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"I don't know," the halfling replies, managing a sneer. "With that sort of might, I'd show you city-dwellers what should happen when you cross us. Protecting the green will be a worthy and respected cause again. Not just a fashionable statement I as assume your friend wears it." He jerks his head at Cecic as best he is able.

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"You know, it is possible to protect the green without murdering anyone that passes through it. It is people like you that gives druids and rangers such a bad reputation. It is all well and good to practice husbandry and conservation, but when you start screaming death to all city-dwellers! people stop listening. Perhaps a more gentle approach is needed. Leading, instead of driving with a goad?"
"Let's just leave him tied up here. He'll either manage to get the local wildlife to set him free, or someone will come along and find him in a day or so. Either way, he'll be free, but not nipping at our heels."

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Cecic feels a pang of guilt, but then he realises that protecting the green does not mean using artifacts against other creatures or even civilisation. "What is green should be protected, those towns of brick and stone if they do not encroach on the nature do no harm. Those of brick and stone can respect and preserve the green, they deserve the green's protection as much as the green itself. The winds blow both, when they sail." the cleric spits out at the halfling. "So what in this cargo worries him so much? We have many interesting items, but he either fears one, or desires it's power?" Cecic sneers.
"And what makes him so fearsome that you quiver in his presence, his strength, his magic or is it just an illusion?" Cecic looks down, shaking his head at the halfling, before turning away after the halflings answer. He turns back quickly and asks "Where did he come from to posses this reverence?"

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"An illusion? Callous!" The halfling spits right back at Cecic. "His might is the will of the wilds. I have seen no fakery from Vengeant Thorn. If I can see through yours, what with all your talk of coexistence, he will have no trouble doing so. And his fury unto you will be twice that he shows your allies." He doesn't refuse to talk further, but his answers are resembling the word less and less. Best to move on however that works around him.
Moving us along, but feel free to retcon in any more questions you have. And are you bringing him along or leaving him?
The road exits the forest within sight of the sea. The howling wind and driving rain make travel difficult as you continue along.
Suddenly, the sound of hooves overtakes all others present, coming from the Immenwood behind you. A centaur emerges, holding a staff aloft into the storm. A thunderous voice booms from above as the figure shouts and gestures at the sky.
"Pathetic weaklings! You dare to carry the power of the storm, as if it were a mere bauble? How dare you! It matter not if you even know the truth behind what you wield. Surrender your cargo to me, and it is possible you may live to draw breath for another day. Resist, and the Storm shall wash you from the earth. Choose swiftly!"

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"So, you have heard of me! Knowledgeable, but not wise. Any who understand me would not be so flippant. I hope your choice is not made so rashly!"

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"No, I won't be leaving him here to be a risk to other travelers. He will face the law of the society he hates so much, and hopefully learn something in his time there." Zourn says rather quietly.
"Your Vengeant Thorn isn't immune to the laws either. I am beholden to codes where I won't lie but you are a wild beast at this point. You would do anything to survive. Now please be quiet for the trip unless you have something that can assist us."
---
"Don't speak with such conviction as if you serve any power other than your own. We will be securing these relics where they will no longer drive the wildlife mad and there is not a single thing you can do about it. We can leave in peace or I will defend these people with my life." Zourn says hoping down with both shields in his hands, already feeling there is no talking with fanatics.

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"Oh don't be so stupid! Of course we intend to resist. Just give us a moment, okay?"
"Hmm...six of us and only one of him. Hardly seems fair, does it?"
Martin will study the centaur, noting his movements and idiosyncrasies.
Hunting prey on the centaur, hatchets out. Will move towards him if I have the opportunity before combat.

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Clinker's voice echoes from inside the wagon. "And why should we listen to you?! You just sent a bunch of people to kill us!"

