
GM PDK |

Please roll as you can't take 10 on disable unless you have shennanigans enabling your murderhoboism I have yet to discover... :)

GM PDK |

Mal believes he disabled the trap successfully. Does he wish to open the door to the vault?

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Kel will do his own detect traps with detect magic active before hand just in case the trap is magical... even if he detects nothing, he'll move to stand a good ways back... if he does detect a trap still, he'll warn Mal to try again before opening the door.
perception: 1d20 + 27 + 1 ⇒ (16) + 27 + 1 = 44

GM PDK |

Mal opens the door, and tells everyone they got about one minute before the magic regenerates within the door and starts blasting everyone.
Quickly, Kel steps inside and looks inside the vault. Lining the walls of this vault are six large, padlocked iron chests, each securely fastened to the floor. Mal quickly steps in and proceeds to undo the locks.
Within the chests are a total of eight platinum ingots (8,000 gp each); 24 gold ingots (1,000 gp each); three bags each containing an assortment of 150 medium-quality gemstones worth 15,000 gp in total.
The heroes stash the entire thing in their portable hole and exit the room before the magic reasserts itself in the door. Several trips are required to bag the whole thing, but Mal is able to routinely disable the magic trap before every trip.
I'll move on the third and final section of this dungeon soon; either tonight or tomorrow.

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Dora whistled at the mention of the haul.
”Wow! Very Nice indeed! But what of any heirlooms for our quest? “

GM PDK |

Moving on, you go back up the stairs and activate the cross-eyed medusa. You descend to the newly aligned passage, which leads to another chamber. This sad vault stands as testimony to the alarming mortality of Adellan offspring during the last thirty years of the House’s existence. The flight of stairs taking you down here is shrouded in fog. Opposite these stairs is a large stone door.
While there are over two dozen small sarcophagi in this room, some hold more than a single occupant, as indicated on the lids. From the carved dates, it is obvious no occupant made it past the age of six—many were actually infants.
The door to the north appears to be a descending stone block that would slide down into a deep grove when its mechanism is activated.
Slide is up

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Thrag wanders the room, waiting for Mal and/or Kel to fiddle with the door. As he does he looks at the birth years,wondering if this was part of the family's fall.

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Kel pauses and reads the lids of the sarcophagi. He turns his head away from the others, not generally prone to shows of sentimentality. He is momentarily overcome by a wave of sadness for these small souls that had no real chance for a life. He sighs, and after a few moments, he turns back, purses his lips as if deep in thought.. then walks to the stone... he casts heightened awareness, then examines it for signs of how it works if it truly is a trap. If it is, he'll wait for his more skilled companion to actually disable it.
perception: 1d20 + 27 + 1 ⇒ (11) + 27 + 1 = 39

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After his prayer, Glaube activates Touch of Glory upon himself.

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Dora will apply a protection from evil upon herself as she watches Kel examine the signs.
What? It cannot be a bad thing to expect to find bad things, right?

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Brother Rabbit will recast Barkskin on himself if it's needed, but nods along with everyone's words of caution. Something horrible was bound to happen.

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Kel will stand a good ways back from the door as it is opened... at least thirty feet or so, just to be safe.

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Dora nods to the half-elf Wizard as she and Rusty edge to the back as well.
No need to be too close. That curse is nothing to sneeze at.

GM PDK |

Mal inspects the large descending stone door mechanism and finds it devoid of traps. Activating the mechanism, the large stone block slides down into the large floor groove with a low grating sound, followed by a large 'BOOM' as it settles on its predetermined sub-floor, quite permanently so based on Mal's dwarven assessment.
Beyond, a large rug of Qadiran design features prominently in the center of the next room. The chamber’s ceiling rises to a height of twenty-five feet. Ice cakes the stone doors to the east and west, unlike the doors to the north.
What do you do?

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Kel, concerned about the cold on the two doors, Kel casts resist energy cold on Glaube, Protection from energy cold on Dora, and greater angelic aspect on himself. That exhausts his energy resistance so he advises the martial types to be cautious. "Be careful of the cold... could be anything beyond those doors." He readies himself for whatever might be found beyond whichever door Mal decides to open first. He does stay back about twenty feet, just in case the curse activates again.

