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Anjo will delay until after the bard to gain any Inspiration boost, but posting now
Anjo immediately focuses on the red creature, using its sound to designate it as his prey. Triggers Monster Hunter recall check, on a crit, we all get +1 vs the creature for one attack
Anjo then casts gravity weapon and let's fly two arrows
Hunted Shot 1: 1d20 + 15 ⇒ (20) + 15 = 35 Damage wGW: 2d8 + 1 + 4 ⇒ (7, 7) + 1 + 4 = 19
Flat Check vs Red: 1d20 ⇒ 18
Hunted Shot 2: 1d20 + 12 ⇒ (14) + 12 = 26 Damage: 2d8 + 1 ⇒ (1, 2) + 1 = 4
Flat Check vs Red: 1d20 ⇒ 15
Please tack on any additional damage from Inspire if Bard uses it.

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"OW!" Krakazh hisses in pain as the arrow digs in. She pulls out the big guns now (bagpipes) and starts up a jaunty battlefield hymn she learned back in Iobaria.
Lingering Performance: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
Inspire Courage - +1 attacks, damage, fear effects
"I mean, I like chaos as much as the next goblin, but this is not the fun kind." She pulls out a healing potion and dumps it over the nearest seedling, hoping to clear this up sooner rather than later.
flat check: 1d20 ⇒ 14 (so close, but still acidic)
◇ Lingering Performance (3 rounds, I think)
◆ Inspire Courage
◆ Grab Potion
◆ Dump Potion
↺ Counter Performance

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Alonzo moves to one of the seedlings and tries to be a nurturer.
DC 22 Medicine (E): 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21 fail
DC 22 Medicine (E): 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16 LOL, also fail
The odd anatomy gets the best of him on this first couple of attempts. Curious indeed, he muses, frustrated.
Stride, ever-so-effective Medicine check x2.

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"Wow, these things are ugly as Abyss!"
Zina's gaze flinches away from the unpleasant and a bit scary creatures onto the plants.
Gardening? Well, that's fine. Haven't done that since my time in Sincomakti. What was the name of that spunky gardener gnome again? Yve and some unpronounceable surname?
"I can do something about these plants. That leaves me out of the front line, though, so hang in there. I'll throw spells at the planar lizards meanwhile."
Zina draws a complex rune in the air, which swirls in multiple colours. ((◆◆ Chromatic Ray))
Color: 1d5 ⇒ 2
The ray settles on orange color and flies at the creature Anjo is shooting at, coating its scales in irritating alkaline specks.
Concealment: 1d20 ⇒ 17
Spell Attack hit: 1d20 + 16 ⇒ (15) + 16 = 31
41 acid damage at Red.
After the spell subsides, she ◇ releases her right hand from the shaft of the spear and ◆ treats the plant at her feet.
Medicine: 1d20 + 11 ⇒ (14) + 11 = 25

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"Hunh. Ugly is a complimentary description."
Deciding to help rid the world of this unpleasantness, Ashes draws and shoots at Red, then moves to the north, to cast seeds. East
Attack: Red: 1d20 + 16 + 1 ⇒ (13) + 16 + 1 = 30
Damage: 2d6 + 2 + 1 ⇒ (4, 3) + 2 + 1 = 10
Medicine Check: 1d20 + 15 ⇒ (17) + 15 = 32
◆ Quick Draw ◆ Move ◆ Garden

