
| Cuthberwyn Fizzkomingus | 
 
	
 
                
                
              
            
            Cuthberwyn looks up from the map taken from the hut. That appears to be all of them, yes. He tucks the map away and continues. This should un-shield the Shielded Fortress downstream.

| Cabaguil Hobnil | 
 
	
 
                
                
              
            
            Cabaguil agrees with Cuthberwyn's appraisal of the map, "Yes, we've cleared all the pillars. Let's make our way to the center before they figure out how to re-activate any of them... or our food runs out."
Cabaguil joins the others in heading to the Fortress. As they walk, he wonders what sort of force will be arrayed against them.

|  GM Tyranius | 
 
	
 
                
                
              
            
            Yup, Somatic lets you cast even while holding something!
Cabaguil limps and trips through the woods, not quite used to all of this jungle travel quite yet. After another three days you find yourselves back at the Fortress of Sorrow, this time able to see it in its entirety as the shields
Thick roots of gnarled trees crisscross this portion of the jungle, as the sodden earth gives way to the waters of a darkened swamp. A squat fortress made of red clay rises out of the murky water, surrounded by towering dragon-shaped pillars topped with blazing bonfires.
The swamp water surrounding the fortress is 5 feet deep. so you will need to swim of find a way to cross safely. New map is up.

| Cabaguil Hobnil | 
 
	
 
                
                
              
            
            Swimming, swimming, swimming… s&&%. I’ve got nothing to help with the swimming.
Cabaguil frowns as they take a closer look at the target. ”If we get a log or something to hold onto, I can cast Invisibility Sphere to get us to the gate without being seen. Still, with all our splashing, it would be good if we could have a diversion ready just in case.”
”That is if we want to try the door. Not sure how we’ll open it from this side, but I do have Knock (+4 (status) to open/unlock object) if it will help us lift the bar from this side with a thin blade, or whatever you can do to get us in.” he looks at the dwarves for suggestions.

| Raspar Soulsage | 
 
	
 
                
                
              
            
            Raspar looks at the structure with bright eager eyes, knowing the potential for evil within. But now that the pillars are disarmed, he feels certain that things might not be as bad.
Raspar is happy to find a log for Cabaguil, but equally happy to sneak towards the front on his own. He's not actively sneaking, but just doesn't seem to need to make much noise. That's not what Raspar does.
Double moved to the party's right. Happy to do the log plan or just swim sneak alone.
1d20 + 18 ⇒ (1) + 18 = 19 Stealth

| Kelvin Craghorn | 
 
	
 
                
                
              
            
            "Well, there's also the 'storm the castle' option. It's not the smartest option, but it's the simplest. But sure, if we find a log it'll help anyone who's not much of a swimmer. Me, I shouldn't have any problems. I can probably swim across quiet-like and pull the log if needed. But it's pretty calm water, so you shouldn't have much prob-" Kelvin stops as Raspar begins to wander away. Whispering as loud as he can to get the halfling's attention, he adds, "Hey! Raspar! I like your eagerness but maybe wait until we have a plan?"

| Ðakaþos | 
 
	
 
                
                
              
            
            "Indeed. It's time we get in there. I don't know why fate has led us here, but I don't want them passing through any gate, let alone one in our very home." Dak also opts for the silent amphibious approach:
Assurance Swim is 24
Stealth: 1d20 + 12 ⇒ (20) + 12 = 32

|  GM Tyranius | 
 
	
 
                
                
              
            
            Grabbing ahold of a log Cabaguil places a shield of invisiblity around the entire group. Slowly you move through the waters as Cuthberwyn feels something brush his leg. Giving a small jolt he pays it little mind so as not to attract any attention.
Kelvin looks over just as a huge ancient crocodile rises from the muck and slowly swims past, unaware of your presence to begin with. Slowly moving through the waters you are able to make it to the front doors without drawing it's attention to you.

| Ðakaþos | 
 
	
 
                
                
              
            
            "A powerful and convenient trick my friend. I worry though that we may meet that crocodile again when we leave. I just hope that we're not broken, beat, and scarred."
---------
If we give the door the all clear, Dak will open it.

| Kelvin Craghorn | 
 
	
 
                
                
              
            
            "At least now we know it's there. No surprises," Kelvin says quietly, then goes to check the gate. He looks for out of place catch mechanisms that could hint at a trap, and sees about any locking mechanisms that might be present.
Search is a secret check when there's a hazard, so Perception vs Traps is +17.
If there's a trap, then Disable a Device (Thievery w/Assurance): 24 = 24
If it's locked, then Pick a Lock (Thievery w/Assurance): 24 = 24
If assurance isn't enough to beat DCs, here's some Thievery rolls you can use.
Thievery: 1d20 + 16 ⇒ (8) + 16 = 24
Thievery: 1d20 + 16 ⇒ (20) + 16 = 36
Thievery: 1d20 + 16 ⇒ (14) + 16 = 30
Thievery: 1d20 + 16 ⇒ (5) + 16 = 21

| Cabaguil Hobnil | 
 
	
 