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You can Hunt Prey and have weapons drawn before initiative breaks out.
"There are merits to both options," the centaur booms. "You may now perish on your feet. Allies of the storm, to arms!"
You take a quick look around for his allies, and spot them without trouble. Still, this trio of massive, awful, lobster-like beings have risen from the nearby water before most of you can react.
If you'd like to Recall Knowledge with Occultism, let me know.
Clinker: 1d20 + 2 ⇒ (10) + 2 = 12
Marigold: 1d20 + 8 ⇒ (1) + 8 = 9
Martin: 1d20 + 6 ⇒ (20) + 6 = 26
Zourn: 1d20 + 4 ⇒ (19) + 4 = 23
Vengeant: 1d20 + 7 ⇒ (2) + 7 = 9
Lobster Time: 1d20 + 8 ⇒ (19) + 8 = 27
Round One:
Cecic
Lobsters?
Martin
Zourn
Clinker
Vengeant Thorn
Marigold

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Occultism +0 Recall Knowledge
Interact retrieve caltrops - interact drop caltrops - cast spell 1 action
The cleric takes a handful of sharp metal spikes from bag, and drops them by the side of the wagon. He asks the others, "We could out run the crabs most likely, and then only need to deal with the verdant one. What do you say?" I've put a square for the caltrops
Then with a word he casts a spell that causes a great wave to engulf the blue lobster, that seems to be pushing the creature South straight back towards the ocean.
Cast Tidal Surge DC=18 Fort Save

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The creature maneuvers around Cecic's wave, obviously used to dodging in the water. As they slosh onto relatively dry land, they prove far less adroit. Even after taking a while to close in, only Cecic is hit. It hardly hurts enough to register. Their claws look infected, though...
Cecic, if you could make a Fortitude save versus poison?
Blue Claw vs. Martin: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d6 - 1 ⇒ (3) - 1 = 2
Orange Claw vs. Clinker: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d6 - 1 ⇒ (6) - 1 = 5
Orange Claw vs. Clinker: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d6 - 1 ⇒ (5) - 1 = 4
Red Claw vs. Cecic: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 - 1 ⇒ (1) - 1 = 0
Round One:
Cecic
Lobsters?
Martin
Zourn
Clinker
Vengeant Thorn
Marigold

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With the lobster things pressing him, Martin had no choice but to ignore the centaur for now, and get through the immediate enemy as quickly as possible. He lashed out with both hatchets, aiming for the seams where the creature's shell segments came together.
twin takedown1: 1d20 + 7 ⇒ (12) + 7 = 19
twin takedown1: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
damage1: 1d6 + 3 ⇒ (2) + 3 = 5
damage1: 1d6 + 3 ⇒ (3) + 3 = 6 If both strikes hit, add their damage before applying resistances
attack3: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18
damage1: 1d6 + 3 ⇒ (5) + 3 = 8
attack3: 1d20 + 7 - 6 ⇒ (1) + 7 - 6 = 2
damage1: 1d6 + 3 ⇒ (3) + 3 = 6
If lobster dies, then Martin will spend remaining action(s) to move towards the centaur
A - twin takedown
A - strike
A - strike

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"Sorry, Cecic, I want to teach that arrogant creature a lesson but we can't let these crabs run amok over the wagon." Zourn says moving to assist Martin by smashing the orange lobster-creature.
◆: Step, ◆: Strike, ◆: Strike.
Shield (Boss): 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Damage (Bludgeoning): 2d6 + 3 ⇒ (2, 6) + 3 = 11
Shield (Boss): 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
Damage (Bludgeoning): 2d6 + 3 ⇒ (5, 4) + 3 = 12
Shield (Boss): 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Damage (Bludgeoning): 2d6 + 3 ⇒ (1, 5) + 3 = 9

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Delaying until after Vengeant Thorn.
DC 18 Fear
Then a translucent ball of fire shoots out at the centaur! I’m assuming we’ve had time to Refocus at SOME POINT on this journey.
Force Bolt: 1d4 + 1 ⇒ (2) + 1 = 3
If he doesn’t end up within 30 ft. of me, then I’ll figure out my turn after the GM posts. I just wanna make sure that that fear gets off before anyone else does anything.

