
Munrisk the Unknowable |

"You won't get away so easily from a hunter and one who knows how you all work." Munrisk taunts before swiping again with their flyssa.
Attack 1: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 ⇒ 3
Sneak Attack, if applicable: 1d6 ⇒ 1
Attack 2: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d6 ⇒ 1
Sneak Attack, if applicable: 1d6 ⇒ 1
Attack 3: 1d20 - 2 ⇒ (9) - 2 = 7
Damage: 1d6 ⇒ 4
Sneak Attack, if applicable: 1d6 ⇒ 3

Drake Stormrider |

Drake steps nearer and reaches out his hand, snapping his fingers and causing a spark to jump at the kobold.
◆Step
◆◆Ignition (Melee): 1d20 + 7 ⇒ (9) + 7 = 162d6 ⇒ (3, 5) = 8

"Squall" Blacktail |

Squall focuses on making the enemy kobold dodge a flurry of stabs with his beak and blades, hoping to finish it before it hurts him or his friends again.
◆ Strike: beak: 1d20 + 7 ⇒ (10) + 7 = 17; damage (P): 1d6 + 4 ⇒ (6) + 4 = 10
◆ Twin Takedown (reduced MAP for flurry hunter's edge and agile):
cold iron shortsword: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10; damage (P): 1d6 + 4 ⇒ (3) + 4 = 7
shortsword: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11; damage (P): 1d6 + 4 ⇒ (3) + 4 = 7
◆ Strike: cold iron shortsword: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11; damage (P): 1d6 + 4 ⇒ (5) + 4 = 9

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Yes, Djala will prevent damage.
RS glaive: 1d20 + 7 ⇒ (15) + 7 = 22 for slashing, holy: 1d8 + 4 ⇒ (1) + 4 = 5
"Please surrender so we do not have to kill you." She moves behind Squall.
RS glaive: 1d20 + 7 ⇒ (5) + 7 = 12 for slashing, holy: 1d8 + 4 ⇒ (6) + 4 = 10
RS glaive 2: 1d20 + 7 - 5 ⇒ (12) + 7 - 5 = 14 for slashing, holy: 1d8 + 4 ⇒ (1) + 4 = 5
Not that Djala is backing up her words with much of anything.

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Djala Retributive strike hits the kobold leaving a nasty slash. The sneak yeps in pain, but is still up.
Marguerite cast another Daze at the kobold. They must be getting use to the magic as they partially resist the mental blow. The Sorcerer gets out her sling. The kobold shakes his head as he grinds their teeth against the mental pain.
Munrisk strikes repeatedly at the kobold, but somehow the sneaky kobold avoids getting hit.
Drake steps nearer, throwing fire at the kobold. The kobold continues to dance with death avoiding the bolts of fire.
Squall focuses his attacks on the off-guard sneak hitting with his beak. Hitting only due to the flank with the first attack. The kobold’s luck has run out as he collapses from the mortal wound.
It was a long and exhausting battle, but you are victorious!
sneak Kobold DC17 will save: 1d20 + 5 ⇒ (17) + 5 = 22
combat is over
Round 8 A
Squall AC18 (11/17hp) (hunt prey => Kobold)
Graypelt (-62= -62hp) (dead)
Wolf blue (-26= -26hp) (dead)
Wolf Green (-26= -26hp) (dead)
Wolf red (-26= -26hp) (dead)
Kobold sneak (-6-2-6-2-5-5-2-10= -38hp) (dead)
Round 7 B
Munrisk AC17 (2/17hp)
Marguerite AC16 (15hp) (light)
R!Kktik AC17 (14hp)
Drake Stormrider AC15 (9/15hp) (light)
Djalamora AC17 (9/18hp)

Drake Stormrider |

Drake slumps onto the bottom step. "I don't know about the rest of you, but I could use a few minutes to compose myself. Munrisk, no offense, but you look like you need some healing." Glancing at his arm and seeing bite marks from the warg he chuckles, "Looks like I could too, now that I mention it."
If we have time, I'm going to plan to refocus for 10 minutes.

"Squall" Blacktail |

Once the kobold falls, Squall leans heavily against the wall for a moment, catching his breath as he absent-mindedly licks the blood from his beak.
He take a few steps down the stairs to quickly search the sneak's body for anything worth taking.
Over his shoulder, he says quietly, "I recommend falling back and finding a defensible spot where we recover our strength. Maybe the tower? If we're quiet enough, the locals might not even realize that giant spider is dead for a while yet."