                
                
              
            
            Spooky: 40/40hp, Climber, Darkvision, Fast Movement, & Life Link
Equipped: Prayer Beads
Conditions: None
Battle Medicine: None
Guidance: None
Wand of Heal: 1/1
Healer’s Gloves: 1/1 (•>, cure 2d6+7)
Prayer Beads: Bless, Heal
Staff of Greater Fire: (4/4) Produce Flame (C), Flaming Sphere (2), Flaming Sphere (3)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +14 (T), Spell DC’s 24 (T)
Cantrips: Daze, Guidance, Inspire Courage
First Level: (1/1) Magic Missile§
Second Level: (0/1) Knock
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +16 (E), Spell DC’s 26 (E)
Cantrips: Detect Magic, Light, Prestidigitation, Produce Flame*, Read Aura
First Level: (4/4) Charm*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (4/4) Flaming Sphere*, Dispel Magic, Heal§ (2), See Invisibility, Spiritual Weapon§
Third Level: (4/4) Enthrall*, Crisis of Faith§, Heal§ (3), Mending (3), Searing Light
Fourth Level: (4/4) Crisis of Faith§ (4), Freedom of Movement, Heal§ (4),Remove Curse, Restoration (4), Spiritual Weapon§ (4), Suggestion§
When Kelvin prepares to work on the door, Cabaguil casts Knock (+4 (status) to open/unlock object) if he thinks it will help. (If I’m understanding the rules correctly it won’t help with Assurance ‘rolls’ but will help with the next actual roll.)
He waits for the doors to be open in silence as much as possible. He has one hand on the log and the other clasps his prayer beads.

|  GM Tyranius | 
 
	
 
                
                
              
            
            I don't see why Assurance wouldn't work with the knock spell.
The doors are unlocked as the Cinderclaws were a bit complacent due to their magical shield. Kelvin slides it open enough for you each to get into the building before shutting it once more.
The interior walls of this hallway are covered with six-inch wooden spikes carved to resemble dragon’s teeth. Along the north wall stand four wooden doors, and a statue of a humanoid dragon stands in the center of the room.
Picture of the statue on the map as it looks pretty cool.

| Kelvin Craghorn | 
 
	
 
                
                
              
            
            Kelvin moves up, a few paces back from Raspar. He eyes the statue, and his expression isn't one of approval. "Well made, maybe. But I don't like it. I don't like what it represents."
He gestures down the right part of the courtyard, suggesting a direction to proceed.

| Cabaguil Hobnil | 
 
	
 
                
                
              
            
            If the statue doesn’t reach out and snatch the first to close, Cabaguil will cast Detect Magic to try and determine if it is in fact magical in nature.
”Fascinating.” He murmurs as he admires the craftsmanship.

| Ðakaþos | 
 
	
 
                
                
              
            
            "Such craftsmanship bespeaks either of magic, or an attention to detail which makes me think we're about to disrupt someone very dedicated to their cause. Be careful." Dak then points to the left most door.

|  GM Tyranius | 
 
	
 
                
                
              
            
            The group splits off, looking down either direction while Kelvin and Rasar admire the large statue. While not a trap of any sorts as the pair draw near it does slowly begin grinding to life as it animates.
Cabaguil: 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17
Cuthberwyn: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22
Ðakaþos: 1d20 + 18 + 1 ⇒ (18) + 18 + 1 = 37
Dori: 1d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25
Kelvin: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22
Raspar: 1d20 + 18 + 2 + 1 ⇒ (16) + 18 + 2 + 1 = 37
Statue: 1d20 + 16 ⇒ (12) + 16 = 28
Round 1
Raspar (102/102; Steel Shield)
Ðakaþos (111/111)
-------------------------------------------------
Statue
-------------------------------------------------
Dori (122/122; (Shield Hardness 8, HP 36, BT 18); Resist Fire 4, Slashing 2)
Cuthberwyn (104/104)
Kelvin (114/114; Resist Fire 3)
Cabaguil (64/64; Resist Fire 5)

| Raspar Soulsage | 
 
	
 
                
                
              
            
