
Ðakaþos |

Ðakaþos, frustrated at his ineffectiveness takes a couple of long steps towards the other golem and opens with a vertical slash followed by a powerful horizontal slash:
ATK 1: 1d20 + 24 ⇒ (7) + 24 = 31 for DMG: 3d12 + 7 ⇒ (4, 8, 7) + 7 = 26 and Fire: 1d6 ⇒ 3
ATK 2: 1d20 + 19 ⇒ (20) + 19 = 39 for DOUBLE DMG: 3d12 + 7 ⇒ (12, 12, 9) + 7 = 40 and Double Fire: 1d6 ⇒ 6 and it's Flat-footed until my next turn

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Kelvin begins to lay the groundwork o the second statue as his spear pokes a few weak points into the stone for the others to begin breaking. Dori can't break through the stone but Dakapos has something to prove as he breaks it apart with some powerful strokes.
Kelvin (130/178; Resist Fire 5)
Dori (157/202 (Shield Hardness 10, HP 29/48, BT 24); Resist Fire 5, Slashing 3)
Ðakaþos (189/189; Resist Slashing 3)
Cuthberwyn (164/164)
Raspar (148/148; Steel Shield; Resist Piercing 3)
Cabaguil (125/125)

Cabaguil Hobnil |

Cabaguil is pleased they bested them with so little injury - though any blow from those stony creatures had to hurt! He spends some time healing the injured before lining up for the door.
"Ohhh.... That thing in Dwarven over the door. We should'a said that maybe. There might be other traps like that, we'll have to look out for them. Yeah." he chuckles, realizing now that the whole battle might have been avoided.

Raspar Soulsage |

"Ohhh.... That thing in Dwarven over the door. We should'a said that maybe. There might be other traps like that, we'll have to look out for them. Yeah." he chuckles, realizing now that the whole battle might have been avoided.
Raspar chuckles as well, though not with the same deep understanding. He just likes to laugh and rejoice when he can, and if Caba is laughing, then Raspar would as well.
With hands on hips, Raspar looks around the battle scene and thinks how he could make this place better.
Seeing little other than rocks to clean up (and he has rocks to clean at home, at the Rainbow Dreamcastle Citadel), he moves to the doors and opens them when others are ready.

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Dori uses his healing abilities to help heal himself and the others. he then spends a bit repairing his shield.
repair (master): 1d20 + 19 ⇒ (6) + 19 = 25

Kelvin Craghorn |

It takes a moment for the rage to abate, but when it does Kelvin manages to look apologetic. "Aye, that's my mistake. I'll keep a better eye open for the tricks and traps of this place."
The brash grin returns. "Only a few cuts and bruises. We had some luck I think. A good fight!"
With all the time to spare Kelvin once more checks the door to the south, nudging Dak so he can get closer. He looks for traps, listens for sound, and checks to see if it's locked.
Perception (L) is +22. Add +1 vs traps
Thievery: 1d20 + 22 ⇒ (10) + 22 = 32
Thievery: 1d20 + 22 ⇒ (2) + 22 = 24

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The air in this room is unusually warm and laced with the stink of unwashed bodies. Several doors provide exits, with a single door to the south hanging open, through which the sound of machinery grinding can be heard.
A male duergar and a human woman argue here amidst the noise as she seems a bit on edge. "This is b$&++~!@ Kralgurn, I make it all the way into that vault to steal the runestone and we are now stuck here on babysitting duty for those slaves?" The duergar sneers. "You are more than happy to leave whenever, I don't need the supervision."
"As boring as this is you know I can't do that. Embermead would have my head on a pike."
The arguing pair don't seem to hear you open the door over the sound of the loud machinery.
Kelvin (178/178; Resist Fire 5)
Dori (202/202 (Shield Hardness 10, HP 48/48, BT 24); Resist Fire 5, Slashing 3)
Ðakaþos (189/189; Resist Slashing 3)
Cuthberwyn (164/164)
Raspar (148/148; Steel Shield; Resist Piercing 3)
Cabaguil (125/125)

Ðakaþos |

Dak looks at the other and pantomimes a slashing motion and then a quizzical face. "Should we?"