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"I agree with a strategic retreat for at least a short rest. The tower is a good idea."
Every 10 minutes I can regain 1 FP which turns into 6 HP. Djala also has medicine (though it's pretty awful (+3)) and tools to treat wounds. I'm also happy to rest, but Djala is very concerned about the missing man.

Marguerite Ruysch |

After a minute, the halo of light around Marguerite's head fades away. "I have to agree with Squall. We are going to need more than just a few minutes to recover. We cannot find the missing man if we are going to go missing instead."

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After the battle is over you finally have time to examine Graypelt’s chamber faint light enters this ruined chamber from gaping holes in the roof. One of the stone columns that once supported the ceiling has toppled, its broken pieces littering the floor. A thick patch of black mushrooms hides in a nearby corner, giving the room an earthy scent that’s barely noticeable above the stench of wet fur and blood. A flight of stairs leads down into the unknown below. From what Graypelt said the hunter Barlus was taken below by the kobolds and the kobold sneak said something about a ritual.
Drake slumps to the ground next to the steps going down into the unknown as he calls for a rest and healing.
Squall catches his breath as he cleans the blood off his beak. The Tengu searches the kobold sneak’s gear, finding four daggers, leather armor, two minor healing potions, a shortsword, and thieves’ tools. Searching the room he finds Graypelt hid a few things of value behind the pillar, including a bag with 354 sp, a finely crafted light crossbow worth 30 gp, a moderate juggernaut mutagen, and a unidentified wand. In the dark corner of the room grows a small patch of six mushrooms of the same type you found earlier.
Squall recommends falling back to a defensible spot like the spider tower to recover. R!Kktik, Djala, Marguerite, and Drake agree with Squall. The group moves back to the bottom floor of the tower securing the door for safety.
Since arriving an hour ago, your group has made quick work exploring the Ruined Monastery with only two doors remaining unexplored. It will take Djala an hour of meditation and healing to restore the group to full health.
Meanwhile your group starts feeling the weight of the day’s events. You are a long way from having drinks at the Sitting Duck this morning when Lady Cirhana from the Iomedae temple asked you to find the hunter Barlus. You made your way to the lumber camp where you met a grizzly overseer who told you to look for Barlus at Old Ulizmila’s place deep in the Darkmoon forest. After traveling through the forest for most of the day and fighting off a swarm of bloodseekers you found the abandoned hut of the witch hag. You found Barlus’s campsite, and also signs of a struggle where you believe the hunter was dragged off by kobolds. Leaving the hut to explore later you followed the kobold tracks into the night passing a gruesome sight of three dead pixies drained of blood pinned to a tree trunk. The tracks lead you to the ruined dwarven monastery where you are now healing up after a fierce battle against wolves and a kobold.
Djala finishes healing everyone, it is half past midnight and your group is feeling tired.
(You can press on, but with the fatigue condition.)
Status:
Squall AC18 (17hp)
Munrisk AC17 (17hp)
Marguerite AC16 (15hp) (light)
R!Kktik AC17 (14hp)
Drake Stormrider AC15 (15hp) (light)
Djalamora AC17 (18hp)

Drake Stormrider |

While the group is sitting in the tower recovering, Drake says, "Squall may I see that wand? Maybe I can figure out what it does."
I would like to see if I can Identify Magic. My Arcana and Occultism are both +7.

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Djala is exhausted and happy to rest and recover.

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Deciding to rest for the night your group feels they have grown as heroes.
Drake fiddles with the wand discovering it is a wand of Breath Fire
Tik starts to organize watches and secure the door.
(Level up! 2nd level)

Munrisk the Unknowable |

Munrisk happily collapses upon reaching the tower, heaving a sigh. "I appreciate you all keeping me alive.. We're lucky today."
Munrisk is also happy to sleep, they took a lot of damage.

"Squall" Blacktail |

Squall approves of setting watches, but asks to rest a bit before taking his turn. He's less injured than Munrisk after that last fight, but only because Djala and Marguerite expended so much effort keeping him on his feet through the whole battle.

