
![]() |

Dori rushes into the room, seeing the undead quickens his steps. The only one that beats him into the room are the quick steps of Raspar. Dori sees the same fire in his eyes that are in his own.
Dori finds a good defensive position and prepares to strike.
actions 1:stride
actions 2:stride
actions 3:shield
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 ⇒ (2) + 24 = 26
damage?: 2d8 + 7 ⇒ (6, 2) + 7 = 15
If hit is successful, target gets 3 persistent good damage

Cuthberwyn Fizzkomingus |

Dak's going to also rush in
Same.
and wreck s&*$.
Probably not so much the same but still.
Will wait for initiative though?
Yep. Less for the GM to try and untangle.

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Cabaguil, Detect Magic: 1d20 + 22 ⇒ (14) + 22 = 36
Raspar, Avoid Notice: 1d20 + 26 ⇒ (20) + 26 = 46
Ðakaþos, Scout: 1d20 + 21 ⇒ (4) + 21 = 25
Kelvin, Avoid Notice: 1d20 + 23 ⇒ (4) + 23 = 27
Cuthberwyn, Search: 1d20 + 23 ⇒ (4) + 23 = 27
Dori, Defend: 1d20 + 21 ⇒ (5) + 21 = 26
Accursed: 1d20 + 26 ⇒ (14) + 26 = 40
Raspar and Dori rush in, their attacks bouncing harmlessly off of the Accursed full plate armor. Dori sets up a defensive positioning as he raises his shield.
Flames as hot as the forge itself begin to swell in the undead's maw as it breathes a cloud of stinging soot, ash, and glowing embers into the ground around itself.
Forge Breath Rounds: 1d4 ⇒ 2
Leaning back the Accursed whips its soul chain around to get Dori from the side.
Soul Chain vs Dori AC 36: 1d20 + 31 ⇒ (12) + 31 = 43
Damage: 3d8 + 14 ⇒ (4, 7, 2) + 14 = 27 Resisted 3; Block 10; Raspar prevents 15
Fire Damage: 1d6 ⇒ 3 Resisted 3
Dori takes a hit with the chain but doesn't even receive a scratch as his shield absorbs the blow.
★★★
Hallway Fight! Round 1 / 2
Terrain: Forge Breath 1/2 - If you start your turn or move into the 20' space of forge breath you take 12d6 Fire damage (DC 36 Basic Reflex); Failure you are also blinded for 1 minute. Those in the space of Forge Breath are concealed.
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Dori: Forge Breath
──────────
BOLD: GO!:
──────────
➤ Raspar (175/175 HP) │ Resist Piercing 3
Accursed (-0 HP) │ Concealed
➤ Cabaguil (125/125 HP)
➤ Kelvin (178/178 HP) │ Resist Fire 5
➤ Cuthberwyn (164/164 HP)
➤ Dori (202/202 HP) │ (Shield Hardness 10, HP 48/48), Resist Fire 5, Slashing 3; Concealed
➤ Dakapos (189/189 HP) │ Resist Slashing 3

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: (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 saw the creature before he summoned the forge breath, so he’ll start by trying to identify it (•>).
Arcana/Nature/Occult/Religion/Society: 1d20 + 19 ⇒ (11) + 19 = 30
He’ll then move into the chamber a bit (•>) and summon aid for his allies in the form of Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)).

Cuthberwyn Fizzkomingus |

Cuthberwyn races into the room after his friends. Rest of turn will depend on Cabaguil's Recall Knowledge.

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Cabaguil has not seen an undead such as this one before and is unsure what it is capable of, but offers a small bit of inspiration.
★★★
Hallway Fight! Round 1 / 2
Party Conditions: Inspire Courage
Terrain: Forge Breath 1/2 - If you start your turn or move into the 20' space of forge breath you take 12d6 Fire damage (DC 36 Basic Reflex); Failure you are also blinded for 1 minute. Those in the space of Forge Breath are concealed.
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Dori: Forge Breath
──────────
BOLD: GO!:
──────────
➤ Raspar (175/175 HP) │ Resist Piercing 3
Accursed (-0 HP) │ Concealed
Cabaguil (125/125 HP)
➤ Kelvin (178/178 HP) │ Resist Fire 5
➤ Cuthberwyn (164/164 HP)
➤ Dori (202/202 HP) │ (Shield Hardness 10, HP 48/48), Resist Fire 5, Slashing 3; Concealed
➤ Dakapos (189/189 HP) │ Resist Slashing 3