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Alonzo tries to follow the venture captain's orders, but the plants do not cooperate. Crunch's target has no choice, and begins to grow across the chasm. Krakazh begins the jaunty serenade and wills another plant to flourish. Ashes and Anjo take advantage of the inspiration and connect with all their initial arrows. Zina's ray hits as well, boring into the creature's torso with impunity. She finishes up by instructing the plants to extend...
The naunets launch their attacks, lashing out at the bard and the druid before the orange one enters the cloud through magic dimension door.
red tentacle vs Krakazh: 1d20 ⇒ 171d20 + 18 ⇒ (12) + 18 = 302d8 + 6 ⇒ (6, 7) + 6 = 19
red tentacle vs Krakazh: 1d20 ⇒ 31d20 + 18 - 5 ⇒ (17) + 18 - 5 = 302d8 + 6 ⇒ (2, 6) + 6 = 14
orange tail vs Alonzo: 1d20 + 18 ⇒ (7) + 18 = 252d8 + 8 ⇒ (3, 7) + 8 = 18
Green dots indicate fixed plants
Ashes flat check: 1d20 ⇒ 20
Round 2 - Bold can act, Inspire Courage is up
Red naunet -95 damage <flying 5 feet up>
Orange naunet
Alonzo -18 damage
Crunch
Krakazh -44 damage plus persistent: 2d6 ⇒ (5, 4) = 9 Need a DC 24 Will Save or be stupefied 2
Ashes
Anjo
Zina
Anjo recognizes these as Naunets, proteans that serve as scouts and rank-and-file troops of chaotic armies. Their tentacles can stupefy foes and theirs tails can grab and constrict. Also, their protean anatomy reacts to acid, electricity, or sonic attacks by providing temporary resistance. Everyone gets a get +1 vs the creatures for one attack.

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"Bad protean! Stop hitting the cute goblin."
◆ Zina rebukes Orange from hitting Krakazh.
Needle of Vengeance at Orange against hitting Krakazh. DC 25 Basic Will save against the curse that deals 9 mental damage for every hostile action or activity Orange takes against Krakazh.
She then ◆ strides next to the other Nanunet and ◆ nutures a planar plant next to her.
Medicine: 1d20 + 11 ⇒ (7) + 11 = 18
heropoint w. Promotional Vestments bonus
Medicine Heropoint: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24

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Anjo continues to fire on his prey
Hunted Shot 1 Insp: 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 28 Damage wGW+Insp: 2d8 + 2 + 4 ⇒ (6, 8) + 2 + 4 = 20
Flat Check vs Red: 1d20 ⇒ 13
Hunted Shot 2: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33 Damage wInsp: 2d8 + 2 ⇒ (6, 2) + 2 = 10
Flat Check vs Red: 1d20 ⇒ 14
Deadly for crit: 1d10 ⇒ 1
Looks like 41 damage...hoping that kills it.
Worried about the bard, Anjo casts soothing mist
Heal at lvl+1: 3d8 ⇒ (2, 2, 6) = 10 Automatically cures acid persistant damage
Cast: 2 Action - somatic, verbal
Range 30 feet; Targets 1 willing living creature or 1 undead creature
You call forth a magical mist of positive energy that envelops a creature. The mist restores 2d8 Hit Points to a target living creature and ends one source of persistent acid, bleed, fire, negative, or poison damage affecting it. If the creature is taking persistent damage from multiple sources, you select which one is removed. Against an undead target, you deal 2d8 positive damage (basic Fortitude save); if it fails the save, it also takes 2 persistent positive damage.
Heightened (+1) The amount of healing (or damage to an undead target) increases by 1d8, and the persistent positive damage to an undead creature increases by 1.

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Will: 1d20 + 9 ⇒ (2) + 9 = 11 I can't win on these Will saves. *sigh*
Hero Point: Will: 1d20 + 9 ⇒ (17) + 9 = 26
Krakazh stares at Red, drool starting to drip from her lips. The song lingering from before, she stumbles backwards out of range (she hopes) and thumps herself in the head, shaking the woozies out. She glares at the creatures and casts Calm Emotions (DC 22), hitting both of them and missing her allies. Pink burst

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Ow! hey! I didn't even do anything to you! Alonzo grouses, before remembering that beings of chaos aren't likely to be swayed by logical arguments.
He tries to nurture his seedling again...
DC 22 Medicine (E): 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24
...before moving over to the only other seedling his short legs can reach 20' movement should reach the yellow on the top of the map, movement of course provokes if applicable and trying again.
DC 22 Medicine (E): 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
Medicine check, Stride, Medicine check.