Raspar Soulsage |

Raspar doesn't wait after he hears the words slaves, he just moves in to begin gakking some slavers.
Round 1
Action 1: Stride.
Action 2: Strike.
Action 3: Strike.
Raspar attacks twice with his 'knife, after moving in.
Melee or Ranged Strike:
1d20 + 25 ⇒ (10) + 25 = 35 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (4, 2) + 7 + (1) + (5) = 19 damage (holy, flaming)
Melee or Ranged Strike:
1d20 + 25 ⇒ (10) + 25 = 35 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (2, 4) + 7 + (1) + (1) = 15 damage (holy, flaming)
Note 15 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 + 25 ⇒ (14) + 25 = 39 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (2, 4) + 7 + (6) + (5) = 24 damage (holy, flaming)
Critical damage: [ dice]4d4+14+1d6+1d6[/dice] + 1d6 + 1 ⇒ (1) + 1 = 2 persistent bleeding
AC: 32 +2 with shield action. + resist piercing 3
Fort/Ref/Will: 21/21/21 + 2 vs. spells/reaction
HP: 175/175
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]

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Dori shrugs. "That's a good as any introduction I guess. He moves into the room to create front line between the halfling and the slavers.
actions 1:shield
actions 2:stride
actions 3:strike
attack!: 1d20 + 24 ⇒ (11) + 24 = 35
damage?: 2d8 + 7 ⇒ (2, 4) + 7 = 13
Dori will use quick block to shield block the first successful attack on himself
Retributive strike:
target gains resistance 15. If the foe is within 15 ft range:
attack!:: 1d20 + 24 ⇒ (3) + 24 = 27
damage?: 2d8 + 7 ⇒ (4, 1) + 7 = 12
If hit is successful, target gets 3 persistent good damage

Cabaguil Hobnil |

Round: 1
Equipped: Staff of healing
Conditions: See Invisibility (1/10m)
Battle Medicine: None
Guidance: None
Bounce Back (1/1, no wounded condition from dying)
Cape of the Mountebank (+2 deception)(1/1, •>>, dimension door)
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Diplomat’s Badge: (+1 diplomacy)(•>, DC 20 recall knowledge for +2 diplomacy 24hrs)
Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
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)(1/1, •>>, heal)
Ring of Lies: (+2 deception)(0/1, •>>, glibness)
Staff of Healing, Major: (6/6) (+3hp heal spells; stabilize, heal(1,2,3,4,5), restoration(2,4), restore senses(2), remove disease(3), breath of life(5), remove disease(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +20 (T), Spell DC’s 30 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +22 (E), Spell DC’s 32 (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: (3/4) Charm§* (2), Flaming Sphere*, Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (4/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (4/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Searing Light§ (4), Suggestion*§
Fifth Level: (4/4) Breath of Life, Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Searing Light§ (5), Sending
Sixth Level: (4/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (3/3) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Flame Strike§ (7), Heal§ (7), Regeneration, Searing Light§ (7), Sunburst§
Cabaguil, his charm spell ripped from his lips by Raspar’s attack, shrugs. He can’t blame him, slavery, in all its forms, is an abomination.
He moves next to Raspar (•>) and then follows it up with Produce Flame (•>>, 7d4 persistent damage on crit) on the further one.
Produce Flame: 1d20 + 22 - 1 ⇒ (19) + 22 - 1 = 40 (cover) Damage (Fire): 7d4 + 6 ⇒ (3, 1, 2, 2, 1, 4, 3) + 6 = 22

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Raspar hates little more than weeds and dirt but what he does hate more are slavers. Seeing him move in some of the others do as well in a concerted effort to quickly drop the slavers.
The woman screams in pain as Raspar's starknife stabs into her side. "What the!" She covers her face as flames and a waraxe sweep in at her ribs.
Cabaguil, Detect Magic: 1d20 + 21 ⇒ (7) + 21 = 28
Raspar, Avoid Notice: 1d20 + 25 ⇒ (15) + 25 = 40
Ðakaþos, Scout: 1d20 + 21 ⇒ (20) + 21 = 41
Kelvin, Avoid Notice: 1d20 + 22 ⇒ (20) + 22 = 42
Cuthberwyn, Search: 1d20 + 22 ⇒ (7) + 22 = 29
Dori, Defend: 1d20 + 21 ⇒ (19) + 21 = 40
Kralgrun: 1d20 + 24 ⇒ (16) + 24 = 40
Thea: 1d20 + 21 ⇒ (17) + 21 = 38
Round 1
Kelvin (178/178; Resist Fire 5)
Ðakaþos (189/189; Resist Slashing 3)
Raspar (148/148; Steel Shield; Resist Piercing 3)
Dori (202/202 (Shield Hardness 10, HP 48/48, BT 24); Resist Fire 5, Slashing 3)
--------------------------------------------------------------
Kralgrun
Thea (-69)
--------------------------------------------------------------
Cuthberwyn (164/164)
Cabaguil (125/125)