Raspar Soulsage |

Round 2
Action 1: Stride.
Action 2: Strike.
Action 3: Strike.
Because of the inherent superiority of the starknife as a weapon, Raspar does not need to enter the death squares to be effective. He just moves and shoots death into the slaver.
Melee or Ranged Strike:
1d20 + 25 ⇒ (12) + 25 = 37 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (1, 4) + 7 + (6) + (2) = 20 damage (holy, flaming)
Melee or Ranged Strike:
1d20 + 25 ⇒ (5) + 25 = 30 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (2, 3) + 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 ⇒ (17) + 25 = 42 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (4, 1) + 7 + (5) + (1) = 18 damage (holy, flaming)
Critical damage: [ dice]4d4+14+1d6+1d6[/dice] + 1d6 + 1 ⇒ (2) + 1 = 3 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 |

Dakapos whispers a word of magic over the flick of his hand Haste before closing in and raising an Arcane Shield spell.

Cuthberwyn Fizzkomingus |

Knowing it's undead is enough. LOL
Cuthberwyn tells a tale of how the party gacked a lich -- not just a spellcaster, not just an undead creature, but the might of the two combined. 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 + 23 ⇒ (19) + 23 = 42 woo-hoo, crit success, focus point spent and 4 rounds of lingering.
He then studies the creature on his own, trying to discern its inscrutable essence. Recall Knowledge (Religion): 1d20 + 18 ⇒ (13) + 18 = 31
If not Religion: Occultism +20 [E], Nature +18 [T], Arcana/Crafting/Society/Lore (bardic) +17 [T]
Stride, verbal component for dirge of doom (w/lingering composition), Recall Knowledge.

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Dori Calls upon the help of Torag to end this undead dwarf's miserable existence. He then raises his shield and prepares for a chance to strike again.
actions 1:Blade of
actions 2:Justice
actions 3:shield
Please make all damage "good"
attack!: 1d20 + 24 ⇒ (3) + 24 = 27
damage with 2d8 if target is evil: 2d8 + 7 + 2d8 ⇒ (6, 8) + 7 + (7, 1) = 29
if Dori hits, target gets 3 persistent good damage
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 ⇒ (10) + 24 = 34
damage?: 2d8 + 7 ⇒ (3, 1) + 7 = 11
If hit is successful, target gets 3 persistent good damage

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Cuthberwyn's dirge fills the room as he too isn't sure what this unded is at all, or how it could have grown so powerful.
Dori Forge Breath Damage: 12d6 ⇒ (5, 1, 5, 2, 3, 4, 1, 6, 5, 6, 6, 4) = 48 Resist 5 for 19 total damage.
Dori misses the dwarf as a thick bit of the ash gets in his eyes. Crit Miss. Dakapos speeds himself up with the use of magic and rushes into the thick smoke and fire as he magically shields himself.
Dakapos Forge Breath Damage: 12d6 ⇒ (4, 2, 2, 4, 6, 2, 5, 1, 5, 4, 2, 1) = 38
Dakapos Reflex DC 36: 1d20 + 22 ⇒ (7) + 22 = 29
Raspar tosses his starknife into the cloud of ash.
Raspar Concealed check DC 5: 1d20 ⇒ 4
And he misses as he isn't quite sure what to aim at in the thick, fiery fog.
★★★
Forge! Round 1 / 2
Party Conditions: Inspire Courage, Dirge of Doom 1/4
Terrain: Forge Breath 1/2 - If you start your turn or move into the 20' space of forge breath you take 12d6 Fire damage (DC 36 Basic Reflex); Failure you are also blinded for 1 minute. Those in the space of Forge Breath are concealed.
Battlemap
──────────
BOLD: GO!:
──────────
Raspar (175/175 HP) │ Resist Piercing 3
Accursed (-0 HP) │ Concealed, Frightened 1
Cabaguil (125/125 HP)
➤ Kelvin (178/178 HP) │ Resist Fire 5
Cuthberwyn (164/164 HP)
Dori (183/202 HP) │ (Shield Hardness 10, HP 48/48), Resist Fire 5, Slashing 3; Concealed
Dakapos (151/189 HP) │ Resist Slashing 3

Kelvin Craghorn |

Action 1: Stride
Action 2: Stride
Action 3: Strike
Reaction: Opportune Backstab
"It's like the fire in the townhall all over again," Kelvin mutters as he rushes into the burning, smoking fire. "Ok, maybe this is worse!"
Forge Breath, DC 36 Reflex: 12d6 ⇒ (6, 6, 6, 1, 4, 3, 3, 6, 3, 2, 5, 4) = 49
Reflex save: 1d20 + 25 ⇒ (15) + 25 = 40
No damage thanks to Evasion
He somehow avoids the worst of the flame, perhaps a sign of all the years he spent working at a forge with his father.
Kelvin does the next logical thing. He stabs.
Strike vs Red (Flat-footed): 1d20 + 26 + 1 ⇒ (1) + 26 + 1 = 28
Damage (P + Sonic/Elec): 2d6 + 9 + 3d6 + 1d6 + 1d6 + 1 ⇒ (1, 1) + 9 + (2, 3, 4) + (4) + (3) + 1 = 28 and Weakness 5 to Slashing
Damage (P + d6 Sonic/Elec): 2d6 + 9 + 3d6 + 1d6 + 1d6 + 1 ⇒ (5, 4) + 9 + (1, 1, 1) + (2) + (3) + 1 = 27 plus Weakness 5 to Slashing
Flat check: 1d20 ⇒ 6