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Seeing that Alonzo is taking care of the plant northwest of her, Ashes will stride to the one in the south and try to fix that one, then stride back to where she started.
Medicine Check: 1d20 + 15 ⇒ (9) + 15 = 24
◆ Stride ◆ Medicine Check ◆ Stride

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Waiting for the result of the Will saves, but before that - was Orange within range of Retributive Strike for the damage resist and maybe even the strike (can step before swinging)?
Reaction was in last post - 32 AC for 18 dmg w/ the inspire

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@Crunch It attacked, then moved in.
Alonzo services the plants successfully and the rift starts to weaken from their continued growth. The bard's spell has some effect against the strange creatures, one more than the other and it stands limp. Ashes searches for another plant to affect and finds her reward. Anjo wastes no time downing the flying naunet and it vaporizes back into the netherworld. Zina steps and activates the final plant and the rune in the center circle begins to glow, beckoning you to approach it.
"That's it, everyone, we can leave now!" Eliza shouts over the screeches of the bizarre plane.
@Zina Given the current situation, I held your needle action.
@All With the naunet neutralized, it seems like you step into the circle (or on it if you are already in it) to teleport away from this madness.
red will vs calm emotions: 1d20 ⇒ 2
orange will vs calm emotions: 1d20 ⇒ 1
Round 3 - Bold can act, Inspire Courage is up
Red naunet <destroyed>
Orange naunet <calmed>
Alonzo -18 damage
Krakazh -34 damage
Ashes
Anjo
Zina one action left
Crunch

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Ahh, thanks. Missed the Dim Door detail last night, somehow.
Crunch prepares to leave, but cannot bring themselves to be the first one out.
◆ Raise Shield
◆◆ Ready an action to teleport away once everyone else is out.

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One by one, you step into the planar gate, disappearing like food detritus down the drain. Last of all is Rindle, who has been spending his time on the battlefield gathering up bits and baubles left over in this planar wasteland. The naunet stares on in confusion as its new friends abandon it.
----------------------------------
An idyllic meadow materializes, its borders marked by the easily identified bushes and topiaries of the Maze of the Open Road. The area seems free of planar intrusions or magical distortions, without a single living thing in sight. New Map
Eliza breathes a sigh of relief. "Hopefully that is the last of that nonsense. Feel free to rest here if you wish, then we will spread out and search for more samples, all these side quests have taken time away from our main purpose here."
For his part, Rindle dumps his sack onto the briar-ground. Most notably you see a tarnished gold ring, a bottle of aged brandy, a masterwork pesh pipe, and a platinum sculpture of a howler monkey.
"Not a bad haul..." He marvels at himself.
Go ahead and take a bit of a rest to heal up and refocus.

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Zina lets Rozen out of the tube to have a bit of fresh maelstrom-free air. The arctic fox laps a few drops of water from Zina's waterskin before sitting down on the ground as an immobile loaf for the rest of the break.
Meanwhile, Zina helps treat Krakazh's wounds.
"I feel kinda bad for leaving you to the Proteans instead of taking them on. Let me help patch you up."
Assurance Treat Wounds Healed on Krakazh: 2d8 + 10 ⇒ (4, 1) + 10 = 15

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Crunch helps themselves and anyone else interested to the aged brandy, commenting in goblin on the quality of its year.
They also offer a few prayers to Torag.
Can lay on hands for 24, then refocus

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More out of habit than anything else, Alonso casts detect magic on Rindle's stash.

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Krakazh smiles weakly at her healers. "No problem at all. I wanted to get the portal working as fast as possible so we could get out of there. I just didn't know it would hurt so much!"
She hisses in pain, then sighs as the healing starts to take effect. "Much better. My thanks."
Not sure what I need still, since I know there were other folks injured.

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Krakazh should be at full after Zina and Crunch's healings. If we have more than 10 minutes, then I suggest Crunch Lay on Hands Alonzo to full and Refocus again. Otherwise Zina will Battle Medicine him.
Battle Medicine Alonzo if rest time is limited: 2d8 + 10 ⇒ (4, 2) + 10 = 16

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@Alonso Although valuable, the baubles are not magical.
20 minutes isn't out of the question for a rest. Do you want to do that? Or is anyone else capable of healing during the first 10?

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Noted on the magic.
Alonzo has +13+1 in Medicine and, if all else fails, carries a staff of healing.

