
![]() |

Dakapos gets in close to the giant, breaking apart a massive piece of stone in the giant's chest plate. Crit. Jaggaki's skeletal jaw unhinges as a dark ash pours forth into the room. It hangs high in the air, choking every living thing it touches.
Cloudkill Poison Damage (Dori, Dakapos, Cabaguil, Cuthberwyn): 6d8 ⇒ (4, 2, 6, 7, 3, 2) = 24 Basic DC 34 Fort Save
Round 1
-------------------------------------------------------------
Jaggaki (-33; prone)
-------------------------------------------------------------
Kelvin (110/164; Resist Fire 5)
Cuthberwyn (142/151)
-------------------------------------------------------------
Stone Giants (Yellow -111) (Green -44)
-------------------------------------------------------------
Cabaguil (92/107)
Dori (164/170 (Shield Hardness 10, HP 30/48, BT 24); Resist Fire 5, Slashing 3)
Ðakaþos (150/161; Resist Slashing 3)
Raspar 143/148; Steel Shield; Resist Piercing 3)

Cuthberwyn Fizzkomingus |

DC 34 Fort save: 1d20 + 20 + 1 ⇒ (3) + 20 + 1 = 24 Ugh, crit fail. C'est la guerre.

Cuthberwyn Fizzkomingus |

Cuthberwyn reels from the cloudkill, feeling the poison seep into his lungs. Coughing and gasping, he scrambles into the chamber out of the area of effect, wheezing as he emerges. This will provoke from Yellow, if it has such a reaction.
Once there, he tries his whip against the Yellow giant, trying to bring it prone.
Athletics check to Trip: 1d20 + 15 ⇒ (3) + 15 = 18 Oh, goody, another 3. >.<
Stride x2, Athletics check to Trip.

Kelvin Craghorn |

Action 1: Rage (+15 temp hp)
Action 2: Stride
Action 3: Strike
Kelvin lets his fury loose, rushing the prone lich and stabbing with his spear!
Strike vs Lich (Flat-footed): 1d20 + 21 + 1 ⇒ (5) + 21 + 1 = 27
Damage (P + Sonic): 2d6 + 9 + 2d6 + 1d6 + 1 ⇒ (1, 2) + 9 + (3, 3) + (1) + 1 = 20 and Enfeebled 1

![]() |

You take the damage each time you start your turn in the mist.
Added some health back for Inspire Defense.
Kelvin misses Jaggaki as the lich rolls to the side. Cuthberwyn and several others begin to visibly choke on the noxious black dust as he crawls out of the mist. He tries to trip the giant but is too busy trying to breathe.
The stone giants continue to knock Kelvin away as the block the path to Jaggaki.
Green Big Swing vs Kelvin AC 29: 1d20 + 21 ⇒ (3) + 21 = 24
Yellow Big Swing vs Kelvin AC 29: 1d20 + 21 ⇒ (4) + 21 = 25
Kelvin rolls low to the floor as the clubs swing just over his body.
Round 1
-------------------------------------------------------------
Jaggaki (-33; prone)
-------------------------------------------------------------
Kelvin (119/164; 15 Temp HP; Resist Fire 5)
Cuthberwyn (97/151)
-------------------------------------------------------------
Stone Giants (Yellow -111) (Green -44)
-------------------------------------------------------------
Cabaguil (95/107)
Dori (158/170 (Shield Hardness 10, HP 30/48, BT 24); Resist Fire 5, Slashing 3)
Ðakaþos (108/161; Resist Slashing 3)
Raspar 146/148; Steel Shield; Resist Piercing 3)

Ðakaþos |

Ðakaþos takes a 10' "elf" step to flank with Kelvin, and then unleashes on the giant.
Bastard Sword 1: 1d20 + 22 ⇒ (13) + 22 = 35 for DMG: 2d12 + 7 ⇒ (1, 8) + 7 = 16 and Fire: 1d6 ⇒ 2
Bastard Sword 1: 1d20 + 17 ⇒ (8) + 17 = 25 for DMG if hit: 2d12 + 7 ⇒ (4, 2) + 7 = 13 and Fire: 1d6 ⇒ 1

Cabaguil Hobnil |

Round: 2
Equipped: Staff of healing
Conditions: None
Battle Medicine: None
Guidance: None
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Diplomat’s Badge: (+1 diplomacy)(•>, DC 20 recall knowledge for +2 diplomacy 24hrs)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+1 medicine)(1/1, •>, cure 2d6+7)
Prayer Beads: (+1hp divine spells)(1/1, •>>, bless)(0/1, •>>, heal)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Staff of Healing, Greater: (5/5) (+2hp heal spells; stabilize, heal(1,2,3), restoration(2), restore senses(2), remove disease(3))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +18 (T), Spell DC’s 28 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (0/1) Mirror Image
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +20 (E), Spell DC’s 30 (E)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
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§, Dispel Magic§ (3), Heal§ (3), Mending (3), Searing Light
Fourth Level: (4/4) Crisis of Faith§ (4), Dispel Magic§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Suggestion*§
Fifth Level: (2/4) Breath of Life, Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Sending
Sixth Level: (2/3) Blade Barrier§, Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Spirit Blast, True Seeing*
Fort: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27 (status) vs DC 34 for 24hp damage
Taking the damage Cabaguil considers the battlefield, and plans his next move - which is to move out of the damn cloudkill! (•>, provokes yellow)
Then, worrying about Kelvin but following his earlier directive, he casts a slightly weaker Flame Strike (5) (•>>, Reflex DC 30 or fire/divine: 8d6 + 5 ⇒ (5, 3, 6, 4, 5, 1, 5, 3) + 5 = 37). He positions it to effect the lich and the two giants (10’r). I think I can avoid Kelvin, but if not, Cabaguil fires away anyway.