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Kelvin boldly walks into the flames ad takes aim at the wrong oversized dwarf, missing the Accursed as he nearly skewers Dori.
The accursed forge-spurned re-inflates its flaccid lungs as it breathes in nice and deep, ready to release more searing flames.
Soul Chain vs Dori AC 36; Frightened 1: 1d20 + 31 - 1 ⇒ (13) + 31 - 1 = 43
Damage: 3d8 + 14 ⇒ (6, 6, 4) + 14 = 30 Resisted 3; Block 10; Raspar prevents 15
Fire Damage: 1d6 ⇒ 3 Resisted 3
2 Damage total.
Nicks and Scratches are all that happens as the soulchain scratches Dori's arm.
★★★
Forge! Round 2 / 3
Party Conditions: Inspire Courage, Dirge of Doom 2/4
Terrain: Forge Breath 2/2 - If you start your turn or move into the 20' space of forge breath you take 12d6 Fire damage (DC 36 Basic Reflex); Failure you are also blinded for 1 minute. Those in the space of Forge Breath are concealed.
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Kelvin: Forge Breath
Dori: Forge Breath
Dakapos: Forge Breath
──────────
BOLD: GO!:
──────────
➤ Raspar (175/175 HP) │ Resist Piercing 3
Accursed (-0 HP) │ Concealed, Frightened 1
➤ Cabaguil (125/125 HP)
➤ Kelvin (178/178 HP) │ Resist Fire 5
➤ Cuthberwyn (164/164 HP)
➤ Dori (181/202 HP) │ (Shield Hardness 10, HP 46/48), Resist Fire 5, Slashing 3; Concealed
➤ Dakapos (151/189 HP) │ Resist Slashing 3

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: (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: (3/4) 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 will again Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)) so as to aid his allies. He’ll also then cast Heal 6 (•>>, Fort DC 32) - which should effect everyone, friend and foe alike.
Heal 6: 6d8 + 3 ⇒ (1, 3, 5, 8, 1, 1) + 3 = 22 (staff)
"You guys OK in there? I can't really see you through all this fire!" he holds his arm up to shield his eyes from the heat.

Kelvin Craghorn |

Forge Breath: 12d6 ⇒ (2, 4, 6, 1, 6, 2, 6, 2, 2, 1, 6, 2) = 40
Reflex save, DC 36: 1d20 + 25 ⇒ (4) + 25 = 29
Half damage from Improved Evasion, plus Resist Fire 6 means 14 damage
"Aye, well enough! Not much different from the forges of home really!"
Action 1: Rage (+17 temp hp)
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab
Kelvin once more does what he can to hit the behemoth dead duergar.
But not before his rage bursts forth!
Strike vs Foe (Flat-footed): 1d20 + 27 ⇒ (6) + 27 = 33
Damage (P + Sonic/Elec): 2d6 + 9 + 3d6 + 1d6 + 1d6 + 1 ⇒ (5, 2) + 9 + (2, 2, 6) + (5) + (5) + 1 = 37 and Weakness 5 to Slashing
Flat check, DC 5: 1d20 ⇒ 8
Strike vs Foe (Flat-footed): 1d20 + 22 ⇒ (5) + 22 = 27
Damage (P + Sonic/Elec): 2d6 + 9 + 3d6 + 1d6 + 1d6 + 1 ⇒ (2, 3) + 9 + (1, 3, 3) + (1) + (4) + 1 = 27 and Weakness 5 to Slashing
Flat check, DC 5: 1d20 ⇒ 5
Damage (P + d6 Sonic/Elec): 2d6 + 9 + 3d6 + 1d6 + 1d6 + 1 ⇒ (1, 6) + 9 + (1, 2, 2) + (1) + (2) + 1 = 25 plus Weakness 5 to Slashing
Flat check, DC 5: 1d20 ⇒ 16

Ðakaþos |

Ðakaþos tries to avoid the flames! REF: 1d20 + 22 ⇒ (19) + 22 = 41 and manages to avoid the worst of it. Success.
He makes a quick step to the side to flank, leaving ample room for others to jump in. With a single massive slash, he tries to set Kelvin up.
POWER ATK: 1d20 + 27 ⇒ (20) + 27 = 47 for DOUBLE DMG: 5d12 + 7 ⇒ (5, 5, 5, 6, 2) + 7 = 30 and Fire: 1d6 ⇒ 3 Target is flat-footed until my next turn and takes 1d10 Persistent Fire damage
Making a high level character for Night of the Gray Death has reminded me of other mistakes I've been making. Doubtful that this works on this creature, but Flaming is one of them.