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To help Alonzo, if he so wishes, Ashes will patch him up with some medical care.
medicine DC:20: 1d20 + 15 ⇒ (14) + 15 = 29
Health Regained: 2d8 + 10 ⇒ (6, 6) + 10 = 22
Ashes is Expert in medicine with assurance. She can perform Risky Surgery on anyone who needs LOTS of healing.
Also, Continual recovery, battle medicine

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Ok, everyone gets healed in the first 10 minutes
With the preparations complete, Eliza takes a moment to point out various features nearby for you all to start to explore, in order to find more samples for her. A few of you start to move away.

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Taking a moment to look around after that awful Ashes notices that Rindle isn't with the rest of the group, and discovers the halfling hiding. How strange. Not wanting to directly confront small fry, she uses the cantrip Produce Flame to conjure a small distraction in order to sneak behind and observe Rindle.
Produce Flame: 1d20 + 10 ⇒ (3) + 10 = 13
Deception: 1d20 + 10 ⇒ (10) + 10 = 20
sneak: 1d20 + 16 ⇒ (10) + 16 = 26
Forgot +1 from armor.

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Giving Alonzo a hero point for the botany and Pathfinder lore expertise and Anjo one for the deadly marksmanship throughout.
Ashes breaks the wistful silence with a flash of fire.
The spell and deception check will pull us into initiative. Anjo and Alonzo, you realize something is up and realize Ashes is concerned about something to the south, Rindle is currently undetected to everyone but Ashes (only hidden to her). DC 27 to seek and make him only hidden to you.
Alonzo Init: 1d20 + 14 ⇒ (13) + 14 = 27
Anjo Init: 1d20 + 15 ⇒ (18) + 15 = 33
Ashes Init: 1d20 + 17 ⇒ (1) + 17 = 18 Using your stealth roll instead
Crunch Init: 1d20 + 10 ⇒ (4) + 10 = 14
Krakazh Init: 1d20 + 10 ⇒ (3) + 10 = 13
Zina Init: 1d20 + 9 ⇒ (7) + 9 = 16
Rindle Init: 1d20 + 14 ⇒ (10) + 14 = 24
Mr. Chitters Init: 1d20 + 9 ⇒ (2) + 9 = 11
Round 1 - Bold can act
Anjo
Alonzo
Ashes
Rindle (red) <undetected (but hidden to Ashes)>
Zina
Crunch
Krakazh
Mr. Chitters (orange) <still in Rindle's satchel, undetected (but hidden to Ashes)>

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After refocusing to regain all his mana, Anjo turns his attention to the loot.
Using his ability to quickly identify magic, Anjo looks for signs of magice Nature +13
When Anjo sees Ashes cast a spell, Anjo immediately cast gravity weapon and tries to determine if something is afoot.
Ready Action to use Hunt Prey on the first hostile thing he sees or hears.

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Alonzo whirls about when Ashes sparks fire forth. He is about to ask questions when he sees her attention focused south, and he tries to see why. DC 27 Seek ◈: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28
His brow furrows as he sees something or someone move, and he hurries to Ashes' side. What's up? he whispers, getting into s defensive posture.
Seek, Stride, Raise a Shield.

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Ashes Raises her shield as she responds to Alonzo and points south with her bow,"I don't know what's going on, but I aim to be prepared. I saw movement in the bushes to the south, and don't see Rindle anywhere."
◆ Quickdraw bow ◆ Retrieve shield ◆ Raise shield

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Rindle? Isn't he supposed to be on our side?

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@Ashes, a note that you can't use the bow with a shield in your hand. Feel free to retcon actions if you wish.
The group readies for the upcoming conflict.
A creature most unlike Rindle Rainfickle bursts from the bush, a dandasuka rakshasa Thanks, monster hunter, no crit -- assasins with bite and claw and resistance to most physical damage (except piercing). It lunges at Zina and sinks its fangs deep into her flesh.
New pic of "Rindle"
piercing red fangs vs Zina: 1d20 + 17 ⇒ (9) + 17 = 262d8 + 6 ⇒ (7, 2) + 6 = 15
Round 1 - Bold can act
Anjo
Alonzo
Ashes
Rindle (red)
Zina -15 damage plus persistent bleed: 1d6 ⇒ 4
Crunch
Krakazh
Mr. Chitters (orange) <still in Rindle's satchel>

