
TheAlicornSage |

Wow, that snuck up on me. I'll get a pregen profile up tonight.
Anyway, this is my first pf2 playtest game. Anything I ought to know?

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You begin in Nexus House, an old and extravagant Pathfinder Lodge in the Nexian capital city of Quantium, at the request of the gnome Venture-Captain Sebnet Sanserkoht.
Nexus House was the first Pathfinder lodge founded following the Grand Lodge in Absalom, constructed by an early Pathfinder and his new wife using funds “secured” from the treasury of a small island nation in the Obari Ocean. The lodge’s founders strove to appeal to the powers in Quantium by embracing the arcane and occult, and as a result of their financing and ambition, the lodge features numerous strange luxuries not seen elsewhere. Most noticeable as the PCs enter is the grand entry hall, easily 30 feet wide with elegantly carved archways leading farther into the lodge. A waterfall flows in reverse from the floor to the ceiling at the end of the hall, framing a marble statue of a bookish middle aged Taldan man tenderly holding the hand of a smirking Vudrani woman with a long, thick braid of hair.
In the center of the arcane opulence that is the Nexus House stands a diminutive figure, her bronze-hued skin and dark hair all the more striking given her sky-blue tunic and green leggings, the bright streaks of gold through her hair, and a prodigious collection of bangles along each forearm. She throws up her arms in welcome with a metallic jangle. “Pathfinders! Welcome to Nexus House! I’m Sebnet, one of the Vash-Vatom—Sebnet Sanserkoht, I mean, introductions and all.”
Without waiting for a response, she gestures and leads the way through one of the stone archways into a wide hallway before turning around and proceeding right back through the same archway into a comfortable sitting room, speaking all the while. “Thank you for helping—of course you’re here to help, right? Of course you are, you wouldn’t be here if you weren’t. Do you know who the Arclords of Nex are? One of them helps us access all kinds of delightful artifacts and relics, or at least we did, until he turned up stomped flat on the bottom of one of the Quantium golems’ feet the other day. Can you imagine? The poor fellow is still there. We might have to go get him, see, because he’s been murdered, and we’ve been commissioned to handle the preliminary investigation. We don’t know who’s responsible, but we know that the Arclord—his name is Kefanes Ahmakt—just got his shiny hands on a new book. Well a really old book, actually, it’s one written by Nex himself, and so it’s both quite valuable and also something that a lot of other people might want. Especially other Arclords. So the Nexian guard brought it here for safekeeping.” She points at an ancient, tattered folio in a glass case on a table to one side of the room.
“So! The obvious places to start looking are Kefanes’s workshop, which is being watched by the Nexian guard, but they’ll let you in if you tell them you’re working for the Society. And then you’ll probably want to examine Kefanes himself, so you’ll have to find the golem who’s giving him a ride around the city and perform some kind of extraction. Oh, that sounds like so much fun! I wish I could come with you! Anyway, while you’re doing that, and anything else that seems reasonable based on what you find out there, I’ll be here going through that old book to see if I can find something to tell us who might have wanted it so much. Come back here once you’ve checked things out, and we’ll have dinner and compare notes. All right? Did I forget anything? Do you have any questions?”

Flint Thunderstriker -PT- |

"Well, if we see the golem on the way to the store we can find a stick and scrape the poor sod off for a look. Meanwhile, I say we go to the workshop."
Live got away from me, should have PbP sheet updated tonight.

Gypsy Raven |

"What a fascinating place you have here. If there is time during our stay I would love a tour and to learn more about the history of this lodge."
Gypsy smiles at Sebnet, "Love your outfit by the way. Now, down to business, what more can you tell us about Kefanes and about this book? What makes this definitively murder rather than a tragic accident?"