GM PDK |

SURPRISE ROUND
KEL casts RESIST ENERGY COLD on Glaube
ROUND 1
1. As soon as Kel casts his spell, two doors caked with ice open swiftly, each revealing an Ice Devil. The one to the left blasts the group with a cone of cold, while the one to the right teleports behind Dora.
Cone of Cold, REF DC 20 for 1/2 dmg: 13d10 ⇒ (4, 10, 5, 6, 2, 4, 7, 3, 6, 1, 8, 8, 6) = 70
2. PARTY MAY GO!
Blue
Red
Kel
Mal
Brother
Thrag
Glaube
Dora
TERRAIN: when the ice-caked doors open, cold air fills the room with the large Qadiran carpet, causing 1d10 points of cold damage per round to all creatures within.

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Reflex: 1d20 + 23 ⇒ (18) + 23 = 41 Improved Evasion
The Captain takes a moment to get his bearings and nods to himself. The front line was solid, and that was fine, but Dora needed assistance in the back. Moving around the sarcophagus nearby, Brother Rabbit entered the fray with the red Ice Demon. For some reason it's set to view only and I requested editing rights.
Entering its threatened area, Rabbit moved into his Crane Style and pulled out his Kama. Lunging forward, he attempted to do what he did best.
Trip attempt: 1d20 + 41 ⇒ (14) + 41 = 55
If tripped.
Greater Trip AoO: 1d20 + 23 ⇒ (10) + 23 = 33 If it hits, DC 22 Reflex save or be flat footed until the end of Rabbit's next turn.
Damage: 2d8 + 11 + 1d6 ⇒ (5, 2) + 11 + (4) = 22
Vicious Stomp AoO + Stunning Fist vs Prone AC: 1d20 + 23 ⇒ (5) + 23 = 28 If it hits, DC 22 Reflex save or be flat footed until the end of Rabbit's next turn. DC 23 Fort save or be stunned.
Damage: 2d8 + 11 + 1d6 ⇒ (1, 8) + 11 + (6) = 26

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reflex save: 1d20 + 14 ⇒ (19) + 14 = 33 (no damage - evasion)
Kel takes a 5' step next to Glaube, casts dimension door defensively, touching Dora and her mount (and offering a hand to Glaube as well if he wants to partake of the dim door) and moving them all up the stairs just out of reach of and behind the ice devil, hoping that will give himself (or Glaube) time to protect Dora from the next cold attack. He whispers to Glaube and Dora "Take my hand if you want to live", giving them a wry smile as he speaks the words just prior to casting his dim door.
concentration to cast defensively, dc 23: 1d20 + 23 ⇒ (17) + 23 = 40
He whispers to Dora (and Glaub if he came) softly after the dim door, "Heal yourself if you can in case we get hit by another cone of cold."
sorry - couldn't resist the terminator line

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Rusty reflex/evasion : 1d20 + 12 ⇒ (14) + 12 = 26
Dora Reflex hero : 1d20 + 16 ⇒ (3) + 16 = 19
” Yeeeeoopowwwie!“
Dora screams as the cold damages her severely and immediately casts haste and starts a battle song.
She will accept Kels offer so she may be casting and singing after

