
Dungeon Master S - 2e |

The Mad Hopper uses a potent esoteric formula to help out and starts digging like a bulette.
Meanwhile Chulyin helps push the medical needs to the back burner as the initial rush of need is ocercome.
-------------------------------
You have THREE 10 minute "rounds" and SIX tasks. Work together, split the party? I'm ready for both. But you're about to make some hard choices. In each round, ONE of you per task may start off by calling for the locals to rally. That PC can make a Diplomacy check for some automatic successes. Reinforce buildings and triage are complete.
The smell of smoke in the air draws attention to the bakery. Flames caress the building’s roof and spill out of the windows, threatening adjacent structures.
Skills: Athletics, Engineering Lore, Rank 1 or greater Water spell.
Successes: 2 of 6
A low rumble ripples through the ground, but this time it is not an earthquake. A dozen Sarkorian red bison have escaped their pen and stampede through the streets. Panicked citizens leap out of the path of the oncoming animals and scramble to avoid the thundering hooves.
Skills: Athletics, Farming Lore, Nature, Intimidation, Melee/Ranged attack
Successes: 0 of 6
A group of Pimatsih’s citizens frantically remove rubble from a collapsed building. Faint cries can be heard from under the rubble. “A whole family was sheltering in there when it collapsed!” yells one man, blood streaming from his head.
Skills: Athletics, Fortitude Save, Engineering Lore, Thievery, Disable Device, Abilities that grant a Burrow Speed
Successes: 1 of 6
The citizens and town guard are working together across the village, moving rubble, carrying the injured to casualty clearing stations, rounding up stray animals and crying children, and fighting fires. The only task that is left undone is the usual task of the town guard: watching for enemies at the gate.
Skills: Perception, Diplomacy, Warfare Lore, Effects that can alarm
Successes: 4 of 6
HELP! (Round 1 of 3)
Azbjorn(173/173): Fail Rally?
Dran’Thor(161/192): Success
Chulyin(133/139): Success Rally?
---Wolf (99/116): Aid
The Mad Hopper(124/138): CRIT
Orin(187/218): CRIT + Crit
Zanderel(115/136): CRIT + CRIT Rally
HELP! (Round 2 of 3)
Azbjorn(173/173): Go
Dran’Thor(161/192): Sucess
Chulyin(133/139): Crit
---Wolf (99/116): Go
The Mad Hopper(124/138): Success
Orin(187/218): Crit
Zanderel(115/136): Rally + Crit

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Azbjorn prefers not to talk, but he know when he needs to rally others!
Diplomacy: 1d20 + 13 ⇒ (14) + 13 = 27
Azbjorn jumps in and helps put the fire out in the bakery!
"Grab those buckets. Throw that water! Nobody wants their bread burned!"
Athletics Check: 1d20 + 17 ⇒ (7) + 17 = 24

Dungeon Master S - 2e |

Azbjorn fails to rally the people enough to make an appreciable difference. It's a blow to his morale because he then doesn't do a great job fghting the fire.
-------------------------------
You have THREE 10 minute "rounds" and SIX tasks. Work together, split the party? I'm ready for both. But you're about to make some hard choices. In each round, ONE of you per task may start off by calling for the locals to rally. That PC can make a Diplomacy check for some automatic successes. Reinforce buildings and triage are complete.
The smell of smoke in the air draws attention to the bakery. Flames caress the building’s roof and spill out of the windows, threatening adjacent structures.
Skills: Athletics, Engineering Lore, Rank 1 or greater Water spell.
Successes: 2 of 6
A low rumble ripples through the ground, but this time it is not an earthquake. A dozen Sarkorian red bison have escaped their pen and stampede through the streets. Panicked citizens leap out of the path of the oncoming animals and scramble to avoid the thundering hooves.
Skills: Athletics, Farming Lore, Nature, Intimidation, Melee/Ranged attack
Successes: 0 of 6
A group of Pimatsih’s citizens frantically remove rubble from a collapsed building. Faint cries can be heard from under the rubble. “A whole family was sheltering in there when it collapsed!” yells one man, blood streaming from his head.
Skills: Athletics, Fortitude Save, Engineering Lore, Thievery, Disable Device, Abilities that grant a Burrow Speed
Successes: 1 of 6
The citizens and town guard are working together across the village, moving rubble, carrying the injured to casualty clearing stations, rounding up stray animals and crying children, and fighting fires. The only task that is left undone is the usual task of the town guard: watching for enemies at the gate.
Skills: Perception, Diplomacy, Warfare Lore, Effects that can alarm
Successes: 4 of 6
HELP! (Round 3 of 3)
Azbjorn(173/173): Go
Dran’Thor(161/192): Go
Chulyin(133/139): Go
---Wolf (99/116): Go
The Mad Hopper(124/138): Go
Orin(187/218): Crit
Zanderel(115/136): Go