Rilriv |

The stout, strong dwarf smells faintly of alcohol- even this early in the morning. His blond beard flows out over his armor. He has a jovial glint in his eye, and a smile on his face.
"I could be takin a look to see what we could salvage of him. Guess if he is dragged all bout city, aint nothing I could do- but perhaps we'd be lucky"
He looks about at the other assembled pathfinders, and smiles again.
"Rilriv, and pleased to meet ya. I was sent along so none of youse end up like the Arclord. Don't let the armor and axe fool ya, Ime a softy at heart"

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what more can you tell us about Kefanes and about this book?
“Kefanes wasn’t necessarily... nice,” Sebnet admits. “He wasn’t a popular guy. Shabti, gold skin and all, came down from Osirion. Good at what he did, and smart, and made good deals, like the deal he made with us to study one another’s findings. But, to be square, he made a lot of enemies, too, some of them other Arclords. Spent most of his time in a little workshop over in the north side of town.” Sebnet provides you with an address.
When asked of the book Sebnet laughs. “It’s called the Collected Directives, a collection of angry letters from Nex to the overseer of one of his golem factories, demanding to know why they weren’t running on schedule and ordering the production of this, that, and the other. Hardly worth a fight, right?”
What makes this definitively murder rather than a tragic accident?"
"One doesn't normally end up on the underside of a Quantium golems’ foot..."

Rilriv |

"World would be an easier place, were everyone willin to sit and have a pint and talk about it. But it dont work that way, now does it. That's where the armor comes in."
The Dwarf looks back at the VC.
"So- were gonna go check some alibis and snoop around, Aye? Guess it don't matter if yer popular or not. Everyone ends up in the same place eventually. Right then, lets be off"

Gypsy Raven |

Gypsy makes sure to pay attention to Sebnet and seeks some additional information,"I am unfamiliar with Shabti. What can you tell me about them?
Do you know if Kefanes had specific enemies among the Arclords?
What should we know about the Arclords in general? While I want to investigate thoroughly, I'd rather avoid an unnecessary diplomatic incident."
Then, in an aside to Riliv she declares, "Soft and squishy but well protected, I see nothing amiss with that combination."

Charmmaster Magpie |
Looking at the pair, dwarf and half-elf, "Well protected is usually an illusion, as it seems was recently discovered by a certain arclord. And big softies at heart generally don't need armor cause they're too soft to seriously fight, hence them being big softies." sheflashes a teasing smile at the dwarf, then turning back to their host, "I agree with avoiding diplomatic snafus, fill us in as you can please."

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"I am unfamiliar with Shabti. What can you tell me about them?
“Not everybody’s confident about how the afterlife will play out, so the really rich ones sometimes build golden humanoids called shabti to serve out any karmic punishment for them. Some of those shabti break free and live normal lives, at least until they’re dead—case in point, Kefanes.”
What should we know about the Arclords in general?
Sebnet gives an annoyed gesture, jangling her bracelets. “They’re sort of a wizard’s society for the most part. Really good wizards, and a few sorcerers, I suppose, but they have really big heads. I mean egos, not their actual heads. They like to claim every connection they can to Nex, and they think they know what he’d want for the nation, so they try to tell everyone what to do.”
Once you seem to be done asking your questions, she gestures with a clash of bangles and shoos you on your way, ensuring you have the address of Kefanes’s workshop. [b]"Be back in time for dinner. The Nexus House has a wonderful dining room table with a permanent conjuration effect to produce a lovely dinner right at sunset each night.
Diplomacy (Gather Information) or Society (Recall Knowledge) to know more about the Arclord's of Nex.
So for the investigation you can go to Kefane's workshop or gather more information to hunt down the golem to retrieve the corpse itself.

Flint Thunderstriker -PT- |

Flint, ever preferring to take what's straight forward first offers up his thoughts, "I think his workshop is a good first stop. If we see the golem on the way, so be it."
One the way, Flint will definitely ask people along the way if it seems like they might be educated on the Arclords, Diplomacy (Gather Information) (T): 1d20 + 7 ⇒ (14) + 7 = 21

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Flint gathers that the Arclords of Nex are a loose political association of spellcasters who trace their origins to the household servants of the archmage Nex. They seek out and hoard any scrap of knowledge of and writings by the archmage, seeking to carry out his intentions since his disappearance. The master of the Arclords of Nex is Agrellus Kisk, who has held a position of substantial power in Nex’s Council of Three and Nine for over a century. Other Arclords are often too busy with their own infighting to challenge him.

