
![]() |

"An evil Dwarven ghost that leads an evil army of the undead? How bad can this be?" Dori's places his fingers on his brow and slowly shakes his head. He hefts his hammer and gets ready to set off.

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Mine cart tracks crisscross the relatively level floor of this cavern, while the walls of the place are streaked with crusty black ribbons of grainy, stone-like material. An ancient mine cart lies on its side on the tracks, its contents strewn on the ground.
Cabaguil, Detect Magic: 1d20 + 22 ⇒ (18) + 22 = 40
Raspar, Avoid Notice: 1d20 + 26 ⇒ (16) + 26 = 42
Ðakaþos, Scout: 1d20 + 21 ⇒ (8) + 21 = 29
Kelvin, Avoid Notice: 1d20 + 23 ⇒ (3) + 23 = 26
Cuthberwyn, Search: 1d20 + 23 ⇒ (11) + 23 = 34
Dori, Defend: 1d20 + 21 ⇒ (18) + 21 = 39
Stone Golems: 1d20 + 22 ⇒ (2) + 22 = 24
Cabaguil's light dimly shines across a trio of stone golems that grind to life as you enter. Their bodies seem to see some sort of misty dark tendrils as tiny dark stone are embedded into their stone.
★★★
Sanctum Entrance! Round 1
──────────
BOLD: GO!:
──────────
➤ Raspar (187/187 HP) │ Resist Piercing 3; (Righteous Aura 15 Ft Resist Evil 5)
➤ Cabaguil (134/134 HP) │ Resist Fire 5
➤ Dori (234/234 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)
➤ Cuthberwyn (190/190 HP)
➤ Dakapos (203/203 HP) │ Resist Slashing 3
➤ Kelvin (206/206 HP) │ Resist Fire 6
Golem (Red) (-0 HP)
Golem (Green) (-0 HP)
Golem (Yellow) (-0 HP)

Ðakaþos |

"Great, a welcoming committee." Dak casts a spell of Haste upon himself and then rushes in for a single attack:
ATK: 1d20 + 28 ⇒ (13) + 28 = 41 for DMG if hit: 3d12 + 7 ⇒ (7, 2, 1) + 7 = 17 and Fire: 1d6 ⇒ 1

Cabaguil Hobnil |
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Round: 1
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: (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), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§, Suggestion*§
Fifth Level: (3/4) Charm§* (5), 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: (2/3) 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 first tries to identify them, sharing what he knows (if anything) loudly with the group.
Arcana/Nature/Occult/Religion/Society: 1d20 + 20 ⇒ (1) + 20 = 21
Then, if it’s not immune, he’ll Produce Flame (•>>, 7d4 persistent damage on crit) at the closest one.
Produce Flame: 1d20 + 23 - 1 ⇒ (6) + 23 - 1 = 28 (cover) Damage (Fire): 7d4 + 6 ⇒ (4, 2, 4, 2, 4, 2, 1) + 6 = 25
Mr. Know-Nothing, Hit-Nothing goes off to have a chat with Desna...

Kelvin Craghorn |

Action 1: Stride
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab
"At least they're not hiding," Kelvin says, for now keeping his anger in check. He nonetheless joins Dakapos in melee, striking out with Ogogoro's Pride
Strike vs Red (Flat-footed): 1d20 + 27 ⇒ (7) + 27 = 34
Damage (P + Sonic/Elec): 2d6 + 8 + 3d6 + 1d6 + 1d6 ⇒ (5, 3) + 8 + (2, 2, 3) + (4) + (4) = 31 plus Weakness 5 to Slashing
Strike vs Red (Flat-footed): 1d20 + 22 ⇒ (15) + 22 = 37
Damage (P + Sonic/Elec): 2d6 + 8 + 3d6 + 1d6 + 1d6 ⇒ (2, 5) + 8 + (6, 1, 2) + (6) + (1) = 31 plus Weakness 5 to Slashing
He keeps an eye out for an opening to stab at an opportune moment.
Damage (P + Sonic/Elec): 2d6 + 8 + 3d6 + 1d6 + 1d6 ⇒ (5, 4) + 8 + (1, 4, 6) + (6) + (2) = 36 plus Weakness 5 to Slashing

