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@aveery - Fwiw i also was confused on location of the panel, though re-reading that text for the third time it makes sense that is in the southwest corner of the map (not room) between the two pillars.
"Thank you!" Zenith says quickly to Mirtha as the kayal tries to dodge the snap of cold and tumbles away from these incessant creatures. Once repositioned, Zenith deftly strikes her foe!
DC 20 reflex: 1d20 + 13 ⇒ (9) + 13 = 22 Success -> 8 cold
Tumble Through: 1d20 + 13 ⇒ (2) + 13 = 15 assuming fail
Tumble Through: 1d20 + 13 ⇒ (10) + 13 = 23 If success-> gain panache
If panache, confident finisher. Otherwise a normal strike (ignore precision)
Confident Strike w/ starknife vs Red: 1d20 + 14 ⇒ (12) + 14 = 26
S dmg: 2d4 + 4 ⇒ (1, 1) + 4 = 6 | if panache, precision: 3d6 ⇒ (4, 3, 6) = 13 half precision on miss | if crit, deadly: 1d6 ⇒ 1
Actions: ◆Tumble Through ◆Tumble Through ◆Confident Finisher vs red, or normal strike if no panache.
Reaction ↺ Opportune Riposte if enemy crit fails a strike against Zenith then Zenith melee strikes back!
Opportune Riposte w/ starknife: 1d20 + 14 ⇒ (16) + 14 = 30
S dmg: 2d4 + 4 ⇒ (2, 1) + 4 = 7 | if panache, precision: 3 = 3 | if crit, deadly: 1d6 ⇒ 2

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Reflex Save: 1d20 + 13 ⇒ (10) + 13 = 23
Stratagem vs Red: 1d20 ⇒ 18
"There are Umbral drakes from the Plane of Shadow! Fire hurts them a lot!" Argoni shouts as he ducks to avoid most of the blast of black cold. The halfling hurls another alchemist's fire at one as he rushes by it.
Attack vs Red: 18 + 14 = 32
Fire Damage: 1d6 + 2d6 ⇒ (5) + (1, 5) = 11 +1 persistent fire
+1 splash to Red and Zenith. I think Klank and green are too far to be splashed.
◆ Stratagem
◆ Quick Bomber
◆ Move

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Ithuriel raises his hands and each one points at a different creature. "Allow me to demonstrate the true power of the ONE TRUE GOD!" His voice gets louder to draw all of the attention onto himself as twin streaks of flames jet out into the beasts.
Conceal Spell: 1d20 + 8 ⇒ (7) + 8 = 15
Scorching Ray Red: 1d20 + 10 ⇒ (10) + 10 = 20
Damage (Fire): 4d6 ⇒ (6, 4, 5, 6) = 21
Scorching Ray Green: 1d20 + 10 ⇒ (15) + 10 = 25
Damage (Fire): 4d6 ⇒ (2, 4, 2, 5) = 13
His eyes show wild with power and fury as the scorching rays leave his most holy of holy bodies.
◆ Conceal Spell
◆◆ Scorching Ray
HP 27/32
AC 18 (+1 Mage Armor; +1 Shield)
Focus Point 1/1
Spells Used:
(1) Mage Armor
(2) False Life, Scorching Ray
Wand of Heal (1st) 1/1
Healer's Gloves 1/1
Drain Bonded Item 1/1
Hero Point 3/3

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Argoni, Zenith and Ithuriel reduce Red and Green to sliced meat or charred embers. The pillar of fire inexorably moves again. Sophia is caught in the maelstrom.
Fire vs Sophia: 1d6 + 3 ⇒ (4) + 3 = 7
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions:
Anything inside the cloud is concealed (DC 5)
Before Your Turn:
DC 20 Basic Reflex Save: Kernal Klank
------------------
Those with ** may go
-3-
**Argoni Slate - AC 22 48/56
**Ithuriel Falsus Sacerdos - AC 18 (19 w/shield), 27/32
**Zenith - AC 24, 42/73
Pillar
-2-
**Kernal Klank - AC 22 (24 w/shield), 44/62 (AC 24)
**Avery Wings - AC 20 (21 w/shield), 21/36; Sophia AC 18, 18/25
**Mirtha Darklight - AC 17, 32/32

