) + 11 = 27

Longbow 5 vs Seer (Dis) - (1d20+11, 1d20+11)

1d20+11 : (1) + 11 = 12

1d20+11 : (11) + 11 = 22

Longbow 6 vs Seer (Dis) - (1d20+11, 1d20+11)

1d20+11 : (12) + 11 = 23

1d20+11 : (6) + 11 = 17

Strain - (1d100)

(77) = 77

Damage vs Seer - (2d8+22)

(88) + 22 = 38

Frightened for 1d4 rounds - (1d4)

(4) = 4

Second Wind - (1d10+11)

(5) + 11 = 16

Bursting Arrow (DIE) - (2d6)

(15) = 6

Fumble - (1d100)

(71) = 71

Oct 8, 2018 5:42 pm
Knowing she'll never reach him in time, Alalla drops her sword. The flames dissipate as it passes her glaive in the air, the golden weapon sent up from the ground by the toe of her boot. Al catches her glaive and throws it. As it leaves her hand it becomes lightning and strikes the shifting Seer in the chest.

She summons her glaive to her hand before hurling it once more at the Seer. This time she leaves it in its chest and draws her bow. Despite the Seer's blurred form, Al sends an arrow into its gut.

First three rolls actually glaive attack 1 disadvantage, glaive attack 2 part 1. Seer takes 57 damage (15 is lightning) and must make 1 strength save or be knocked prone and 1 wisdom save or be afraid of Al.
Last edited October 8, 2018 6:30 pm

Rolls

Attack 1 v Seer (glaive) - (1d20+9)

(19) + 9 = 28

Attack 2 v Seer (glaive) - (1d20+9)

(18) + 9 = 27

Attack 3 v Seer (bow) - (1d20+5)

(18) + 5 = 23

Attack 2 disadvantage - (1d20+9)

(14) + 9 = 23

Attack 3 v Seer (bow, disadvantage) - (1d20+5, 1d20+5)

1d20+5 : (16) + 5 = 21

1d20+5 : (15) + 5 = 20

Glaive damage (2 attacks, 2 superiority, lightning) - (4d10+10, 4d6)

4d10+10 : (6985) + 10 = 38

4d6 : (3633) = 15

Bow damage - (1d8+1)

(3) + 1 = 4

Oct 8, 2018 9:36 pm
Erevain spins in a quick flurry of sword slashes, each sending out a bolt of magic to seek out and sting the party's foes. One magic missile slams into the seer, while two more zip around to strike the ogre.

Seer takes 4 force damage, and Ogre takes 7.

HP: 29/88

Rolls

Magic missile damage to Seer (1 bolt) - (1d4+1)

(3) + 1 = 4

Magic missile damage to Ogre (2 bolts) - (2d4+2)

(32) + 2 = 7

Oct 8, 2018 9:42 pm
Round 3 Summary

Fergy's magic keeps Ras and Zenithral fighting despite grievous injuries. As the dwarf channels the power of chaos in this awful place, he gets an idea of just how twisted the Hand has become. Whatever went wrong here, the powerful magic shroud that permeates the air and stones must have drawn its power from something... and Fergy feels that the connection to that something is still strong. And vast. And wild. Beautiful, in its own dark and twisted way.

Behind Zenithral, the armored hulk takes more squealing steps as it closes the distance, then raises one spiked gauntlet to ram through Zenithral's spine. It pauses, though, as the half-elf works his unique combination of archery and magic. Metals squeals again as it lowers its hand, and then it stomps past the archer, impaled bodies on its armor jiggling with each step.

The flame of Alalla's fire sword winks out as she drops it and goes for her glaive, but the light of Zenithral's shining arrows illuminates the hallway. Arrow after arrow strikes the blurred figure joined by Erevain's magic missiles and a javelin from Ug, and then the figure's unearthly screams of pain rend the air. It gestures, and a strange orb of its own zaps through the air to hit the glass ogre, again filling it with psychic power to reflect on the closest heroes (Fergy, T-Ras, and Zen each take 31 psychic damage). The approaching armored figure shows no sign of being affected at all by the mental assault.

With the companions injured and the raging barbarian out of its way, the ogre lashes out once more with its glass fists, slamming both Fergy and Zenithral through the opposite wall (Fergy takes 14 and Zen takes 15). It turns, surprisingly fast, to crush Ras into the floor (T-Ras takes 14 damage) - but Ras is solid. And heavy. And growing! A moment later the druid's transformation from gnome to the king of dinosaurs is complete, and his bulk practically fills the hallway.