Raspar Soulsage |

Round 1
Action 1: Stride.
Action 2: Strike.
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.
Raspar moves in and strikes at red.
Melee or Ranged Strike:
1d20 + 26 ⇒ (14) + 26 = 40 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (2, 3) + 7 + (6) + (1) = 19 damage (holy, flaming)
Melee or Ranged Strike:
1d20 + 26 - 4 ⇒ (3) + 26 - 4 = 25 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (3, 2) + 7 + (3) + (3) = 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 ⇒ (19) + 26 = 45 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (3, 4) + 7 + (2) + (4) = 20 damage (holy, flaming)
Critical damage: [ dice]4d4+14+1d6+1d6[/dice] + 1d6 + 1 ⇒ (6) + 1 = 7 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]

Cuthberwyn Fizzkomingus |

Cuthberwyn tries to determine what the party faces...
Recall Knowledge ◈ w/loremaster's etude: 2d20 ⇒ (13, 12) = 25
Arcana/Crafting/Society/Lore (bardic) +18, Nature/Religion +19 (T),
Occultism +21 (E).
He then moves forward and tries to Trip with his adamantine spiked chain.
Acrobatics to Trip: 1d20 + 22 ⇒ (12) + 22 = 34
Recall Knowledge using loremaster's etude, Stride, Acrobatics to Trip.

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Raspar's starknife sends sparks as it scratches the surface of the golem. Resistance 10.
Cabaguil understands these golems to be stone golems, though he is unsure about the strange crystals embedded within the stone. He is sure that negative energy will counteract the crystals strange sensation. His flames sputter against the side of the golem have no effect against the stone.
Cuthberwyn can recall that these are indeed Stone Golems and that they are lazurite infused due to the caves natural formations. Magic will have little effect though cold and positive spells will still cause a bit of damage. Though due to the lazurite positive effects in the area only have half their intended effect.
Grabbing his whip Cuthberwyn brings the golem down to the ground. With the golem down Dakapos is able to drive his blade a few inches into the golem's chest.
Kelvin's spear grinds across the surface as he leaves decent sized gouges in the stone.
★★★
Sanctum Entrance! Round 1
──────────
BOLD: GO!:
──────────
Raspar (187/187 HP) │ Resist Piercing 3; (Righteous Aura 15 Ft Resist Evil 5)
Cabaguil (134/134 HP) │ Resist Fire 5
➤ Dori (234/234 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)
Cuthberwyn (190/190 HP)
Dakapos (203/203 HP) │ Resist Slashing 3
Kelvin (206/206 HP) │ Resist Fire 6
Golem (Red) (-77 HP) │ Prone, Weakness 5 slashing
Golem (Green) (-0 HP)
Golem (Yellow) (-0 HP)

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Dori moves next to Dak. He's hoping to get between the other two golems and the party. On his way, he takes opportunity to use his hammer to the stone giant like he would a chuck of rock that needs crushing...
actions 1:stride
actions 2:strike
actions 3:shield
attack!(B): 1d20 + 26 ⇒ (20) + 26 = 46
damage?: 3d8 + 7 ⇒ (3, 3, 4) + 7 = 17

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Dori drives his axe into the golems body as it slowly rises to its feet. AoO from Raspar and Dakapos. A strange necrotic pulse washes over the group as all but Cabaguil feels the necrotic energy seep into their bones.
Necrotic Pulse- DC 32 Fort save. Failure is 1d6 Necrotic Damage and Slowed 1 for 1 minute.
★★★
Sanctum Entrance! Round 2
──────────
BEFORE YOUR TURN:
──────────
Raspar: 3 DC 32 Fort Save vs Necrotic Pulse
Dori: 3 DC 32 Fort Save vs Necrotic Pulse
Cuthberwyn: 2 DC 32 Fort Save vs Necrotic Pulse
Dakapos: 3 DC 32 Fort Save vs Necrotic Pulse
Kelvin: 2 DC 32 Fort Save vs Necrotic Pulse
──────────
BOLD: GO!:
──────────
➤ Raspar (187/187 HP) │ Resist Piercing 3; (Righteous Aura 15 Ft Resist Evil 5)
➤ Cabaguil (134/134 HP) │ Resist Fire 5
➤ Dori (234/234 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)
➤ Cuthberwyn (190/190 HP)
➤ Dakapos (203/203 HP) │ Resist Slashing 3
➤ Kelvin (206/206 HP) │ Resist Fire 6
Golem (Red) (-106 HP) │ Prone, Weakness 5 slashing
Golem (Green) (-0 HP)
Golem (Yellow) (-0 HP)