Rilriv |

"Oh. I see..." says the dwarf. "I know the types now. Some of em in every society. Unfortunately seems like theyve got the power too. That is quite the unfortunate circumstance"
Society(T): 1d20 + 5 ⇒ (3) + 5 = 8

Eldrish Silversong |

decided to go wizard-fighter, see how it works out
Earlier
Eldrish stays silent during the initial mission briefing, not because he wasnt particularly talkative (he wasnt) or that he didn't have further questions (he might have) but because he was so fascinated with the chapterhpise that he lost himself in observing everything around him, only nominally listening to their, frankly, ludicrous task.
He would undoubtedly have been scandalized to see himself in that moment, a world wise, experienced, elf. Scarred, tanned face framed by white hair. Chainmail and large sword making him look more the fighter than the arcanaist he really was.
Standing there. Staring. Like a yokel fresh off the beet wagon.
Once the rest of the group starts discussions on Nexian backgrounds he snaps out of his distraction, trying to rejoin the conversation.
Society, Recall: 1d20 + 9 ⇒ (15) + 9 = 24

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Kefanes’s workshop is a spacious building in a section of town that seems to straddle the line between low-income working class and an influx of merchants and artisans looking for less expensive real estate to live and work. The workshop is located just off a main thoroughfare, and you have no trouble finding it using the address Sebnet provided.
You find two of Quantium’s city guards standing watch near the main entrance to ensure that locals don’t prowl through the premises while the investigation is under way.

Charmmaster Magpie |
Magpie waltzes up and in a rather cheerful voice "Good morning sirs. We are the team Sebnet sent to invesigate. Anything you think might be useful before we start? Things you have noticed out of place for example?"
As she talks a small bird lands on her hat and eyes the guards with a strange, almost intelligent stare.

Eldrish Silversong |

Eldrish keep silent as his more talkative group members handle the guards at the shops door, waiting until they have entered to look about, searching for clues.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Rilriv |

"Aye, mighty important to be knowing what he was up to. Thanks for keeping folks out though- better our chances to find somethin unspoilt and useful."
The dwarf, without any real attention to the guards, walks up to the door and attempts to open it.

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The guards look at each other and pull aside the tape. "Sure thing. They said Pathfinders would be around sometime today. Be careful in there. When we arrived to investigate there was a berserking golem inside. It took nearly a full squad to subdue it." Looking at the guards again they have several fresh scraps and bruises. "It is still strapped down inside as we tried to preserve the scene." Another holds his hand up to block your path for a second. "A few things we found out the hard way. While golems are immune to most magic, electricity spells heal the type of golem inside, so you should take care with their spells within the workshop."

Gypsy Raven |

On the way to the workshop, Gypsy indulges in some friendly chats with local trying to discover useful and relevant information.
Diplomacy (Gather Information): 1d20 + 10 ⇒ (1) + 10 = 11

Gypsy Raven |

"Thank you for your advice. A couple of questions if I may; do you know what type of golem this is and have you noted anyone snooping around or taking more than average interest in what is going on? Oh, one more, were you familiar with the deceased, Kefanes?"

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"I think it was one of them Flesh Golems, though not entirely sure to be honest." The man seems to take his best guess but still seems unsure of himself. As to the rest of the questions the guard shrugs. "Not sure, we were just asked to stand guard and that we would be rotated out in a few hours. Noone been by here but you guys."
With no further questions the group heads inside to investigate. The interior of the workshop has clearly been ransacked. This airy workshop might have once been a pleasant, tidy space, but the room is now a chaotic disaster. Scorch marks mar the stone just inside the doorway, and sharp, dark-gray metallic shards lie scattered over the tiles. The equipment and tools on the table are now nothing more than a smashed jumble of glass, wood, and metal. The contents of the bookshelves lie strewn throughout the room, and streaks of dried blood mark the site of a deadly encounter. In the center of the room, a badly damaged flesh golem bound with sturdy silk rope twitches, groans, and strains against its bonds.
These are two separate checks below.
The damaged equipment and bloodstains are simply evidence of a brutal conflict that took place in this space.