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I assume it as been at least 1 hour since This post?. If so, I need to clear heroism. I wrote the post assuming its down.
reflex,evasion: 1d20 + 27 ⇒ (16) + 27 = 43
similarly, please move Mal to 10' from blue, not provoking if it has a standard reach, 2 squares left of the entrance.
Mal uses his blue scarf to extend his reach as he floats towards the one in blue. As his carpet speeds him forward he assumes the crane posture and makes a solitary kick, aimed directly at the devil's head, intend to replicate Brother's stunning punch.
Attack (crit 19-20)IC, stunning fist (DC20): 1d20 + 23 + 1 ⇒ (7) + 23 + 1 = 31 Damage, precision,IC: 1d8 + 12 + 5 + 2 ⇒ (3) + 12 + 5 + 2 = 22
Mal Fought defensively this turn, so his AC vs melee attacks is 4 higher due to crane wing, unless an attack is within 4 of the improved AC. If this is the case, per Crane Riposte this provokes an attack of opportunity, and his AC is no longer improved against melee attacks. Furthermore, if any attack is attempted against him and it misses, it provokes an attack of opportunity per Snake Fang. If this attack hits, Mal can attempt an additional unarmed strike as an immediate action. Mal commonly, but not always takes this immediate action attack. Usually the reason he wouldn't take the immediate action is because he intends to use his swift next round to either fervor cast a spell, activate bane, or extend his reach. Any relevant AoO's are rolled below.
AoO (crit 19-20),IC: 1d20 + 23 + 1 ⇒ (2) + 23 + 1 = 26 Damage, precision: 1d8 + 12 + 5 + 2 ⇒ (2) + 12 + 5 + 2 = 21
AoO (crit 19-20),IC: 1d20 + 23 + 1 ⇒ (13) + 23 + 1 = 37 Damage, precision: 1d8 + 12 + 5 + 2 ⇒ (6) + 12 + 5 + 2 = 25
AoO (crit 19-20),IC: 1d20 + 23 + 1 ⇒ (15) + 23 + 1 = 39 Damage, precision: 1d8 + 12 + 5 + 2 ⇒ (8) + 12 + 5 + 2 = 27
AoO (crit 19-20),IC: 1d20 + 23 + 1 ⇒ (11) + 23 + 1 = 35 Damage, precision: 1d8 + 12 + 5 + 2 ⇒ (2) + 12 + 5 + 2 = 21
AoO (crit 19-20),IC: 1d20 + 23 + 1 ⇒ (8) + 23 + 1 = 32 Damage, precision: 1d8 + 12 + 5 + 2 ⇒ (2) + 12 + 5 + 2 = 21

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Same question on heroism for Dora and Rusty except hers was extended and shared for 140mins - and was factored into saves for both.

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Reflex: 1d20 + 13 ⇒ (5) + 13 = 18
I can't edit the slides, but Thrag will move up next to Mal and hammer away.
Empowered by Dora's blessings Thrag follows Mal into the frozen room. Bringing his expertise to bear he slams his hammer into the haft of the devil's spear.
Greater Sunder, Haste, Inspire Courage, Power Attack: 1d20 + 28 + 4 + 1 + 2 - 4 ⇒ (13) + 28 + 4 + 1 + 2 - 4 = 44
Damage, magical, bludgeoning, adamantine, Inspire Courage, Power Attack, Improved Vital Strike, Devastating Strike, Smashing: 3d6 + 17 + 2 + 12 + 6d6 + 4 + 2d6 ⇒ (3, 5, 2) + 17 + 2 + 12 + (3, 2, 3, 6, 1, 3) + 4 + (2, 5) = 70
I'm assuming the image is accurate and the ice devil is weilding a spear. If not reduce the attack by 4 and the damage by 2d6. Greater Sunder, Any damage in excess of what it takes to destroy the item is dealt to the wielder. Adamantine, ignore hardness less than 20.

GM PDK |

10min/level and longer buffs still up; 1min/level stuff is gone. If you accepted Kel's dim door, move your character next to him; if not, put your character back where it was. There are sometimes important ramifications associated to departing clerics or groups splitting in two. :P :) MUHAHAHAHAH! ;)

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ok so Dora will still sing but haste cannot affect everyone as we are spread out.

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ok so Dora will still sing but haste cannot affect everyone as we are spread out. Probably only Kel, Rusty, Dora and Brother Rabbit in haste range. Adjust as necessary. I do not see a range limit on inspire courage...so may or may not reach all.

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Reflex: 1d20 + 9 ⇒ (12) + 9 = 21 (Taking 35 HP of damage.)
Sure. I'll tag along with the dimension door.
Move Action: Quick Channel to Heal allies: 7d6 ⇒ (4, 6, 5, 5, 4, 4, 2) = 30 (Back to full, for me, since I started with temp hp.)
Swift Action: Sense Motive DC 20: 1d20 + 14 ⇒ (4) + 14 = 18 (Fail, no additional bonus for standard action.)
Standard Action: Antagonize
Diplomacy to Antagonize: 1d20 + 35 ⇒ (4) + 35 = 39 Glaube addresses the devil outlined in red: "One can often catch more flies with honey than vinegar. When engaged in a conflict, consider using your words, first. It can have a more positive outcome."
Non Action: 5-foot-step