Kelvin Craghorn |

Action 1: Stride
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab
Seeing the old dwarf rush in, Kelvin follows after him. He places himself in a position to reach both duergar, but focuses his attention on the distracted one.
And he attacks with Ogogoro's Pride.
Strike vs Red (Flat-footed): 1d20 + 25 ⇒ (4) + 25 = 29
Damage (P + Sonic/Elec): 2d6 + 9 + 3d6 + 1d6 + 1d6 ⇒ (5, 2) + 9 + (3, 1, 5) + (1) + (1) = 27 and Weakness 5 to Slashing
Strike vs Red (Flat-footed): 1d20 + 20 ⇒ (12) + 20 = 32
Damage (P + Sonic/Elec): 2d6 + 9 + 3d6 + 1d6 + 1d6 ⇒ (2, 6) + 9 + (4, 2, 3) + (4) + (4) = 34 and Weakness 5 to Slashing
Damage (P + d6 Sonic/Elec): 2d6 + 9 + 3d6 + 1d6 + 1d6 ⇒ (6, 5) + 9 + (1, 3, 2) + (3) + (6) = 35 plus Weakness 5 to Slashing

Ðakaþos |

Ðakaþos easily strides around the melee to take up the back. He makes a quick slash, hoping to get a jump before the enemy can even find their wits.
ATK 1: 1d20 + 24 ⇒ (9) + 24 = 33 for DMG: 3d12 + 7 ⇒ (7, 3, 3) + 7 = 20 and Fire: 1d6 ⇒ 1
ATK 2: 1d20 + 19 ⇒ (15) + 19 = 34 for DMG: 3d12 + 7 ⇒ (1, 10, 12) + 7 = 30 and Fire: 1d6 ⇒ 5

Raspar Soulsage |

Round 2
Action 1: Stride.
Action 2: Strike.
Action 3: Strike.
"What the?!"
"Slavers die!" Raspar smiles sweetly as he offers divine vengeance.
Melee or Ranged Strike:
1d20 + 25 ⇒ (12) + 25 = 37 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (4, 1) + 7 + (1) + (5) = 18 damage (holy, flaming)
Melee or Ranged Strike:
1d20 + 25 ⇒ (3) + 25 = 28 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (3, 3) + 7 + (2) + (4) = 19 damage (holy, flaming)
Note 15 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 + 25 ⇒ (11) + 25 = 36 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (1, 3) + 7 + (5) + (4) = 20 damage (holy, flaming)
Critical damage: [ dice]4d4+14+1d6+1d6[/dice] + 1d6 + 1 ⇒ (4) + 1 = 5 persistent bleeding
AC: 32 +2 with shield action. + resist piercing 3
Fort/Ref/Will: 21/21/21 + 2 vs. spells/reaction
HP: 175/175
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]

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Dori continues to attack the slavers in front of him (red).
attack!: 1d20 + 24 ⇒ (16) + 24 = 40
damage?: 2d8 + 7 ⇒ (1, 6) + 7 = 14
attack!: 1d20 + 19 ⇒ (3) + 19 = 22
damage?: 2d8 + 7 ⇒ (7, 6) + 7 = 20
attack!: 1d20 + 14 ⇒ (18) + 14 = 32
damage?: 2d8 + 7 ⇒ (3, 3) + 7 = 13
target gains resistance 15. If the foe is within 15 ft range:
attack!:: 1d20 + 24 ⇒ (4) + 24 = 28
damage?: 2d8 + 7 ⇒ (5, 7) + 7 = 19
If hit is successful, target gets 3 persistent good damage

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Kelvin stabs the woman through the back of her thigh with the spear as Dakapos begins to carve the duergar up with his bastard sword. Raspar and Dori pile in on the woman as se barely remains standing, fresh blood pouring down her body from several new wounds. "You bastards. Kralgrun do something!"
The duergar steps out, growing quite large. Provoke AoO from Raspar and Dakapos.
Seeing this Thea draws her rapier and stbs it into Kelvin's ribs.
Rapier vs Kelvin AC 34: 1d20 + 24 ⇒ (1) + 24 = 25
Her blade bounces off of Kelvin's armor.
Round 2
Kelvin (178/178; Resist Fire 5)
Ðakaþos (189/189; Resist Slashing 3)
Raspar (148/148; Steel Shield; Resist Piercing 3)
Dori (202/202 (Shield Hardness 10, HP 48/48, BT 24); Resist Fire 5, Slashing 3)
--------------------------------------------------------------
Kralgrun (-56)
Thea (-163; Weakness slashing 5)
--------------------------------------------------------------
Round 1
Cuthberwyn (164/164)
Cabaguil (125/125)

Cuthberwyn Fizzkomingus |

Cuthberwyn moves into the room, nearly as incensed as his friend Raspar at the presence of more slavers. He begins to recite the tale of Cypress Point and the fate that befell the slavers there. Dirge of doom cantrip (30' emanation, foes in the area are Frightened 1 and cannot reduce their Frightened value below 1 while in the area).
DC 28 Performance check for lingering composition: 1d20 + 19 ⇒ (14) + 19 = 33 focus point spent, 3 rounds of lingering.
He then draws his whip.
Stride, verbal component for dirge of doom (w/lingering composition), Interact to draw.