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Martin accomplishes his goal, swiftly dispatching the creature. But it strikes back in its death throes and nicks him a little.
Vengeant Thorn brings a scroll to bear and chants from it, and the meager grass under your wheels rises up at incredible speed. What's more, a bolt of lightning spears down, hitting a small ivory box amidst your cargo. From it rises the dragon's scale! The winds pick up to hurricane strength around you, making movement incredibly difficult.
I'll need another poison save from Cecic and one from Martin.
The green burst is an Entangle spell, DC 16. Please make that save at the start of your turn as normal. Remember that this area is difficult terrain even if you save normally or Escape. The blue burst is the hurricane. Ranged attacks cannot be made in or out of this burst. If you want to move while inside, make this DC 14 Athletics check:
Critical Success: You move normally.
Success: You move at half speed.
Failure: You do not move and the action is wasted.
Critical Failure: You are knocked prone and moved 10 feet in a random direction (I'll work that out).
Damage: 1d6 - 1 ⇒ (4) - 1 = 3
Cecic Poison: 1d6 ⇒ 4
Round One/Two:
Cecic -4 (enfeebled 1, poisoned)
Lobsters? (orange -12)
Martin -3
Zourn
Vengeant Thorn
Clinker
Marigold

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Sorry, that lobster should have only took 8 damage. I still had my rolls locked in with Magic Weapon from the last fight. Definitely been more than a minute since then, yeah?

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Taking advantage of the mass of spontaneous cover, Marigold attempts to hide among the foliage, and make her way toward the woods.
Hide, Sneak, Sneak
Reflex save vs Entangle: 1d20 + 9 ⇒ (11) + 9 = 20
Athletics: 1d20 + 3 ⇒ (11) + 3 = 14
Stealth: 1d20 + 7 ⇒ (2) + 7 = 9

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Fort save vs Poison 1d20 + 5 ⇒ (16) + 5 = 21
Cecic, feeling the strength drain from him, tries to gather his strength and faith in Gozreh to protect him from the poison.
Cecic's hand turns black as he leans down and touches the lobster, sending a surge of black energy into it's shell, sucking some of it's life force. Chill Touch 1d4 + 4 ⇒ (1) + 4 = 5 Fort Save DC=18 vs spell.
He turn ask Gozreh to protect him, Cast shield, AC=17
Cast 2 actions - Cast 1 action

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Fort: 1d20 + 6 ⇒ (11) + 6 = 17
Martin struggled against the hurricane force winds, but was unable to move forward. At least he wasn't wrapped in vines!
Athletics, entangle: 1d20 + 5 ⇒ (15) + 5 = 20
Athletics, hurricane: 1d20 + 7 ⇒ (3) + 7 = 10
Athletics, hurricane: 1d20 + 7 ⇒ (2) + 7 = 9
Athletics, hurricane: 1d20 + 7 ⇒ (4) + 7 = 11
Edit: Wow, look at those rolls! Wind is rough!

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Okay, that turn went NOTHING like I wanted it to! A few clarification questions: first, ranged attacks of any kind cannot be made through the hurricane, yes? Including spell attacks? Second, did Vengeant Thorn already have the scroll of entangle in hand, or did he have to spend an action taking it out (curious if the hurricane starting was an action on his part)?
Reflex: 1d20 + 7 ⇒ (18) + 7 = 25
Clinker grabs at the side of the wagon with one hand as the wind suddenly picks up. ”Alright, this is bad! Time to be quick about this!”
The goblin’s hands crackle with electricity as she reaches out to the closest lobster-thing!
Shocking Grasp vs Orange: 1d20 + 8 ⇒ (12) + 8 = 20 I don’t suppose the lobster is wearing metal, is it?
Electricity Damage: 2d12 ⇒ (11, 3) = 14
Clinker then turns to the ivory box and desperately tries to figure out how to make it stop! Using my last action to try and Recall Knowledge or something about how to stop this hurricane. I have no idea what I would need to roll, so I’ll leave that up to you.