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Once the wounded seem stable enough, he steps back and quickly surveys the town and his companions. With a frown and regretful glance towards the rubble, he moves to join his wolf in a circuit around town.
Scan for Trouble: Perception (E): 1d20 + 19 ⇒ (14) + 19 = 33

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The dwarf goes to find somebody under collapsed buildings.
Fort: 1d20 + 22 ⇒ (2) + 22 = 24

Dungeon Master S - 2e |

Chulyin and his wolf scan the horizon with gimlet eyes and a sharp snout. Even with the Aid, it's a Success, not a crit.
Dran'Thor dives into to rescue mode, but the amount of work overwhelms him and at one point a wall falls on him! DMG: 4d8 + 8 ⇒ (3, 3, 4, 2) + 8 = 20 Basic REF DC 30
The Mad Hopper makes up for it, working like a juggernaut Making it count as a crit.
-------------------------------
You have THREE 10 minute "rounds" and SIX tasks. Work together, split the party? I'm ready for both. But you're about to make some hard choices. In each round, ONE of you per task may start off by calling for the locals to rally. That PC can make a Diplomacy check for some automatic successes. Reinforce buildings and triage are complete.
The smell of smoke in the air draws attention to the bakery. Flames caress the building’s roof and spill out of the windows, threatening adjacent structures.
Skills: Athletics, Engineering Lore, Rank 1 or greater Water spell.
Successes: 2 of 6
A low rumble ripples through the ground, but this time it is not an earthquake. A dozen Sarkorian red bison have escaped their pen and stampede through the streets. Panicked citizens leap out of the path of the oncoming animals and scramble to avoid the thundering hooves.
Skills: Athletics, Farming Lore, Nature, Intimidation, Melee/Ranged attack
Successes: 0 of 6
A group of Pimatsih’s citizens frantically remove rubble from a collapsed building. Faint cries can be heard from under the rubble. “A whole family was sheltering in there when it collapsed!” yells one man, blood streaming from his head.
Skills: Athletics, Fortitude Save, Engineering Lore, Thievery, Disable Device, Abilities that grant a Burrow Speed
Successes: 3 of 6
The citizens and town guard are working together across the village, moving rubble, carrying the injured to casualty clearing stations, rounding up stray animals and crying children, and fighting fires. The only task that is left undone is the usual task of the town guard: watching for enemies at the gate.
Skills: Perception, Diplomacy, Warfare Lore, Effects that can alarm
Successes: 5 of 6
HELP! (Round 3 of 3)
Azbjorn(173/173): Go
Dran’Thor(161/192): Fail
Chulyin(133/139): Success
---Wolf (99/116): Aid
The Mad Hopper(124/138): Crit
Orin(187/218): Crit
Zanderel(115/136): Go

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Determined to make sure that trouble could be around any corner, Zanderel continues to cajole others into saying something if they see something.
Scan for Trouble (Diplomacy): 1d20 + 24 ⇒ (8) + 24 = 32
He then encourages Azbjorn to dig for survivors, encouraging the locals to rally to the cause.
Rally Locals (Diplomacy): 1d20 + 24 ⇒ (3) + 24 = 27

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Orin does his best to dig for survivors, toughing out any danger.
Fort Save: 1d20 + 24 ⇒ (6) + 24 = 30
If that's a success, it upgrades to a critical success.