Kelvin Craghorn |

Fort save vs DC 32: 1d20 + 23 ⇒ (12) + 23 = 35
Fort save vs DC 32: 1d20 + 23 ⇒ (5) + 23 = 28
Hero Point
Fort save vs DC 32: 1d20 + 23 ⇒ (1) + 23 = 24
Well.. shit.
Action 1: Strike
Action 2: Strike
Reaction: Opportune Backstab
Kelvin feels the aura slow him. He curses, but the words are oddly drawn out.
None of that keeps Kelvin from being violent.
Strike vs Red (Flat-footed): 1d20 + 27 ⇒ (4) + 27 = 31
Damage (P + Sonic/Elec): 2d6 + 8 + 3d6 + 1d6 + 1d6 ⇒ (2, 2) + 8 + (3, 3, 3) + (1) + (2) = 24 plus Weakness 5 to Slashing
Strike vs Red (Flat-footed): 1d20 + 22 ⇒ (3) + 22 = 25
Damage (P + Sonic/Elec): 2d6 + 8 + 3d6 + 1d6 + 1d6 ⇒ (3, 4) + 8 + (2, 4, 3) + (3) + (3) = 30 plus Weakness 5 to Slashing
Damage (P + Sonic/Elec): 2d6 + 8 + 3d6 + 1d6 + 1d6 ⇒ (5, 3) + 8 + (4, 3, 3) + (2) + (2) = 30 plus Weakness 5 to Slashing

Ðakaþos |

FORT 1: 1d20 + 23 ⇒ (11) + 23 = 34 Crit due to Juggernaut
FORT 2: 1d20 + 23 ⇒ (6) + 23 = 29 Fail, so I'm losing my Haste action
FORT 3: 1d20 + 23 ⇒ (15) + 23 = 38 Crit due to Juggernaut
Penned in by his teammates Ðakaþos holds his ground, swinging once and with everyhting he's got to overcome the golem's toughness.
Power: 1d20 + 28 ⇒ (18) + 28 = 46 for DMG: 5d12 + 7 ⇒ (7, 2, 2, 12, 12) + 7 = 42 and Fire: 1d6 ⇒ 2.
He then raises an arcane shield! which is now Hardness 20

Raspar Soulsage |

Round 1
Action 1: Stride.
Action 2: Strike.
Action 3: Shield.
Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5.
1d20 + 23 ⇒ (18) + 23 = 41 Fort
1d20 + 23 ⇒ (11) + 23 = 34 Fort
1d20 + 23 ⇒ (18) + 23 = 41 Fort
Raspar decides to smile slowly…and then goes right back to his business of hacking and slashing bad things…at Green.
Melee or Ranged Strike:
1d20 + 26 ⇒ (16) + 26 = 42 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (1, 2) + 7 + (4) + (3) = 17 damage (holy, flaming)
Melee or Ranged Strike:
1d20 + 26 - 4 ⇒ (14) + 26 - 4 = 36 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (3, 3) + 7 + (5) + (3) = 21 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 ⇒ (11) + 26 = 37 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (4, 3) + 7 + (4) + (1) = 19 damage (holy, flaming)
Critical damage: [ dice]4d4+14+1d6+1d6[/dice] + 1d6 + 1 ⇒ (1) + 1 = 2 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]

Cuthberwyn Fizzkomingus |

DC 32 Fort (1): 1d20 + 23 ⇒ (8) + 23 = 31
necrotic: 1d6 ⇒ 3 and Slowed 1
DC 32 Fort (2): 1d20 + 23 ⇒ (16) + 23 = 39 success
Cuthberwyn feels the lethargy from the necrotic pulse and tries to counteract it. Cast haste heightened to 7th. Gets all party members.
Slowed 1, verbal & somatic components for haste (H 7th).

Cabaguil Hobnil |

Round: 2
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: (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), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§, Suggestion*§
Fifth Level: (3/4) Charm§* (5), 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: (2/3) 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 moves up a bit to be closer for healing and the like, yet still out of range of their attacks (•>). He’ll then aid his brethren, with a bit of Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)).
Lastly, he’ll cast Guidance (•>, +1 attack, perception, save, or skill w/in 1 round (status)) on himself, just to round out his preparation.