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Zenith, took me many times to re-read the text before I realize I am in the wrong corner! Ha! I wasted I think a round or two of actions.
From her present position, Avery continues to seek the panel they must be looking to disable it. "Hey! Can someone help me here find the panel?!" now she is calling for help just in case she can't find it again.a
Perception: 1d20 + 10 ⇒ (10) + 10 = 20
◆◆ Seek the hidden panel

Sophia The Owl |

Caught by the fire, Sophia screeches high and loud, flapping his wings violently!
"Sophia! What is happening?!" Avery screams and promptly calls the tawny owl after hearing her companion seems to be in pain by whistling, which the bird obliges and flies back to Avery.
◆ Command an animal (◆ Fly)

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Avery heads to the southwest corner of the map and searches, easily finding the control panel to turn off the trap.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions:
Before Your Turn:
DC 20 Basic Reflex Save: Kernal Klank
Disable the Trap:
Thievery or Arcana (Minimum Trained for both skills)
------------------
Those with ** may go
-3-
**Argoni Slate - AC 22 48/56
**Ithuriel Falsus Sacerdos - AC 18 (19 w/shield), 27/32
**Zenith - AC 24, 42/73
Pillar
-2-
**Kernal Klank - AC 22 (24 w/shield), 44/62 (AC 24)
Avery Wings - AC 20 (21 w/shield), 21/36; Sophia AC 18, 18/25
**Mirtha Darklight - AC 17, 32/32

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Reflex, Bulwark vs DC20: 1d20 + 8 + 3 ⇒ (18) + 8 + 3 = 29 8 damage
Klank turns away from the blast of cold as his armor shield his skin. Looking back over the hallway all he sees are the now fallen bodies of the flying creatures. And a pillar of flames.
Heading over to the panel he takes a look "Unless you want it broken, or fixed there isn't anything I can do." He adds bluntly, instead moving back towards the center to keep two eyes out.
Ya, not trained in either of those skills. Stride to the panel and back, then raise shield. 24 AC

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Kernal Klank stands guard, not knowing what to do with the control panel.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions:
Before Your Turn:
Disable the Trap (2 actions):
Thievery or Arcana (Minimum Trained for both skills)
------------------
Those with ** may go
-3-
**Argoni Slate - AC 22 48/56
**Ithuriel Falsus Sacerdos - AC 18 (19 w/shield), 27/32
**Zenith - AC 24, 42/73
Pillar
-2-
Kernal Klank - AC 22 (24 w/shield), 36/62 (AC 24)
Avery Wings - AC 20 (21 w/shield), 21/36; Sophia AC 18, 18/25
**Mirtha Darklight - AC 17, 32/32

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Argoni rushes over to join Avery. "Good work. Now how do we turn this off?" He pulls his picks out and begins trying to fiddle with the controls.
Thievery: 1d20 + 11 ⇒ (8) + 11 = 19 +1 for picks to disable
◆ Move
◆◆ Disable

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Is that 19 with the +1 or without?
Looking at his character sheet it appears the +1 is not included in the +11. So total is likely 20.

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Ithuriel raises his hands and each one points at a different creature. "Allow me to demonstrate the true power of the ONE TRUE GOD!" His voice gets louder to draw all of the attention onto himself as twin streaks of flames jet out into the beasts.
[...]
His eyes show wild with power and fury as the scorching rays leave his most holy of holy bodies.
Perception DC 19
Zenith glances up and reflects on their conversation about the so called 'one true god' who does not dwell in the sky. Zenith then rolls their eyes at such a claim.
The kayal then pivots their attention to the panel, they move and attempt to disable if it is not already disabled.
Thievery: 1d20 + 11 ⇒ (12) + 11 = 23
"The stars guide us all, whether we acknowledge it or not! They shine their celestial light on us!"
Actions: ◆Stride ◆◆ Disable
Reaction ↺ Opportune Riposte if enemy crit fails a strike against Zenith then Zenith melee strikes back!
Opportune Riposte w/ starknife: 1d20 + 14 ⇒ (14) + 14 = 28
S dmg: 2d4 + 4 ⇒ (1, 4) + 4 = 9 | if panache, precision: 3 = 3 | if crit, deadly: 1d6 ⇒ 1

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Is that 19 with the +1 or without?
Without. 20 total. I didn't exactly know if picks would help with this even though it was a "disable" roll.