Raspar Soulsage |

Round 3
Action 1: Strike.
Action 2: Strike.
Action 3: Shield.
(AOO) Melee or Ranged Strike:
1d20 + 25 ⇒ (20) + 25 = 45 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (4, 3) + 7 + (2) + (4) = 20 damage (holy, flaming)
Critical damage: 4d4 + 14 + 1d6 + 1d6 ⇒ (2, 2, 4, 2) + 14 + (3) + (4) = 31 + 1d6 + 1 ⇒ (5) + 1 = 6 persistent bleeding
After taking his AoO, he lashes out twice at red and then raises his shield.
Melee or Ranged Strike:
1d20 + 25 ⇒ (14) + 25 = 39 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (1, 2) + 7 + (1) + (3) = 14 damage (holy, flaming)
Melee or Ranged Strike:
1d20 + 25 ⇒ (11) + 25 = 36 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (2, 1) + 7 + (3) + (2) = 15 damage (holy, flaming)
Note 15 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 + 25 ⇒ (2) + 25 = 27 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (2, 4) + 7 + (5) + (1) = 19 damage (holy, flaming)
Critical damage: [ dice]4d4+14+1d6+1d6[/dice] + 1d6 + 1 ⇒ (5) + 1 = 6 persistent bleeding
AC: 32 +2 with shield action. + resist piercing 3
Fort/Ref/Will: 21/21/21 + 2 vs. spells/reaction
HP: 175/175
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]

Kelvin Craghorn |

Action 1: Rage
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab
Kelvin releases the perpetually pent up power within his person, pushing the pointy part of his piercing weapon at his foe.
Strike vs Red (Flat-footed): 1d20 + 25 ⇒ (4) + 25 = 29
Damage (P + Sonic/Elec): 2d6 + 10 + 3d6 + 1d6 + 1d6 ⇒ (5, 3) + 10 + (4, 3, 4) + (3) + (6) = 38 and Weakness 5 to Slashing
Strike vs Red (Flat-footed): 1d20 + 20 ⇒ (8) + 20 = 28
Damage (P + Sonic/Elec): 2d6 + 10 + 3d6 + 1d6 + 1d6 ⇒ (5, 3) + 10 + (2, 6, 5) + (4) + (2) = 37 and Weakness 5 to Slashing
Damage (P + d6 Sonic/Elec): 2d6 + 10 + 3d6 + 1d6 + 1d6 ⇒ (3, 5) + 10 + (2, 1, 3) + (5) + (2) = 31 plus Weakness 5 to Slashing

Ðakaþos |

Ðakaþos seizes the opportunity with new-found confidence: AoO: 1d20 + 27 ⇒ (7) + 27 = 34 for DMG if hit: 3d12 + 7 ⇒ (11, 3, 12) + 7 = 33 and Fire: 1d6 ⇒ 1
He then tries to follow up with a quick series of slashes:
ATH 1: 1d20 + 27 ⇒ (11) + 27 = 38 for DMG if hit: 3d12 + 7 ⇒ (3, 1, 4) + 7 = 15 and Fire: 1d6 ⇒ 4
ATK 2: 1d20 + 22 ⇒ (17) + 22 = 39 for DMG if hit: 3d12 + 7 ⇒ (7, 12, 10) + 7 = 36 and Fire: 1d6 ⇒ 1
To mix things up he releases his blade with one hand and goes for an Ankle Pick. Assurance = Athletics 32

Cabaguil Hobnil |

Round: 2
Equipped: Staff of healing
Conditions: See Invisibility (1/10m)
Battle Medicine: None
Guidance: None
Bounce Back (1/1, no wounded condition from dying)
Cape of the Mountebank (+2 deception)(1/1, •>>, dimension door)
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Diplomat’s Badge: (+1 diplomacy)(•>, DC 20 recall knowledge for +2 diplomacy 24hrs)
Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
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)(1/1, •>>, heal)
Ring of Lies: (+2 deception)(0/1, •>>, glibness)
Staff of Healing, Major: (6/6) (+3hp heal spells; stabilize, heal(1,2,3,4,5), restoration(2,4), restore senses(2), remove disease(3), breath of life(5), remove disease(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +20 (T), Spell DC’s 30 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +22 (E), Spell DC’s 32 (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: (3/4) Charm§* (2), Flaming Sphere*, Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (4/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (4/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Searing Light§ (4), Suggestion*§
Fifth Level: (4/4) Breath of Life, Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Searing Light§ (5), Sending
Sixth Level: (4/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (3/3) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Flame Strike§ (7), Heal§ (7), Regeneration, Searing Light§ (7), Sunburst§
Cabaguil, after a quick Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)), lays down more fire, casting Produce Flame (•>>, 7d4 persistent damage on crit) on the woman again.
Produce Flame: 1d20 + 22 + 0 ⇒ (9) + 22 + 0 = 31 (cover, inspire) Damage (Fire): 7d4 + 6 + 1 ⇒ (3, 3, 3, 3, 4, 2, 3) + 6 + 1 = 28 (inspire)

