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Late Night at Lund's
Interlude 5: Behind the Combat

Interlude 5: Behind the Combat

The Druid Encounter (Chapter 50)

Isa

Joth

Druid 1 Shillelagh +6 1d8+2

Druid 2 Quarterstaff +2 1d6

Note: Joth has used 3x magic missile (lvl 1) and 1x fireball (lvl 3) from the gnoll fight.

Initiative Rolls:

I 19

J 13

D 8

Isa AC 15

Joth (mage armor) AC 14

Druid AC 11 (with 27hp )

Round 1

I rolls 3

J rolls 3 (weird!)

Druid 1 16 - 6 dm to Isa

Druid 2 20 - 14 dm to Isa (bloodied - down to 7hp)

Round 2

I 15 - 8 dm to D2

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J casts Haste on Isa - Isa +2 to AC, addt attack

D1 1 crit fail table result: 30 = Panic attack. You must make a successful DC 10 WIS Save (rolled a 4 +2) or become frightened for the remainder of the encounter. Frightened Condition: A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

D2 3

Round 3

I 18 - 11dm to D2 (bloodied at 19 out of 27hp) Isa does her 2nd wind +9hp to 16hp total

J 8

D2 12 (against Isa's 15 AC)

Round 4

I 19 9dm to D2 - he's dead.

Note: Joth took no damage

600xp -lvl 4 encounter

SRD treasure calculator - rolled 75 for 1d6 x100gp - rolled a 5.

Instead of 1 druid having 500gp, using treasure tables...

rolled for a +1 quarterstaff and a piece of amber worth 100gp