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The group settles in the ground floor of the old watchtower making themselves comparable as they reflect on their many close brushes with death during the day.
Marguerite takes the first watch as the others sleep. It is eerily quiet for the first hour of the watch, but slowly Marguerite becomes aware of something shabaling about in the courtyard. Peering through narrow cracks in the door into the dark, she can only catch glimpses of a small creature moving aimlessly outside. It doesn't attempt to enter the watchtower or even pay it any attention.
Keeping an eye on the unwanted visitor, Marguerite waits until it's time to wake R!Kktik letting him know about the creature. Tik gets a better view of the small shambling guest: a rotting kobold corpse in ruined leather armor with glazed dead eyes glowing from within with an unsettling yellow light.
Marguerite is convinced this is a zombie kobold! It doesn’t look like the kobold you fought earlier even the tribe markings are different. One zombie isn’t much of a threat and might wander off.
It's 2 am, Marguerite and R!Kktik are currently awake, but anyone might have been awakened by their whispered discussions.
Marguerite Ruysch, Perception:(wis): 1d20 + 5 ⇒ (7) + 5 = 12
R!Kktik, Perception:(wis): 1d20 + 5 ⇒ (10) + 5 = 15
Marguerite Ruysch, Religion:(wis): 1d20 + 5 ⇒ (19) + 5 = 24

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R!Kktik suggested just watching for now. The zombie shambles off sometime during Tik’s watch and there is no sign of it when Munrisk watch begins.
The rest of the night passes without incident and everyone is fully rested and ready to go by 10am. (please make sure your daily spells and preparations are set.)
Looking through the last two doors of the ruined monastery you find the end chamber is entirely shattered, with much of the outer wall and ceiling completely crumbled. You spot a swarm of bats that have come home to roost in the ruined room. You can try searching this room, but you run the risk of disturbing the bat swarm.
The other door opens into a room where old cobweb-covered racks and armor stands fill much of this small chamber. What must have once been a well-tended armory is now devoid of arms and armor.
Searching this dusty armory, R!Kktik finds two magic freezing crossbow bolts that had rolled under one of the racks. Munrisk spots a secret door in the east wall of the armory.
Marguerite Ruysch, Perception:(wis): 1d20 + 5 ⇒ (7) + 5 = 12
R!Kktik, Perception:(wis): 1d20 + 5 ⇒ (15) + 5 = 20
Djalamora Vestrilavia, Perception:(wis): 1d20 + 4 ⇒ (7) + 4 = 11
Squall Blacktail, Perception:(wis): 1d20 + 8 ⇒ (2) + 8 = 10
Drake Stormrider, Perception:(wis): 1d20 + 4 ⇒ (6) + 4 = 10
Munrisk the Unknowable, Perception:(wis): 1d20 + 7 ⇒ (13) + 7 = 20
Status:
Squall AC19 (28hp)
Munrisk AC18 (24hp)
Marguerite AC17 (22hp) (light)
R!Kktik AC18 (22hp)
Drake Stormrider AC16 (22hp) (light)
Djalamora AC18 (30hp)

"Squall" Blacktail |

Squall approves of the decision to not engage the zombie in the middle of the night, so that the others could sleep. However, they should find and dispatch it before they leave the ruins for good.
Survival: 1d20 + 6 ⇒ (3) + 6 = 9
He takes some time in the morning to look for the zombie's tracks, but grumbles to himself when he can find no useful traces.

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R!Kktik and Squall spend some time looking for the undead kobold that visited the monastery during the night. Tik finds a shambaling kobold trail leading back into the darkmoon forest which he can track; there is no telling how far the zombie wandered in the half dozen hours.
The group can follow the zombie tracks, check out the secret door in the ruined monastery, descend the stairs into the underground structure where the kobolds have taken the hunter Barlus, or give up this dangerous adventuring life returning to Falcon’s Hollow to have a drink at the Sitting Duck.
Status:
Squall AC19 (28hp)
Munrisk AC18 (24hp)
Marguerite AC17 (22hp) (light)
R!Kktik AC18 (22hp)
Drake Stormrider AC16 (22hp) (light)
Djalamora AC18 (30hp)

"Squall" Blacktail |

"Agreed. On all points," Squall replies to Tik. He takes up a position by the secret door, blades at the ready.