Gypsy Raven |

Gypsy has a quick look around, noting the scorching and metallic shards she looks at both closely.
Arcana (trained): 1d20 + 7 ⇒ (4) + 7 = 11
Occultism (expert): 1d20 + 8 ⇒ (3) + 8 = 11
Without learning anything significant, Gypsy sighs, draws her shortsword, then heads over to check the golems bonds and make sure he remains secure.

Eldrish Silversong |

Eldrish looks around the shattered room with interest, sure a heck of a fight took place here even as he notices the golem.
I hope those ropes hold that thing
Arcana: 1d20 + 10 ⇒ (12) + 10 = 22
Arcana: 1d20 + 10 ⇒ (19) + 10 = 29
Noticing some tell tale arcanum, the elf speaks up about the details he notes, "Those scorch marks are from a fireball. Those slivers of metal there? Adamantime explosive trap. Impressive firepower unleashed here, for certain"
Drawing his bastard sword, just in case, Eldrish moves deeper into the room, searching for clues or leads.

Charmmaster Magpie |
Arcana: 1d20 + 8 ⇒ (2) + 8 = 10
Arcana: 1d20 + 8 ⇒ (11) + 8 = 19
After a first glimpse around, and examination of the metal shards (a few which she pockets, she is a blacksmith after all and such materials are always desirable) Magpie reaches out with her feelings to see if she can feel the presence of any magic.
Casts Detect Magic, lvl 3

Rilriv |

Hearing Eldrish mention 'trap', the dwarf unhooks his axe and pulls his shield close. "If anything still be here, we will take care of it!"
Currently wielding his axe one handed, with shield (AC 23)
He glances around the room and tries to identify any immediate threat or trap.
Perception is +9

Flint Thunderstriker -PT- |

Not one for this type of work, Flint simply pokes about the room looking for mundane things: Perception: 1d20 + 7 ⇒ (17) + 7 = 24. He keeps his distance from the monster.

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The group looks around the workshop as Charmaster pockets some evidence from the crime scene for personal use. Surely the authorities would understand. Right?
Charmaster finds little more in the ways of magic outside of the few traps that went off and what faint auras the golem carries.
On the far corner of the worktable Flint finds an unopened parcel. Surprisingly it is intact despite the general state of the workshop. the package is sealed and marked with the insignia and name of the merchant who sold it. Ladhlia!
Unfortunately for the group as they are digging around the bonds holding the golem snap and it stands to its feet. Roaring with rage. A hideous monstrosity crafted from body parts stitched together with thick string, wire, and metal staples lurches to horrific life.
Flint: 1d20 + 2 ⇒ (1) + 2 = 3
Charmmaster: 1d20 + 6 ⇒ (9) + 6 = 15
Gypsy: 1d20 + 7 ⇒ (8) + 7 = 15
Eldrish: 1d20 + 6 ⇒ (18) + 6 = 24
Rilriv: 1d20 + 9 ⇒ (14) + 9 = 23
Golem: 1d20 + 12 ⇒ (1) + 12 = 13
Round 1
Eldrish
Rilriv
Gypsy
Charmmaster
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Golem
---------------------------------
Flint

Gypsy Raven |

Makes no difference for this encounter but Gypsy has a +1 on any initiative roll.
Infusing her words with magical energy, Gypsy begins in a strong voice, "Now is the time my friends to show your mettle and have your deeds captured in the stories to be told throughout the land." First action: Inspire Courage - You and all allies in the (60ft) aura gain a +1 conditional bonus to attack rolls, damage rolls, and saves against fear.
While doing so, with sword drawn already, Gypsy takes a guarded step toward the golem before attacking. Second and Third actions
+1 Cold Iron Shortsword first attack (against flat footed AC): 1d20 + 10 ⇒ (5) + 10 = 15
Potential +1 Cold Iron Shortsword piercing/slashing damage: 2d6 + 1 ⇒ (3, 3) + 1 = 7
Potential sneak attack damage against flat-footed: 1d4 ⇒ 3