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Unable to see much Cabaguil sends a wave of healing through the room.
Fort Save DC 32: 1d20 + 28 ⇒ (2) + 28 = 30
Kelvin's spear continues to scratch the surface of the full=plated armor encasing the dwarf as both he and Dakapos are burned.
Dakapos Forge Breath: 12d6 ⇒ (5, 3, 6, 3, 2, 4, 2, 2, 5, 2, 4, 1) = 39 19 Damage
Dakapos Miss Chance DC 5 (Concealed): 1d20 ⇒ 10
Leaning back Dakapos puts all of his strength behind a single blow and manages to crack through some of the plating, leaving an opening for Kelvin to strike. Crit and Kelvin's Opportune strike hits. The dwarf caches fire from Dakapos blade but it only seems to empower the forge flames within it. Immune to fire.
★★★
Forge! Round 2 / 3
Party Conditions: Inspire Courage, Dirge of Doom 2/4
Terrain: Forge Breath 2/2 - If you start your turn or move into the 20' space of forge breath you take 12d6 Fire damage (DC 36 Basic Reflex); Failure you are also blinded for 1 minute. Those in the space of Forge Breath are concealed.
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Dori: Forge Breath
──────────
BOLD: GO!:
──────────
➤ Raspar (175/175 HP) │ Resist Piercing 3
Accursed (-107 HP) │ Concealed, Frightened 1; Weakness 5 (Slashing), FF until Dak's turn
Cabaguil (125/125 HP)
Kelvin (164/178 HP) │ 17 Temp HP, Resist Fire 6
➤ Cuthberwyn (164/164 HP)
➤ Dori (202/202 HP) │ (Shield Hardness 10, HP 46/48), Resist Fire 6, Slashing 3
Dakapos (154/189 HP) │ Resist Slashing 3

Cuthberwyn Fizzkomingus |

Cuthberwyn steps in front of Cabaguil and casts a spell, trying to target the Accursed...
DC 5 flat check: 1d20 ⇒ 14 success
Cast spirit blast. DC 31 basic Fort save.
force: 16d6 ⇒ (1, 5, 3, 1, 4, 2, 4, 3, 5, 2, 1, 2, 4, 6, 5, 2) = 50
Step, verbal & somatic components for spirit blast.

Raspar Soulsage |

Round 3
Action 1: Strike.
Action 2: Strike.
Action 3: Strike.
Raspar tries and tries again to do something right this fight.
Melee or Ranged Strike:
1d20 + 25 + 1 ⇒ (14) + 25 + 1 = 40 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 + 1 ⇒ (2, 4) + 7 + (1) + (3) + 1 = 18 damage (holy, flaming)
Melee or Ranged Strike:
1d20 + 25 - 4 + 1 ⇒ (2) + 25 - 4 + 1 = 24 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 + 1 ⇒ (2, 3) + 7 + (1) + (1) + 1 = 15 damage (holy, flaming)
Melee or Ranged Strike:
1d20 + 25 - 4 - 4 + 1 ⇒ (15) + 25 - 4 - 4 + 1 = 33 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 + 1 ⇒ (2, 2) + 7 + (1) + (2) + 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 ⇒ (3) + 25 = 28 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (2, 2) + 7 + (5) + (5) = 21 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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forge breathe: 12d6 ⇒ (5, 2, 3, 2, 1, 3, 3, 1, 3, 5, 3, 4) = 35
reflex save DC 36(bulwark): 1d20 + 21 + 3 ⇒ (8) + 21 + 3 = 32
actions 1:Blade of
actions 2:Justice
actions 3:shield
attack!: 1d20 + 24 ⇒ (2) + 24 = 26hero point please... tired of missing. I have missed in EVERY game for EVER.
attack!: 1d20 + 24 ⇒ (19) + 24 = 43
damage?: 4d8 + 7 ⇒ (7, 6, 5, 1) + 7 = 26
Please make all damage "good"
Dori will use quick block to shield block the first successful attack on himself
If hit is successful, target gets 3 persistent good damage
Retributive strike:
target gains resistance 15. If the foe is within 15 ft range:
attack!:: 1d20 + 24 ⇒ (13) + 24 = 37
damage?: 2d8 + 7 ⇒ (1, 4) + 7 = 12
If hit is successful, target gets 3 persistent good damage