Dungeon Master S - 2e |

Zanderel's scouting efforts go well, but he doesn't manage to rally the emotionally drained locals.
Orin also works like a dog to rescue people. Upgraded to crit.
Moment of truth. You need one more success to complete the "Digging for Survivors. You're all out of actions, but ONE of you (Orin, The Mad Hopper, and Dran'Thorcan "Rally" with a Diplomacy check. It's the difference between pass and fail.
-------------------------------
You have THREE 10 minute "rounds" and SIX tasks. Work together, split the party? I'm ready for both. But you're about to make some hard choices. In each round, ONE of you per task may start off by calling for the locals to rally. That PC can make a Diplomacy check for some automatic successes. Reinforce buildings, Scan for Trouble, and triage are complete.
The smell of smoke in the air draws attention to the bakery. Flames caress the building’s roof and spill out of the windows, threatening adjacent structures.
Skills: Athletics, Engineering Lore, Rank 1 or greater Water spell.
Successes: 2 of 6
A low rumble ripples through the ground, but this time it is not an earthquake. A dozen Sarkorian red bison have escaped their pen and stampede through the streets. Panicked citizens leap out of the path of the oncoming animals and scramble to avoid the thundering hooves.
Skills: Athletics, Farming Lore, Nature, Intimidation, Melee/Ranged attack
Successes: 0 of 6
A group of Pimatsih’s citizens frantically remove rubble from a collapsed building. Faint cries can be heard from under the rubble. “A whole family was sheltering in there when it collapsed!” yells one man, blood streaming from his head.
Skills: Athletics, Fortitude Save, Engineering Lore, Thievery, Disable Device, Abilities that grant a Burrow Speed
Successes: 5 of 6
HELP! (Round 3 of 3)
Azbjorn(173/173): Go
Dran’Thor(161/192): Fail
Chulyin(133/139): Success
---Wolf (99/116): Aid
The Mad Hopper(124/138): Crit
Orin(187/218): Crit[b]
Zanderel(115/136): Success + Fail

Dungeon Master S - 2e |

Roger that. Will update on next update.

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Within himself, Azbjorn rallies and decides that he must put out the fire at the bakery!
[dice=Athletics]1d20 + 17
You mean 'Dig for Survivors', right Bill? :)

Dungeon Master S - 2e |

Will wait for Azbjorn to confirm

Dungeon Master S - 2e |

Just as Azbjorn emerges from his latest trip your hearts sink as a scout shouts, “Demons! Demons are coming!"
There is precious little time to prepare. The bakery is still burning, and the stampede is not under control, adding to the chaos. Still, you've done so much in such little time that the people of Pimatsih seem ready to take on the challenge. Their morale is pretty high all things considered.
Support comes pouring out after the alarm. Indeed, one grateful healer rushes out and hands you (one of you needs to claim it) a Greater Potion of Flying.
Demons are coming! Because you completed the scouting task you have the following benefits: You may take TWO TURNS in encounter mode to do whatever you'd like and you can place yourselves anywhere on the map. Assume the demons are coming in on one of the two openings to the east. Then roll your preferred initiative with a +2 circumstance bonus. Additionally, you have a finite pool of points based on your performance in part 1.
*******************
Remaining Morale Points: 7
◇ Use Morale Point:
*******************

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”Do any of you favor the bow” Chulyin asks. ”I can make a ladder so some of us can station ourselves on the roof of this building here.”

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Orin gets himself ready, planting his feet in the middle of the southern path and entering Paragon's Guard Stance.
Once you’ve had a moment to set your stance, you always have your shield ready without a thought. While you are in this stance, you constantly have your shield raised as if you’d used the Raise a Shield action.
Orin has Lastwall Warden, allowing him to block for adjacent allies. Additionally Reflexive Shield adds his shield bonus to his reflex save and lets him block reflex effects. Finally Quick Block gives him an additional Shield Block reaction each round. Orin also has Attack of Opportunity. He'll generally take the first available reactions every round.

