Armor class is when an enemy attacks, they roll a D20 and if they roll the same or higher than your AC they hit.
Initiative is when at the start of combat, you roll a D20 and add your modifier to it to determine your turn. Highest number goes first, including enemy rolls as well.
You’ll need those as well. Such as if you want to make a saving throw or use actions such as climbing a wall or persuasion, you’ll roll and add the modifier that stat gives. Which you don’t have the modifiers, but I have them written down for you.
I’m gonna apologize right now for making this so difficult. It’s much easier when you all have a character sheet you can view anytime versus everything on me, but we should be ready for the campaign now.
Alright I’m ready. Don’t worry about it I’ve never done real DND before so bare with me, I have my stats written down on a seperate google doc tab as well.
You wake up, surrounded by familiar concrete walls. You remember, you were contained by the Scepter Foundation. They fear your ability, making you a threat to humanity, but you only seek freedom.
Looking around, you are alone. (You’re in separate cells) Before you are about to give in and meet your fate, a red light starts flashing across the room. A large cell door was noticeable.
As you approach the door, you notice a small window, barred on both sides. An emergency alarm was being broadcasted outside. A figure approaches and you jump back.
A black ooze seeped through the window as it suddenly melted to liquid. You notice a Ceramic Skull atop of the figures body as he quickly vanishes down the hall. You step outside. The alarm was ringing loud as the red light flooded the hall. You look around, and see others. (The rest of the party) standing outside of their cells.