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Cuthberwyn sends a blast of magical force into the pile of ashes.
DC 31 Fort Save vs Spirit Blast: 1d20 + 28 ⇒ (11) + 28 = 39
Dori Concealed Check DC 5: 1d20 ⇒ 14
Raspar Concealed Check DC 5: 1d20 ⇒ 13
Dori's axe swings around and splits a jagged groove into the Accursed armor where it bites into undead flesh. Raspar's starknife manages to slit across the undead dwarf's cheek.
Fillings it's lungs the burning ash around the dwarf settle back to the ground. With its lungs filled once more the dwarf blows a 30 foot cone of ash all over everyone in front of it.
Forge Breath (Dori, Raspar, Cuthberwyn, and Cabaguil): 12d6 ⇒ (6, 5, 4, 6, 2, 4, 6, 4, 2, 3, 1, 4) = 47 DC 36 Reflex Save
★★★
Forge! Round 3 / 4
Party Conditions: Inspire Courage, Dirge of Doom 3/4
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Raspar: Forge Breath
Cabaguil: Forge Breath
Cuthberwyn: Forge Breath
Dori: Forge Breath
──────────
BOLD: GO!:
──────────
➤ Raspar (175/175 HP) │ Resist Piercing 3
Accursed (-176 HP) │ Concealed, Frightened 1; Weakness 5 (Slashing), FF until Dak's turn; Persistent Good 3
➤ Cabaguil (125/125 HP)
➤ Kelvin (164/178 HP) │ 17 Temp HP, Resist Fire 6
➤ Cuthberwyn (164/164 HP)
➤ Dori (173/202 HP) │ (Shield Hardness 10, HP 46/48), Resist Fire 6, Slashing 3
➤ Dakapos (154/189 HP) │ Resist Slashing 3

Raspar Soulsage |

Round 4
Action 1: Strike.
Action 2: Strike.
Action 3: Strike.
1d20 + 21 ⇒ (9) + 21 = 30 Reflex
Coughing, Raspar tries and tries again to do something right this fight.
Melee or Ranged Strike:
1d20 + 25 + 1 ⇒ (1) + 25 + 1 = 27 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 + 1 ⇒ (3, 2) + 7 + (5) + (3) + 1 = 21 damage (holy, flaming)
Melee or Ranged Strike:
1d20 + 25 - 4 + 1 ⇒ (10) + 25 - 4 + 1 = 32 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 + 1 ⇒ (4, 4) + 7 + (3) + (4) + 1 = 23 damage (holy, flaming)
Melee or Ranged Strike:
1d20 + 25 - 8 + 1 ⇒ (4) + 25 - 8 + 1 = 22 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 + 1 ⇒ (2, 1) + 7 + (3) + (4) + 1 = 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 ⇒ (14) + 25 = 39 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (1, 2) + 7 + (6) + (1) = 17 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]

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: (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: (2/4) 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§
Reflex: 1d20 + 18 ⇒ (11) + 18 = 29 vs DC 36 for 47 damage (I have resist fire 5, so 42 damage total)
Cabaguil moves ever so slightly closer, so he can cover everyone. Then he’ll cast another Heal 6 (•>>, Fort DC 32) - which should effect everyone, friend and foe alike.
Heal 6: 6d8 + 3 ⇒ (3, 3, 7, 7, 5, 6) + 3 = 34 (staff)

Kelvin Craghorn |

Action 1: Strike
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab
Kelvin continues to apply pressure, putting Ogogoro's Pride to use in twirling motions meant to distract the foe before he stabs!
Strike vs Foe (Flat-footed): 1d20 + 26 + 1 ⇒ (20) + 26 + 1 = 47
Damage (P + Sonic/Elec): 2d6 + 9 + 3d6 + 1d6 + 1d6 + 1 ⇒ (2, 3) + 9 + (6, 3, 1) + (2) + (3) + 1 = 30 and Weakness 5 to Slashing
Strike vs Foe (Flat-footed): 1d20 + 21 + 1 ⇒ (2) + 21 + 1 = 24
Damage (P + Sonic/Elec): 2d6 + 9 + 3d6 + 1d6 + 1d6 + 1 ⇒ (1, 6) + 9 + (5, 1, 5) + (1) + (2) + 1 = 31 and Weakness 5 to Slashing
Strike vs Foe (Flat-footed): 1d20 + 16 + 1 ⇒ (5) + 16 + 1 = 22
Damage (P + Sonic/Elec): 2d6 + 9 + 3d6 + 1d6 + 1d6 + 1 ⇒ (2, 2) + 9 + (5, 3, 1) + (6) + (4) + 1 = 33 and Weakness 5 to Slashing
Damage (P + d6 Sonic/Elec): 2d6 + 9 + 3d6 + 1d6 + 1d6 + 1 ⇒ (1, 5) + 9 + (5, 2, 1) + (2) + (6) + 1 = 32 plus Weakness 5 to Slashing