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With battle imminent, Zanderel sets to work. "Orin, I suspect you'll benefit from a quickened step. Allow me to instill within you an elven grace."
He moves his hands through a series of quick gestures, speaking arcane words that grant the dwarf hastened limbs.
Cast Haste on Orin (2 Actions)
Out from under the elven wizard's robes comes a before unseen creatute. A tiny, winged scamp made up of air. It speaks. "My master, if it is danger that comes, I would... rather be elsewhere."
"Yes, yes. I'm busy. Up you go," Zanderel says, giving the scamp a dismissive gesture.
Forgot to introduce the familiar. Going to use an action to give it two actions, which it'll use to fly up on top of the nearby building (1 Action)
Knowing that it is critical that he see any hidden foes, Zanderel waves his hands through another spell: one that will let him see the unseen. Completing the magic, his elven eyes briefly flow with a white light before returning to their normal copper colour.
Cast See the Unseen (2 Actions)
Finally, the elf inscribes a circle of arcane runes that he knows will dampen enemies’ magic. The runes take up the space beside him, with an invisible dome emanating out
Cast Spell Protection Array (1 Action). Creatures in the circle gain a +1 status bonus to saving throws against magic. The circle lasts until the end of your next turn, though I can Sustain it, to a maximum duration of 1 minute. Area is marked on the map (blue dashed box).

Dungeon Master S - 2e |

Orin sets the example, dropping into a powerful defense stance that exudes a sense of safety. Dran'Thor takes up position while Zanderel weaves spells.
Demons are coming! Because you completed the scouting task you have the following benefits: You may take TWO TURNS in encounter mode to do whatever you'd like and you can place yourselves anywhere on the map. Assume the demons are coming in on one of the two openings to the east. Then roll your preferred initiative with a +2 circumstance bonus. Additionally, you have a finite pool of points based on your performance in part 1.
Preparation (2 rounds + Placement)
Azbjorn(173/173): Go
Dran’Thor(192/192): Placed
Chulyin(133/139): Go
---Wolf (116/116): Go
The Mad Hopper(138/138): Go
Orin(218/218, Quickened through Round 8): Set versus charge :-)
Zanderel(115/136): Magic
*******************
Remaining Morale Points: 7
◇ Use Morale Point:
*******************

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Hopper gets into the circle of protective magic, he quickly makes two potions and drinks both of them Eagle eye +3 percepiton and Bravo's brew +2 to will save +3 vs fear, double brew + 2 interact => 3 actions
Than he quickly makes a poison that he applies to his blade that he pulls out. Take out dogslicer + pull out Blisterwort + apply it
"I stand ready!"
Quicksilver mutagen is in his collar - applied on rolling initiative

Dungeon Master S - 2e |

The Mad Hopperwastes no time augmenting himself for the fight!
Demons are coming! Because you completed the scouting task you have the following benefits: You may take TWO TURNS in encounter mode to do whatever you'd like and you can place yourselves anywhere on the map. Assume the demons are coming in on one of the two openings to the east. Then roll your preferred initiative with a +2 circumstance bonus. Additionally, you have a finite pool of points based on your performance in part 1.
Preparation (2 rounds + Placement)
Azbjorn(173/173): Go
Dran’Thor(192/192): Placed
Chulyin(133/139): Go
---Wolf (116/116): Go
The Mad Hopper(138/138): Lots of buffs
Orin(218/218, Quickened through Round 8): Set versus charge :-)
Zanderel(115/136): Magic
Round 1
Orin(218/218, Quickened through Round 8): 38
The Mad Hopper(138/138): 32
*******************
Remaining Morale Points: 7
◇ Use Morale Point:
*******************

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The dwarf uses his Wand of Longstrider (8 hours) on himself and casts Stormwind flight.
Init: 1d20 + 22 ⇒ (3) + 22 = 25

Dungeon Master S - 2e |

I mentioned offline that I'd allow the use of Morale Points BEFORE we start the fight. Also, I'm only tracking buffs next to your name if they're a minute or less.
Demons are coming! Because you completed the scouting task you have the following benefits: You may take TWO TURNS in encounter mode to do whatever you'd like and you can place yourselves anywhere on the map. Assume the demons are coming in on one of the two openings to the east. Then roll your preferred initiative with a +2 circumstance bonus. Additionally, you have a finite pool of points based on your performance in part 1.
Preparation (2 rounds + Placement)
Azbjorn(173/173): Go
Dran’Thor(192/192): Placed
Chulyin(133/139): Go
---Wolf (116/116): Go
The Mad Hopper(138/138): Lots of buffs
Orin(218/218, Quickened through Round 8, Flight through 9): Set versus charge :-)
Zanderel(115/136): Magic
Round 1
Orin(218/218, Quickened through Round 8): 38
The Mad Hopper(138/138): 32
*******************
Remaining Morale Points: 7
◇ Use Morale Point:
*******************