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Ithuriel angs back, gloating in his powerful magic as he watches he others del with the whirling flames.
◆ Shield
◆◆ Stride
HP 27/32
AC 18 (+1 Mage Armor; +1 Shield)
Focus Point 1/1
Spells Used:
(1) Mage Armor
(2) False Life, Scorching Ray
Wand of Heal (1st) 1/1
Healer's Gloves 1/1
Drain Bonded Item 1/1
Hero Point 3/3

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Argoni manages to find a small keyslot (probably used by the installers to service the panel) and picks it open. From there, it's easy work to rip the guts out of it. The fire pillar winks out.
You return to Toldrar to report to him that the creatures have been taken care of and the trap disarmed.
"There is one final group that I need you to deal with. They barricaded themselves upstairs. Not sure sure what they're doing but it seems like they're trying to perform some ritual to escape. I've got some extra gear for you if you need it."
Toldrar produces a pack and hands it to you. It contains:
1 low grade cold iron shield
2 saps
1 +1 Spear
3 lesser healing potions
When they’re ready, you can head upstairs to deal with the final group.
Be warned, the final encounter is a bit of a doozy

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Mirtha will assist her allies with wound treatment, as she sees that many of them have been injured in the last fight.
I'm assuming that we might have some time for healing. Mirtha is not the best at in the party at Medicine, so she will concentrate on the less wounded members of the party.
Medicine, Treat Wounds - Avery Wings: 1d20 + 7 ⇒ (13) + 7 = 20
Healing: 2d8 ⇒ (3, 2) = 5
Medicine, Treat Wounds - Argoni: 1d20 + 7 ⇒ (8) + 7 = 15
Healing: 2d8 ⇒ (5, 8) = 13

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Argoni defers to Ithuriel as a priest, but is willing to perform some risky medical surgery on those with wounds.
Treat Wounds - Klank (DC20): 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23 Success->Crit
Slashing Damage: 1d8 ⇒ 7
Healing: 4d8 + 10 ⇒ (4, 7, 7, 4) + 10 = 32
Total healing is 32-7 = 25
Treat Wounds - Zenith (DC20): 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18 Fail
Slashing Damage: 1d8 ⇒ 6
Oops, 6 damage instead
Before they head out for the last task, the halfling mixes up a couple concoctions. He drinks one immediately and keeps the other one on hand.
Taking a Bravo's Brew (+1 to Will saves; +1 vs fear) and making a Mistform Elixir to take in combat.

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What? No one's gonna take the 3 lesser healing potions?

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Klank drops his shield down as the fire pillar ceases to exist "I bet someone clever could have used that fire to roast those.. drakes you said? They cooked fast."
At the final briefing Klank listens to the directives intently, eyes lingering on the offered up equipment "You can never be too prepared for a battle, especially against those cornered and desperate."
Anyone else really use shields? A cold iron shield could be a good shield bash vs something vulnerable. Or just more HP soaked up. As far as the lesser healing potions Klank would certainly use them if no free healing is available. Not getting any free consumables or having medicine is expensive.

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What? No one's gonna take the 3 lesser healing potions?
I mean, not even 12 hours had passed and some of us were still sleeping :P
Zenith rushes to the panel to see Argoni already having expertly dealt with it. "Nice work!" they cheer, and the kayal once again thanks Mirtha for the healing during combat. After combat though, they insist "Celestial light will heal my wounds, and anyone else who is open to the power of the stars!" Zenith reaches for their wounds and light radiates from their hand, healing themself. They then refocus and offer to heal others
lay on hands - can heal 18 hp every 10 min
Zenith already has 3 lesser healing potions so will pass on the other healing potions unless no one wants them in which case Zenith will carry them so we're not leaving them behind
When the group prepares to head towards the barricaded room, Zenith retrieves their starknife and whip in either hand.