Raspar Soulsage |

Round 2
Action 1: Strike.
Action 2: Strike.
Action 3: Strike.
Raspar hacks at the giant in front of him in an effort to get to the lich.
Melee or Ranged Strike:
1d20 + 20 + 1 ⇒ (5) + 20 + 1 = 26 to hit;
P/S, holy: 2d4 + 6 + 1d6 + 1d6 ⇒ (3, 1) + 6 + (4) + (3) = 17 damage (holy, flaming)
Melee or Ranged Strike:
1d20 + 20 - 4 + 1 ⇒ (10) + 20 - 4 + 1 = 27 to hit;
P/S, holy: 2d4 + 6 + 1d6 + 1d6 ⇒ (2, 3) + 6 + (1) + (2) = 14 damage (holy, flaming)
Melee or Ranged Strike:
1d20 + 20 - 8 + 1 ⇒ (15) + 20 - 8 + 1 = 28 to hit;
P/S, holy: 2d4 + 6 + 1d6 + 1d6 ⇒ (4, 1) + 6 + (5) + (5) = 21 damage (holy, flaming)
Note 13 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 2 persistent good damage to the grappler.
Melee or Ranged Strike:
1d20 + 20 ⇒ (1) + 20 = 21 to hit;
P/S, holy: 2d4 + 6 + 1d6 + 1d6 ⇒ (3, 2) + 6 + (3) + (4) = 18 damage (holy, flaming)
Critical damage: [ dice]4d4+12+1d6+1d6[/dice]
AC: 32 +2 with shield action. + resist piercing 3
Fort/Ref/Will: 20/19/19 + 2 vs. spells/reaction
HP: 149/149
Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)
Melee Strike:
[ dice=Shield]1d20+17[/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]

![]() |

"I've passed gas that smells worse than that!" and with that Dori pushes to get next to the lich. He tries to take the best location possible and ends up at Dak's elbow.
[b]actions 1:shield
actions 2:stride
actions 3:strike
attack!: 1d20 + 19 ⇒ (9) + 19 = 28
damage?: 2d8 + 6 ⇒ (3, 2) + 6 = 11
Dori will use quick block to shield block the first successful attack on himself
Retributive strike:
attack!: 1d20 + 19 ⇒ (11) + 19 = 30
damage?: 2d8 + 6 ⇒ (8, 1) + 6 = 15
If hit is successful, target gets 3 persistent good damage

![]() |

Yellow Stone Giant DC 30 Reflex: 1d20 + 14 ⇒ (9) + 14 = 23
Jaggaki DC 30 Reflex: 1d20 + 14 ⇒ (16) + 14 = 30
Green Stone Giant DC 30 Reflex: 1d20 + 14 ⇒ (8) + 14 = 22
This time the divine flames burn everything they touch as an angered Cabaguil leaves the cloud of poison behind. Dori manages to get next to the lich, but can't seem to land a solid blow as he misses.
Dakapos unleashes on the giant as he quickly surrounds it. His blade slices through the stone on it's leg as the giant collapses. Raspar lands two telling blows of his own as his starknife etches across the surface.
Jaggaki slams his hand into the stone floor. It seems to pass through it with ease as the skeletal hand appears to come through the floor behind Dakapos.
Hand vs Dakapos AC 35: 1d20 + 25 ⇒ (9) + 25 = 34
The hand grasps out at Dakapos and misses as the nimble elf leaps out of the way. Retracting his hand the lich rasps. "Enough of this!" He screams as lightning begins to build and leap from his fingertips. The lightning quickly leaps from one to each of you.
Chain Lightning Damage: 8d12 ⇒ (5, 4, 7, 11, 5, 12, 7, 3) = 54
You each must make a DC 34 Basic Reflex save against teh chain lightning. The order it hits is Kelvin->Dori->Cuthberwyn->Dakapos->Raspar->Cabaguil. The chain ends if any one of the targets critically succeeds at its save.
Round 3
-------------------------------------------------------------
Jaggaki (-51; prone)
-------------------------------------------------------------
Kelvin (119/164; 15 Temp HP; Resist Fire 5)
Cuthberwyn (97/151)
-------------------------------------------------------------
Stone Giants (Green -116)
-------------------------------------------------------------
Cabaguil (71/107)
Dori (158/170 (Shield Hardness 10, HP 30/48, BT 24); Resist Fire 5, Slashing 3)
Ðakaþos (108/161; Resist Slashing 3)
Raspar 146/148; Steel Shield; Resist Piercing 3)

Cuthberwyn Fizzkomingus |

DC 34 Refl: 1d20 + 19 ⇒ (9) + 19 = 28
Cutherbwyn takes the full effect (assuming Kelvin or Dori don't crit succeed) of the jolt. He tries to shake it off and focus on their undead foe as he steps forward, weaving a spell to slow the lich down. Cast slow, DC 29 Fort.
Step, verbal & somatic components for slow. 2 rounds remaining on lingering inspire defense (party within 60 feet of Cuth gains a +1 status bonus to AC and saving throws, as well as resistance equal to 3 physical damage).

Kelvin Craghorn |

Reflex save vs DC 34: 1d20 + 20 ⇒ (8) + 20 = 28
Using a Hero Point. I have Evasion, so a success is a crit success.
Reflex save vs DC 34: 1d20 + 20 ⇒ (9) + 20 = 29
Ah well, I tried.
Action 1: Strike
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab
Kelvin grunts as the electricity surges through him. "YER GOING TO PAY FOR THAT!" the raging warrior shouts, stabbing at the still prone lich.
Strike vs Lich (Flat-Footed): 1d20 + 21 + 1 ⇒ (19) + 21 + 1 = 41
Damage (P + d6 Sonic): 2d6 + 9 + 2d6 + 1d6 + 1 ⇒ (2, 5) + 9 + (5, 1) + (6) + 1 = 29 plus Enfeebled 1
Strike vs Lich (Flat-Footed): 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26
Damage (P + d6 Sonic): 2d6 + 9 + 2d6 + 1d6 + 1 ⇒ (3, 2) + 9 + (2, 3) + (1) + 1 = 21 plus Enfeebled 1
Strike vs Lich (Flat-Footed): 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
Damage (P + d6 Sonic): 2d6 + 9 + 2d6 + 1d6 + 1 ⇒ (2, 1) + 9 + (6, 2) + (3) + 1 = 24 plus Enfeebled 1
Strike (Flat-Footed): 1d20 + 21 + 1 ⇒ (18) + 21 + 1 = 40
Damage (P + d6 Sonic): 2d6 + 9 + 2d6 + 1d6 + 1 ⇒ (4, 1) + 9 + (3, 6) + (1) + 1 = 25 plus Enfeebled 1