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Raspar drives his starknife into the stone, giving Kelvin the chance to slam his spear into the golems face, shattering it apart. This gives Cabaguil a small bit of inspiration that he shares with the group.
Using some of his more powerful magic Cuthberwyn tries to offset as much of the golems power as he can.
Kelvin and Dakapos- Your target is dead so you can redirect your actions.
★★★
Sanctum Entrance! Round 2
Party Conditions: Inspire Courage +1; Haste
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Dori: 3 DC 32 Fort Save vs Necrotic Pulse
──────────
BOLD: GO!:
──────────
Raspar (187/187 HP) │ Resist Piercing 3; (Righteous Aura 15 Ft Resist Evil 5)
Cabaguil (134/134 HP) │ Resist Fire 5
➤ Dori (234/234 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)
Cuthberwyn (190/190 HP) │ Slowed 1; 1d6 Necrotic Persistent Damage
➤ Dakapos (203/203 HP) │ Resist Slashing 3 Slowed 1; 1d6 Necrotic Persistent Damage
➤ Kelvin (206/206 HP) │ Resist Fire 6, Slowed 1; 1d6 Necrotic Persistent Damage
Golem (Green) (-0 HP)
Golem (Yellow) (-0 HP)

![]() |

fort save: 1d20 + 25 ⇒ (13) + 25 = 38
fort save: 1d20 + 25 ⇒ (13) + 25 = 38
fort save: 1d20 + 25 ⇒ (15) + 25 = 40
all crit successes via Juggernaut
Dori smiles as the next Golem comes into range. He doesn't even have to move to hit it...attacks on yellow
actions 1:strike
actions 2:strike
actions 3:shield
attack!: 1d20 + 26 ⇒ (9) + 26 = 35
damage?: 3d8 + 7 ⇒ (8, 3, 5) + 7 = 23
attack!: 1d20 + 21 ⇒ (10) + 21 = 31
damage?: 3d8 + 7 ⇒ (2, 3, 5) + 7 = 17

Kelvin Craghorn |

Kelvin would Step and then Strike yellow. You can use the above rolls, or I can reroll if you want.
Damage (P + Sonic/Elec): 2d6 + 8 + 3d6 + 1d6 + 1d6 + 1 ⇒ (2, 3) + 8 + (4, 2, 1) + (6) + (3) + 1 = 30 plus Weakness 5 to Slashing

![]() |

Dori's hammer smashes into the golems leg, cracking it slightly. Dakapos puts far more strength behind his blow as chunks of stone fling off. crit. Kelvin is able to chip away a little bit as well with his spear.
The heavy stone fists swing wide as they slowly aim for Kelvin and Dakapos.
Green Fist vs Dakapos AC 38: 1d20 + 26 ⇒ (14) + 26 = 40
Damage: 2d10 + 11 ⇒ (1, 4) + 11 = 16
Negative Damage: 2d6 ⇒ (5, 4) = 9 Raspar stops 16 damage
↺ DC 34 Fort save or Drained 1; Drained 2 on crit fail
Green Fist vs Dakapos AC 38: 1d20 + 26 - 5 ⇒ (14) + 26 - 5 = 35
Green Fist vs Dakapos AC 38: 1d20 + 26 - 10 ⇒ (7) + 26 - 10 = 23
Yellow Fist vs Kelvin AC 35: 1d20 + 26 ⇒ (10) + 26 = 36
Damage: 2d10 + 11 ⇒ (3, 7) + 11 = 21
Negative Damage: 2d6 ⇒ (3, 3) = 6 Dori stops 16 damage
↺ DC 34 Fort save or Drained 1; Drained 2 on crit fail
Yellow Fist vs Kelvin AC 35: 1d20 + 26 - 5 ⇒ (2) + 26 - 5 = 23
Yellow Fist vs Kelvin AC 35: 1d20 + 26 - 10 ⇒ (15) + 26 - 10 = 31
Cuthberwyn Necrotic Damage: 1d6 ⇒ 4
Persistent Damage Flat Roll: 1d20 ⇒ 6
Dakapos Necrotic Damage: 1d6 ⇒ 6
Persistent Damage Flat Roll: 1d20 ⇒ 1
Kelvin Necrotic Damage: 1d6 ⇒ 6
Persistent Damage Flat Roll: 1d20 ⇒ 6
★★★
Sanctum Entrance! Round 3
Party Conditions: Inspire Courage +1; Haste
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Dakapos: DC 34 Fort save vs Drained
Kelvin: DC 34 Fort save vs Drained
──────────
BOLD: GO!:
──────────
➤ Raspar (187/187 HP) │ Resist Piercing 3; (Righteous Aura 15 Ft Resist Evil 5)
➤ Cabaguil (134/134 HP) │ Resist Fire 5
➤ Dori (234/234 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)
➤ Cuthberwyn (186/190 HP) │ Slowed 1; 1d6 Necrotic Persistent Damage
➤ Dakapos (188/203 HP) │ Resist Slashing 3 Slowed 1; 1d6 Necrotic Persistent Damage
➤ Kelvin (189/206 HP) │ Resist Fire 6, Slowed 1; 1d6 Necrotic Persistent Damage
Golem (Green) (-0 HP)
Golem (Yellow) (-108 HP) │ Weakness 5 (Slashing)
──────────
AFTER YOUR TURN:
──────────
Cuthberwyn: Persistent Damage and Flat Roll
Dakapos: Persistent Damage and Flat Roll
Kelvin: Persistent Damage and Flat Roll