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This is what I have in terms of player status:
Argoni Slate - AC 22 56/56
Ithuriel Falsus Sacerdos - AC 18 (19 w/shield), 27/32
Zenith - AC 24, 60/73
Kernal Klank - AC 22 (24 w/shield), 36/62
Avery Wings - AC 20 (21 w/shield), 26/36; Sophia AC 18, 18/25
Mirtha Darklight - AC 17, 32/32
Zenith you can do another healing since Mirtha made 2 medicine checks.

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Zenith heals themself to full and refocuses.

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Klank submits to whatever form of healing gets the job done, be it medical, nature based, divine, or divine(ish). "Its foolish to start a job unprepared, more so when you're own life is on the line."
2 of those lay of hands, 20mins would fill Klank to full, then he'd take a couple of the lesser healing potions to have in a pinch if everyone else has access to some free consumables still.

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I think we're still waiting for Ithuriel to make an appearance...

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Conceal Spell: 1d20 + 8 ⇒ (2) + 8 = 10
Lay on Hands for 12 and refocus.
Ithuriel cleanses his own injuries. "Razmir blessed us this day." He says witha smile clasping each on the back. "Let us go deal with these potential converts."

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Argoni can make a couple elixirs of life if he needs, so others should have the potions.

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Avery quickly patches up her wounds while Mirtha treats the owl. "Thank you, she will remember that." Avery tells her. The owl flutters its feathers to show her approval.
DC 15 Medicine to Treat Wounds: 1d20 + 10 ⇒ (1) + 10 = 11
Hero Point: DC 15 Medicine to Treat Wounds: 1d20 + 10 ⇒ (11) + 10 = 21
Healing: 2d8 ⇒ (7, 4) = 11 HP for Avery

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If there's no time concern, Zenith and Ithuriel can just heal everyone to full.

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True. As written there is no timeline so I can hand wave the healing checks. Obviously Toldrar is getting increasingly impatient... :)

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"Good luck, Pathfinders" Toldrar tells you as you head upstairs.
You head down the corridor which opens into another hallway. As you turn the corner, you come face to face with four fetchlings blocking your path.
You all have weapons drawn. Toldrar did tell you that you're heading to eject another group of fetchlings so it'd be unwise to not be ready :)
Argoni's Initiative: 1d20 + 11 ⇒ (11) + 11 = 22
Avery Wings's Initiative Using Search: 1d20 + 10 ⇒ (14) + 10 = 24
Zenith's Initiative Using Search: 1d20 + 9 ⇒ (4) + 9 = 13
Ithuriel's Initiative Using Searching: 1d20 + 8 ⇒ (8) + 8 = 16
Mirtha Darklight's Initiative: 1d20 + 7 ⇒ (4) + 7 = 11
Kernal Klank's Initiative: 1d20 + 10 ⇒ (7) + 10 = 17
Pink: 1d20 + 8 ⇒ (17) + 8 = 25
Red: 1d20 + 10 ⇒ (14) + 10 = 24
White: 1d20 + 10 ⇒ (3) + 10 = 13
Blue: 1d20 + 10 ⇒ (16) + 10 = 26
Blue, Pink, and Red all surge forward to meet Zenith and Kernal Klank.
Shortsword vs Zenith AC 24: 1d20 + 10 ⇒ (9) + 10 = 19
Shortsword vs Zenith AC 24, MAP, Agile: 1d20 + 6 ⇒ (18) + 6 = 24
Piercing/Slashing: 1d6 + 4 ⇒ (2) + 4 = 6
Pink runs forward and takes a poke at Zenith and Kernal Klank.
Shortsword vs Zenith AC 24: 1d20 + 7 ⇒ (20) + 7 = 27
Shortsword vs Kernal Klank AC 22, MAP, Agile: 1d20 + 3 ⇒ (8) + 3 = 11
Piercing/Slashing, Crit: 1d6 + 4 ⇒ (2) + 4 = 6 Doubled to 12
Red runs forward and also takes a poke at Zenith and Kernal Klank.
Shortsword vs Zenith AC 24: 1d20 + 10 ⇒ (19) + 10 = 29
Shortsword vs Kernal Klank AC 22, MAP, Agile: 1d20 + 6 ⇒ (20) + 6 = 26
Piercing/Slashing: 1d6 + 4 ⇒ (1) + 4 = 5
Piercing/Slashing, Crit: 1d6 + 4 ⇒ (2) + 4 = 6
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before Your Turn:
------------------
Those with ** may go
Blue
Pink
Red
**Avery Wings - AC 20 (21 w/shield), 36/36; Sophia AC 18, 25/25
**Argoni Slate - AC 22 56/56
**Kernal Klank - AC 22 (24 w/shield), 50/62
**Ithuriel Falsus Sacerdos - AC 18 (19 w/shield), 32/32
White
Zenith - AC 24, 50/73
Mirtha Darklight - AC 17, 32/32