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Azbjorn runs up to the balcony with his bow drawn to be ready for the onslaught! Once in position, his exploration activity is avoiding notice.
Initiative (Stealth): 1d20 + 22 ⇒ (19) + 22 = 41

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Initiative (Perception), Scouting: 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29
"Priestess of Alglenweis," Chulyin shouts as he accepts the potion of flight, "Please call your god and heal my allies."
◇ Morale Point #1: Healing @ Everyone: 6d6 ⇒ (3, 6, 5, 2, 4, 2) = 22
Chulyin then drinks the potion and then fishes out a vial of his own from his belt. He drinks that, and then he vanishes. Unseen, he flies into the air and withdraws a sphere of metal from his pouch.
◆ Manipulate (drink greater poition of flying)
◆ Interact
◆ Manipulate (drink invisibility poiton)
◆ Fly
◆ Interact

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Orin rubs the back of the wolf's head with his knuckle before focusing on the road in front.

Dungeon Master S - 2e |

Just a heads up, be careful when manipulating the map. I put the correct map back out.
Zanderel: 1d20 + 19 ⇒ (14) + 19 = 33
???: 1d20 + 26 ⇒ (1) + 26 = 27
A cacophony of screams and growls rises from the building in the center of town - upon which Azbjorn is standing. The door bursts open, and a pair of misshapen fiends charge out of the building. They’re covered in green scales and snarl with their wolflike face as they run through the town. They rampage down the street, tearing apart buildings and hurling debris around them as they go. The building is clearly going to collapse any second. The monsters don't see you and they simply start going after civilians!
It appears your foe is smarter than you thought. The hoards are still coming from the east, but the advance guard is coming from below.
Screams increase as the bakery fire looks like it's also going to spread to other buildings now too!
This is clearly a fight for not only your lives, but those of the good people of Pimatsih...
ROUND 1:
Azbjorn: Go
Orin(218/218, Quickened through Round 8): Go
Zanderel: Go
The Mad Hopper(138/138): Go
Recall Knowledge (Religion) to ID: TBD
Dran'Thor: TBD
Chulyin (139/139): TBD
*******************
TACTICAL MAP
CIVILIAN CASUALTIES: 0
Remaining Morale Points: 6
◇ Use Morale Point:
*******************

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Orin takes advantage of haste to close the distance with red whom he introduces to his pick.
Pick vs Red: 1d20 + 28 ⇒ (4) + 28 = 32
If that misses, we'll hero point.
Hero Point?: 1d20 + 28 ⇒ (16) + 28 = 44
piercing: 3d6 + 9 + 3 ⇒ (5, 6, 2) + 9 + 3 = 25
crit double: 3d10 + 9 + 3 ⇒ (10, 4, 2) + 9 + 3 = 28
Crit non-Double: 1d10 + 12 ⇒ (3) + 12 = 15
Including Telluric Power to damage. If a 32 or 44 hits: 25 damage. If a 32 misses, but a 44 crits: 71 damage
3x Stride, Strike. Shield is raised from stance (AC 37). Resist Slashing 4 and will block for self or adjacent allies and/or AoO. (Bonus Block Reaction)
Pick: 1d20 + 28 ⇒ (1) + 28 = 29
On Hit: piercing: 3d6 + 9 + 3 ⇒ (5, 6, 3) + 9 + 3 = 26
On Crit:
Double this damage: 3d10 + 9 + 3 ⇒ (6, 5, 10) + 9 + 3 = 33
Don't double this damage: 1d10 + 12 ⇒ (4) + 12 = 16