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Trying out a new tracker
Cuthberwyn comes into the room as he begins to instill fear into the slavers, while Cabaguil inspires as his flames scorch the woman. Her hair flickers as it ignites, badly burning her face. In such close quarters Kelvin can't seem to get his spear into position as Dakapos' blade does some serious wounds onto the Duergar. Reaching down he tries to bring the stout dwarf to his back but his center is much too high for the build of the dwarf and he remains unmoved.
Raspar's reacts to the spell and his strike slices off one of the duergar's hands stopping the spell in its tracks. The Duergar reverts back to its original form as the spells magic fades. Your crit on the AoO canceled the spell. Raspar's first strike kills the woman as it pierces her heart, spinning around he stabs into the duergar once more as he stands there clenching a bloody stump.
★★★
Hallway Fight! Round 1 / 2
Party Conditions: Dirge of Doom 1/4, Inspire Courage
Battlemap
──────────
BOLD: GO!:
──────────
Kelvin (178/178 HP)
Dakapos (189/189 HP)
Raspar (175/175 HP)
➤ Dori (202/202 HP) │ Resist Fire 5, Slashing 3
Kralgrun (-192 HP) │ Dirge Frightened 1, 1d6+1 Persistent Bleed
Cuthberwyn (164/164 HP)
Cabaguil (125/125 HP)

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Seeing only one target left, Dori raises his shield to protect himself as he moves past Raspar it a better tactical position. He brings his axe down onto the slaver...
actions 1:shield
actions 2:stride
actions 3:strike
attack!: 1d20 + 24 ⇒ (3) + 24 = 27
damage?: 2d8 + 7 ⇒ (1, 3) + 7 = 11
Dori will use quick block to shield block the first successful attack on himself
Retributive strike:
target gains resistance 15. If the foe is within 15 ft range:
attack!:: 1d20 + 24 ⇒ (16) + 24 = 40
damage?: 2d8 + 7 ⇒ (2, 5) + 7 = 14
If hit is successful, target gets 3 persistent good damage

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Dori misses the duergar as Kralgrun draws a corrosive looking whip and strikes out at Kelvin.
Corrosive Whip vs Kelvin AC 33: 1d20 + 31 - 1 ⇒ (10) + 31 - 1 = 40
Damage: 2d4 + 16 ⇒ (2, 3) + 16 = 21
Acid Damage: 1d6 ⇒ 1
Corrosive Whip vs Kelvin AC 33: 1d20 + 31 - 5 - 1 ⇒ (9) + 31 - 5 - 1 = 34
Damage: 2d4 + 16 ⇒ (1, 1) + 16 = 18
Acid Damage: 1d6 ⇒ 3
Kelvin takes minimal damage as both Raspar and Dori protect him from the acidic whip. With small burns from the chemicals Dori jabs the haft of his axe into the duergar's gut.
Persistent Bleed Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Bleed Flat Check: 1d20 ⇒ 15
Good Damage Flat Check: 1d20 ⇒ 13
★★★
Hallway Fight! Round 2 / 3
Party Conditions: Dirge of Doom 1/4, Inspire Courage
Battlemap
──────────
BOLD: GO!:
──────────
➤ Kelvin (178/178 HP) │ 4 Temp HP; Resist Fire 5
➤ Dakapos (189/189 HP) │ Resist Slashing 3
➤ Raspar (175/175 HP) │ Resist Piercing 3
Dori (-0 HP) │ Resist Fire 5, Slashing 3
Kralgrun (-216 HP) │ Dirge Frightened 1; Persistent Good 3
➤ Cuthberwyn (164/164 HP)
➤ Cabaguil (125/125 HP)