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"Quick little buggers." Grunts Klank through his steel visor as the shortsword slides between a pair of plates. He responds with a sweeping attack across both pink and red before raising up his shield in defense.
Sweep vs Pink/Red +1 Striking Warhammer (B): 1d20 + 13 ⇒ (4) + 13 = 172d8 + 4 ⇒ (5, 3) + 4 = 12
2 action sweep, raise shield. Will use whatever reaction triggers first: shield block or AOO. AOO below.
+1 Striking Warhammer (B): 1d20 + 13 ⇒ (14) + 13 = 272d8 + 4 ⇒ (1, 7) + 4 = 12

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Stratagem vs Red: 1d20 ⇒ 8 + Recall Knowledge
Argoni doesn't like the angles as the fletchlings rush the group. He steps up behind Zenith and the Kayal at first thinks he's being attacked from behind. But Argoni merely cuts a wound more cleanly before applying a salve and bandage to him.
Battle Medicine (DC20): 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
Slashing damage: 1d8 ⇒ 7
Healing: 4d8 + 10 ⇒ (6, 3, 7, 3) + 10 = 29
22 total healing to Zenith
◆ Stratagem + Recall Knowledge on Red (Society +11, Occultism +11, Arcana +11)
◆ Step
◆ Battle Medicine on Zenith

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Argoni, you can't use Risky Surgery for Battle Medicine. It's the same DC but Battle Med and Treat Wounds are 2 different actions.
Argoni RK: 1d20 + 11 ⇒ (8) + 11 = 19
Red is a Deadly Fetchling Sneak. A meaner more lethal version of the fetchling sneak. It's pretty much the same creature you've been battling all scenario. These are the lowest foot soldiers of the Onyx Alliance
Kernal Klank attempts to sweep Red and Pink with his warhammer but misses. Argoni attempts to slap a battle dressing on Zenith but the bandage slips at the last minute and doesn't hold.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before Your Turn:
------------------
Those with ** may go
Blue
Pink
Red
**Avery Wings - AC 20 (21 w/shield), 36/36; Sophia AC 18, 25/25
Argoni Slate - AC 22 56/56
Kernal Klank - AC 22 (24 w/shield), 50/62
**Ithuriel Falsus Sacerdos - AC 18 (19 w/shield), 32/32
White
Zenith - AC 24, 50/73
Mirtha Darklight - AC 17, 32/32

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Avery steps closer and designates Blue as her prey. She then flies two arrows toward it.
Shortbow Attack vs Blue: 1d20 + 9 ⇒ (2) + 9 = 11
Shortbow Damage: 1d6 ⇒ 2 piercing damage
Shortbow Attack vs Blue, MAP: 1d20 + 9 - 5 ⇒ (7) + 9 - 5 = 11
Shortbow Damage: 1d6 ⇒ 5 piercing damage
She rolls her eyes.
◆ Step
◆ Hunt Prey
◆ Hunted Shot

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Ithuriel moves to the side, the power of Razmir still coarsing through his older body. "You interlopers shall feel the pain of the non-believers." Sheets of flames leap from his fingers.
Burning Hands (Blue, Red, and Pink): 2d6 ⇒ (6, 2) = 8 DC 20 reflex
◆ Stride
◆◆ Burning Hands
HP 27/32
AC 18 (+1 Mage Armor; +1 Shield)
Focus Point 1/1
Spells Used:
(1) Mage Armor, Burning Hands
(2) False Life, Scorching Ray
Wand of Heal (1st) 1/1
Healer's Gloves 1/1
Drain Bonded Item 1/1
Hero Point 3/3

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Ithuriel how are you positioned to flame Blue Red and Pink without flaming everyone else?? Could you drop a spell template on the map please.