Ðakaþos |

Ðakaþos, focused and determined, turns his blade towards the weakened creature. Kelvin's inducement of a weakness to slashing should stack with Certain Strike, yes?
He makes a trio of slashes, hoping to overwhelm the creature before another fire bath:
ATK 1: 1d20 + 27 ⇒ (20) + 27 = 47 for DOUBLE: 3d12 + 7 ⇒ (11, 7, 11) + 7 = 36 Skipping Fire
ATK 2: 1d20 + 22 ⇒ (19) + 22 = 41 for DOUBLE ?: 3d12 + 7 ⇒ (1, 5, 8) + 7 = 21 Skipping Fire
ATK 3: 1d20 + 17 ⇒ (16) + 17 = 33 for DOUBLE: 3d12 + 7 ⇒ (10, 12, 9) + 7 = 38 Skipping Fire
Any attack that misses should be a net 12 damage.

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Fort DC 32 vs Heal: 1d20 + 28 ⇒ (5) + 28 = 33
Cabaguil continues to heal the group as the positive energy burns across the undead foe. It seems into every possible crack in the plate mail. Kelvin strikes at the burning spot on the dwarf, shedding open a piece of the armor as Dakapos quickly finishes it off. The dwarf's undead body turns to ash as it hits the ground. This leaves behind a its armor and weapons.
Several times throughout the battle you spotted the flames and ash spattering against a shield on the wall to where it now stands whole and untarnished. A self-repairing shield of incredible quality hangs from hooks on the walls of this room, displayed as a trophy.
Near the back of the Forge is an exit tunnel that winds for miles through the stone below Kovlar, under the settlement’s walls and into Saggorak. It looks to be well used, this must be what the Scarlet Triad has used to travel by unnoticed.
Raspar (175/175 HP) │ Resist Piercing 3
Cabaguil (125/125 HP) │ Resist Fire 5
Kelvin (178/178 HP) │ 17 Temp HP, Resist Fire 6
Cuthberwyn (164/164 HP)
Dori (202/202 HP) │ (Shield Hardness 10, HP 46/48), Resist Fire 6, Slashing 3
Dakapos (189/189 HP) │ Resist Slashing 3
You are now Level 14

Raspar Soulsage |

Raspar picks up the striking hammer and compares it to his new shoeing hammer, but then puts it back, uncertain which is better for his needs.
He will look around for more slaves to free in the area, before looking how to destroy whatever industry was happening in this slave pit.

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Dori Eyes the Hammer. As Raspar inspects it. He comments, "you know the newer hammer has a better center of gravity for shoeing horses. The one in your belt is balance for Dwarven hands." he continues. "It's good to have the right tool for the job you know." Dori walks away with the dwarven hammer in his hands...

Kelvin Craghorn |

Having escaped that battle uninjured, Kelvin briefly looks over the items before losing interest. He figures the group will sell the items when it comes time.
"Aye, so there is," Kelvin replies to Cabaguil. He hefts his spear. "I'll take the lead. Let's go find some trouble!"

Raspar Soulsage |
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Raspar takes the new and different hammer, testing for heft and girth and adds it to his belt. He figures the adamantine nature would make it great for smashing rocks to create gravel paths, hammering evil shrines into dust. He is pleased either way, but happier for Dori having the thing he wants.
He follows the goon squad down the tunnel.

Cuthberwyn Fizzkomingus |

Cuthberwyn studies the spiked chain in wonder. Hullo! Curious, this weapon. I wonder if I could learn its use...?

Cabaguil Hobnil |

Equipped: Staff of healing
Conditions: None
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 +21 (T), Spell DC’s 31 (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 +23 (E), Spell DC’s 33 (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) Charm§*, Flaming Sphere*, Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (4/4) Charm§*, Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (4/4) Charm§*, Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§, Suggestion*§
Fifth Level: (3/4) Charm§*, Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§, Sending
Sixth Level: (2/4) Blade Barrier§ (6), Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§, Spirit Blast, True Seeing*
Seventh Level: (3/3) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regeneration, Searing Light§ (7), Sunburst
Cabaguil extends his senses (link) to see the seen and unseen. He’ll then cast Prying Eye (•1min, perception +22). He’ll target the initial point as far as he can see down the tunnel. Then send the eye deeper, around the corner, etc. to see what lies below.
It's a little tricky with PbP, but basically he's going to send the eye in every direction he can, noting what can be seen before he hits doors, dead ends, etc. The eye moves at 30' and lasts until I can no longer sustain it, so he'll stop at 10 minutes.