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Again, clarification is iffy. I'm going to say yes for most, like Produce Flame or Telekinetic Projectile, considering they'd bend to natural forces like that. Magic Missile and others without attack rolls are fine, and if you have something exotic, like maybe a Reach Shocking Grasp, that'd work.
Second, Thorn drew the scroll this round. The storm might've still been his doing, though.
Clinker zaps a reefclaw, aided by the water clinging to it. It manages a strong strike back at her before passing to the other side of the Boneyard. Between the poisoned claw and the strangeness of the situation, she can't quite decipher what's going on.
Need a poison save from Clinker.
The remaining reefclaw latches on to Cecic and stays there. It coils around him, claws flailing wildly.
Martin tries to advance, but finds it nearly impossible in the strong wind.
Orange Claw vs. Clinker: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d6 - 1 ⇒ (4) - 1 = 3
Cecic Fortitude: 1d20 + 5 ⇒ (1) + 5 = 6
Constrict: 1d4 ⇒ 3
Cecic Fortitude: 1d20 + 5 ⇒ (7) + 5 = 12
Constrict: 1d4 ⇒ 4
Round Two:
Cecic -14 (enfeebled 1)
Lobster? -5
Martin -3
Zourn
Vengeant Thorn
Clinker -6
Marigold

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Reflex: 1d20 + 4 ⇒ (18) + 4 = 22
Athletics: 1d20 + 6 ⇒ (4) + 6 = 10 Hero Point Re-roll.
Athletics: 1d20 + 6 ⇒ (16) + 6 = 22
"Blasted, stupid, arrogant creature. When I get to you!" Zourn says pulling his boots from the tangle and pushing against the wind.
Stride x3.

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Fort: 1d20 + 6 ⇒ (15) + 6 = 21
So, to be clear, there doesn’t seem to be a way to mess with the dragon scale to turn off the hurricane (at least to me)?

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@Clinker - not that you know of, no.
@Zourn - you'll need to make a check for each individual move action you take.

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Athletics: 1d20 + 6 ⇒ (9) + 6 = 15
Athletics: 1d20 + 6 ⇒ (20) + 6 = 26

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Not even a hurricane can keep a dwarf down! He makes a surprising amount of headway. Vengeant Thorn, looking unnerved, launches a torrent at him to push him away again, but misses by a wide margin.
Another bolt of lightning comes down, this time striking Vengeant Thorn himself! He doesn't seem too hurt, but annoyed? Extremely.
Damage: 3d6 ⇒ (1, 5, 1) = 7
1d7 ⇒ 1
Vengeant Thorn Reflex: 1d20 + 7 ⇒ (10) + 7 = 17
1d4 + 2 ⇒ (2) + 2 = 4
Round Two/Three:
Cecic -14 (enfeebled 1)
Lobster? -5
Martin -3
Zourn
Vengeant Thorn -2
Clinker -6
Marigold

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Using the tools held on his necklace, Nikebei attempts to heal some of the damage done by the lobster, Battle Medicine 2d8 ⇒ (5, 3) = 8HPs healed. Then he holds out his hand and lets the necromantic magic pull the life force from the lobster.
The cleric calls to his companions, "Might need a little help here?"
1 action - battle medicine, 2 actions spell chill touch
Battle Medicine Treat Wounds 1d20 + 8 ⇒ (11) + 8 = 19
Chill Touch 1d4 + 4 ⇒ (3) + 4 = 7 damage Fort save DC=18

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athletics: 1d20 + 7 ⇒ (19) + 7 = 26
Martin turned his focus from the centaur to the more immediate threat. "Hang on Cecic, on the way." He spun, the shifting winds practically throwing him at the endangered cleric. He brought his hatchets down hard at the lobster thing. Unfortunately, the wind made it hard to strike as well. Still, he looked for an opening the next time the gale slackened.
attack: 1d20 + 8 ⇒ (1) + 8 = 9
S damage: 1d6 + 3 ⇒ (3) + 3 = 6
A - move
A - attack
A - hunt

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Reflex: 1d20 + 7 ⇒ (14) + 7 = 21
Clinker hangs on for dear life as she looks at the remaining lobster and waves her hands, causing it to get a splitting headache!
Casting daze to deal 4 mental damage (DC 18 basic Will; crit fail makes it stunned 1).
The goblin then looks off in the distance as she takes a deep breath and tries to make her way through the tempest occurring around her.
Athletics: 1d20 - 1 ⇒ (7) - 1 = 6
Hero Point: 1d20 - 1 ⇒ (8) - 1 = 7
But a flying piece of timber causes the goblin to duck in fright, keeping her from moving.