Eldrish Silversong |

"Of course, it would break free." Eldrish grumbles as he watches the golem.
Thinking quickly, as much of his prepared magics wouldnt work well against such a construct, he chants out a few quick words Cast true strike, then slides forward, slashing out with his bastard sword as he gets in range.
triggers magical striker feat, sword counts as a +2 weapon for this strike
Attack 1: 1d20 + 10 + 1 + 1 ⇒ (18) + 10 + 1 + 1 = 30
Attack 2: 1d20 + 10 + 1 + 1 ⇒ (2) + 10 + 1 + 1 = 14
true strike, roll 2 keep better. I'll keep attack 1
Damage, Slashing: 3d12 + 4 + 1 ⇒ (1, 10, 8) + 4 + 1 = 24
I dont see anything saying I cant change to two handed after casting, but true strike is verbal only anyway

Charmmaster Magpie |
The Charmmaster is more a title than a name. It is what she is, not who she is
Magpie grasps a charm and calls to it, "Temporal, give Rilriv faster time." and a quick glimpse of an elf wrapped in clocks, watches, and hourglasses appears, fading nearly as quickly as it appeared.
Cast Haste on Rilriv, gaining an extra Strike or Stride action each turn, (the limits of the Quick condition for this spell). Cost me two actions.
Magpie then Strides towards the door with the two guards yelling for them "Hey guards! Help us with this!"

Rilriv |

The stout dwarf moves forward in an attempt to harry the creature, drawing its attention away from the other pathfinders. As he moves, he pulls his shield up into a strong defensive position. Feeling the surge of speed, he brandishes his axe in a flurry towards to Golem.
Attack #1, +1 Axe: 1d20 + 10 ⇒ (5) + 10 = 15 Damage: 2d8 + 5 ⇒ (4, 5) + 5 = 14
Attack #2, +1 Axe: 1d20 + 5 ⇒ (5) + 5 = 10 Damge: 2d8 + 5 ⇒ (7, 1) + 5 = 13
Action 1: Step, Action 2: Raise Shield. Action #3+4 Attacks
Stupid RNG!

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Eldrish pours a good portion of his magic into his sword and hacks into the golems stitched flesh. The magical construct doesn't even flinch in pain as several fingers are hacked off. DR.
Rilriv raises his shield though his axe doesn't seem very effective as it isn't able to make past the golem's defenses.
Gypsy inspires the group in the room as they find themselves to be within very close quarters of a nasty golem. Though her cold iron blade misses as well.
Magpie hastens Rilriv's speed as she moves to the door to warn the guards. Looking startled the guards curse. Eiab pulls a whistle from his pocket and starts blasting a sharp pattern of whistles, herding bystanders away from the building. Zanhanal pulls a small packet from a pouch, bends it, and starts shaking it vigorously. "Give me a couple of seconds and I will have a longsword that should get around its natural reduction to damage for you to use!" Zanhanal hollers inside.
The golem roars and smashes a fist down at Eldrish for injuring it.
Slam vs Eldrish AC 18: 1d20 + 16 ⇒ (6) + 16 = 22
Damage: 2d12 + 3 ⇒ (3, 2) + 3 = 8
Slam vs Eldrish AC 18: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 2d12 + 3 ⇒ (5, 11) + 3 = 19
Slam vs Eldrish AC 18: 1d20 + 6 ⇒ (6) + 6 = 12
The poor elf gets pummeled as the stitched flesh and bloodied fist smash into his shoulder.
Round 2
Eldrish (19/46)
Rilriv (Haste 10 rounds)
Gypsy
Magpie
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Golem (-19)
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Flint