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↺ sacrifice Shield to absorb 10 damage.
Zina cushions the attack with forcefield but is still shocked at the sight of her blood.
"Who in Erebus are you?"
She then ◆ Strides a bit away and around the rakshasha to harry it with her longspear for Crunch and others.
"Get down, you!" Zina growls at the extraplanar assassin while drawing a rune to crush its mental defenses.
◆◆ Fear spell DC 25 Will.
Bleed end?: 1d20 ⇒ 8

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No shield, instead Ashes will attempt to stealth behind the tree to her west.
◆ Sneak to tree +1 from armor ◆ Hide if sneak works +1 from armor

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Crunch hears the warning about piercing weapons and shrugs in annoyance.
Drawing their hammer, they advance on the monster and swing once hard.
◆ Draw
◆ Stride
◆ Strike Warwammer: 1d20 + 16 ⇒ (14) + 16 = 30 for 2d8 + 6 ⇒ (7, 8) + 6 = 21 bludgeoning

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Krakazh whirls around as combat starts behind her, much to her surprise.
Is Rindle still hidden?
She starts singing, once again harmonizing with herself.
Lingering Composition: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28 No crit, 3 rounds
◆ Harmonize
◆ Inspire Defense (1 round)
◇ Lingering Composition
◆ Inspire Courage (3 rounds)

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"Rindle" and "Mr. Chitters" are visible to all now. They have fully transformed (both small size).
Zina attempts to frighten the rakshasa (formerly known as Rindle), but barely tingles his senses. Crunch takes a step and they smack down hard. Krakazh begins the familiar cacophony of combat.
The mysterious squirrel in "Rindle's" satchel springs forth, and while in mid-air, transforms into a thin blue streak of iridescent serpentine movement and moves to flank the paladin with a thud of its snout. New pic
red will vs fear: 1d20 + 14 ⇒ (13) + 14 = 27
orange slam vs Crunch: 1d20 + 15 ⇒ (16) + 15 = 311d12 + 1 + 1d12 ⇒ (7) + 1 + (8) = 16 piercing and chaotic
Round 2 - Bold can act - Inspire Courage and Defense are up
Anjo
Alonzo
Ashes
Rindle (red) -16 damage <frightened 1>
Zina -19 damage plus persistent bleed: 1d6 ⇒ 1
Crunch -16 damage
Krakazh
Mr. Chitters (orange) <flying just above the ground>

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Ahes sights on the creature-formerly-known-as-Rindle and shoots twice.
Bowshot FF IC: 1d20 + 16 + 1 ⇒ (20) + 16 + 1 = 37
Piercing Damage-Sneak/Surprise: 2d6 + 2 + 1 + 2d6 ⇒ (2, 6) + 2 + 1 + (4, 3) = 18
Bowshot MAP IC: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24
Piercing Damage IC: 2d6 + 2 + 1 ⇒ (5, 3) + 2 + 1 = 11
Crit: deadly d10: 1d10 ⇒ 6
"What is that thing? What happened to Rindle?"
◆ Shoot from Stealth ◆ Shoot with MAP ◆ Recall Knowledge

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Crunch responds to Mr Chitters flying over their head with a mighty swat of the hammer.
AoO: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27 for 2d8 + 6 + 1 ⇒ (6, 7) + 6 + 1 = 20 bludgeoning.
Despite the solid hit, Crunch is not able to fend off the creature's headbutt.