GM PDK |

Brother trips the south ice devil and manages to land two vicious blows on it with his feet. He does less damage than he should though, for some reason.
devil ref22: 1d20 + 14 ⇒ (18) + 14 = 32
devil fort23: 1d20 + 15 ⇒ (6) + 15 = 21
The creature drops its frost spear, appearing disoriented.
Kel translocates himself, bringing Glaube, Dora and her wolf along to the south.
Mal narrowly misses the ice devil's head with his kick.
Thrag smashes the ice devil's spear, severely damaging it. Although broken, the infernal metallic weapon still holds!
Glaube channels energy, healing the ice devil, himself and Dora.
To the north, the other devil conjures a wall of ice, separating Mal and Thrag from the rest of the group.
The cold air in the room to the north begin to affect Mal and Thrag:
cold dmg: 1d10 ⇒ 8
PARTY MAY GO!
Blue [broken spear –2 penalty on attack and damage rolls]
Red [prone, stunned]
Kel
Mal -8
Brother
Thrag -78
Glaube
Dora -40

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Just in case, what kind of armor is the devil wearing? If Thrag destroys the spear he'll move to standard attacks, subtract 4 from the attack and 2d6 from the damage if he switches.
Seeing cracks appear in the devil's spear Thrag steps forward and continues to beat on it.
1st Greater Sunder, Inspire Courage, Power Attack: 1d20 + 28 + 4 + 2 - 4 ⇒ (5) + 28 + 4 + 2 - 4 = 35
Damage, magical, bludgeoning, adamantine, Inspire Courage, Power Attack, Smashing: 3d6 + 17 + 2 + 12 + 2d6 ⇒ (5, 3, 1) + 17 + 2 + 12 + (2, 5) = 47
2nd Greater Sunder, Inspire Courage, Power Attack: 1d20 + 23 + 4 + 2 - 4 ⇒ (4) + 23 + 4 + 2 - 4 = 29
Damage, magical, bludgeoning, adamantine, Inspire Courage, Power Attack, Smashing: 3d6 + 17 + 2 + 12 + 2d6 ⇒ (3, 2, 6) + 17 + 2 + 12 + (4, 4) = 50
3rd Greater Sunder, Inspire Courage, Power Attack: 1d20 + 18 + 4 + 2 - 4 ⇒ (14) + 18 + 4 + 2 - 4 = 34
Damage, magical, bludgeoning, adamantine, Inspire Courage, Power Attack, Smashing: 3d6 + 17 + 2 + 12 + 2d6 ⇒ (2, 4, 5) + 17 + 2 + 12 + (6, 6) = 54

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Dora has Rusty "Guard" while she unfurls (quick draw) her Evil Outsider Bane bow and unloads on the stunned devil.
Thrag, I don't think you can hear Dora anymore due to the ice wall between us, unfortunately.
She continues her battle song (free), calling out tactics as she goes.
Strong Work, Brother Rabbit! Glaube, try not to heal the devil if you can exclude it! Flank it or keep it down or stunned.
Ok, I thought Kel ID'd these. If not, Dora will try...
KN:Planes, Heroism: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
#1 Dora +1 Banebow, hero haste bard: 1d20 + 16 + 2 + 2 + 2 + 1 ⇒ (18) + 16 + 2 + 2 + 2 + 1 = 41
for dmg,bane,bard: 1d6 + 4 + 2 + 2d6 + 2 ⇒ (6) + 4 + 2 + (1, 5) + 2 = 20
#2 Dora +1 Banebow, hero haste bard: 1d20 + 11 + 2 + 2 + 2 + 1 ⇒ (16) + 11 + 2 + 2 + 2 + 1 = 34
for dmg,bane,bard: 1d6 + 4 + 2 + 2d6 + 2 ⇒ (4) + 4 + 2 + (1, 3) + 2 = 16
#h Dora +1 Banebow, hero haste bard: 1d20 + 16 + 2 + 2 + 2 + 1 ⇒ (3) + 16 + 2 + 2 + 2 + 1 = 26
for dmg,bane,bard: 1d6 + 4 + 2 + 2d6 + 2 ⇒ (5) + 4 + 2 + (6, 2) + 2 = 21
Those are against prone and stunned AC, whatever that means...possibly canceling out?

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GM's discretion, but nothing about Wall of Ice says it blocks sound. If it does Lingering Performance may keep us inspired for a couple rounds.