Rilriv |

Holding steady in his position, Rilriv continues to maintain his defensive posture.
"Over here, you big lug! Pick on me fer a while!"
+1 Axe, Inspire: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29 Damage, Inspire: 2d8 + 5 + 1 ⇒ (7, 2) + 5 + 1 = 15
+1 Axe, Inspire: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16 Damage, Inspire: 2d8 + 5 + 1 ⇒ (7, 6) + 5 + 1 = 19
+1 Axe, Inspire: 1d20 + 1 + 1 ⇒ (7) + 1 + 1 = 9 Damage, Inspire: 2d8 + 5 + 1 ⇒ (8, 3) + 5 + 1 = 17
Raise Shield, Attack x3

Eldrish Silversong |

Attack, Inspire: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Damage, S: 2d12 + 4 + 1 ⇒ (9, 2) + 4 + 1 = 16
Attack, Inspire: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Damage, S: 2d12 + 4 + 1 ⇒ (4, 6) + 4 + 1 = 15
+2 to hits if I get flank
Staggering from the heavy blow from the golem, Eldrish nevertheless manages to recover enough to slash out twice with his heavy blade, chanting a simple cantrip as he does.
casting shield AC 19, hardness 10*
*heightening spells refers to spell slot level, not character level. Correct? The every two level (i.e. 3rd 5th 7th) coinciding with character levels where you get new spell levels (2nd 3rd 4th) is somewhat confusing

Eldrish Silversong |

it is at this point I realize I misread the damage, I thought I had only taken 19 damage, not 19 remaining. Also I forgot to cast false life. My actions are unchanged, but old Eldriah may be exploring the death and dying rules soon!

numbat1 |

"The sagas will tell of the brave deeds of this party, how dwarves and elves faced a beserk golem and defeated it ..."
Inspire Courage - You and all allies in the (60ft) aura gain a +1 conditional bonus to attack rolls, damage rolls, and saves against fear.
Gypsy realises she needs every advantage available if she is to contribute to this battle in a tactile way. She takes a guarded step to flank with the golem to keep it flatfooted.
She then takes another swing, hoping this time to connect.
+1 Cold Iron Shortsword first attack +IC against flatfooted AC: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Potential +1 Cold Iron Shortsword piercing/slashing damage+IC: 2d6 + 1 + 1 ⇒ (2, 3) + 1 + 1 = 7
Potential sneak attack damage against flat-footed: 1d4 ⇒ 4

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Correct it is with spell level slot.
Flint raises his shield, swinging his hammer down on the golem, though he didn't put nearly enough strength behind it and it just bounces off. Miss.
Eldrish manages to flank with Flint to confuse the golem and gets a single strike in with his blade, though the golem seems to have a natural resistance to the type of metal. DR.
Rilriv swings his axe downward into the golem's foot, hacking through a few more toes. DR.
Gypsy continues to inspire the masses while her cold iron blade whistles through the air.
Magpie calls forth similar powerful magic to hasten Eldrish. Back outside Eiab continues to issue out blasts with his whistle, urging people back as a window blows out. Zanhanal rubs the packet along the blade of her longsword, leaving behind a silvery reside. She rushes to the door, next to Eldrish and holds the blade out. "Use this! It will get around it's reduction to your blades!"
The packet is a specially formulated Quantium adamantine weapon blanch, and the treated weapon deals adamantine damage for the next hour.
The golem continues to pound Eldrish.
Slam vs Eldrish AC 19: 1d20 + 16 ⇒ (4) + 16 = 20
Damage: 2d12 + 3 ⇒ (4, 11) + 3 = 18
Slam vs Eldrish AC 19: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 2d12 + 3 ⇒ (11, 3) + 3 = 17
Slam vs Eldrish AC 19: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 2d12 + 3 ⇒ (4, 11) + 3 = 18
Eldrish is smashed into the ground and the golem turns its sights to Rilriv. Though his shield saved him from devastating blows. WIth each blow the ground beneath Eldrish's feet cracks until the wizard can't hold up any longer.
You stay at 0 hp; Gain Dying 1 condition, When you’re dying, at the start of each of your turns you attempt a special Fortitude saving throw to see if you get better or worse. In this case the DC would be DC 16.
Zanhanal gasps. "Use fire against it. They said fire hurt it badly and cold seemed to slow it down. Just don't use electricity, it seems to heal it." The door buckles near her head and she ducks back outside.
==============================================================
Active Buffs
Inspire Courage
Round 3
Eldrish (0/46; Haste 10 rounds; Unconscious; Dying 1)
Rilriv (Haste 9 rounds)
Gypsy
Magpie
---------------------------------
Golem (-41)
---------------------------------
Flint