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R!Kktik shakes his head suggesting they leave tracking the zombie for another day.
Squall agrees and takes up a position by the secret door.
Opening the secret door reveals a short corridor on one side leading to four cramped prison cells with rusty iron doors. Within each cell bones of long dead dwarves rest upon rotted straw cots. The cell door locks have rusted away making them easy to open. These dwarfs locked up for some unknown reason were left to die either on purpose or because they were forgotten. You see reflected light flash for a moment from some shiny metal on the hand of the far corpse.
.
Status:
Squall AC19 (28hp)
Munrisk AC18 (24hp)
Marguerite AC17 (22hp) (light)
R!Kktik AC18 (22hp)
Drake Stormrider AC16 (22hp) (light)
Djalamora AC18 (30hp)

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Marguerite sends a globe of light into the prison. The bones make eerie shadows as it moves by.
Tik scuttles into the room carefully looking for traps. All he sees are rusty locks that would crumble at the slightest touch. Still his whiskers twitch, feeling that he is somehow treading on the dead.
He can see a shiny ring on the hand of the last corpse.
Status:
Squall AC19 (28hp)
Munrisk AC18 (24hp)
Marguerite AC17 (22hp) (light)
R!Kktik AC18 (22hp)
Drake Stormrider AC16 (22hp) (light)
Djalamora AC18 (30hp)

Drake Stormrider |

Drake uses detect magic focusing on the ring. If it is magical he will take a few minutes to see if he can discern what properties it contains.
Arcana/Occultism: +8

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Tik asks if Drake can detect magic.
The wizard does detect unknown magic in the room. He begins studying the ring made all the more difficult by not actually having easy access to it.
Between the movement in the room and magical energies being tested. Three of the skeletal corpse’s eyes begin to flicker with a strange yellow glow and they stand up as one!
Marguerite Ruysch, Initiative : 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
R!Kktik, Initiative : 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Djalamora Vestrilavia, Initiative : 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Squall Blacktail, Initiative : 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Drake Stormrider, Initiative : 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Munrisk the Unknowable, Initiative : 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
skelton: 1d20 + 2 ⇒ (17) + 2 = 19
[oocMunrisk and Squall can act before the skeletons[/ooc]
Round 1 A
* Munrisk AC18 (24hp)
* Squall AC19 (28hp)
Skelton blue (0= 0hp)
Skelton white (0= 0hp)
Skelton red (0= 0hp)
Round 1 B
Djalamora AC18 (30hp)
Drake AC16 (22hp) (light)
R!Kktik AC18 (22hp)
Marguerite AC17 (22hp) (light)

"Squall" Blacktail |

"Drake! Tik! Get out of there!" Squall warns as he steps into the cellblock. He pauses in the hallway, ready to strike whichever skeleton reaches through the bars or opens a cell door first.
◆ Stride
◆◆ Ready: ↺ Strike vs. skeleton.

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Squall moves up telling Drake to get back. The tengu readies an attack.
Munrisk is distracted and delays taking action.
The skeletons move forward to the rusty bars with their claw like fingers stretched out.
Squall strikes the white skelton. While his shortsword slashes hits it seems to do less damage than expected.
The white skelton claws at Squall missing both strikes.
The blue moves forward striking at Drake. The first claw draws blood wounding the wizard slightly. The second claw misses.
The red skelton moves forward pushing the door open without a problem and steps into the walkway threatening Squall.
White skelton vs Squall
◆Stride
◆ Melee claw: 1d20 + 6 ⇒ (11) + 6 = 17 to hit (agile, finesse), Damage: 1d4 + 2 ⇒ (1) + 2 = 3 slashing
◆ Melee claw w/-4map: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12 to hit (agile, finesse), Damage: 1d4 + 2 ⇒ (4) + 2 = 6 slashing
Blue skelton vs Squall
◆Stride
◆ Melee claw: 1d20 + 6 ⇒ (12) + 6 = 18 to hit (agile, finesse), Damage: 1d4 + 2 ⇒ (1) + 2 = 3 slashing
◆ Melee claw w/-4map: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13 to hit (agile, finesse), Damage: 1d4 + 2 ⇒ (4) + 2 = 6 slashing
Red skelton vs Squall
◆Stride
◆ Open door
◆Stride
[oocEveryone can act.[/ooc]
Round 2 A
* Munrisk AC18 (24hp)
* Squall AC19 (28hp)
Skelton blue (0= 0hp)
Skelton white (-3= -3hp)
Skelton red (0= 0hp)
Round 1 B
* Djalamora AC18 (30hp)
* Drake AC16 (22-3= 19/22hp) (light)
* R!Kktik AC18 (22hp)
* Marguerite AC17 (22hp) (light)