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The Captain takes note of the ice wall. "I don't think that devil knows what they've got themselves into with those two," he mused out loud. He returned his attention to the prone enemy he had in front of him. "I suppose that could be said of both of you though, huh?" And then Brother Rabbit started punching.
Punching: 1d20 + 22 + 1 ⇒ (8) + 22 + 1 = 31
Damage: 2d8 + 11 + 1d6 ⇒ (3, 4) + 11 + (6) = 24
Punching: 1d20 + 22 + 1 ⇒ (6) + 22 + 1 = 29
Damage: 2d8 + 11 + 1d6 ⇒ (8, 7) + 11 + (3) = 29
Additional Punching: 1d20 + 22 + 1 - 5 ⇒ (3) + 22 + 1 - 5 = 21
Damage: 2d8 + 11 + 1d6 ⇒ (2, 5) + 11 + (2) = 20
Additional Punching: 1d20 + 22 + 1 - 5 ⇒ (10) + 22 + 1 - 5 = 28
Damage: 2d8 + 11 + 1d6 ⇒ (6, 2) + 11 + (6) = 25
Even More Punching: 1d20 + 22 + 1 - 5 - 5 ⇒ (20) + 22 + 1 - 5 - 5 = 33
Damage: 2d8 + 11 + 1d6 ⇒ (3, 2) + 11 + (2) = 18
Even More Punching Crit Confirm: 1d20 + 22 + 1 - 5 - 5 ⇒ (17) + 22 + 1 - 5 - 5 = 30
Damage: 2d8 + 11 ⇒ (5, 4) + 11 = 20
Punching With Haste: 1d20 + 22 + 1 ⇒ (18) + 22 + 1 = 41
Damage: 2d8 + 11 + 1d6 ⇒ (2, 3) + 11 + (4) = 20

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Mal has cold resistance 5; -3 hp
Mal floats closer and executes a full sequence of attacks, unfortunately most miss.
Classic flurry of misses!
FoB1 (crit 19-20), heroism, inspire courage: 1d20 + 21 + 2 + 1 ⇒ (10) + 21 + 2 + 1 = 34 Damage, precision, inspire courage: 1d8 + 12 + 5 + 2 ⇒ (5) + 12 + 5 + 2 = 24
FoB2 (crit 19-20), heroism, inspire courage: 1d20 + 21 + 2 + 1 ⇒ (3) + 21 + 2 + 1 = 27 Damage, precision, inspire courage: 1d8 + 12 + 5 + 2 ⇒ (7) + 12 + 5 + 2 = 26
FoB3 (crit 19-20), heroism, inspire courage: 1d20 + 16 + 2 + 1 ⇒ (7) + 16 + 2 + 1 = 26 Damage, precision, inspire courage: 1d8 + 12 + 5 + 2 ⇒ (6) + 12 + 5 + 2 = 25
FoB4 (crit 19-20), heroism, inspire courage: 1d20 + 11 + 2 + 1 ⇒ (15) + 11 + 2 + 1 = 29 Damage, precision, inspire courage: 1d8 + 12 + 5 + 2 ⇒ (8) + 12 + 5 + 2 = 27
Mal Fought defensively this turn, so his AC vs melee attacks is 4 higher due to crane wing, unless an attack is within 4 of the improved AC. If this is the case, per Crane Riposte this provokes an attack of opportunity, and his AC is no longer improved against melee attacks. Furthermore, if any attack is attempted against him and it misses, it provokes an attack of opportunity per Snake Fang. If this attack hits, Mal can attempt an additional unarmed strike as an immediate action. Mal commonly, but not always takes this immediate action attack. Usually the reason he wouldn't take the immediate action is because he intends to use his swift next round to either fervor cast a spell, activate bane, or extend his reach. Any relevant AoO's are rolled below.
AoO (crit 19-20),IC: 1d20 + 23 + 1 + 2 ⇒ (6) + 23 + 1 + 2 = 32 Damage, precision: 1d8 + 12 + 5 + 2 ⇒ (6) + 12 + 5 + 2 = 25
AoO (crit 19-20),IC: 1d20 + 23 + 1 + 2 ⇒ (16) + 23 + 1 + 2 = 42 Damage, precision: 1d8 + 12 + 5 + 2 ⇒ (2) + 12 + 5 + 2 = 21
AoO (crit 19-20),IC: 1d20 + 23 + 1 + 2 ⇒ (15) + 23 + 1 + 2 = 41 Damage, precision: 1d8 + 12 + 5 + 2 ⇒ (8) + 12 + 5 + 2 = 27
AoO (crit 19-20),IC: 1d20 + 23 + 1 + 2 ⇒ (13) + 23 + 1 + 2 = 39 Damage, precision: 1d8 + 12 + 5 + 2 ⇒ (7) + 12 + 5 + 2 = 26
AoO (crit 19-20),IC: 1d20 + 23 + 1 + 2 ⇒ (12) + 23 + 1 + 2 = 38 Damage, precision: 1d8 + 12 + 5 + 2 ⇒ (1) + 12 + 5 + 2 = 20