Cabaguil Hobnil |

Round: 3
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: (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: (3/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§, Suggestion*§
Fifth Level: (3/4) Charm§* (5), 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: (2/3) 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’s unsure what to do. His usual spells are harmless against such foes, and the party seems to be chiseling away well enough. He’s unsure how best to aid them. He’ll try to end the ongoing persistent damage with a little healing, which should also affect the golems. He casts Heal 4 (•>>>, Fort DC 33)
30’r Heal: 4d8 + 3 ⇒ (4, 2, 6, 3) + 3 = 18 (staff)

Raspar Soulsage |

Round 2
Action 1: Stride.
Action 2: Strike.
Action 3: Shield.
Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5.
1d20 + 23 ⇒ (6) + 23 = 29 Fort
1d20 + 23 ⇒ (6) + 23 = 29 Fort
1d20 + 23 ⇒ (2) + 23 = 25 Fort
Raspar lashes out at Green.
Melee or Ranged Strike:
1d20 + 26 ⇒ (14) + 26 = 40 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (4, 4) + 7 + (6) + (1) = 22 damage (holy, flaming)
Melee or Ranged Strike:
1d20 + 26 - 4 ⇒ (1) + 26 - 4 = 23 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (3, 2) + 7 + (6) + (2) = 20 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 ⇒ (14) + 26 = 40 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (4, 2) + 7 + (1) + (6) = 20 damage (holy, flaming)
Critical damage: [ dice]4d4+14+1d6+1d6[/dice] + 1d6 + 1 ⇒ (1) + 1 = 2 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]

Kelvin Craghorn |

Fort save vs DC 34: 1d20 + 23 ⇒ (8) + 23 = 31
Kelvin is unable to resist the draining effect of the golem's strike.
Action 1: Rage
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab
Kelvin's fury bursts forth, and he lashes out at the golem harrying him with his prized spear.
Strike vs Yellow (Flat-footed): 1d20 + 27 ⇒ (10) + 27 = 37
Damage (P + Sonic/Elec): 2d6 + 10 + 3d6 + 1d6 + 1d6 ⇒ (3, 1) + 10 + (6, 4, 2) + (5) + (4) = 35 plus Weakness 5 to Piercing
Strike vs Yellow (Flat-footed): 1d20 + 22 ⇒ (20) + 22 = 42
Damage (P + Sonic/Elec): 2d6 + 10 + 3d6 + 1d6 + 1d6 ⇒ (2, 4) + 10 + (2, 6, 3) + (2) + (4) = 33 plus Weakness 5 to Piercing
Damage (P + Sonic/Elec): 2d6 + 10 + 3d6 + 1d6 + 1d6 ⇒ (3, 6) + 10 + (5, 3, 2) + (2) + (5) = 36 plus Weakness 5 to Slashing

