Alpha's thick skin does a poor job of warding off inspiratieloos and David's attacks. **Alpha has
5/13
HP left.** Beta likewise is unable to significantly mitigate Formerfish's fast attack. **Beta has
8/13
HP left.** the worst's tornado manages to briefly disorient Echo before the wisps disappeared.
Echo is stunned for one round.
**Echo has
12/13
HP left.** Jackal711 has a hard time finding a weak point on Charlie, and his blade is dulled by Charlie's thick skin. **Charlie has
10/13
HP left.**
---
In response to inspiratieloos's attack, Alpha raises its claw menacingly and then slashes downward forcefully at inspiratieloos. The lizard attempts to dig its claw deep within inspiratieloos's skin.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2
(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3
Beta makes a similar series of actions against Formerfish.
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
Charlie looks hungrily towards Jackal711. As soon as Jackal711 finishes attacking, the lizard bites down hard on Jackal711's right arm.
Original Roll String: 1d3+1
1 3-Sided Dice: (2)+1 = 3
Original Roll String: 1d2+1
1 2-Sided Dice: (1)+1 = 2
Original Roll String: 1d2+1
1 2-Sided Dice: (1)+1 = 2
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
I have decided that alongside the same lines of "Tornado" for players, since each of these rolls are considered separate attacks, +/- modifiers apply to all the rolls. If for some reason, you disagree with this interpretation and think the modifier should only apply to the last roll, I am willing to hear your case. Note that I will not retroactively change anything.
Delta, angered by the wisp tornado, moves aggressively towards the worst. It proceeds to slash the worst with its claw.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2
(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4