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The goon squad follows the heavily used tunnel. This exit tunnel winds for miles through the stone below Kovlar, under the settlement’s walls and into Saggorak to the basement of an old workshop in the middle of undead territory. Today, this workshop has been claimed by the Scarlet Triad, who use it as a base camp and take advantage of the underground tunnel in the basement to come and go as they please between Saggorak and Kovlar.
This room is dimly lit, the sole source of light coming from below a metal grate at the center of the room. The ceiling rises to a height of thirty feet above, while shelves stacked with supplies sit against the walls. A flight of stone stairs leads upward to the northeast.
The grate opens into a pit that drops 50 feet into a river of magma. This pit was originally intended to be a garbage incinerator.

Cabaguil Hobnil |

Cabaguil casts Light (•>>, 60’r) on the end of his staff, which should provide ample light for the party. He looks to the grate and shudders briefly, catching a mental glimpse of the people that may have been thrown through it.
He’ll give a cursory glance at the shelves.
Perception: 1d20 + 22 ⇒ (7) + 22 = 29
He’ll then scan them for magical auras, casting Detect Magic (•>>). He’ll Mage Hand (•>>, 30’r with 1 bulk) anything of apparent value, if it’s light enough.

Kelvin Craghorn |

Kelvin follows Cabaguil, Ogogoro's Pride ready to stab any foe that springs forth.
Naturally, he also stays wary of any traps.

Raspar Soulsage |
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Raspar will pad forward silently and unobtrusively, as is his nature. He wants to whistle, but does not because he knows he should be quiet, but also he thinks the mood might be better with some whistling, which everyone enjoys while they are working.
Unable to help himself, he lets loose with some cheerful whistling.
*whistle*
*whistle* *whiisstlee*
*whistleeee*

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Cabaguil finds nothing of use in this room, but it certainly is going to give Raspar something to dust while he whistles.
Heading up the stairs Cabaguil comes across a Shrine to Droskar. A slab of stone sits against the north wall of this room, its front emblazoned with a carving of a fire under a stone arch. A bloodstained length of chain sits atop the slab between a pair of unlit censers.
The door to the east lies open to the quarters. A set of four uncomfortable-looking stone beds line either side of this room.

Raspar Soulsage |

*whiisstlee* *whistle*
*whistle* *whiisstlee*
*whistleeee*
Seeing the shrine and already having a song in his heart, Raspar draws out his new adamantine hammer and begins to work on crushing the evil shrine to gravel.
Yes, he whistles as he works.
*whiisstlee* *whistle*
*whistle* *whiisstlee*
*whistleeee*

Cuthberwyn Fizzkomingus |

Newly equipped with an adamantine weapon of his own, Cuthberwyn sets to work alongside his friend.
He does not whistle.

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The door to the east leads to the Commons room. The southern portion of this room contains a pair of stone tables surrounded by chairs. Six Scarlet triad members are here enjoying a nice, friendly game of dice using teeth from some of the killed slaves. Hearing the door their heads jerk over in surprise as they draw weapons. "The Hells!?"
Cabaguil, Detect Magic: 1d20 + 22 ⇒ (18) + 22 = 40
Raspar, Avoid Notice: 1d20 + 26 ⇒ (16) + 26 = 42
Ðakaþos, Scout: 1d20 + 21 ⇒ (18) + 21 = 39
Kelvin, Avoid Notice: 1d20 + 23 ⇒ (16) + 23 = 39
Cuthberwyn, Search: 1d20 + 23 ⇒ (5) + 23 = 28
Dori, Defend: 1d20 + 21 ⇒ (20) + 21 = 41
Agents: 1d20 + 21 ⇒ (19) + 21 = 40
★★★
Common Room! Round 1
──────────
BOLD: GO!:
──────────
➤ Raspar (175/175 HP) │ Resist Piercing 3
➤ Dori (202/202 HP) │ (Shield Hardness 10, HP 46/48), Resist Fire 6, Slashing 3
Agent (Red) (- HP)
Agent (Yellow) (- HP)
Agent (Orange) (- HP)
Agent (Green) (- HP)
Agent (Pink) (- HP)
Agent (Blue) (- HP)
Cabaguil (125/125 HP) │ Resist Fire 5
Kelvin (178/178 HP) │ Resist Fire 6
Dakapos (189/189 HP) │ Resist Slashing 3
Cuthberwyn (164/164 HP)