![]() |

Kelvin rolls to the side to try and avoid the lightning. It almost seems to follow hi as it jolts quickly across the room. Dori blocks a small bit of the lightning. Resist 12.
With a renewed rage Kelvin thrusts his spear down at the lich's skull. The lich's skull deflects most of the strike as its dark magic resists the powerful blow. Resistance.
Cuthberwyn tries to slow the lich down as much as he can before it brings more lightning.
DC 29 Fort: 1d20 + 22 ⇒ (8) + 22 = 30
The lich is slowed for a bit bu it seems to be fighting against teh spell as Jaggaki tries to get to his feet. The stone giant tries to get Kelvin away as it bats away at the dwarf.
Green Big Swing vs Kelvin AC 29: 1d20 + 21 ⇒ (19) + 21 = 40
Damage: 2d10 + 12 ⇒ (10, 9) + 12 = 31 Crit for 62 + Pushed 20 feet for 10 damage.
Raspar stops some of Kelvin's injury as Kelvin goes high into the air before bouncing off of the ceiling.
Round 3
-------------------------------------------------------------
Jaggaki (-65; prone)
-------------------------------------------------------------
Kelvin (32/164; Resist Fire 5)
Cuthberwyn (43/151)
-------------------------------------------------------------
Stone Giants (Green -116)
-------------------------------------------------------------
Cabaguil (71/107)
Dori (158/170 (Shield Hardness 10, HP 30/48, BT 24); Resist Fire 5, Slashing 3)
Ðakaþos (81/161; Resist Slashing 3)
Raspar 146/148; Steel Shield; Resist Piercing 3)

Raspar Soulsage |

Round 3
Action 1: Strike.
Action 2: Strike.
Action 3: Strike.
Raspar hacks at the green giant as he watches Kelvin get walloped.
Melee or Ranged Strike:
1d20 + 20 + 1 ⇒ (16) + 20 + 1 = 37 to hit;
P/S, holy: 2d4 + 6 + 1d6 + 1d6 ⇒ (2, 3) + 6 + (3) + (2) = 16 damage (holy, flaming)
Critical damage: 4d4 + 12 + 1d6 + 1d6 ⇒ (3, 2, 4, 2) + 12 + (6) + (4) = 33
Melee or Ranged Strike:
1d20 + 20 - 4 + 1 ⇒ (11) + 20 - 4 + 1 = 28 to hit;
P/S, holy: 2d4 + 6 + 1d6 + 1d6 ⇒ (1, 2) + 6 + (5) + (6) = 20 damage (holy, flaming)
Melee or Ranged Strike:
1d20 + 20 - 8 + 1 ⇒ (5) + 20 - 8 + 1 = 18 to hit;
P/S, holy: 2d4 + 6 + 1d6 + 1d6 ⇒ (4, 1) + 6 + (3) + (3) = 17 damage (holy, flaming)
Note 13 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 2 persistent good damage to the grappler.
Melee or Ranged Strike:
1d20 + 20 ⇒ (5) + 20 = 25 to hit;
P/S, holy: 2d4 + 6 + 1d6 + 1d6 ⇒ (4, 4) + 6 + (2) + (4) = 20 damage (holy, flaming)
Critical damage: [ dice]4d4+12+1d6+1d6[/dice]
AC: 32 +2 with shield action. + resist piercing 3
Fort/Ref/Will: 20/19/19 + 2 vs. spells/reaction
HP: 149/149
Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)
Melee Strike:
[ dice=Shield]1d20+17[/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]

Cabaguil Hobnil |

Round: 3
Equipped: Staff of healing
Conditions: None
Battle Medicine: None
Guidance: None
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Diplomat’s Badge: (+1 diplomacy)(•>, DC 20 recall knowledge for +2 diplomacy 24hrs)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+1 medicine)(1/1, •>, cure 2d6+7)
Prayer Beads: (+1hp divine spells)(1/1, •>>, bless)(0/1, •>>, heal)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Staff of Healing, Greater: (5/5) (+2hp heal spells; stabilize, heal(1,2,3), restoration(2), restore senses(2), remove disease(3))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +18 (T), Spell DC’s 28 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (0/1) Mirror Image
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +20 (E), Spell DC’s 30 (E)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
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§, Dispel Magic§ (3), Heal§ (3), Mending (3), Searing Light
Fourth Level: (3/4) Crisis of Faith§ (4), Dispel Magic§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Suggestion*§
Fifth Level: (2/4) Breath of Life, Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Sending
Sixth Level: (2/3) Blade Barrier§, Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Spirit Blast, True Seeing*
Reflex: 1d20 + 16 + 1 ⇒ (1) + 16 + 1 = 18 (status) vs DC 34 for 108 damage
Cabaguil reals from the explosive lighting, but before he crumbles to dust, he dispatches a hero point, digging deep to hidden reserves only he, and others like him, can tap to defeat death!
Reflex: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36 (status) vs DC 34 for 27 damage
(Whew…)
Taking the damage Cabaguil considers the battlefield, and plans his next move. Healing has become an issue, for he does not want to die here. But his allies too are wounded, though not as gravely perhaps. ”Take down that damn giant!” he hollers, as he heals himself for now so he doesn't collapse at the next assault.
He casts Heal (4) (•>>) on himself.
Heal: 4d8 + 32 + 2 ⇒ (3, 1, 3, 2) + 32 + 2 = 43 (staff)
He’ll then cast Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)) to top up the group.
Inspire Courage is up! +1 to hit and damage for Raspar as well as I'm before him in initiative.