Raspar Soulsage |

Round 4
Action 1: Carefully stepping.
Action 2: Strike.
Action 3: Strike.
Raspar carefully steps around the battlefield and slices twice with his 'knife.
Melee or Ranged Strike:
1d20 + 25 ⇒ (18) + 25 = 43 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (4, 3) + 7 + (3) + (2) = 19 damage (holy, flaming)
Pot Critical damage (flank): 4d4 + 14 + 1d6 + 1d6 ⇒ (2, 1, 2, 3) + 14 + (6) + (2) = 30 + 1d6 + 1 ⇒ (3) + 1 = 4 persistent bleeding
Melee or Ranged Strike:
1d20 + 25 ⇒ (6) + 25 = 31 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (1, 4) + 7 + (5) + (4) = 21 damage (holy, flaming)
Note 15 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 + 25 ⇒ (5) + 25 = 30 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (3, 4) + 7 + (5) + (5) = 24 damage (holy, flaming)
Critical damage: [ dice]4d4+14+1d6+1d6[/dice] + 1d6 + 1 ⇒ (3) + 1 = 4 persistent bleeding
AC: 32 +2 with shield action. + resist piercing 3
Fort/Ref/Will: 21/21/21 + 2 vs. spells/reaction
HP: 175/175
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]

Ðakaþos |

With the party closing in, Ðakaþos opts for a tight arc to his swings, keeping them vertical:
ATK 1: 1d20 + 27 ⇒ (20) + 27 = 47 for DOUBLE: 3d12 + 7 + 1d6 ⇒ (5, 5, 11) + 7 + (4) = 32 And target is flatfooted until my next turn.
ATK 2: 1d20 + 22 ⇒ (6) + 22 = 28 for DMG: 3d12 + 7 + 1d6 ⇒ (8, 8, 9) + 7 + (3) = 35 7 on a miss
ATK 3: 1d20 + 17 ⇒ (8) + 17 = 25 for DMG: 3d12 + 7 + 1d6 ⇒ (11, 12, 2) + 7 + (4) = 36 7 on a miss

Cuthberwyn Fizzkomingus |

Cuthberwyn takes a careful step, calls forth some targeting guidance (casts true strike), and tries to trip the duergar.
Athletics check to Trip (1): 1d20 + 19 ⇒ (20) + 19 = 39
Athletics check to Trip (2): 1d20 + 19 ⇒ (19) + 19 = 38
Step, verbal component for true strike, Athletics check to trip.

Kelvin Craghorn |

Action 1: Strike
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab
"RAARRRRR!" Kelvin shouts, keeping the pressure on with his prized weapon.
Strike vs Green (Flat-Footed): 1d20 + 26 + 1 ⇒ (12) + 26 + 1 = 39
Damage (P + Son/Elec): 2d6 + 10 + 3d6 + 1d6 + 1d6 + 1 ⇒ (1, 2) + 10 + (1, 1, 1) + (2) + (1) + 1 = 20
Strike vs Green (Flat-Footed): 1d20 + 21 + 1 ⇒ (10) + 21 + 1 = 32
Damage (P + Son/Elec): 2d6 + 10 + 3d6 + 1d6 + 1d6 + 1 ⇒ (1, 1) + 10 + (3, 6, 1) + (4) + (6) + 1 = 33
Strike vs Green (Flat-Footed): 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28
Damage (P + Son/Elec): 2d6 + 10 + 3d6 + 1d6 + 1d6 + 1 ⇒ (1, 2) + 10 + (5, 2, 6) + (4) + (1) + 1 = 32
Damage (P + Son/Elec): 2d6 + 10 + 3d6 + 1d6 + 1d6 + 1 ⇒ (2, 4) + 10 + (3, 2, 1) + (3) + (5) + 1 = 31

Cabaguil Hobnil |

Round: 3
Equipped: Staff of healing
Conditions: See Invisibility (1/10m)
Battle Medicine: None
Guidance: None
Bounce Back (1/1, no wounded condition from dying)
Cape of the Mountebank (+2 deception)(1/1, •>>, dimension door)
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Diplomat’s Badge: (+1 diplomacy)(•>, DC 20 recall knowledge for +2 diplomacy 24hrs)
Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
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)(1/1, •>>, heal)
Ring of Lies: (+2 deception)(0/1, •>>, glibness)
Staff of Healing, Major: (7/7) (+3hp heal spells; stabilize, heal(1,2,3,4,5), restoration(2,4), restore senses(2), remove disease(3), breath of life(5), remove disease(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +20 (T), Spell DC’s 30 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +22 (E), Spell DC’s 32 (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: (3/4) Charm§* (2), Flaming Sphere*, Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (4/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (4/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Searing Light§ (4), Suggestion*§
Fifth Level: (4/4) Breath of Life, Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Searing Light§ (5), Sending
Sixth Level: (4/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (3/3) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Flame Strike§ (7), Heal§ (7), Regeneration, Searing Light§ (7), Sunburst§
Cabaguil offers more help for the party with Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)). He then sees the party part for him, giving him a clear shot to Produce Flame (•>>, 7d4 persistent damage on crit) again.
Produce Flame: 1d20 + 22 + 1 ⇒ (13) + 22 + 1 = 36 (inspire) Damage (Fire): 7d4 + 6 + 1 ⇒ (4, 1, 3, 1, 2, 4, 2) + 6 + 1 = 24 (inspire)