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Raspar begins chipping away at the wounded golem as his starknife strikes once. While Cabaguil's healing only manages to heal for half the effect due to the necrotic field the positive energy seems to burn and seep into the golems, hurting them as well.
Green Positive Area Damage: 2d8 ⇒ (1, 6) = 7
Yellow Positive Area Damage: 2d8 ⇒ (2, 6) = 8
As Raspar and Cabaguil injure the golem he is able to find a weak point and break the golem apart. Killed Yellow with a crit from your opportune backstab.
Feeling a little drained Kelvin shifts n severely damaging the unwounded golem.
★★★
Sanctum Entrance! Round 3
Party Conditions: Inspire Courage +1; Haste
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Dakapos: DC 34 Fort save vs Drained
──────────
BOLD: GO!:
──────────
Raspar (187/187 HP) │ Resist Piercing 3; (Righteous Aura 15 Ft Resist Evil 5)
Cabaguil (134/134 HP) │ Resist Fire 5
➤ Dori (234/234 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)
➤ Cuthberwyn (186/190 HP) │ Slowed 1; 1d6 Necrotic Persistent Damage
➤ Dakapos (197/203 HP) │ Resist Slashing 3 Slowed 1; 1d6 Necrotic Persistent Damage
Kelvin (170/192 HP) │ Resist Fire 6, Slowed 1; 1d6 Necrotic Persistent Damage; Drained 1
Golem (Green) (-88 HP)
──────────
AFTER YOUR TURN:
──────────
Cuthberwyn: Persistent Damage and Flat Roll
Dakapos: Persistent Damage and Flat Roll
Kelvin: Persistent Damage and Flat Roll

Ðakaþos |

FORT: 1d20 + 23 ⇒ (17) + 23 = 40
With the situation as it is, Dak again tries a singular massive swing:
Power ATTACK: 1d20 + 28 ⇒ (20) + 28 = 48 for DOUBLE DMG: 5d12 + 7 ⇒ (8, 4, 12, 7, 9) + 7 = 47 and Fire: 1d6 ⇒ 1 Target is now flat footed and takes 1d6 persistent fire
Slowed 1
Flat v. Persistent: 1d20 ⇒ 15

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Dori continues to swing his hammer at the golems.
actions 1:shield
actions 2:strike
actions 3:strike
Dwarven Thrower:
attack!: 1d20 + 26 ⇒ (11) + 26 = 37
damage?: 3d8 + 7 ⇒ (4, 5, 4) + 7 = 20
attack!: 1d20 + 21 ⇒ (9) + 21 = 30
damage?: 3d8 + 7 ⇒ (1, 4, 3) + 7 = 15
ooc]Dori will use quick block to shield block the first successful attack on himself[/ooc]
Retributive strike:
target gains resistance 16. If the foe is within 15 ft range:
attack!:: 1d20 + 26 ⇒ (18) + 26 = 44
damage?: 3d8 + 7 ⇒ (7, 2, 4) + 7 = 20
If hit is successful, target gets 3 persistent good damage

Kelvin Craghorn |

After turn goodness
Persistent damage: 1d6 ⇒ 1
Flat check: 1d20 ⇒ 17

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Dori's hammer cracks more stone as Dakapos' blade severs the bonds holding it together and the statue crumbles. With minimal injuries Cabaguil is able to quickly get everyone patched up enough so that the persistent injuries don't bother you much anymore.

Kelvin Craghorn |

"Not bad fight. Though it sure would be nice if these ancient dwarven constructs were used against us less. It's kind of insulting."

Raspar Soulsage |

Raspar begins to restack the broken pieces of golem into piles, so that no one stubs a toe or suffers an eyesore from the wanton destruction.
”Yes, and it’s too bad I have a lot of rocks to stack at home, and don’t have enough time to fix this place up.”
Raspar puts on his hands on his hip, looking around and thinking about all the work that would be needed to make this place livable and realizes he doesn’t have the time at the moment. He prepares to move on when others are healed.

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Several well-used pickaxes in various states of repair are scattered across the ground of this chamber. A half-filled mine cart rests on tracks, while partially completed carvings of dwarven ghouls adorn the walls to the south and east.
While most of the tools on the floor here are mundane and well-worn, one stands out—a high grade adamantine pick.

Raspar Soulsage |

Noting that some dwarves are passing a neat furrow rutting tool, Raspar picks up the nice adamantine pick and puts it in his belt. He wishes his had that ol' hammer that he traded away to go with it, as he thinks this pick would have been a nice complement to it.
He will lead Cabaguil deeper in to the mines when others are ready.

Kelvin Craghorn |

Assurance on Crafting for 30
"That adamantine pick is a fine tool. One I bet whoever is carving these future golems is using," Kelvin says as Raspar picks up the pick. When the others look at him he adds, "What? That's clearly what they plan to do with the dwarven ghoul statues. At least it won't be any time soon."