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Red Reflex: 1d20 + 12 ⇒ (17) + 12 = 29
Blue Reflex: 1d20 + 12 ⇒ (3) + 12 = 15
Pink Reflex: 1d20 + 10 ⇒ (18) + 10 = 28
I didn't think they were all going to fit without incinerating Kernal Klank and Zenith... :)
Ithuriel unleashes a fan of flames and incinerates Red, Blue and Pink. Red and Pink manage to get out of the way but Blue isn't so lucky.
White charges forward to exact some revenge but is met in the face by Kernal Klank's Warhammer. He pokes at Kernal Klank and Ithuriel.
Shortsword vs Kernal Klank AC 24: 1d20 + 10 ⇒ (9) + 10 = 19
Shortsword vs Ithuriel AC 18, MAP, Agile: 1d20 + 6 ⇒ (3) + 6 = 9
Apparently poking while angry unfocuses you...
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before Your Turn:
------------------
Those with ** may go
Blue (-8)
Pink (-4)
Red (-4)
Avery Wings - AC 20 (21 w/shield), 36/36; Sophia AC 18, 25/25
Argoni Slate - AC 22 56/56
Kernal Klank - AC 22 (24 w/shield), 50/62 (AC 24)
Ithuriel Falsus Sacerdos - AC 18 (19 w/shield), 32/32
White (-12)
**Zenith - AC 24, 50/73
**Mirtha Darklight - AC 17, 32/32

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Zenith attempts to tumble through the kayal blockade to open up flanking opportunities, then they quickly turn around and lash out their whip at the kayal swinging their sword at Ithuriel.
"The stars will protect thee!" they call, despite being inside, to the cleric of the so-called true god.
Tumble Through vs Pink Reflex DC: 1d20 + 13 ⇒ (14) + 13 = 27 if success -> Gain panache
Strike w/ whip vs White: 1d20 + 14 ⇒ (9) + 14 = 23
S nonlethal dmg: 2d4 + 4 ⇒ (4, 2) + 4 = 10 | if panache, precision: 3 = 3
Strike w/ whip vs White: 1d20 + 14 - 5 ⇒ (19) + 14 - 5 = 28
S nonlethal dmg: 2d4 + 4 ⇒ (1, 4) + 4 = 9 | if panache, precision: 3 = 3
Actions: ◆Tumble Through ◆Strike ◆Strike
Reaction ↺ Opportune Riposte if enemy crit fails a strike against Zenith then Zenith melee strikes back!
Opportune Riposte w/ whip: 1d20 + 14 ⇒ (17) + 14 = 31
S nonlethal dmg: 2d4 + 4 ⇒ (3, 2) + 4 = 9 | if panache, precision: 3 = 3

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Zenith tumbles through Pink's space and gains Panache. They lash their whip at White with enough force to knock White clean out.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before Your Turn:
Shaken:
Surrendered: White (unconscious)
2-actions: Deception/Diplomacy/Intimidation to convince the shaken humanoid to surrender
------------------
Those with ** may go
Blue (-8)
Pink (-4)
Red (-4)
Avery Wings - AC 20 (21 w/shield), 36/36; Sophia AC 18, 25/25
Argoni Slate - AC 22 56/56
Kernal Klank - AC 22 (24 w/shield), 50/62 (AC 24)
Ithuriel Falsus Sacerdos - AC 18 (19 w/shield), 32/32
Zenith - AC 24, 50/73
**Mirtha Darklight - AC 17, 32/32

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Mirtha raises her arms into the air and unleashes a dread incantation. The life begins to drain from are wide area, killing any mold and sucking energy from the three rogues caught within it.
Negative Damage, Basic Fort DC 19: 2d10 ⇒ (5, 8) = 13
"The blessings that Sarenrae bestows can also be taken away!" she shouts as the spell completes. Then Mirtha retreats to get safely behind her allies.
I don't know a really good way to draw a burst template on the map, but when you draw a circle anything that is not fully inside it is outside the area of effect on a burst. So it should hit all three goons and not hit any of the allies. I did also provide an example of the template as well so you can see what I mean.

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Klank stands resolute even though searing hot flames and now destructive negative energy laps at the tips of his beard. Its nice to have some fire power back there.