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The duergar is quickly dragged to the ground via Cuthberwyn's whip where the rest of you burn and stab him to death, leaving no mercy. The pair carried a few items of interest.
The pair of side rooms appear to be the slave's chambers and a mill.
Slaves Chambers
Triple-decker bunkbeds with lumpy mattresses fill every corner of this room. Other than the beds, the room contains rags, tattered clothing, lumpy soap, and a couple of low-quality combs with some broken teeth. Three exhausted and malnourished dwarves sleep here, shielding their eyes from the light as you open the door.
Ceaseless Mill
What appears to be a modified wheel from a grain mill sits on a slab in this room, attached to a chain connected to a large and complex mechanical contraption in the corner.
A total of nine exhausted slaves labor in this room, continually turning the spokes on the large wheel to cause the contraption in the corner to grind, smoke, and wheeze. This device seems to do nothing more than make the wheel itself more difficult to turn.
The slaves pay you little mind, not wanting to anger their masters.
Kelvin (178/178 HP) │ 4 Temp HP; Resist Fire 5
Dakapos (189/189 HP) │ Resist Slashing 3
Raspar (175/175 HP) │ Resist Piercing 3
Dori (202/202 HP) │ Resist Fire 5, Slashing 3
Cuthberwyn (164/164 HP)
Cabaguil (125/125 HP)

Raspar Soulsage |

Was hoping more of the map would be revealed, but pressing on.
1d20 + 17 ⇒ (3) + 17 = 20 Religion
Raspar pads forward quietly, not because he's trying to be quiet, but because he is just humble, unassuming, and unobtrusive.
He looks for more slavers to gakk so he can safely free the slaves.

Ðakaþos |

Religion: 1d20 + 13 ⇒ (19) + 13 = 32 Dak calls after Raspar, "Hey, you might want to come back here. I don't know if you realize this, but this device is a sort of altar devoted to Droskar—a device built solely as a method of honoring the taskmaster deity with pointless grueling labor provided by unfortunate slaves. You sure you want to just leave it? I think we can take a moment if you'd prefer to destroy it."

Cuthberwyn Fizzkomingus |

Cuthberwyn takes the time to speak to the slaves in Dwarven, hoping they understand that they are free and that the group will ensure that no duergar can pursue them.
Diplomacy: 1d20 + 19 ⇒ (4) + 19 = 23

Kelvin Craghorn |

Rage abated, Kelvin scoops up the poisons. "Best let me deal with this stuff. It takes a careful, practiced hand."

Raspar Soulsage |

"Hey, you might want to come back here. I don't know if you realize this, but this device is a sort of altar devoted to Droskar—a device built solely as a method of honoring the taskmaster deity with pointless grueling labor provided by unfortunate slaves. You sure you want to just leave it? I think we can take a moment if you'd prefer to destroy it."
Raspar spins on his heels, a surprised grin on his face as he listens to Dak. His eyes widen as the implications hit him, and, knowingly, retrieves his good shoeing hammer.
”I guess I have the right tool for this job then,” Raspar move over to the infernal machine with best intentions of smashing some rock. He’s happy to labor at this for a bit.
1d20 + 15 ⇒ (3) + 15 = 18 Labor - best place to start smashing?

Cabaguil Hobnil |

Equipped: Staff of healing
Conditions: See Invisibility (1/10m)
Battle Medicine: None
Guidance: None
Bounce Back (1/1, no wounded condition from dying)
Cape of the Mountebank (+2 deception)(1/1, •>>, dimension door)
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Diplomat’s Badge: (+1 diplomacy)(•>, DC 20 recall knowledge for +2 diplomacy 24hrs)
Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
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)(1/1, •>>, heal)
Ring of Lies: (+2 deception)(0/1, •>>, glibness)
Staff of Healing, Major: (7/7) (+3hp heal spells; stabilize, heal(1,2,3,4,5), restoration(2,4), restore senses(2), remove disease(3), breath of life(5), remove disease(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +20 (T), Spell DC’s 30 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +22 (E), Spell DC’s 32 (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: (3/4) Charm§* (2), Flaming Sphere*, Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (3/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (4/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Searing Light§ (4), Suggestion*§
Fifth Level: (4/4) Breath of Life, Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Searing Light§ (5), Sending
Sixth Level: (4/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (3/3) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Flame Strike§ (7), Heal§ (7), Regeneration, Searing Light§ (7), Sunburst§
Cabaguil aids Cuthberwyn, also in Dwarven, to assuage the slaves in the wheel. ”We’re here to help you, stop working. Stop working now and rest. Let’s get you out of here.”
Diplomacy: 1d20 + 24 + 1 ⇒ (12) + 24 + 1 = 37 (badge)
Assuming they can persuade them to stop and climb down, he’ll gather the poor sods and heal them a bit casting Heal, 3 (•>>>)
Heal: 3d8 + 3 ⇒ (1, 6, 7) + 3 = 17 (staff) in a 30’ radius
”Your exertions are over. Rest now, gather your strength. We have more to do before we’re through. But you should try and rest for a moment while we do.” He’ll also break out some rations and water for them to eat and drink while the group moves on.