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The aquatic creature seemingly endures the invisible two-way assault sent its way. But just after that, another bolt comes down to put it down! Fortunately Cecic is able to disengage just beforehand.
Martin works against the wind quite well. Marigold thinks she has a similarly good thing going, but a sudden change in the gust's direction knocks her off her feet! The halfling's negligible weight can't help.
Fortitude: 1d20 + 5 ⇒ (12) + 5 = 17
Will: 1d20 + 2 ⇒ (12) + 2 = 14
1d7 ⇒ 5
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Round Three:
Cecic -14 (enfeebled 1)
Lobsters
Martin -3
Zourn
Vengeant Thorn -2
Clinker -6
Marigold (prone)

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"Vengeant Thorn was it? Why don't you stand down and you look tough, can work off the weight of your misgivings after I bring you in?" Zourn says marching up to the creature and striking with his shield.
◆:Stride, ◆:Strike, ◆:Raise Shield (AC 20).
Shield (Boss): 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Damage (Bludgeoning): 2d6 + 3 ⇒ (3, 2) + 3 = 8

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Vengeant Thorn stands fast, despite the number of chance lightning bolts that have come his side's way. He doesn't yet respond to Zourn.
Instead, the centaur tries to wash the dwarf backwards again, but his shield is perfectly positioned to turn away most of the water. A swing of his staff fares no better.
Cecic -14 (enfeebled 1)
Martin -3
Zourn
Vengeant Thorn -2
Clinker -6
Marigold (prone)

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With the flanking threat taken care of, it was time to deal with the centaur once and for all. Martin put his head down and moved into the wind back up the road, finally getting past all the writhing vines and grasses.
Athletics: 1d20 + 7 ⇒ (17) + 7 = 24
Athletics: 1d20 + 7 ⇒ (7) + 7 = 14
Athletics: 1d20 + 7 ⇒ (3) + 7 = 10
A - move
A - move
A - move

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Reflex: 1d20 + 7 ⇒ (6) + 7 = 13
Vines wrap around Clinker as she desperately tries to move.
Athletics: 1d20 - 1 ⇒ (18) - 1 = 17 So, -10’ from the vines, difficult terrain, AND moving at half speed means...I can’t move. Unless the GM rules that the area of both the hurricane and the entangle is greater difficult terrain (3X reduction) rather than difficult terrain AND half speed (effectively 4X reduction), then I can move 5 feet (if so, then could someone move me one square to the southwest?).
She then desperately tries to shoot the far-away centaur.
Ray of Frost vs Thorn: 1d20 + 8 ⇒ (3) + 8 = 11 It’s specifically a ray, so GM call if I can shoot it through the hurricane; if not then Clinker would still try to.
Cold Damage: 1d4 + 4 ⇒ (2) + 4 = 6

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"I am talkin to ye!" Zourn says getting frustrated, striking out before ducking behind his shield.
◆:Strike, ◆:Strike, ◆:Raise Shield (AC 20).
Shield (Boss): 1d20 + 6 ⇒ (8) + 6 = 14
Damage (Bludgeoning): 1d6 + 3 ⇒ (1) + 3 = 4
Shield (Boss): 1d20 + 1 ⇒ (20) + 1 = 21
Damage (Bludgeoning): 1d6 + 3 ⇒ (1) + 3 = 4 x2 if Critical

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I assume that the battle medicine from the previous round didn't work as Cecic didn't recover his 8HPs.
Cecic attempts to stumble through the clinging undergrowth and battle the swirling winds. Despite freeing himself from the vines and plants, he is unable to make headway against the winds.
Athletics Entangle 1d20 + 4 ⇒ (17) + 4 = 21
Athletics Wind 1d20 + 4 - 1 ⇒ (6) + 4 - 1 = 9
Athletics Wind 1d20 + 4 - 1 ⇒ (11) + 4 - 1 = 14
Athletics Wind 1d20 + 4 - 1 ⇒ (8) + 4 - 1 = 11