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R Fort: 1d20 + 7 ⇒ (10) + 7 = 17
B Fort: 1d20 + 7 ⇒ (4) + 7 = 11
P Fort: 1d20 + 5 ⇒ (16) + 5 = 21
Pink manages to growl away the cold feeling but his cohorts aren't as strong. The feeling of certain death gnaws at him and he visibly trembles from the effect. Blue runs forward and attempts to poke Avery.
Shortsword vs Avery AC 20: 1d20 + 10 ⇒ (12) + 10 = 22
Piercing/Slashing: 1d6 + 4 ⇒ (2) + 4 = 6
Blue then pulls a dagger and hurls it at the owl hovering by Avery's head.
Dagger vs Sophia AC 18, MAP, Agile: 1d20 + 6 ⇒ (8) + 6 = 14
Red takes a step forward and attempts to poke Kernal Klank and Argoni.
Shortsword vs Kernal Klank AC 24: 1d20 + 10 ⇒ (5) + 10 = 15
Shortsword vs Argoni AC 22, MAP, Agile: 1d20 + 6 ⇒ (17) + 6 = 23
Piercing: 1d6 + 4 ⇒ (2) + 4 = 6
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Before Your Turn:
Shaken: Pink
Surrendered: White (unconscious)
2-actions: Deception/Diplomacy/Intimidation to convince the shaken humanoid to surrender
------------------
Those with ** may go
Blue (-21)
Pink (-10; Shaken)
Red (-17)
**Avery Wings - AC 20 (21 w/shield), 30/36; Sophia AC 18, 25/25
**Argoni Slate - AC 22 50/56
**Kernal Klank - AC 22 (24 w/shield), 50/62 (AC 24)
**Ithuriel Falsus Sacerdos - AC 18 (19 w/shield), 32/32
**Zenith - AC 24, 50/73
**Mirtha Darklight - AC 17, 32/32

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Always one that follows the simplest of sayings: If its working keep doing it. Klank sweeps his warhammer across the faces of red and pink before raising up his shield in self defense.
Sweep vs Pink/Red +1 Striking Warhammer (B): 1d20 + 13 ⇒ (8) + 13 = 212d8 + 4 ⇒ (3, 3) + 4 = 10
2 action sweep, raise shield. Will use whatever reaction triggers first: shield block or AOO. AOO below.
+1 Striking Warhammer (B): 1d20 + 13 ⇒ (12) + 13 = 252d8 + 4 ⇒ (2, 1) + 4 = 7
Klank is my version of the 'simple, stock Dwarven shield fighter. Complete with LN and boring combat tactics!

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Klank clobbers Pink and bashes his head to pulp. Red also gets hit and begins doubting whether he wants to continue against this group.
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COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Before Your Turn:
Shaken: Red
Surrendered: White (unconscious)
2-actions: Deception/Diplomacy/Intimidation to convince the shaken humanoid to surrender
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Those with ** may go
Blue (-21)
Red (-27; Shaken)
**Avery Wings - AC 20 (21 w/shield), 30/36; Sophia AC 18, 25/25
**Argoni Slate - AC 22 50/56
Kernal Klank - AC 22 (24 w/shield), 50/62 (AC 24)
**Ithuriel Falsus Sacerdos - AC 18 (19 w/shield), 32/32
**Zenith - AC 24, 50/73
**Mirtha Darklight - AC 17, 32/32

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Seeing that red looks ready to surrender, Mirtha lets loose with a pithy quip to throw them off. Something really creative and cutting that is guaranteed to distract them.
Diplomacy: 1d20 + 12 ⇒ (20) + 12 = 32
With the rogue's will nice and softened up, Mirtha then lets loose with her pitch.
"Come on, you can see this battle is lost. We are closing in on you. Do you really want to be the last one to surrender? Let your buddy there die for the cause if he wants but we're giving you the chance to walk away with your life right now."
Diplomacy: 1d20 + 12 ⇒ (2) + 12 = 14
One action to Bon Mot, two actions for the Diplomacy check
Mirtha will use her hero point to reroll. (I don't think I've used it yet.)
Diplomacy, reroll: 1d20 + 12 ⇒ (7) + 12 = 19