"Squall" Blacktail |

Squall focuses on the skeleton who stepped out and blocked off the path of retreat.
◆ Hunt Prey vs. Red
◆ Twin Takedown vs. Red (MAP reduced for flurry hunter's edge and agile):
cold iron shortsword: 1d20 + 7 ⇒ (2) + 7 = 9; damage (P): 1d6 + 4 ⇒ (6) + 4 = 10
shortsword: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10; damage (P): 1d6 + 4 ⇒ (2) + 4 = 6
(If both Strikes hit, add them together before applying resistances or weaknesses.)
◆ Strike vs. Red: cold iron shortsword: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10; damage (P): 1d6 + 4 ⇒ (3) + 4 = 7
Wow, that's a lot of whiffs...

R!Kktik |

"Not the best situation, here!" Tik draws a vial from a bandolier◆, gives it a quick shake, and hurls it at the closest skeleton◆.
Versatile vial attack: 1d20 + 7 ⇒ (3) + 7 = 10
It misses, but splashes against the wall and bursts into flame. Some of the fire lands on the blue and white skeletons. One point fire splash damage.
Then he draws his dagger◆.

Drake Stormrider |

Seeing the red skeleton block the way out, Drake snaps his fingers and reaches out to touch the blue skeleton. Hoping to keep himself from danger he quickly manifests his shield for some extra protection.
◆◆Ignition: 1d20 + 8 ⇒ (5) + 8 = 132d6 ⇒ (3, 3) = 6
◆Shield AC 17

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Squall focuses on the red skeleton as his prey, but it proves impervious to his attacks.
Marguerite halo appears and she readies her sling.
R!kktik throws a fire bomb at the blue skeleton, missing it with everything but a splash of fire which it seems resistant to taking no damage.
Seeing his way out cut off, Drake snaps his finger sending a bolt of fire that misses the blue skeleton, then raises a shield of magic.
The fates seem to be favoring the skeletons so far.
Djala and Munrisk can still act.
Round 2 A
* Munrisk AC18 (24hp)
Squall AC19 (28hp)
Skelton blue (0= 0hp)
Skelton white (-3= -3hp)
Skelton red (0= 0hp)
Round 1 B
* Djalamora AC18 (30hp)
Drake AC16 (22-3= 19/22hp) (light)
R!Kktik AC18 (22hp)
Marguerite AC17 (22hp) (light)

Munrisk the Unknowable |

Apologies for not replying, I've been distracted lately!-
Munrisk tries to recall knowledge about skeletons before pulling out his bow and attempting to take a shot at one.
◆Recall Knowledge, religion: 1d20 + 5 ⇒ (18) + 5 = 23 If successful, they're off guard to me, just a reminder!
◆Take out bow
◆Bow Attack: 1d20 + 7 ⇒ (3) + 7 = 10 Hero Point
Hero Point Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d6 ⇒ 5
Sneak Attack, if applicable: 1d6 ⇒ 3
Deadly, if applicable: 1d10 ⇒ 8

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Djala steps in front of Marguerite to protect her, then lays into the skeleton.
glaive 1: 1d20 + 8 ⇒ (10) + 8 = 18 for slashing, holy: 1d8 + 4 ⇒ (3) + 4 = 7
glaive 2: 1d20 + 8 - 5 ⇒ (5) + 8 - 5 = 8 for slashing, holy: 1d8 + 4 ⇒ (5) + 4 = 9
Have Nimble Strike now which gives me the ability to take a 5' step as part of my retributive strike. Not likely to be relevant in this bottle neck, but in the future.
◆ Step
◆ Strike
◆ Strike
↺ Retributive Strike - prevent 4 damage (both attacker and target must be within 15' of me), 5' to strike if possible