![]() |

Raspar Chain Lightning Reflex DC 34: 1d20 + 19 ⇒ (9) + 19 = 28
Cabaguil inspires the group as he looks to get better control of the battlefield. Raspar watches the dwarves get walloped as he looks to take it down fast. Raspar's starknife flies and grinds into the giant's face, carving deep cracks into the surface. The giant drops to its knee as it falls to its side, dead.
Round 3
-------------------------------------------------------------
Jaggaki (-65; prone)
-------------------------------------------------------------
Kelvin (31/164; Resist Fire 5)
Cuthberwyn (43/151)
Cabaguil (87/107)
Dori (158/170 (Shield Hardness 10, HP 30/48, BT 24); Resist Fire 5, Slashing 3)
Ðakaþos (81/161; Resist Slashing 3)
Raspar 92/148; Steel Shield; Resist Piercing 3)

Ðakaþos |

"Your end is at hand!" Opting for his trusty sword, Dak takes a large step, preparing for an eventual flank. He swings downward:
ATK 1: 1d20 + 22 + 1 ⇒ (11) + 22 + 1 = 34 for DMG: 2d12 + 7 + 1 ⇒ (2, 7) + 7 + 1 = 17 and Fire: 1d6 ⇒ 2
ATK 2: 1d20 + 17 + 1 ⇒ (3) + 17 + 1 = 21 7 damage on a miss.

![]() |

Dakapos swings down into the lich, though his trusty sword almost doesn't seem powerful enough to hurt it. DR 15 negates most of your damage.
Kelvin's spear does a bit more as he cracks the lich's skull. Dori runs around the lich and begins chipping away with his axe.
attack!: 1d20 + 19 ⇒ (6) + 19 = 25
damage: 2d8 + 6 ⇒ (2, 6) + 6 = 14
attack!: 1d20 + 19 ⇒ (19) + 19 = 38
damage: 2d8 + 6 ⇒ (4, 8) + 6 = 18
Still confident, Jaggaki stands up and claws around at Dori and Dakapos. Provoke from Dakapos.
Hand vs Dori AC 34; Enfeebled 1: 1d20 + 25 - 1 ⇒ (8) + 25 - 1 = 32
Hand vs Dakapos AC 35; Enfeebled 1: 1d20 + 25 - 1 ⇒ (7) + 25 - 1 = 31
"Curses!" The skeletal face screams dust at Dakapos.
Round 4
-------------------------------------------------------------
Jaggaki (-82; enfeebled 1)
-------------------------------------------------------------
Kelvin (31/164; Resist Fire 5)
Cuthberwyn (43/151)
Cabaguil (87/107)
Dori (158/170 (Shield Hardness 10, HP 30/48, BT 24); Resist Fire 5, Slashing 3)
Ðakaþos (81/161; Resist Slashing 3)
Raspar 92/148; Steel Shield; Resist Piercing 3)

Raspar Soulsage |

Round 4
Action 1: Strikde.
Action 2: Strike.
Action 3: Strike.
Having kilt the giant, Raspar strides so he can attack the lich, who totally sucks bones.
Melee or Ranged Strike:
1d20 + 20 + 1 ⇒ (13) + 20 + 1 = 34 to hit;
P/S, holy: 2d4 + 6 + 1d6 + 1d6 + 1d6 ⇒ (3, 3) + 6 + (1) + (1) + (3) = 17 damage (holy, flaming, disrupting)
Melee or Ranged Strike:
1d20 + 20 - 4 + 1 ⇒ (4) + 20 - 4 + 1 = 21 to hit;
P/S, holy: 2d4 + 6 + 1d6 + 1d6 + 1d6 ⇒ (3, 1) + 6 + (3) + (3) + (1) = 17 damage (holy, flaming)
Note 13 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 2 persistent good damage to the grappler.
Melee or Ranged Strike:
1d20 + 20 ⇒ (8) + 20 = 28 to hit;
P/S, holy: 2d4 + 6 + 1d6 + 1d6 ⇒ (1, 4) + 6 + (5) + (5) = 21 damage (holy, flaming)
Critical damage: [ dice]4d4+12+1d6+1d6[/dice]
AC: 32 +2 with shield action. + resist piercing 3
Fort/Ref/Will: 20/19/19 + 2 vs. spells/reaction
HP: 149/149
Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)
Melee Strike:
[ dice=Shield]1d20+17[/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]

![]() |

actions 1:Strike
actions 2:strike
actions 3:shield
Dori continues to press the attack
attack!: 1d20 + 19 ⇒ (11) + 19 = 30
damage?: 2d8 + 6 ⇒ (4, 3) + 6 = 13
attack!: 1d20 + 14 ⇒ (13) + 14 = 27
damage?: 2d8 + 6 ⇒ (3, 4) + 6 = 13
and raises his shield, He knows evil when he sees it!
Dori will use quick block to shield block the first successful attack on himself
Retributive strike:
target gains resistance 12. If the foe is within 15 ft range:
attack!:: 1d20 + 19 ⇒ (13) + 19 = 32
damage?: 2d8 + 6 ⇒ (8, 8) + 6 = 22
If hit is successful, target gets 3 persistent good damage
reflex (bulwark +3): 1d20 + 16 + 3 ⇒ (1) + 16 + 3 = 20

Cabaguil Hobnil |

Round: 4
Equipped: Staff of healing
Conditions: None
Battle Medicine: None
Guidance: None
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Diplomat’s Badge: (+1 diplomacy)(•>, DC 20 recall knowledge for +2 diplomacy 24hrs)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+1 medicine)(1/1, •>, cure 2d6+7)
Prayer Beads: (+1hp divine spells)(1/1, •>>, bless)(0/1, •>>, heal)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Staff of Healing, Greater: (5/5) (+2hp heal spells; stabilize, heal(1,2,3), restoration(2), restore senses(2), remove disease(3))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +18 (T), Spell DC’s 28 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (0/1) Mirror Image
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +20 (E), Spell DC’s 30 (E)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
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§, Dispel Magic§ (3), Heal§ (3), Mending (3), Searing Light
Fourth Level: (3/4) Crisis of Faith§ (4), Dispel Magic§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Suggestion*§
Fifth Level: (2/4) Breath of Life, Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Sending
Sixth Level: (1/3) Blade Barrier§, Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Spirit Blast, True Seeing*
Cabaguil smiles as the last giant drops. ”Excellent!”
He takes the round to cast Heal (6) (•>>>, Fort DC 30) as a burst, affecting the whole party - and the lich! (Dori is out of range now, but he goes after Cabaguil in initiative, and was close enough then.)
Heal: 6d8 + 2 ⇒ (3, 1, 8, 5, 8, 7) + 2 = 34 (staff)