Eldrish Silversong |

In the hazy fog between life and the next plane of existence Eldrish regrets coming to blows with such a powerful golem. Over confidence and ego again caused the elf significant pain
Fort: 1d20 + 6 ⇒ (12) + 6 = 18
The crushed pile of flesh and armor known as Eldrish the battle wizard twitches...

Charmmaster Magpie |
Magpie uses a new charm, "Remedy! Refresh Eldrish!"
A quick image of a ghostly robed figure pours a wellspring of ghostly water on Eldrish, which to him feels cool and refreshing, though doesn't actually make him wet.
Heal spell, two actions, raised one level, for 3d8+cha total healing.
Heal: 3d8 + 2 ⇒ (1, 2, 2) + 2 = 7
Status; 2 third slots and 1 second slot expended.

Rilriv |

"I'll heal ye wern I done with this one!"
In a moment of recklessness, he drops his shield and moves his over than to the axe and swings wildly at the creature
+1 Axe, Inspiration, Flanking: 1d20 + 10 + 1 + 2 ⇒ (3) + 10 + 1 + 2 = 16 Damage 2 handed: 2d12 + 5 ⇒ (11, 12) + 5 = 28
+1 Axe, Inspiration, Flanking: 1d20 + 5 + 1 + 2 ⇒ (8) + 5 + 1 + 2 = 16 Damage 2 handed: 2d12 + 5 ⇒ (3, 2) + 5 = 10
+1 Axe, Inspiration, Flanking: 1d20 + 0 + 1 + 2 ⇒ (8) + 0 + 1 + 2 = 11 Damage 2 handed: 2d12 + 5 ⇒ (3, 1) + 5 = 9
+1 Axe, Inspiration, Flanking: 1d20 + 0 + 1 + 2 ⇒ (17) + 0 + 1 + 2 = 20 Damage 2 handed: 2d12 + 5 ⇒ (4, 4) + 5 = 13
16 rolls. Only 3 above average.

Eldrish Silversong |

Taking a cance here, Golem hasn't reactionary struck yet...
Feeling a spark of pulse through his battered body, Eldrish confusedly staggers to his feet. Then seeing the golem all to near, and still lethal, he staggers away, recovering his wits as he moves, to some degree.
Once out of reach, he turns to unleash magics on the beast.
move to stand, haste bonus stride, two remaining to cast
Working his left hand in a complex series of gestures, the elf chants arcane words of power and unleashes an arrow of acid from his pointing finger.
Ranged Touch: 1d20 + 8 ⇒ (16) + 8 = 24
Damage, Acid: 1d8 + 4 ⇒ (2) + 4 = 6
Persistant Acid damage: 1d6 ⇒ 1

Flint Thunderstriker -PT- |

I should preemptively post a spoilered "Retributive Strike", as Flint will always use it if it's triggered.
As the golem pounds Eldrish, Flint takes a swing with his hammer, hoping for some divine intervention, Retributive: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14, but the swing is horrible.
Frustrated at his inability to protect his shieldmates, Flint swings with everything he's got time and again:
Flank (which IIRC no longer gives us a bonus, it only causes FF), Bardic
Overhead: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26 for DMG: 2d8 + 4 + 1 ⇒ (4, 1) + 4 + 1 = 10
Foreswing: 1d20 + 11 + 1 - 5 ⇒ (3) + 11 + 1 - 5 = 10
Raise shield!