            Round 1
Action 1: Strike.
Action 2: Strike.
Action 3: Shield.
"Kelvin! Look out!" Raspar confronts the statue-creature and tries to draw its attacks away from Kelvin.
Melee or Ranged Strike:
Melee: 1d20 + 17 ⇒ (19) + 17 = 36 to hit;
P/S: 2d4 + 6 ⇒ (4, 4) + 6 = 14 damage
If crit: 1d6 ⇒ 2 more.
Melee or Ranged Strike:
Melee: 1d20 + 17 - 4 ⇒ (19) + 17 - 4 = 32 to hit;
P/S: 2d4 + 6 ⇒ (3, 3) + 6 = 12 damage
Melee or Ranged Strike:
[ dice=Melee]1d20+16[/dice] to hit;
P/S: 2d4 + 6 ⇒ (3, 4) + 6 = 13 damage
Critical damage: [ dice]4d4+6+1d6[/dice]
AC: 29 +2 with shield action.
Fort/Ref/Will:  14/14/14 + 2 vs. spells/reaction
HP: 102/102
Focus: 1/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used
Melee Strike:
[ dice=Shield]1d20+16[/dice] to hit;
[ dice=B]1d4+4[/dice] damage
Melee Strike (Halberd):
[ dice=Halberd]1d20+16[/dice] to hit;
[ dice=P/S]1d10+3[/dice] damage
[ spoiler=@Dori, GM Tyranius]
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

| Ðakaþos | 
 
	
 
                
                
              
            
            "Bloody hell!"
Dak rushes the statue, swinging his bastard sword from overhead, then around at a 45 degree angle!
ATK 1: 1d20 + 19 ⇒ (1) + 19 = 20 MISS
ATK 1: 1d20 + 14 ⇒ (9) + 14 = 23 for DMG: 2d12 + 7 ⇒ (11, 2) + 7 = 20

|  GM Tyranius | 
 
	
 
                
                
              
            
            Raspar's starknife cuts into the hardened statue, though not very deep as Ðakaþos misses. Resistance
the statue's thick arm swats at Raspar.
Fist vs Raspar AC 31: 1d20 + 24 ⇒ (6) + 24 = 30
Fist vs Raspar AC 31: 1d20 + 24 - 5 ⇒ (17) + 24 - 5 = 36
Damage: 2d10 + 12 ⇒ (5, 3) + 12 = 20 + Cursed Wound
Fist vs Raspar AC 31: 1d20 + 24 - 10 ⇒ (8) + 24 - 10 = 22
@Raspar- Need a Fort Save vs cursed wound
The meaty fist pummels into the halfling's side, causing him to definitely bleed for the others.
Round 2
Raspar (102/102; Steel Shield)
Ðakaþos (111/111)
-------------------------------------------------
Statue (-6)
-------------------------------------------------
Round 1
Dori (122/122; (Shield Hardness 8, HP 36, BT 18); Resist Fire 4, Slashing 2)
Cuthberwyn (104/104)
Kelvin (114/114; Resist Fire 3)
Cabaguil (64/64; Resist Fire 5)

| Raspar Soulsage | 
 
	
 
                
                
              
            
            Round 2
Action 1: Strike.
Action 2: Strike.
Action 3: Shield.
Raspar deflects a blow with his shield, but then takes a good gut punch.
1d20 + 14 ⇒ (19) + 14 = 33 Fort vs. curse
He fights back with flank.
Melee or Ranged Strike:
Melee: 1d20 + 17 ⇒ (11) + 17 = 28 to hit;
P/S: 2d4 + 6 ⇒ (4, 3) + 6 = 13 damage
Melee or Ranged Strike:
Melee: 1d20 + 17 - 4 ⇒ (19) + 17 - 4 = 32 to hit;
P/S: 2d4 + 6 ⇒ (3, 1) + 6 = 10 damage
Melee or Ranged Strike:
[ dice=Melee]1d20+16[/dice] to hit;
P/S: 2d4 + 6 ⇒ (1, 1) + 6 = 8 damage
Critical damage: [ dice]4d4+6+1d6[/dice]
AC: 29 +2 with shield action.
Fort/Ref/Will:  14/14/14 + 2 vs. spells/reaction
HP: 102/102
Focus: 1/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used
Melee Strike:
[ dice=Shield]1d20+16[/dice] to hit;
[ dice=B]1d4+4[/dice] damage
Melee Strike (Halberd):
[ dice=Halberd]1d20+16[/dice] to hit;
[ dice=P/S]1d10+3[/dice] damage
[ spoiler=@Dori, GM Tyranius]
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

| Ðakaþos | 
 
	
 
                
                
              
            
            Staying opposite the short but powerful help of Raspar, Dak tries to focuses his attacks with a little more aim:
ATK 1: 1d20 + 19 ⇒ (6) + 19 = 25 for DMG if hit: 2d12 + 7 ⇒ (5, 1) + 7 = 13
ATK 1: 1d20 + 14 ⇒ (17) + 14 = 31 for DMG if hit: 2d12 + 7 ⇒ (2, 1) + 7 = 10
ATK 1: 1d20 + 11 ⇒ (11) + 11 = 22 for DMG if hit: 2d12 + 7 ⇒ (8, 3) + 7 = 18

| Kelvin Craghorn | 
 
	
 
                
                
              
            