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I failed to add Inspire Courage to my rolls. I remembered Haste but not that. +2/+2 to Rabbit's attacks. My bad.

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Lol - Maybe Dora should teleport to the other side of the ice wall so the bonuses are applied on all the swings and keep GM sane. :-P Capt gets the +2 but Mal and Thrag may or may not....

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sorry for my absence, Was involved in an online convention - prepping roll20 rooms and games to run, and then running and playing for 4 days
Kel casts protection from energy, cold on Dora, as he consults his memories of many years of study and experience...
know planes?: 1d20 + 14 + 1d6 ⇒ (13) + 14 + (6) = 33 - assuming that gets some questions, we'll start with DR (and what overcomes it), immunities and resistances, and weakest save, If i get more than 3 questions, let me know and I'll go on, lol, but for now, he'll just go from my memory:
"As I recall these things are fast and hard to kill and," he adds wryly, "They can make walls of ice. NOw, a moment while I organize my thoughts" basically waiting for an answer to above questions, and if I get more of them, before I rattle off at least one of them - probably DR for the martial types

GM PDK |

I'll rule that Wall of Ice blocks sound as it would in real life, therefore Lingering Performance goes to effect for Thrag and Mal. Try singing a song to someone 60 feet away from the inside of your car or house... they may hear some sounds, but they won't be inspired... ;)
Thrag continues to thrash the devil's spear, but none of his strikes connect to the weapon, the devil masterfully twirling the weapon out of the way.
Dora recognizes these as ice devils, and knows they're immune to cold, fire and poison. One of her arrows sink into the fiend, but not as deep as she'd hoped.
Brother lands several punches on the prone devil. I've assumed your numbers didn't include the +4 from the devil being prone so I added 4 to each attack. If that's incorrect let me know. I've also added the inspired bonus as requested.
Mal lands a punch.
Kel remembers that good aligned weapons are required to fully hurt these things, and that they resist acid pretty well in addition to everything mentioned by Dora. Their weakest wards against spells are the mental ones, he remembers, but one must first pierce their considerable anti-magic aura... SR 24; in addition to what you've said already, it takes you the rest of the round to relay that to the group. I would say no to protection from cold on Dora this round. If you wish to convey lots of info to the group on a regular basis, I would recommend telepathic bond.
The devil next to Brother rises AoO from Brother and Glaube and decide to oblige Glaube with his request for punishment.
+1 frost spear, power attack: 1d20 + 21 - 4 ⇒ (15) + 21 - 4 = 32
dmg piercing: 2d6 + 10 + 12 ⇒ (4, 1) + 10 + 12 = 27
dmg cold: 1d6 ⇒ 5
Glaube Fort Save: 1d20 + 13 ⇒ (4) + 13 = 17
The spear's chill goes beyond the physical and enters Glaube's soul, pinning it down in its cosmic location... the priests thoughts and movements become labored... slow effect
The devil up north steps back and sends another blast towards Mal and Thrag.
Cone of Cold, REF DC 20 for 1/2 dmg: 13d10 ⇒ (1, 2, 1, 4, 4, 2, 2, 9, 9, 9, 2, 3, 4) = 52
The cold air in the room to the north continue to affect Mal and Thrag:
cold dmg: 1d10 ⇒ 10
PARTY MAY GO!
Blue -14 [broken spear –2 penalty on attack and damage rolls]
Red -98
Kel
Mal -8 or -60 [Ref20 reqd]
Brother
Thrag -114 or -140 [Ref20 reqd]
Glaube -27 [slow]
Dora -40
Rusty