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Dori quickly moves over to the slaves and administers aid to the best of his ability.
religion check: 1d20 + 22 ⇒ (7) + 22 = 29
Dori notices the item of the floor and instantly knows what it is. As Raspar approaches with his new hammer, Dori points at a certain corner to start whacking it. "Right about there should do."

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Apologies, thought I had revealed those two rooms. They are now revealed.
The dwarven slaves look extremely shocked as Cabaguil heals them and offers their freedom. Nearly all look on skeptically at first as if this is some sort of test or trick. A couple collapse to the ground in exhaustion and some in relief as all of the weight of the labor leaves their bodies at once. "Are you serious? We can go?"
A dwarf named Zaak steps forward, one of the missing tourists that Fortunate Kord asked you to find. "If you came down here you need to be careful. This lot is a cult that worships Droskar, and they are deeply insane." He looks out the door to the dead Duergar. "Their leader is a ruthless dwarf woman named Ilssrah Embermead and she has to be bad news if Duergar are following a dwarf's orders."
Raspar grins and akes the hammer to the base of the milling wheel, breaking it off at the shaft as it topples over onto its side.

Raspar Soulsage |

Is the milling wheel the same as the evil machine? Or just a part of it? If not, he will destroy the other thing too. He's thorough and works hard when taking down evil shrines.
Raspar smiles at the destruction of evil things, just wishing he had time to make the place nice, but he does not. He has slavers to gakk.

Ðakaþos |

"Aye, you can go, we mean it." Dak speaks over the grating and rending sounds produced by an assiduous Raspar. "We're looking for her in fact, and we mean her more trouble than she realizes. Can you tell us anything that would help? Anything that can give us an advantage?"

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Correct, The milling machine is the evil wheel of manual labor.
A few of the dwarves leave in a hurry as they don't waste the opportunity for freedom. "We don't know a whole lot more as they kept us locked away in here. Only took us out long enough to go to the next room over to pass out."

Kelvin Craghorn |

Kelvin muscles in front of Cabaguil, taking the lead. He looks over the door instinctively, then gives a listen to see if he hears anything. Unless there's something of note he plans to open the door.
Moved us all to the western door Kelvin plans to open

Raspar Soulsage |

Raspar continues to bash the machine into bits until he is dragged away by Kelvin. At some point he’ll stop fighting to go back and finish the job, put away his hammer, and re-don his shield and ‘knife.
”Yeah, okay, let’s go kill some slavers.”

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The remainder of the slaves agree to hunker down in safety and await your return. They watch as you open the door to a mighty forge. An immense four sided forge looms in the center of this large cave, its interior aglow with bubbling magma that heats the room to a sweltering temperature. A massive anvil sits before each of the forge’s arched openings, while a dark metal pipe siphons smoke out of the forge up into the ceiling to the west.
Seven slaves toil here, watched by a powerful undead dwarf whose failure to Droskar in life has consigned him to eternal undeath as a powerful, accursed forge-spurned. This undead dwarf has gorged on suffering over the centuries, and in that time has grown immense himself, so that he is proportioned more like a giant than a dwarf.
The giant of a dwarf smashes a spiked chain into one of the slave's back, breaking it as the dwarf folds over falling to the ground dead. "Keep working! Let that be a lesson to all."

Raspar Soulsage |

Round 1
Action 1: Stride.
Action 2: Strike.
Action 3: Strike.
Raspar strides forward, not hesitating in the gakking of slavers, especially an undead one.
Melee or Ranged Strike:
1d20 + 25 ⇒ (8) + 25 = 33 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (2, 2) + 7 + (3) + (4) = 18 damage (holy, flaming)
Melee or Ranged Strike:
1d20 + 25 ⇒ (11) + 25 = 36 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (3, 2) + 7 + (1) + (5) = 18 damage (holy, flaming)
Note 15 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 + 25 ⇒ (11) + 25 = 36 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (2, 3) + 7 + (5) + (5) = 22 damage (holy, flaming)
Critical damage: [ dice]4d4+14+1d6+1d6[/dice] + 1d6 + 1 ⇒ (1) + 1 = 2 persistent bleeding
AC: 32 +2 with shield action. + resist piercing 3
Fort/Ref/Will: 21/21/21 + 2 vs. spells/reaction
HP: 175/175
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]