Ðakaþos |

Crafting: 1d20 + 18 ⇒ (5) + 18 = 23. "Kelvin, should one of us wield it as a weapon against any future golem-foes? Not that I want to take it from Raspar, just wondering for the inevitable violence we'll find around the corner."

Kelvin Craghorn |

Kelvin shrugs. "It'll help. But if it's not magically enhanced like my spear then it's probably only slightly more effective. My advice? Just hit them hard."

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Grabbing the pickaxe you continue through the chambers. An empty mine track curves to the south in this large chamber, then dead ends before an entrance to a smaller cavern beyond. A half-dozen bodies in varying stages of decomposition lie near this dead end. The walls of this chamber are carved with the leering visages of hundreds of undead dwarves.
Leering on top of the pile of southern corpses is a slavering ghoul, the leader of the Starved, Falrok. Falrok hisses at the interlopers and this signal causes the western pile of corpses to shift as a huge looming skeleton rises from within.
Cabaguil, Detect Magic: 1d20 + 22 ⇒ (14) + 22 = 36
Raspar, Avoid Notice: 1d20 + 26 ⇒ (7) + 26 = 33
Ðakaþos, Scout: 1d20 + 21 ⇒ (6) + 21 = 27
Kelvin, Avoid Notice: 1d20 + 23 ⇒ (8) + 23 = 31
Cuthberwyn, Search: 1d20 + 23 ⇒ (13) + 23 = 36
Dori, Defend: 1d20 + 21 ⇒ (19) + 21 = 40
Falrok: 1d20 + 28 ⇒ (2) + 28 = 30
Skeleton: 1d20 + 24 ⇒ (11) + 24 = 35
★★★
Inspection Chamber! Round 1
──────────
BOLD: GO!:
──────────
➤ Dori (234/234 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)
➤ Cabaguil (134/134 HP) │ Resist Fire 5
➤ Cuthberwyn (190/190 HP)
Huge Skeleton (-0 HP)
Raspar (187/187 HP) │ Resist Piercing 3; (Righteous Aura 15 Ft Resist Evil 5)
Kelvin (192/192 HP) │ Resist Fire 6, Drained 1
Falrok (-0 HP)
Dakapos (203/203 HP) │ Resist Slashing 3

Cabaguil Hobnil |

Round: 1
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: (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: (3/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§, Suggestion*§
Fifth Level: (3/4) Charm§* (5), 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: (2/3) 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 moves up a bit so as to better see their foes (•>). He then ponders, examining each creature and calling out their weaknesses, if he knows any (•>>).
Arcana/Nature/Occult/Religion/Society: 1d20 + 20 ⇒ (20) + 20 = 40 vs the Ghoul
Arcana/Nature/Occult/Religion/Society: 1d20 + 20 ⇒ (3) + 20 = 23 vs the Skeleton

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Cabaguil's Religion (T): 1d20 + 19 ⇒ (14) + 19 = 33
Cabaguil's Religion (T): 1d20 + 19 ⇒ (2) + 19 = 21
Dori moves in as Cabaguil tries to understand what he is looking at. Falrok is a unique sort of ghoul but Cabaguil knows little more beyond staying awy from its paralyzing bite. As for the huge skeleton it appears to be a massive skeletal champion.
★★★
Inspection Chamber! Round 1
──────────
BOLD: GO!:
──────────
Dori (234/234 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)
Cabaguil (134/134 HP) │ Resist Fire 5
➤ Cuthberwyn (190/190 HP)
Huge Skeleton (-0 HP)
Raspar (187/187 HP) │ Resist Piercing 3; (Righteous Aura 15 Ft Resist Evil 5)
Kelvin (192/192 HP) │ Resist Fire 6, Drained 1
Falrok (-0 HP)
Dakapos (203/203 HP) │ Resist Slashing 3