            Action 1: Rage
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab
When the statue comes to life Kelvin wishes he was surprised. And when the statue strikes Raspar an unbridled rage explodes from the dwarf! Using Ogogoro's Pride, he strikes at the statue.
Strike 1 vs Flat-footed: 1d20 + 17 ⇒ (9) + 17 = 26
Damage (P): 2d6 + 8 + 2d6 ⇒ (3, 6) + 8 + (5, 6) = 28
Strike 2 vs Flat-footed: 1d20 + 12 ⇒ (11) + 12 = 23
Damage (P): 2d6 + 8 + 2d6 ⇒ (4, 1) + 8 + (5, 2) = 20
He the watches for an opening, expecting Raspar to distract it with a strike from his starknife.
Damage (P): 2d6 + 8 + 2d6 ⇒ (5, 3) + 8 + (4, 2) = 22

|  GM Tyranius | 
 
	
 
                
                
              
            
            Ogogoro's Pride has some difficulty penetrating the statue's thickened exterior. Both miss. Raspar and Ðakaþos each are able to land another pair of blows but don't seem to damage the damage the statue except for a tiny scratch left by Raspar's starknife.
Round 2
Raspar (102/102; Steel Shield)
Ðakaþos (111/111)
-------------------------------------------------
Statue (-9)
-------------------------------------------------
Round 1
Dori (122/122; (Shield Hardness 8, HP 36, BT 18); Resist Fire 4, Slashing 2)
Cuthberwyn (104/104)
Kelvin (114/114; Resist Fire 3)
Cabaguil (64/64; Resist Fire 5)

| Cuthberwyn Fizzkomingus | 
 
	
 
                
                
              
            
            Cuthberwyn starts a story of a sculptor who created a statue and watched it come to life, soft and vulnerable. Inspire courage, +1 status bonus to attack/damage rolls and saves vs. fear effects.
Cuth then looses his whip and moves in front of Cabaguil. Over his shoulder, he says, Hope you've got something up your sleeve here! Everything I have is for the living! I've not much to help with an-an animated statue!
Inspire Courage ◈, Interact to draw, Stride.

| Cabaguil Hobnil | 
 
	
 
                
                
              
            
            Round: 2
Spooky: 40/40hp, Climber, Darkvision, Fast Movement, & Life Link
Equipped: Prayer Beads, Staff of Fire
Conditions: None
Battle Medicine: None
Guidance: Raspar (1/60m)
Wand of Heal: 1/1
Healer’s Gloves: 1/1 (•>, cure 2d6+7)
Prayer Beads: Bless, Heal
Staff of Greater Fire: (4/4) Produce Flame (C), Flaming Sphere (2), Flaming Sphere (3)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +14 (T), Spell DC’s 24 (T)
Cantrips: Daze, Guidance, Inspire Courage
First Level: (1/1) Magic Missile§
Second Level: (1/1) Knock
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +16 (E), Spell DC’s 26 (E)
Cantrips: Detect Magic, Light, Prestidigitation, Produce Flame*, Read Aura
First Level: (4/4) Charm*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (4/4) Flaming Sphere*, Dispel Magic, Heal§ (2), See Invisibility, Spiritual Weapon§
Third Level: (4/4) Enthrall*, Crisis of Faith§, Heal§ (3), Mending (3), Searing Light
Fourth Level: (4/4) Crisis of Faith§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Spiritual Weapon§ (4), Suggestion§
Only slightly surprised, Cabaguil wonders what might work against such a foe. He smiles at Cuthberwyn, ”I’m not really sure… gonna try the basics, and when that fails, another glaive.”
He starts with a quick Guidance (•>, +1 attack, perception, save, or skill w/in 1 round (status)) on Raspar. He then tries his tried and true, Produce Flame (•>>, 4d4 persistent damage on crit), launching a ball of fire against their foe, though he wonders if fire will do much, or anything really, to stone.
Produce Flame: 1d20 + 16 + 0 ⇒ (12) + 16 + 0 = 28 (inspire, cover) Damage (Fire): 4d4 + 4 + 1 ⇒ (3, 4, 2, 1) + 4 + 1 = 15 (inspire)

|  GM Tyranius | 
 
	
 
                
                
              
            
            With a little inspiration Cuthberwyn helps Kelvin redirect Ogogoro's Pride right into the statue. Inspire helped turn the miss into a hit and also updated Raspar and Dak's damage to reflect the inspire as well for 3 more damage.
Cabaguil's small ball of flames narrowly miss the statue as it just turns to attack Raspar.
Round 2
Raspar (102/102; Steel Shield)
Ðakaþos (111/111)
-------------------------------------------------
Statue (-31)
-------------------------------------------------
Round 1
Dori (122/122; (Shield Hardness 8, HP 36, BT 18); Resist Fire 4, Slashing 2)
Cuthberwyn (104/104)
Kelvin (114/114; Resist Fire 3)
Cabaguil (64/64; Resist Fire 5)

|  Dori Markhaldow | 
 
	
 
                
                
              
            