Ðakaþos |

Ðakaþos swings as it stands, "Your confidence is misplaced." AoO: 1d20 + 22 + 1 - 1 ⇒ (16) + 22 + 1 - 1 = 38 for DMG (Crit?): 2d12 + 7 + 1 ⇒ (1, 10) + 7 + 1 = 19 and Fire: 1d6 ⇒ 6
He then focuses on a singular powerful swing: into a Power Attack: 1d20 + 22 + 1 - 1 ⇒ (6) + 22 + 1 - 1 = 28 for DMG (Crit?): 4d12 + 7 + 1 ⇒ (9, 8, 3, 10) + 7 + 1 = 38 and Fire: 1d6 ⇒ 2
Finally he raises a shield spell.

![]() |

Cabaguil sends a burst of healing across the room, healing all living within as small flickers of positive energy wisps across the bones like fire.
Fort Save DC 30: 1d20 + 23 ⇒ (19) + 23 = 42
"I have been around for a long time, conditioned myself to your feeble positive energy. As I said, you are doomed." The lich rasps. Dori continues to miss as the lich grabs his hand and stops the dwarf's axe. Dakapos shuts the lich up as his sword cracks through it's arm. Raspar barely chips away at it's body as his starknife does minimal damageDR 15 still for Dakapos and Raspar's attacks.
Round 4
-------------------------------------------------------------
Jaggaki (-94; enfeebled 1)
-------------------------------------------------------------
Kelvin (65/164; Resist Fire 5)
Cuthberwyn (77/151)
Cabaguil (121/107)
Dori (84/170 (Shield Hardness 10, HP 30/48, BT 24); Resist Fire 5, Slashing 3)
Ðakaþos (115/161; Resist Slashing 3)
Raspar 126/148; Steel Shield; Resist Piercing 3)

Cuthberwyn Fizzkomingus |

Cuthberwyn moves over between Dak and Raspar, his whip in hand, and recites a strange occult incantation. A swirl of ethereal energy spirals from his middle and forefinger together , blastins toward the lich!
force dmg: 16d6 ⇒ (2, 2, 2, 1, 6, 1, 6, 2, 1, 1, 1, 1, 6, 2, 2, 2) = 38 DC 29 basic Fort save
Stride, verbal & somatic components for spirit blast. 1 round remaining on lingering inspire defense (party within 60 feet of Cuth gains a +1 status bonus to AC and saving throws, as well as resistance equal to 3 physical damage).

Kelvin Craghorn |

Action 1: Stride
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab
Like a dog with a bone, Kelvin moves after the lich. Twirling Ogogoro's Pride he lashes out and the undead monster.
Strike vs Lich (flat-Footed): 1d20 + 21 + 1 ⇒ (20) + 21 + 1 = 42
Damage (P + d6 Sonic): 2d6 + 9 + 2d6 + 1d6 + 1 ⇒ (4, 1) + 9 + (4, 3) + (3) + 1 = 25 plus Enfeebled 1
Strike vs Lich (flat-Footed): 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27
Damage (P + d6 Sonic): 2d6 + 9 + 2d6 + 1d6 + 1 ⇒ (3, 2) + 9 + (2, 2) + (2) + 1 = 21 plus Enfeebled 1
Damage (P + d6 Sonic): 2d6 + 9 + 2d6 + 1d6 + 1 ⇒ (2, 3) + 9 + (6, 2) + (5) + 1 = 28 plus Enfeebled 1

![]() |
1 person marked this as a favorite. |

Fort Save DC 29: 1d20 + 21 ⇒ (4) + 21 = 25
Ogogoro's Pride quickly twirls about slicing into the lich's body, breaking bone after bone as Cutherwyn goes directly to the source, targeting Jaggaki's spirit. The lich looks broken and defeated as he draws on some last vestiges of power from far, far away.
↺ Drain Phylactery
"So be it, if I am to be defeated today then you will go with me." Jaggaki raises his hand as he once more breaths forth a poisonous mist to provide himself a bit of cover.
Cloudkill Poison Damage: 6d8 ⇒ (7, 5, 1, 4, 3, 8) = 28
DC 34 Basic Fort save if you start your turn in the cloud for the above damage. This also counts as concealment so will need a concealment check with each attack.
Round 5
-------------------------------------------------------------
Jaggaki (-180; enfeebled 1)
-------------------------------------------------------------
Kelvin (65/164; Resist Fire 5)
Cuthberwyn (77/151)
Cabaguil (121/107)
Dori (84/170 (Shield Hardness 10, HP 30/48, BT 24); Resist Fire 5, Slashing 3)
Ðakaþos (115/161; Resist Slashing 3)
Raspar 126/148; Steel Shield; Resist Piercing 3)

Cabaguil Hobnil |

Round: 5
Equipped: Staff of healing
Conditions: None
Battle Medicine: None
Guidance: None
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Diplomat’s Badge: (+1 diplomacy)(•>, DC 20 recall knowledge for +2 diplomacy 24hrs)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+1 medicine)(1/1, •>, cure 2d6+7)
Prayer Beads: (+1hp divine spells)(1/1, •>>, bless)(0/1, •>>, heal)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Staff of Healing, Greater: (5/5) (+2hp heal spells; stabilize, heal(1,2,3), restoration(2), restore senses(2), remove disease(3))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +18 (T), Spell DC’s 28 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (0/1) Mirror Image
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +20 (E), Spell DC’s 30 (E)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
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§, Dispel Magic§ (3), Heal§ (3), Mending (3), Searing Light
Fourth Level: (3/4) Crisis of Faith§ (4), Dispel Magic§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Suggestion*§
Fifth Level: (1/4) Breath of Life, Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Sending
Sixth Level: (1/3) Blade Barrier§, Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Spirit Blast, True Seeing*
Cabaguil, hoping to do the same again, is surprised by a second cloud kill. ”Damn lich’s dirty tricks!” he swears.
Fort: 1d20 + 16 ⇒ (6) + 16 = 22 vs DC 34 for 56hp damage :(
He’ll move outside the fog, wanting to preserve his life (•>). Then he’ll try a Dispel Magic (5) (•>>, Counteract Check: 1d20 + 20 ⇒ (5) + 20 = 25) to dispel the cloud.