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Cuthberwyn quickly takes some cover as the huge skeleton stands up to it's full height, breathing shards of bones into Dori's bearded face.
Breath Weapon Damage: 8d12 ⇒ (4, 5, 12, 12, 3, 7, 7, 3) = 53 DC 34 Basic Reflex
Rounds: 1d4 ⇒ 2
★★★
Inspection Chamber! Round 1
Terrain: Starvation aura- If end your turn within need a DC 30 Fort Save vs Starvation (Failure is fatigued and 6d6 damage). This damage cannot be healed until you eat a full meal.
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Dori: DC 34 Reflex vs Breath (53)
──────────
BOLD: GO!:
──────────
Dori (234/234 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)
Cabaguil (134/134 HP) │ Resist Fire 5
Cuthberwyn (190/190 HP)
Huge Skeleton (-0 HP) │ Starvation Aura (60 feet); Breath weapon 2 rounds
➤ Raspar (187/187 HP) │ Resist Piercing 3; (Righteous Aura 15 Ft Resist Evil 5)
➤ Kelvin (192/192 HP) │ Resist Fire 6, Drained 1
Falrok (-0 HP)
Dakapos (203/203 HP) │ Resist Slashing 3

Raspar Soulsage |

Round 1
Action 1: Stride.
Action 2: Strike.
Action 3: Shield.
Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5.
Raspar moves up to attack the skelly with his holy knivy.
Melee or Ranged Strike:
1d20 + 26 ⇒ (5) + 26 = 31 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (4, 1) + 7 + (6) + (1) = 19 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 ⇒ (18) + 26 = 44 to hit;
P/S, holy: 2d4 + 7 + 1d6 + 1d6 ⇒ (4, 3) + 7 + (2) + (2) = 18 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]

Kelvin Craghorn |

Action 1: Rage
Action 2: Stride
Action 3: Stride
Rage fuels Kelvin as he rushes forward, getting in front of Cabaguil and growling at the skeletal monstrosity. He immediately feels the wave of starvation hit him...
Fort save vs DC 30: 1d20 + 23 ⇒ (10) + 23 = 33
He had a big breakfast.

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Raspar's starknife barely misses the skeleton as t strikes one of the nearby pile of slave corpses. This infuriates Kelvin as the dwarf rushes in, feeling a great hunger come over him as he does everything he can to resist it.
Falrok stands up slobbering all over the ground as the ghoul bounds across the floor into the middle of the pack.
★★★
Inspection Chamber! Round 1 / 2
Terrain: Starvation aura (60 ')- If end your turn within need a DC 30 Fort Save vs Starvation (Failure is fatigued and 6d6 damage). This damage cannot be healed until you eat a full meal.; Ghoul Stench (10') DC 34 Fort Save if start turn in the aura or sickened 1
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Dori: DC 34 Reflex vs Breath (53)
──────────
BOLD: GO!:
──────────
➤ Dori (234/234 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)
➤ Cabaguil (134/134 HP) │ Resist Fire 5
➤ Cuthberwyn (190/190 HP)
Huge Skeleton (-0 HP) │ Starvation Aura (60 feet); Breath weapon 2 rounds
Raspar (187/187 HP) │ Resist Piercing 3; (Righteous Aura 15 Ft Resist Evil 5)
Kelvin (192/192 HP) │ Resist Fire 6, Drained 1; 18 Temp HP
Falrok (-0 HP) │ Stench (10')
➤ Dakapos (203/203 HP) │ Resist Slashing 3

Cabaguil Hobnil |

Round: 2
Equipped: Staff of healing
Conditions: Fatigued
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: (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: (3/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§, Suggestion*§
Fifth Level: (3/4) Charm§* (5), 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: (2/3) 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
Fortitude: 1d20 + 19 ⇒ (2) + 19 = 21 vs DC 30 for damage: 6d6 ⇒ (4, 5, 6, 5, 5, 5) = 30 and fatigue
”I’m sooooo hungry!” Cabaguil cries out as pangs cramp his gut.
He holds his ground though and casts Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)) to aid himself and his allies. He knows they must fell this creature swiftly lest that happen again and kill him outright.
He casts Searing Light (7) (•>>, good damage only if fiend or undead), targeting the skeleton.
Searing Light (7): 1d20 + 23 + 0 ⇒ (1) + 23 + 0 = 24 (inspire, cover)
Cabaguil digs deep within himself and will not accept a failure of this kind. Hero point re-roll please.
Searing Light (7): 1d20 + 23 + 0 ⇒ (15) + 23 + 0 = 38 (inspire, cover)
Damage (Fire): 13d6 + 6 + 1 ⇒ (6, 4, 1, 4, 3, 5, 4, 4, 4, 2, 1, 6, 2) + 6 + 1 = 53 (inspire) Damage (Good): 13d6 ⇒ (5, 1, 3, 6, 2, 4, 3, 1, 2, 4, 4, 2, 1) = 38
He smiles as his aim is trued, but will it be enough?