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Sorry, Cecic, I didn't notice the amount of HP until just now.
Making it through the storm proves to be no easy task. Clinker manages to get her ray beyond its confines, but her aim is off.
Let's call that part greater difficult terrain, then, Clinker. I wish they'd do that instead, this thing can easily prevent small characters from moving at all.
Zourn manages a heavy hit to the centaur, whose composure cracks a little. "You dare...!" he snarls, trying to entangle the dwarf with more concentrated magic vines. When that fails he uses his superior height and reach to club his foe from over the shield.
5 damage to you and your shield after hardness.
Moments later, another lightning bolt spears straight at Zourn!
That'll be a DC 16 basic Reflex save against 6 electricity damage.
Staff vs. Zourn: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
1d6 ⇒ 2
1d4 + 2 ⇒ (4) + 2 = 6
Round Four:
Cecic -6 (enfeebled 1)
Martin -3
Zourn -5 (pending save)
Vengeant Thorn -10
Clinker -6
Marigold

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Marigold presses on, struggling against the whipping winds and rough terrain.
Stride, Stride, Stride
Athletics: 1d20 + 3 ⇒ (4) + 3 = 7
Athletics: 1d20 + 3 ⇒ (3) + 3 = 6
Athletics: 1d20 + 3 ⇒ (9) + 3 = 12

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Reflex: 1d20 + 7 ⇒ (9) + 7 = 16
Clinker desperately moves to get out of the hurricane!
Athletics: 1d20 - 1 ⇒ (14) - 1 = 13
Athletics: 1d20 - 1 ⇒ (17) - 1 = 16
Athletics: 1d20 - 1 ⇒ (15) - 1 = 14
Good news, I’m out of the entangle!

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Reflex: 1d20 + 4 ⇒ (1) + 4 = 5
"Gods!" Zourn calls out as the bolt of lighting cascades across his armor.
---
◆: Strike, ◆: Lay on Hands, ◆: Raise Shield (AC 20).
"That was a lucky hit, ya cretin. You ready to give up yet?" he says as he starts using the shield in his other hand, thrusting the spices forward before raising it defensively.
Shield (Spike): 1d20 + 6 ⇒ (20) + 6 = 26
Damage (Piercing): 1d6 + 3 ⇒ (2) + 3 = 5 x2 if Critical.
He releases the battered shield and puts the free hand over his wounds. Lay on Hands: +6 HP and +2 Status to AC (22 Currently).

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Athletics 1d20 + 4 - 1 ⇒ (20) + 4 - 1 = 23
Athletics 1d20 + 4 - 1 ⇒ (10) + 4 - 1 = 13
Athletics 1d20 + 4 - 1 ⇒ (3) + 4 - 1 = 6
Athletics 1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 19
Despite the greenery and the winds, Cecic manages to move forward.

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Zourn lands another strong bash on the centaur, and is rewarded by the slow arrival of backup. Vengeant Thorn only has eyes for the dwarf, however, and blasts him with lightning more directly from his hands. It threatens to slow Zourn down at a critical juncture as Thorn swings...
The ongoing storm seems to slowly be bending to his will, as another thin bolt strikes Zourn from on high.
Zourn, make two more DC 16 basic Reflex saves against 6 and 4 electricity, respectively. If you fail the second one, you are clumsy 2 for one round and also take 1 persistent electricity. That clumsiness will make the difference in whether his Strike hits, too, so roll high!
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Tempest Surge: 1d12 ⇒ 4
Staff vs. Zourn: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Round Five:
Cecic -6
Martin -3
Zourn -10 (pending saves)
Vengeant Thorn -20
Clinker -6
Marigold

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Reflex: 1d20 + 4 ⇒ (8) + 4 = 12
Reflex: 1d20 + 4 ⇒ (7) + 4 = 11
Zourn isn't able to dodge the lightning that is striking all around him, but he hefts up his shield to soak some of the blow from the staff coming down at him. Still, he is barely able to keep standing. -10 from Lightning Strikes and -5 from Staff reduced by Shield Block.
"...ugh. I softened him up for ya, should be able to deal with him easily enough!" he stammers before lashing out one last time before retreating.
◆: Strike, ◆: Raise Shield (AC 18), ◆: Stride.
Shield (Spike): 1d20 + 6 ⇒ (17) + 6 = 23
Damage (Piercing): 1d6 + 3 ⇒ (2) + 3 = 5
Flat Persistent Check: 1d20 ⇒ 1
As he retreats he feels the aftershocks of the electricity coursing over him. 1 HP.