Even the ogre seems to pause in the face of this new development, until the armored, corpse-covered monstrosity barrels it into it. The two hulking creatures pummel at each other with inhuman strength, but one of these fighters is clearly the better. As one glass fist comes in to strike the corpse collector, a gauntleted hand catches it mid-swing and squeezes, crunching the limb (Ogre takes 33 bludgeoning and necrotic damage). The other gauntlet comes to connect with the ogre's head with enough power to shatter the thing's jaw to crystalline pieces (Ogre takes another 86 bludgeoning and necrotic damage). The corpses stuck to the thing's armor moan as the ogre writhes in pain.

The crackle of lightning shatters the air as Alalla calls on the magic of her glaive, taken from the Vale of Shadows what seems like years past. Time slows as the lightning leaps forward to strike at the seer's form - a blow that will surely kill the weakened thing! Just then, however, reality breaks once more. In one immediate moment, the seer and the ogre change places. The ogre is hit full force by the glaive, and its skin hardens to stone as it dies. What remains of its face shows an expression trapped somewhere between agony and terror. The seer appears in the midst of the companions.

This close to the strange figure, the party is startled to see not orcish or elvish features, but a face that defies any attempt at description. The way it seems blurred is perhaps less a spell of protection than simply the nature of how this creature interacts with reality itself. Whatever being this is, it does not match any plane of existence that the heroes have heard of.

It turns to survey its new surroundings, and its gaze falls on the tyrannosaur. It reaches out a blurred hand and touches Ras' scaly hide, and the contact sends a brain-frying wave of psychic energy through the dinosaur (T-Ras takes 27 damage). Ras feels his reptilian brain scoured of thought almost as if the seer is picking apart everything of what the tyrannosaurus rex is and learning from it. The ordeal is so traumatic that Ras simply shuts down, overcome by the power of this alien creature's mind (Ras is incapacitated for 1 round, and so can't concentrate on spells). Unable to focus on maintaining his magical form, the druid's shapeshifting spell bleeds away, and he falls to the ground as his gnome self, staring up at the ceiling with blank eyes.

The seer whips its head from side to side in a nauseatingly twitchy way, peering at Alalla and Erevain on one side, the armored hulk on the other, and even turning completely about on its neck to track Ug who is rapidly approaching.

Its whole body vibrates, and then it falls through the floor, passing as easily through the rubble and tile as if through water.

Rolls

Collapse distance recharge - (1d6)

(4) = 4

Reaping arms recharge - (1d6)

(6) = 6

Ogre vs Fergy (disadv from cloak cancelled by prone) - (1d20+9)

(15) + 9 = 24

Ogre vs Ras - (1d20+9)

(9) + 9 = 18

Ogre vs Zen (adv) - (1d20+9, 1d20+9)

1d20+9 : (14) + 9 = 23

1d20+9 : (14) + 9 = 23

Dmg to Fergy - (2d8+5)

(27) + 5 = 14

Dmg to ras - (2d8+5)

(63) + 5 = 14

Dmg to Zen - (2d8+5)

(37) + 5 = 15

Fergy, Ras, Zen Dex save DC 17 - (1d20+2, 1d20, 1d20+3)

1d20+2 : (1) + 2 = 3

1d20 : (16) = 16

1d20+3 : (1) + 3 = 4

Seer vs ogre - (1d20+11)

(5) + 11 = 16

Psychic dmg - (5d10)

(62896) = 31

Seer vs Ras - (1d20+11)

(7) + 11 = 18

Dmg to ras (bludgeoning, psychic) - (1d8+6, 4d8)

1d8+6 : (1) + 6 = 7

4d8 : (7751) = 20

Ras con save DC 19 - (1d20+4)

(3) + 4 = 7

Collector vs Ogre (2 attacks) - (1d20+10, 1d20+10)

1d20+10 : (4) + 10 = 14

1d20+10 : (20) + 10 = 30

Dmg to Ogre (bludgeoning, necrotic) - (3d8+29, 3d10+30)

3d8+29 : (561) + 29 = 41

3d10+30 : (438) + 30 = 45

Ogre vs collector - (1d20+9)

(1) + 9 = 10

Collector vs ogre - (1d20+10)

(19) + 10 = 29

Dmg to Ogre (bludgeoning, necrotic) - (3d8+5, 3d10)

3d8+5 : (353) + 5 = 16

3d10 : (476) = 17

Oct 9, 2018 2:58 am
With the seer gone and the ogre dead, the armored cadaver collector turns away and stomps over to Zenithral. It stands perfectly still, looking down at the half-elf's broken body.

Nearby, Fergy is also in dire straits. Both body and mind are nearly ruined by the awful battles the party has had to endure this day.
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