            "Dark magics for sure!" Dori exclaims and his believe is strengthened when Raspar gets struck. 
He moves forward and finishes encircling the statue strikes!
actions 1:stride
actions 2:strike
attack!: 1d20 + 17 ⇒ (19) + 17 = 36
damage?: 2d8 + 6 ⇒ (8, 3) + 6 = 17
actions 3:raise shield
attack!: 1d20 + 16 ⇒ (18) + 16 = 34
damage?: 2d8 + 6 ⇒ (1, 8) + 6 = 15

|  GM Tyranius | 
 
	
 
                
                
              
            
            Random Target; 1-Dori, 2- Dakapos, 3- Kelvin, 4- Raspar: 1d4 ⇒ 3
Dori's axe digs into the statue further as it now has plenty of targets. The mindless statue turns it's back on most of you to swat at Kelvin. It's body seems to be moving faster and faster as it quickens and steps into Kelvin.
Fist vs Kelvin AC 25: 1d20 + 24 ⇒ (13) + 24 = 37
Damage: 2d10 + 12 ⇒ (8, 3) + 12 = 23 46 Crit damage
Fist vs Kelvin AC 25: 1d20 + 24 - 5 ⇒ (16) + 24 - 5 = 35
Damage: 2d10 + 12 ⇒ (5, 1) + 12 = 18 36 Crit damage
Fist vs Kelvin AC 25: 1d20 + 24 - 10 ⇒ (6) + 24 - 10 = 20
@Kelvin- Need a Fort Save vs cursed wound
Kelvin gets smacked around as the earthen fist rings his bells. Dori saves him from a small bit of it, even returning his own vengeance.
Round 3
Raspar (102/102; Steel Shield)
Ðakaþos (111/111)
-------------------------------------------------
Statue (-43)
-------------------------------------------------
Round 2
Dori (122/122; (Shield Hardness 8, HP 36, BT 18); Resist Fire 4, Slashing 2)
Cuthberwyn (104/104)
Kelvin (53/114; Resist Fire 3)
Cabaguil (64/64; Resist Fire 5)

| Cabaguil Hobnil | 
 
	
 
                
                
              
            
            Round: 2, part 1
Spooky: 40/40hp, Climber, Darkvision, Fast Movement, & Life Link
Equipped: Prayer Beads, Staff of Fire
Conditions: None
Battle Medicine: None
Guidance: Raspar (1/60m)
Wand of Heal: 1/1
Healer’s Gloves: 1/1 (•>, cure 2d6+7)
Prayer Beads: Bless, Heal
Staff of Greater Fire: (4/4) Produce Flame (C), Flaming Sphere (2), Flaming Sphere (3)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +14 (T), Spell DC’s 24 (T)
Cantrips: Daze, Guidance, Inspire Courage
First Level: (1/1) Magic Missile§
Second Level: (1/1) Knock
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +16 (E), Spell DC’s 26 (E)
Cantrips: Detect Magic, Light, Prestidigitation, Produce Flame*, Read Aura
First Level: (4/4) Charm*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (4/4) Flaming Sphere*, Dispel Magic, Heal§ (2), See Invisibility, Spiritual Weapon§
Third Level: (4/4) Enthrall*, Crisis of Faith§, Heal§ (3), Mending (3), Searing Light
Fourth Level: (4/4) Crisis of Faith§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Spiritual Weapon§ (4), Suggestion§
Cabaguil, perhaps a bit late, learns what he can of their foe (•>):
Arcana/Nature/Occult/Religion/Society: 1d20 + 13 ⇒ (11) + 13 = 24
Depending on what he learns, if anything, he’ll press on with the rest of his round.

|  GM Tyranius | 
 
	
 
                
                
              
            
            Cabaguil scratches his head, not quite sure what the foe is that faces them. Some sort of animated statue.

| Cabaguil Hobnil | 
 
	
 
                
                
              
            
            Round: 2, part 2
Spooky: 40/40hp, Climber, Darkvision, Fast Movement, & Life Link
Equipped: Prayer Beads, Staff of Fire
Conditions: None
Battle Medicine: None
Guidance: Raspar (1/60m)
Wand of Heal: 1/1
Healer’s Gloves: 1/1 (•>, cure 2d6+7)
Prayer Beads: Bless, Heal
Staff of Greater Fire: (4/4) Produce Flame (C), Flaming Sphere (2), Flaming Sphere (3)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +14 (T), Spell DC’s 24 (T)
Cantrips: Daze, Guidance, Inspire Courage
First Level: (1/1) Magic Missile§
Second Level: (1/1) Knock
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +16 (E), Spell DC’s 26 (E)
Cantrips: Detect Magic, Light, Prestidigitation, Produce Flame*, Read Aura
First Level: (4/4) Charm*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (3/4) Flaming Sphere*, Dispel Magic, Heal§ (2), See Invisibility, Spiritual Weapon§
Third Level: (4/4) Enthrall*, Crisis of Faith§, Heal§ (3), Mending (3), Searing Light
Fourth Level: (4/4) Crisis of Faith§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Spiritual Weapon§ (4), Suggestion§
Unsure what to do, Cabaguil decides to take the edge off Kelvin’s injuries (if he can). He’ll cast Heal (2) (•>>) and hope for the best.
Heal on Kelvin: 2d8 + 8 + 1 ⇒ (8, 4) + 8 + 1 = 21 (prayer beads)

| Cuthberwyn Fizzkomingus | 
 
	
 