Kelvin Craghorn |

Fort save vs DC 34: 1d20 + 19 ⇒ (13) + 19 = 32
Kelvin breathes in some of the fumes, but his fury keeps him at his task.
Action 1: Strike
Action 2: Strike
Action 3: Strike
The dwarf works to capitalize on the openings his companions provide by their mere presence, the spear once more rapidly lashing out.
Strike vs Lich (Flat-footed): 1d20 + 21 ⇒ (2) + 21 = 23
Flat check vs Concealment, DC 5: 1d20 ⇒ 10
Damage (P + d6 Sonic): 2d6 + 9 + 2d6 + 1d6 ⇒ (5, 5) + 9 + (6, 3) + (2) = 30 plus Enfeebled 1
Strike vs Lich (Flat-footed): 1d20 + 16 ⇒ (7) + 16 = 23
Flat check vs Concealment, DC 5: 1d20 ⇒ 15
Damage (P + d6 Sonic): 2d6 + 9 + 2d6 + 1d6 ⇒ (3, 5) + 9 + (4, 3) + (5) = 29 plus Enfeebled 1
Strike vs Lich (Flat-footed): 1d20 + 11 ⇒ (13) + 11 = 24
Flat check vs Concealment, DC 5: 1d20 ⇒ 20
Damage (P + d6 Sonic): 2d6 + 9 + 2d6 + 1d6 ⇒ (3, 3) + 9 + (2, 6) + (6) = 29 plus Enfeebled 1
Flat check vs Concealment, DC 5: 1d20 ⇒ 16
Damage (P + d6 Sonic): 2d6 + 9 + 2d6 + 1d6 ⇒ (3, 6) + 9 + (5, 2) + (3) = 28 plus Enfeebled 1
GM - not sure if the previous opportune backstab triggered. I didn't roll the flat check with this one, so please do if it triggers and we're in a cloud still.

![]() |

Dakapos also gets an AoO against the spell.
@Kelvin- The last opportune backstab hit and I counted it in. Melee against this dude is difficult as he has DR 15.
Kelvin misses the lich over and over again as the fog burns his eyes. Cabaguil begins to choke as he tries to counteract this spell and be able to see once again. His spell doesn't work as he chokes halfway through and instead finds a safe corner of the room to hole up in.
Round 5
-------------------------------------------------------------
Jaggaki (-180; enfeebled 1)
-------------------------------------------------------------
Kelvin (37/164; Resist Fire 5)
Cuthberwyn (77/151)
Cabaguil (65/107)
Dori (84/170 (Shield Hardness 10, HP 30/48, BT 24); Resist Fire 5, Slashing 3)
Ðakaþos (115/161; Resist Slashing 3)
Raspar 126/148; Steel Shield; Resist Piercing 3)

Ðakaþos |

Ðakaþos swings hard, hoping to disrupt the spell:
AoO: 1d20 + 22 + 1 ⇒ (2) + 22 + 1 = 25 but fails!
FORT: 1d20 + 20 ⇒ (4) + 20 = 24 CRIT FAIL
Dak loses his cool and swings hard, opting for power over grace
Power Attack: 1d20 + 22 ⇒ (8) + 22 = 30 Flat: 1d20 ⇒ 11 for DMG if hit: 4d12 + 7 ⇒ (4, 5, 7, 11) + 7 = 34 and Fire: 1d6 ⇒ 5
He then casts shield since he apparently sucks at life.

Cuthberwyn Fizzkomingus |

DC 34 Fort: 1d20 + 20 ⇒ (4) + 20 = 24 haha, oh man. At least it's not a crit fail...?
Cuthberwyn chokes on the second bout of noxious gas, not managing to hold his breath in time. Choking back bile and his eyes watering, he dashes out of the cloud to try and catch his breath. Once there, he spins a spell to try and get rid of the most recent spell.
Counteract check (heightened dispel magic using level 5 slot): 1d20 + 19 ⇒ (15) + 19 = 34 I think that makes it...? DC is spell DC, right?
Stride, verbal & somatic components for dispel magic.

![]() |

@Cuthberwyn- Indeed, that is a crit fail but your Counteract is successful which means only Kelvin and yourself are affected by the cloudkill spell damage. Correct HP totals for Cabaguil below.
Where Cabaguil's spell failed Cuthberwyn's succeeds as the magic burns through the poisonous gas, curing the air once more. Dakapos' eyes still tingle slightly as he misses the lich.
Round 5
-------------------------------------------------------------
Jaggaki (-180; enfeebled 1)
-------------------------------------------------------------
Kelvin (37/164; Resist Fire 5)
Cuthberwyn (21/151)
Cabaguil (121/107)
Dori (84/170 (Shield Hardness 10, HP 30/48, BT 24); Resist Fire 5, Slashing 3)
Ðakaþos (115/161; Resist Slashing 3)
Raspar 126/148; Steel Shield; Resist Piercing 3)