Raspar Soulsage |

Round 1
Action 1: Shield.
Action 2: Stride.
Action 3: Strike.
Raspar's Righteous Aura:Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5.
Letting his whistle die on his lips, Raspar raises his shield and moves into the room to gakk a slaver (red) in the kneecap with holy fire.
Melee or Ranged Strike:
1d20 + 25 ⇒ (11) + 25 = 36 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (4, 1) + 7 + (4) + (2) = 18 damage (holy, flaming)
Note 16 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 + 26 ⇒ (4) + 26 = 30 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (1, 1) + 7 + (2) + (4) = 15 damage (holy, flaming)
Critical damage: [ dice]4d4+14+1d6+1d6[/dice] + 1d6 + 1 ⇒ (3) + 1 = 4 persistent bleeding
AC: 37 +2 with shield action. + resist piercing 3
Fort/Ref/Will: 23/22/22 + 2 vs. spells/reaction
HP: 188/188
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+25[/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 (=16). 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 strides into the room with his new shield and hammer in hand. The hammer seems well suited to him...
actions 1:stride
actions 2:strike (red)
actions 3:strike (red then green if red is dead)
attack!: 1d20 + 26 ⇒ (7) + 26 = 33
damage?: 3d8 + 7 ⇒ (2, 4, 1) + 7 = 14
attack!: 1d20 + 21 ⇒ (4) + 21 = 25
damage?: 3d8 + 7 ⇒ (3, 8, 6) + 7 = 24
target gains resistance 16. If the foe is within 15 ft range:
attack!:: 1d20 + 26 ⇒ (1) + 26 = 27
damage?: 3d8 + 7 ⇒ (1, 8, 5) + 7 = 21
If hit is successful, target gets 3 persistent good damage

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Dori and Raspar dive into the room, attacking the same slaver as they draw fresh blood from her leg. Slow to react the slavers all draw a rapier and set of manacles as they surround Raspar and Dori. "Looks like fresh slaves are just delivering themselves these days."
★★★
Common Room! Round 1 / 2
──────────
BOLD: GO!:
──────────
➤ Raspar (187/187 HP) │ Resist Piercing 3; (Righteous Aura 15 Ft Resist Evil 5)
➤ Dori (202/202 HP) │ (Shield Hardness 17 HP 180/180), Resist Fire 7, Slashing 4 (Wyrmbane Aura 15 Ft Fire 3 , Acid 3 , Cold 3 , Electricity 3 , Poison 3)
Agent (Red) (-32 HP)
Agent (Yellow) (- HP)
Agent (Orange) (- HP)
Agent (Green) (- HP)
Agent (Pink) (- HP)
Agent (Blue) (- HP)
➤ Cabaguil (134/134 HP) │ Resist Fire 5
➤ Kelvin (206/206 HP) │ Resist Fire 6
➤ Dakapos (203/203 HP) │ Resist Slashing 3
➤ Cuthberwyn (190/190 HP)

Cuthberwyn Fizzkomingus |

Cuthberwyn moves in and begins to recite the tale he has tentatively entitled "Assault on the Aerie of the Slave Lords". It has a nice meter to it, but I'm not fully sold on the title just yet. Feels, I don't know, almost like it's a sequel...?
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 32 Performance check for lingering composition: 1d20 + 23 ⇒ (12) + 23 = 35 success, focus point spent and 3 rounds of lingering.
With his new weapon in hand, he tries to trip Red.
Athletics to Trip: 1d20 + 20 + 2 ⇒ (1) + 20 + 2 = 23
sad trombone
no thanks on the crit fail; I VOLUNTEER THIS HERO POINT AS TRIBUTE
Athletics to Trip: 1d20 + 20 + 2 ⇒ (18) + 20 + 2 = 40
Step, verbal component for dirge of doom, Athletics check to trip.

Ðakaþos |

"It's convenient when they come to me." With practiced determination, Dak starts cutting a path forward through the enemy:
ATK 1 v. Red: 1d20 + 28 ⇒ (20) + 28 = 48 for DOUBLE: 3d12 + 7 ⇒ (11, 2, 12) + 7 = 32 and Fire: 1d6 ⇒ 4 Target is flat-footed and takes 1d10 Persistent Fire
ATK 2 v. Red: 1d20 + 23 ⇒ (14) + 23 = 37 for DMG: 3d12 + 7 ⇒ (2, 1, 2) + 7 = 12 and Fire: 1d6 ⇒ 3
ATK 3 v. Red: 1d20 + 18 ⇒ (17) + 18 = 35 for DDMG: 3d12 + 7 ⇒ (12, 5, 5) + 7 = 29 and Fire: 1d6 ⇒ 2
If Red dies before the end of my turn, I'll Spring forward to attack yellow.