                
                
              
            
            Cuthberwyn continues his tale (Inspire courage, +1 status bonus to attack/damage rolls and saves vs. fear effects), then takes a moment to study the statue, looking for insight.
Recall Knowledge: 1d20 + 12 ⇒ (14) + 12 = 26 Arcana, Crafting, Nature, Religion, Society. Occultism is 2 higher.
Cuth will share anything he learns. He then tries to bring the statue from its feet to the floor.
Athletics check to trip vs. Refl DC: 1d20 + 14 ⇒ (13) + 14 = 27
Recall Knowledge ◈, Inspire Courage ◈, Athletics check.

| Ðakaþos | 
 
	
 
                
                
              
            
            "There's GOT to be a way to harm this thing!"
Barring anyone shouting advice, Dak keeps up the pressure, hoping to finally land a telling blow:
ATK 1: 1d20 + 19 ⇒ (2) + 19 = 21 MISS
ATK 1: 1d20 + 14 ⇒ (14) + 14 = 28 for DMG: 2d12 + 7 ⇒ (12, 11) + 7 = 30
ATK 1: 1d20 + 9 ⇒ (4) + 9 = 13 MISS

|  GM Tyranius | 
 
	
 
                
                
              
            
            Cuthberwyn also doesn't recognize the construct for what it is. Not knowing what else to do he snaps his whip around one of the statue's legs and pulls hard. the statue falls precariously to the side and smashes hard into the ground.
Crit Trip Damage: 1d6 ⇒ 3
Cabaguil heals Kelvin for as much as he can as the dwarf takes some time to regain his senses. The statue lashes about on the ground, rocking back and forth to regain its footing while Ðakaþos uses the opportunity to stabs his blade down into it's body. Small cracks begin to form in the hardened stone.
Round 3
Raspar (102/102; Steel Shield)
Ðakaþos (111/111)
-------------------------------------------------
Statue (-66)
-------------------------------------------------
Round 2
Dori (122/122; (Shield Hardness 8, HP 36, BT 18); Resist Fire 4, Slashing 2)
Cuthberwyn (104/104)
Kelvin (82/114; Resist Fire 3)
Cabaguil (64/64; Resist Fire 5)

| Raspar Soulsage | 
 
	
 
                
                
              
            
            Round 3
Action 1: Strike.
Action 2: Strike.
Action 3: Shield.
Raspar continues his assault. He fights back with flank.
Melee or Ranged Strike:
Melee: 1d20 + 17 ⇒ (9) + 17 = 26 to hit;
P/S: 2d4 + 6 ⇒ (4, 1) + 6 = 11 damage
Melee or Ranged Strike:
Melee: 1d20 + 17 - 4 ⇒ (17) + 17 - 4 = 30 to hit;
P/S: 2d4 + 6 ⇒ (4, 2) + 6 = 12 damage
Melee or Ranged Strike:
[ dice=Melee]1d20+16[/dice] to hit;
P/S: 2d4 + 6 ⇒ (1, 1) + 6 = 8 damage
Critical damage: [ dice]4d4+6+1d6[/dice]
AC: 29 +2 with shield action.
Fort/Ref/Will:  14/14/14 + 2 vs. spells/reaction
HP: 102/102
Focus: 1/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used
Melee Strike:
[ dice=Shield]1d20+16[/dice] to hit;
[ dice=B]1d4+4[/dice] damage
Melee Strike (Halberd):
[ dice=Halberd]1d20+16[/dice] to hit;
[ dice=P/S]1d10+3[/dice] damage
[ spoiler=@Dori, GM Tyranius]
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

| Kelvin Craghorn | 
 
	
 
                
                
              
            
            Action 1: Demoralize
Action 2: Strike
Action 3: Strike
"That the best you got, you ugly piece of shale? Keep that up, and I'll be mixing your remains into the foundation of our keep," Kelvin growls, looking to shake the resolve of this creature.
Demoralize (Intimidation): 1d20 + 13 ⇒ (19) + 13 = 32
Figured I'd give this a whirl. Not sure if it'd actually work, but if it succeeds it is Frightened 1 (crit is Frightened 2).
He then tries to make good on his words, opting to lash out with the Cinderclaw Gauntlet.
Strike 1 vs Flat-footed: 1d20 + 17 + 1 ⇒ (4) + 17 + 1 = 22
Damage (S): 2d4 + 7 + 1 + 2d6 ⇒ (3, 2) + 7 + 1 + (4, 3) = 20
Strike 2 vs Flat-footed: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31
Damage (S): 2d4 + 7 + 1 + 2d6 ⇒ (1, 1) + 7 + 1 + (4, 4) = 18

|  GM Tyranius | 
 
	
 