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Wanted to make sure Rakshasa is still alive before I post a bunch of rolls :)

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The frightened rakshasa is struck by both arrows, one finding a particularly vital organ to pierce.
Ashes also realizes that the rakshasa has a weakness to good typed damage
Round 2 - Bold can act - Inspire Courage and Defense are up
Ashes
Alonzo
Anjo
Rindle (red) -69 damage <frightened 1>
Zina -9 damage plus bleed=1
Crunch -16 damage
Krakazh
Mr. Chitters (orange) -20 damage <flying just above the ground>

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Anjo zeros in on his prey and launches a volley.
Hunted Shot 1 wInsp: 1d20 + 15 + 1 ⇒ (13) + 15 + 1 = 29 Damage (piercing)wGW+Insp: 2d8 + 2 + 4 ⇒ (6, 5) + 2 + 4 = 17
Hunted Shot 2 wInsp: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31 Damage wInsp: 2d8 + 2 ⇒ (7, 3) + 2 = 12
If that kills it, Anjo huns prey on Mr. Chitters (Triggers Monster Hunter)If not, Anjo has two more attacks on Rindle
Strike 3 wInsp: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16 Damage wInsp: 2d8 + 2 ⇒ (3, 8) + 2 = 13

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Alonzo casts a spell and transforms into a dis-tempered feline! With a growl, he takes a bite at Mr. Chitters!
bite vs. flat-footed AC: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23
piercing: 2d6 + 5 ⇒ (4, 4) + 5 = 13
Verbal & somatic components to Cast a Spell, Strike. AC is 23, Hit Points are 90.

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Strike 4 wInsp: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12 Damage wInsp: 2d8 + 2 ⇒ (6, 6) + 2 = 14
----------------
Alonzo transforms into a more proper foe for the former squirrel and gnashes into the now strangely hovering snake. The dread ranger forces two more arrows into the rakshasa but it refuses to succumb.
Undaunted, the faux Rindle lashes out at the daunting paladin -- revealing its assassin-like ways.
piercing red fangs vs Crunch: 1d20 + 17 - 1 ⇒ (19) + 17 - 1 = 352d8 + 6 + 2d6 ⇒ (4, 6) + 6 + (6, 5) = 27 includes sneak
slashing red claws vs Crunch: 1d20 + 17 - 1 - 4 ⇒ (9) + 17 - 1 - 4 = 212d6 + 4 + 2d6 ⇒ (2, 6) + 4 + (5, 3) = 20
slashing red claws vs Crunch: 1d20 + 17 - 1 - 8 ⇒ (3) + 17 - 1 - 8 = 112d6 + 4 + 2d6 ⇒ (2, 5) + 4 + (3, 4) = 18
Round 2 - Bold can act - Inspire Courage and Defense are up
Ashes
Alonzo
Anjo
Rindle (red) -98 damage
Zina -9 damage plus bleed 1
Crunch -43 damage plus persistent bleed: 1d6 ⇒ 3
Krakazh
Mr. Chitters (orange) -33 damage <flying just above the ground>

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Zina changes the rune of Fear into a stronger one, inflicting anxiety on both of the enemies.
Level 3 Fear at both, DC 25 Will
Then she stabs at the creepy not-halfling once.
Longspear at flanked Rindle: 1d20 + 13 ⇒ (16) + 13 = 292d8 + 3 ⇒ (2, 1) + 3 = 6
Bleed end?: 1d20 ⇒ 13

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Krakazh narrows her eyes as Crunch is crunched. She glares at the former friend and casts Soothe on Crunch, before pulling a wand with a dragon's head at the end from her belt pouch.
Healing: 3d10 + 12 ⇒ (7, 9, 8) + 12 = 36

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Crunch takes advantage of the flank from Zina before finally setting their defenses into place.
◆ Strike Rindle Warwammer 1: 1d20 + 16 + 1 ⇒ (8) + 16 + 1 = 25 for2d8 + 6 + 1 ⇒ (4, 4) + 6 + 1 = 15 bludgeoning
◆ Strike Rindle Warwammer 2: 1d20 + 16 + 1 - 5 ⇒ (13) + 16 + 1 - 5 = 25 for2d8 + 6 + 1 ⇒ (1, 6) + 6 + 1 = 14 bludgeoning
◆ Raise Shield
Flat Check: 1d20 ⇒ 19 Bleeding stops
AoO or Retributive Strike: 1d20 + 16 + 1 ⇒ (17) + 16 + 1 = 34 for2d8 + 6 + 1 ⇒ (2, 2) + 6 + 1 = 11 bludgeoning
Or Shield Block if hit by a crit or the only target (hardness 8)