Raspar Soulsage |

Round 4
Action 1: Stride.
Action 2: Strike.
Action 3: Strike.
1d20 + 20 + 2 ⇒ (14) + 20 + 2 = 36 Fort vs. ‘kill
Raspar moves out of the gas and strikes twice at the lich.
Melee or Ranged Strike:
1d20 + 20 + 1 ⇒ (5) + 20 + 1 = 26 to hit;
P/S, holy: 2d4 + 6 + 1d6 + 1d6 + 1d6 ⇒ (2, 4) + 6 + (5) + (4) + (5) = 26 damage (holy, flaming, disrupting)
1d20 ⇒ 19 Concealment
Melee or Ranged Strike:
1d20 + 20 - 4 + 1 ⇒ (16) + 20 - 4 + 1 = 33 to hit;
P/S, holy: 2d4 + 6 + 1d6 + 1d6 + 1d6 ⇒ (1, 4) + 6 + (6) + (1) + (1) = 19 damage (holy, flaming)
1d20 ⇒ 12 Concealment
Note 13 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 2 persistent good damage to the grappler.
Melee or Ranged Strike:
1d20 + 20 ⇒ (15) + 20 = 35 to hit;
P/S, holy: 2d4 + 6 + 1d6 + 1d6 ⇒ (4, 4) + 6 + (3) + (6) = 23 damage (holy, flaming)
Critical damage: [ dice]4d4+12+1d6+1d6[/dice]
AC: 32 +2 with shield action. + resist piercing 3
Fort/Ref/Will: 20/19/19 + 2 vs. spells/reaction
HP: 149/149
Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)
Melee Strike:
[ dice=Shield]1d20+17[/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]

![]() |

Raspar's starknife comes closer than Dakapos' blade but also manages to barely miss the lich as the enemies outline is still hazy from the room clearing out.
Round 5
-------------------------------------------------------------
Jaggaki (-180; enfeebled 1)
-------------------------------------------------------------
Kelvin (37/164; Resist Fire 5)
Cuthberwyn (21/151)
Cabaguil (121/107)
Dori (84/170 (Shield Hardness 10, HP 30/48, BT 24); Resist Fire 5, Slashing 3)
Ðakaþos (115/161; Resist Slashing 3)
Raspar 126/148; Steel Shield; Resist Piercing 3)

![]() |

actions 1:touch
actions 2:strike
actions 3:strike
Dori reaches out and touches the undead with holy power!
Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.
touch attack: 1d20 + 18 ⇒ (8) + 18 = 26
damage?: 6d6 + 3 ⇒ (6, 1, 2, 6, 2, 5) + 3 = 25
attack!: 1d20 + 19 ⇒ (11) + 19 = 30
damage?: 2d8 + 6 ⇒ (3, 4) + 6 = 13
attack!: 1d20 + 14 ⇒ (5) + 14 = 19
damage?: 2d8 + 6 ⇒ (3, 4) + 6 = 13
target gains resistance 12. If the foe is within 15 ft range:
attack!:: 1d20 + 19 ⇒ (8) + 19 = 27
damage?: 2d8 + 6 ⇒ (7, 8) + 6 = 21
If hit is successful, target gets 3 persistent good damage

![]() |

DC 28 Fort Save: 1d20 + 21 ⇒ (17) + 21 = 38 Crit Success.
Dori's positive healing energy doesn't seem to even make contact with the lich. As it comes close the necromantic energy corrupts the positive energy as it overwhelms it.
A bit thrown off by this Dori's axe misses as the lich scolds him. "Your positivity means nothing in the presence of true power." Jaggaki reaches out for Dakapos' ankle through the stone floor.
Bones of Stone Fist vs Dakapos AC 35; Enfeebled 1: 1d20 + 25 - 1 ⇒ (1) + 25 - 1 = 25
The fist misses as the nimble elf continues to dance around the claws grasping at him over and over. Jaggaki growing quite frustrated utters a single curse at the elf as Dakapos begins to feel his flesh turn to the same hard stone as the stone giants.
@Dakapos- DC 34 Fort save vs Flesh to Stone.
Round 6
-------------------------------------------------------------
Jaggaki (-180; enfeebled 1)
-------------------------------------------------------------
Kelvin (37/164; Resist Fire 5)
Cuthberwyn (21/151)
Cabaguil (121/107)
Dori (84/170 (Shield Hardness 10, HP 30/48, BT 24); Resist Fire 5, Slashing 3)
Ðakaþos (115/161; Resist Slashing 3)
Raspar 126/148; Steel Shield; Resist Piercing 3)

Kelvin Craghorn |

Action 1: Interact
Action 2: Strike
Action 3: Strike
Frustrated that the lich is resisting his spear, Kelvin draws forth his trusty morningstar. The weapon, made of cold iron, lacks the thunderous power of Ogogoro's Pride but is a good tool for smashing bone.
With two powerful swipes he looks to end this battle.
Strike vs Lich (Flat-footed): 1d20 + 21 ⇒ (14) + 21 = 35
Damage (B - Cold Iron): 2d6 + 9 + 3d6 ⇒ (2, 6) + 9 + (2, 5, 1) = 25 and Enfeebled 1
Strike vs Lich (Flat-footed): 1d20 + 16 ⇒ (6) + 16 = 22
Damage (B - Cold Iron): 2d6 + 9 + 3d6 ⇒ (6, 3) + 9 + (3, 2, 4) = 27 and Enfeebled 1
Damage (B - Cold Iron): 2d6 + 9 + 3d6 ⇒ (2, 2) + 9 + (3, 3, 3) = 22 and Enfeebled 1

Ðakaþos |

FORT: 1d20 + 20 ⇒ (8) + 20 = 28 Dak's skin changes pallor, and he slows down a bit.
Ðakaþos tries to keep it together as the others do their thing ATK 1: 1d20 + 22 + 1 ⇒ (1) + 22 + 1 = 24 This fight has been brutal
ATK 1: 1d20 + 17 + 1 ⇒ (17) + 17 + 1 = 35 Flat: 1d20 ⇒ 8 @!#%$@$^

Cuthberwyn Fizzkomingus |

Cuthberwyn, breathing heavily from his wounds, takes a moment to try and stanch them. Battle Medicine [E] with Assurance (Medicine) for 25.
healing: 2d8 + 10 ⇒ (2, 4) + 10 = 16
Feeling a little better, though not much, he turns his attention back to the fight. The lingering effect of his tale having faded by now, he thinks about starting it up again for a moment, but decides instead to try to see if he can help end the fight instead. Another swirl of ethereal energy spirals from his middle and forefinger together, blasting the lich!
force dmg: 16d6 ⇒ (5, 2, 2, 6, 5, 1, 1, 4, 6, 6, 2, 2, 6, 5, 2, 3) = 58 DC 29 basic Fort save
Battle Medicine ◈, verbal & somatic components for spirit blast.