                
                
              
            
            +1 striking low-grade cold iron dwarven waraxe; Inspire: 1d20 + 17 + 1 ⇒ (16) + 17 + 1 = 34
Damage: 2d8 + 6 + 1 ⇒ (5, 3) + 6 + 1 = 15
+1 striking low-grade cold iron dwarven waraxe; Inspire: 1d20 + 17 + 1 - 5 ⇒ (12) + 17 + 1 - 5 = 25
+1 striking low-grade cold iron dwarven waraxe; Inspire: 1d20 + 17 + 1 ⇒ (5) + 17 + 1 = 23
Damage: 2d8 + 6 + 1 ⇒ (6, 3) + 6 + 1 = 16
Dori's axe cleaves into the statue's prone form. Kelvin attempts to demoralize the mindless construct but it doesn't seem shaken at all. You didn't fail but rather it is immune due to having the mindless tag. He claws into the stone with his smoking clawed gauntlet. Deep grooves form in the stone. Raspar's own starknife sticks into the groove forming a small crack in the mold.
Random Target; 1-Dori, 2- Dakapos, 3- Kelvin, 4- Raspar, 5- Cuthberwyn: 1d4 ⇒ 3
The statue stands up. Provoking AoO if Dakapos wants Focusing back on Kelvin. It's heavy fist raining down on him over and over again.
Fist vs Kelvin AC 25: 1d20 + 24 ⇒ (17) + 24 = 41
Damage: 2d10 + 12 ⇒ (3, 10) + 12 = 25 50 Crit Damage
Fist vs Kelvin AC 25: 1d20 + 24 - 5 ⇒ (20) + 24 - 5 = 39
Damage: 2d10 + 12 ⇒ (1, 6) + 12 = 19 38 Crit Damage
Fist vs Kelvin AC 25: 1d20 + 24 - 10 ⇒ (1) + 24 - 10 = 15
Damage: 2d10 + 12 ⇒ (2, 6) + 12 = 20
@Kelvin- Need a DC 29 Fort Save vs cursed wound
Dori does what he can to save his brethren, slamming his shield into teh statue. It deflects just enough of the blow to keep Kelvin barely on his feet for now. The dwarf rocks on his feet as he is nearly brained.
Round 4
Raspar (102/102; Steel Shield)
Ðakaþos (111/111)
-------------------------------------------------
Statue (-81)
-------------------------------------------------
Round 3
Dori (122/122; (Shield Hardness 8, HP 36, BT 18); Resist Fire 4, Slashing 2)
Cuthberwyn (104/104)
Kelvin (3/114; Resist Fire 3)
Cabaguil (64/64; Resist Fire 5)

| Kelvin Craghorn | 
 
	
 
                
                
              
            
            Action 1: Strike
Action 2: Strike
Action 3: Strike
Kelvin spits a gob of blood on the ground, letting out a low growl. He squints at the statue, his left eye purple, bloodshot, and swelling. "Is that... all you... got? RAAAAWRRRR!"
The dwarf practically leaps at the statue, stabbing with Ogogoro's Pride and slashing with the Cinderclaw Gauntlet.
Strike (Spear) vs Flat-footed AC: 1d20 + 17 + 1 ⇒ (3) + 17 + 1 = 21
Damage (P): 2d6 + 8 + 1 + 2d6 ⇒ (1, 4) + 8 + 1 + (4, 1) = 19
Strike (Claw) vs Flat-footed AC: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34
Damage (S): 2d4 + 7 + 1 + 2d6 ⇒ (4, 1) + 7 + 1 + (1, 6) = 20 (40 if crit)
Strike (Claw) vs Flat-footed AC: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Damage (S): 2d4 + 7 + 1 + 2d6 ⇒ (4, 1) + 7 + 1 + (6, 5) = 24

| Raspar Soulsage | 
 
	
 
                
                
              
            
            Round 4
Action 1: Strike.
Action 2: Strike.
Action 3: Shield.
"Kelvin! Your face! Guard your face!" Raspar continues his assault. He fights back with flank.
Melee or Ranged Strike:
Melee: 1d20 + 17 ⇒ (13) + 17 = 30 to hit;
P/S: 2d4 + 6 ⇒ (2, 2) + 6 = 10 damage
Melee or Ranged Strike:
Melee: 1d20 + 17 - 4 ⇒ (3) + 17 - 4 = 16 to hit;
P/S: 2d4 + 6 ⇒ (4, 2) + 6 = 12 damage
Melee or Ranged Strike:
[ dice=Melee]1d20+16[/dice] to hit;
P/S: 2d4 + 6 ⇒ (1, 3) + 6 = 10 damage
Critical damage: [ dice]4d4+6+1d6[/dice]
AC: 29 +2 with shield action.
Fort/Ref/Will:  14/14/14 + 2 vs. spells/reaction
HP: 102/102 - 20
Focus: 1/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used
Melee Strike:
[ dice=Shield]1d20+16[/dice] to hit;
[ dice=B]1d4+4[/dice] damage
Melee Strike (Halberd):
[ dice=Halberd]1d20+16[/dice] to hit;
[ dice=P/S]1d10+3[/dice] damage
[ spoiler=@Dori, GM Tyranius]
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

| Cuthberwyn Fizzkomingus | 
 
	
 