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Munrisk recognizes the red foe as skeleton guards which is ironic since in life they were prisoners. Shooting his bow with heroic effort the kobold rogue corrects the arrow’s course hitting the off-guard. The skeleton takes the extra sneak attack damage but also seems resistant to the piercing damage so it takes less damage overall.
Djala steps forward and slashes with her glaive, slashing the red skeleton with the first strike it does less damage than expected, but still enough to destroy the skeleton. She steps forward over the crumbled remains of the first skeleton to cover her allies.
The white skeleton mindlessly claws at Squall hitting with the first claw attack.
Djala uses her retributive strike to negate the damage and strike the skeleton, but it resists all the damage from her slashing attack.
The second claw from the white skeleton misses, but the third critically hits, leaving Squall with a deep slash wound.
Showing no imagination the blue skeleton repeatedly claws at Drake. Two of the claw strikes just make it past the magic shield to cut the wizard’s flesh. (Drake can use the shield block reaction to block damage from one of the attacks.)
White vs Squall
◆ Melee claw: 1d20 + 6 ⇒ (16) + 6 = 22 to hit (agile, finesse), Damage: 1d4 + 2 ⇒ (1) + 2 = 3 slashing
◆ Melee claw w/-4map: 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 11 to hit (agile, finesse), Damage: 1d4 + 2 ⇒ (3) + 2 = 5 slashing
◆ Melee claw w/-8map: 1d20 + 6 - 8 ⇒ (20) + 6 - 8 = 18 to hit (agile, finesse), Damage: 1d4 + 2 ⇒ (3) + 2 = 5 slashing
Djala Retributive strike
↺ retributive strike glaive: 1d20 + 8 ⇒ (9) + 8 = 17 to hit for slashing, holy: 1d8 + 4 ⇒ (1) + 4 = 5
Blue vs Drake
◆ Melee claw: 1d20 + 6 ⇒ (11) + 6 = 17 to hit (agile, finesse), Damage: 1d4 + 2 ⇒ (3) + 2 = 5 slashing
◆ Melee claw w/-4map: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17 to hit (agile, finesse), Damage: 1d4 + 2 ⇒ (4) + 2 = 6 slashing
◆ Melee claw w/-8map: 1d20 + 6 - 8 ⇒ (6) + 6 - 8 = 4 to hit (agile, finesse), Damage: 1d4 + 2 ⇒ (4) + 2 = 6 slashing
[/dice]
Everyone can act.
Round 3 A
* Munrisk AC18 (24hp)
* Squall AC19 (28-10= 18/28hp)
Skelton blue (0= 0hp)
Skelton white (-3= -3hp)
Skelton red (-3-2= -5hp) (dead)
Round 2 B
* Djalamora AC18 (30hp)
* Drake AC16 (19-6-6= 7/22hp) (light)
* R!Kktik AC18 (22hp)
* Marguerite AC17 (22hp) (light)

"Squall" Blacktail |

Squall keeps hacking at the skeleton in front of him.
◆ Twin Takedown vs. White (MAP reduced for flurry hunter's edge and agile; if both Strikes hit, add damage together before applying resistances and weaknesses):
cold iron shortsword: 1d20 + 8 ⇒ (14) + 8 = 22, damage (versatile S): 1d6 + 4 ⇒ (4) + 4 = 8
shortsword: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11, damage (versatile S): 1d6 + 4 ⇒ (6) + 4 = 10
◆ Strike: cold iron shortsword: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22, damage (versatile S): 1d6 + 4 ⇒ (2) + 4 = 6
◆ Strike: cold iron shortsword: 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7, damage (versatile S): 1d6 + 4 ⇒ (1) + 4 = 5
If White falls before all of those attacks are used up, switch the normal Strikes to Blue, but at an additional -4 to hit because it isn't Squall's hunted prey.

Drake Stormrider |

Drake snaps the shield up, letting it shatter as it takes some of the damage. He focuses his staff on a pile of rubble and hurling a piece at the blue skeleton. He then scrambles out of the cells to the hallway.
◆◆Telekinetic Projectile (Bludgeoning): 1d20 + 8 ⇒ (18) + 8 = 262d6 ⇒ (2, 6) = 8
◆Stride

Marguerite Ruysch |

◆ Sling strike vs Blue (with at least lesser cover): 1d20 + 7 ⇒ (5) + 7 = 12
◆ Reload
◆ Sling strike vs Blue (with at least lesser cover): 1d20 + 7 - 5 ⇒ (19) + 7 - 5 = 21for: 1d6 ⇒ 2 bludgeoning damage.