Raspar Soulsage |

Round 5
Action 1: Strike.
Action 2: Strike.
Action 3: Strike.
Raspar doesn't have any clever remarks and just does what he does: tries to kill evil. He lashes out thrice at the lich.
Melee or Ranged Strike:
1d20 + 20 + 1 ⇒ (6) + 20 + 1 = 27 to hit;
P/S, holy: 2d4 + 6 + 1d6 + 1d6 + 1d6 ⇒ (3, 1) + 6 + (4) + (3) + (3) = 20 damage (holy, flaming, disrupting)
1d20 ⇒ 6 Concealment
Melee or Ranged Strike:
1d20 + 20 - 4 + 1 ⇒ (12) + 20 - 4 + 1 = 29 to hit;
P/S, holy: 2d4 + 6 + 1d6 + 1d6 + 1d6 ⇒ (2, 2) + 6 + (1) + (1) + (1) = 13 damage (holy, flaming)
1d20 ⇒ 12 Concealment
Melee or Ranged Strike:
1d20 + 20 - 4 + 1 ⇒ (16) + 20 - 4 + 1 = 33 to hit;
P/S, holy: 2d4 + 6 + 1d6 + 1d6 + 1d6 ⇒ (1, 4) + 6 + (1) + (3) + (5) = 20 damage (holy, flaming)
1d20 ⇒ 16 Concealment
Note 13 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 2 persistent good damage to the grappler.
Melee or Ranged Strike:
1d20 + 20 ⇒ (17) + 20 = 37 to hit;
P/S, holy: 2d4 + 6 + 1d6 + 1d6 ⇒ (2, 4) + 6 + (3) + (1) = 16 damage (holy, flaming)
Critical damage: [ dice]4d4+12+1d6+1d6[/dice]
AC: 32 +2 with shield action. + resist piercing 3
Fort/Ref/Will: 20/19/19 + 2 vs. spells/reaction
HP: 149/149
Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)
Melee Strike:
[ dice=Shield]1d20+17[/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]

![]() |

DC 28 Fort Save: 1d20 + 21 ⇒ (20) + 21 = 41
Kelvin gets a solid strike in with his spear that seems to crack the lich's skull. The lich seems to absorba nd taint Cuthberwyn's positive forces as they come in contact with him. Finally after an extensive fight Dakapos' sword shatters through the bones as the lich falls, defeated once more. A bright green essence forms in the lich's eyes. As it coalesces it darts across the room and through the walls far away to its phylactery.
Jaggaki isn’t particularly religious, and so he decided to use the altar here as a mere table. Several thick rolls of animal skin are covered with charcoal markings about the runes, cross references, and speculations as to missing symbols. Amid the rolls of animal skin are a scroll of cloak of colors and a scroll of sending.
Jaggaki's only item of value seems to have been his staff that rolls loose from his bony hands.

Cabaguil Hobnil |

- - -
He then tries to identify the staff.
Arcana/Nature/Occult/Religion/Society: 1d20 + 17 ⇒ (18) + 17 = 35
He shares the information on the staff, if he learns it, though he himself has no interest in it. Then he'll spend 20 or 30 minutes healing everyone as best he can.
"That was a tough fight and no mistake. I know we need to find that phylactery before the lich reforms, or whatever they do. But let's be careful, I've had to spend my most powerful spells on this battle, and won't be as, well, useful if we have another fight like this one!" he shrugs frowning at his readiness.

Ðakaþos |

Ðakaþos eagerly submits to Cabaguil's spell. "The world is a better place for it's destruction. The toll could have been much, much heavier."
After the staff is identified, Dak looks over the notes for anything of particular interest, danger, or relevancy.

Raspar Soulsage |

Raspar heals others using his tiny, but strong, hands (+24 hp) and then begins to clean up the room. Regain a focus.
”I don’t like liches and the undead any more that I do slavers,” Raspar agrees softly, trying to gather all the liches bones for burning or burial. ”Let us take our time and get everyone healthy before moving on.” Raspar takes his time straightening the table.

![]() |

Between Cabaguil, Dori and Raspar you spend the next hour in the chamber recovering and cleaning up the brown from your pants while sifting about the room.
Raspar takes some time cleaning up the room while Dakapos looks over the runes. He can't make much more sense on them than what Jaggaki mentioned.
Already rolled your secret check.
Heading north up the tunnel you begin to get closer to the Scarlet triad's territory. This natural stone chamber is outfitted as an alchemical lab, with several tables holding an array of powders, burners, and open bags of herbs. An empty iron cage hangs from the northwest ceiling.
In here you find four Scarlet triad poisoners wearing respirators as they make their creations. One dumps the mixtures into the alchemical golem's tanks as they begin setting it up to send out for protection. Caught completely by surprise and unawares you easily take down the slaver's numbers by four more. It was just a bunch of the slavers you have already fought several times now.
The tables in this room hold several poisons, including 2 doses of addlebrain, 4 doses of giant wasp venom, 2 doses of wyvern poison, and 3 doses of lich dust surreptitiously harvested from a set of Jaggaki’s old robes.
You now have the choice as the route branches. The larger map is on slide 2. You can investigate the 3 rooms to the north or you can continue east along the passage.
Kelvin (164/164; Resist Fire 5)
Cuthberwyn (151/151)
Cabaguil (107/107)
Dori (170/170 (Shield Hardness 10, HP 30/48, BT 24); Resist Fire 5, Slashing 3)
Ðakaþos (161/161; Resist Slashing 3)
Raspar 148/148; Steel Shield; Resist Piercing 3)