                
                
              
            
            Cuthberwyn groans to himself as the statue gets back to its feet almost as quickly as it fell, then again, louder, as it clobbers Kelvin.
Caba! he gasps. Can you reach Kelvin? He's in trouble!
He remembers to keep up the story to encourage his companions (Inspire courage, +1 status bonus to attack/damage rolls and saves vs. fear effects), then reasons he might as well try to trip it again since it was effective before.
Cuth summons up some insight into the future, then cracks his whip and tries to trip the monolith again.
Athletics check to trip vs. Refl DC: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18 
Athletics check to trip vs. Refl DC: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25
Inspire Courage ◈, verbal component for true strike ◈, Athletics check.

| Kelvin Craghorn | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            "What?!" Kelvin shouts back at Raspar, confused. "I am! I am fighting with my face!"

|  Dori Markhaldow | 
 
	
 
                
                
              
            
            Dori eye widen as Kelvin get hit again and again and again. 
The tactical choices flash through his mind. Do i heal him, and then protect him with my shield or attack? Then something pops into his mind...'what would his father say if I brought his boy home in a bag?'...
Dori snaps into action.
actions 1:stride
actions 2:lay on hands -1 focus and 24 hp to Kelvin(check me on the healing... 
actions 3:raise shield 
using quick block and shield warden, dori will use a shield block if Kelvin is attacked AND his ret strike
attack!: 1d20 + 17 ⇒ (2) + 17 = 19
damage?: 2d8 + 6 ⇒ (6, 6) + 6 = 18

|  GM Tyranius | 
 
	
 
                
                
              
            
            24 is correct Dori. Focus spells are equal to half your level rounded up. So 4th level.
Kelvin Cursed Wound Fort Save DC 29: 1d20 + 14 ⇒ (5) + 14 = 19
Dori does what he can to protect his family while Cuthberwyn attempts to trip the statue once more but can seem to find the leverage. Missed it by 1...
kelvin finds a sweet spot with his claw and rips away a large chunk of clay from the statue's side. While raspar's blade strikes into the statue it doesn't seem to hurt it at all. resistance
Round 4
Raspar (102/102; Steel Shield)
Ðakaþos (111/111)
-------------------------------------------------
Statue (-111)
-------------------------------------------------
Round 3
Dori (122/122; (Shield Hardness 8, HP 36, BT 18); Resist Fire 4, Slashing 2)
Cuthberwyn (104/104)
Kelvin (29/114; Resist Fire 3; Cursed Wound)
Cabaguil (64/64; Resist Fire 5)

| Cabaguil Hobnil | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Round: 3
Spooky: 40/40hp, Climber, Darkvision, Fast Movement, & Life Link
Equipped: Prayer Beads, Staff of Fire
Conditions: None
Battle Medicine: None
Guidance: Raspar (1/60m), Kelvin (1/60m)
Wand of Heal: 1/1
Healer’s Gloves: 1/1 (•>, cure 2d6+7)
Prayer Beads: Bless, Heal
Staff of Greater Fire: (4/4) Produce Flame (C), Flaming Sphere (2), Flaming Sphere (3)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +14 (T), Spell DC’s 24 (T)
Cantrips: Daze, Guidance, Inspire Courage
First Level: (1/1) Magic Missile§
Second Level: (1/1) Knock
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +16 (E), Spell DC’s 26 (E)
Cantrips: Detect Magic, Light, Prestidigitation, Produce Flame*, Read Aura
First Level: (4/4) Charm*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (3/4) Flaming Sphere*, Dispel Magic, Heal§ (2), See Invisibility, Spiritual Weapon§
Third Level: (4/4) Enthrall*, Crisis of Faith§, Heal§ (3), Mending (3), Searing Light
Fourth Level: (3/4) Crisis of Faith§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Spiritual Weapon§ (4), Suggestion§
Concerned about Kelvin’s health, whatever he claims, he can see… is that his spleen?
Cabaguil casts a more powerful Heal (4) (•>>) to start.
Heal on Kelvin: 4d8 + 32 + 1 ⇒ (6, 8, 5, 6) + 32 + 1 = 58 (prayer beads)
He then casts another little Guidance (•>, +1 attack, perception, save, or skill w/in 1 round (status)) also on Kelvin, as he’s already thinking of him.
 
	
 
     
    