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Greatest roll ever
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<blockquote data-quote="Garnfellow" data-source="post: 3461843" data-attributes="member: 1223"><p>The best roll for my current group came in our last session before we went on hiatus. I was running the group through a conversion of the old G/D series of modules, and the 12th-level PCs had just sacked the Fane of Lolth and had stolen one of the Temple's ships when they ran into a powerful aspect of Lolth (a more-or-less straight-up, CR 17 conversion of the original, non-divine Lolth from D2).</p><p></p><p>She webbed the entire river passage, and then moved in to attack with her fiendish spider minions. It was a hard fight because she had such a distinct advantage of mobility, but eventually the party's tank fighter got into a position to do a full attack action. Lolth had just gotten knocked down to below 100 hp and was about to <em>heal</em> herself on her next turn, right after the fighter went.</p><p></p><p>The fighter critted on the first attack (no huge surprise there), did close to maximum damage. He critted on the second attack, also close to maximum. And then he rolled a natural 20 on his third and final attack, with another natch 20 on the confirmation, and again doing just massive amount of damage. Taking into account her damage reduction and whatnot, all this added up to the exact amount of damage needed to drop her to -10 hp.</p><p></p><p>If she had had a couple more rounds (including healing herself) one or more PCs would have certainly died. As it was she did kill the tank's bard cohort. It was an awesome way to end that campaign arc.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 3461843, member: 1223"] The best roll for my current group came in our last session before we went on hiatus. I was running the group through a conversion of the old G/D series of modules, and the 12th-level PCs had just sacked the Fane of Lolth and had stolen one of the Temple's ships when they ran into a powerful aspect of Lolth (a more-or-less straight-up, CR 17 conversion of the original, non-divine Lolth from D2). She webbed the entire river passage, and then moved in to attack with her fiendish spider minions. It was a hard fight because she had such a distinct advantage of mobility, but eventually the party's tank fighter got into a position to do a full attack action. Lolth had just gotten knocked down to below 100 hp and was about to [i]heal[/i] herself on her next turn, right after the fighter went. The fighter critted on the first attack (no huge surprise there), did close to maximum damage. He critted on the second attack, also close to maximum. And then he rolled a natural 20 on his third and final attack, with another natch 20 on the confirmation, and again doing just massive amount of damage. Taking into account her damage reduction and whatnot, all this added up to the exact amount of damage needed to drop her to -10 hp. If she had had a couple more rounds (including healing herself) one or more PCs would have certainly died. As it was she did kill the tank's bard cohort. It was an awesome way to end that campaign arc. [/QUOTE]
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