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Chulyin's chanting sounds above the Pathfinders as Orin and Azbjorn move to engage the demon's from below. Suddenly, a twenty foot tall wall of stone rises to corral the demons and, hopefully, keep them away from the civilians.
◆◆◆ Cast (manipulate, concentrate): Wall of Stone
◇ Recognize Spell (A +20, N +21, R +21)
Wall of Stone Statistics (each 10 x 10 section): AC 10 (immune to critical hits and precision), Hardness 14, HP 50

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Thanks to Sudden Charge, Orin sneaks in an extra strike.
More Strike vs Red: 1d1d20 + 28 - 5 ⇒ (19) + 28 - 5 = 42
piercing: 3d6 + 9 + 3 ⇒ (6, 2, 2) + 9 + 3 = 22
crit double: 3d10 + 9 + 3 ⇒ (8, 10, 9) + 9 + 3 = 39
Crit non-Double: 1d10 + 12 ⇒ (1) + 12 = 13
If 42 hits: 22 piercing damage. If 42 crits: 91 damage

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Realizing that the demons have burst through the central building and are harassing the people of this town, Zanderel hastens to call forth additional aid.
Weaving a complex conjuration spell, the elf opens a rift in space. One that allows a flame drake to step out of. "Do battle with the demons you see. Nothing more."
Cast Summon Dragon (5th)
He drake snorts, fire and ash trickling out. It seems disgruntled to be commanded in such a manner, but it complies with a terrifying burst of speed that brings it directly into the melee!
Speed Surge, Fangs
Fangs vs Black: 1d20 + 14 ⇒ (9) + 14 = 23
Damage (Piercing): 2d8 + 5 ⇒ (4, 1) + 5 = 10 and Damage (Fire): 1d6 ⇒ 3

Dungeon Master S - 2e |

Correcting initiative.
Azbjorn rushes down from the collapsing building, to find himself alone with a rampaging fiend! He locks eyes and steels his resolve and intent. The fiend does the same, annoyed that it didn't realize a piece of food ran into its path.
Orin dashes in, also moving faster than the fiend is ready for and opens with a mighty blow!
Then both Azbjorn and Orin realize the dire nature of the situation. The fiend's gaze is supernaturally intense... FORT DC 31. Fail and you're slowed 1. Crit fail and you're paralyzed.
Zanderel brings some arcane back up. The dragon appear snad immediately begins attacking. It's fangs failing to find purchase unfortunately. Dragon is subject to the FORT as above.
Chulyin's quick thinking helps protect civilians with a powerful wall of stone! Wolf is also close enough for the save.
ROUND 1:
Azbjorn: Move FORT
Orin(218/218, Quickened through Round 8): Crit FORT
Zanderel: Dragon!
--Dragon: FORT
The Mad Hopper(138/138): Go
Chulyin (139/139): Wall
--Wolf: FORT
Recall Knowledge (Religion) to ID: TBD
Dran'Thor: TBD
*******************
Remaining Morale Points: 7
◇ Use Morale Point:
*******************

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Fort DC 31: 1d20 + 24 ⇒ (4) + 24 = 28
Orin feels the push and pull of temporal forces on his body as he's now slowed and quickened.

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Hoppers collar bites his neck, quicksilver mutagen begins to flow as his movement begins to be nimble. Collar of shifting spider + Greater quicksilver mutagen
Hopper moves forwards staying 20 ft away from the creature and quickly makes two bombs then he throws them both
Bottle lightning@red: 1d20 + 22 ⇒ (19) + 22 = 41
Damage, electricity: 3d6 + 10 ⇒ (5, 5, 1) + 10 = 21 Expanded splash, direciotnal bomb => making splash 20 ft cone, starting from north most corner, covering also the other creature for 10 splash dmg => 10 due to 5th lvl bomber feat => splash is equal to int, expanded splash makes it 10. Sticky bomb makes it persistet 10 electricty dmg to red
Than he throws the other one
Acid bottle@red maybe off guard: 1d20 + 22 - 5 ⇒ (2) + 22 - 5 = 19
Damage, acid: 1 + 10 = 11 3d6+10 persistent acid dmg to red on hit, 10 acid dmage to other one as well due to extended splash

Dungeon Master S - 2e |

Orin's form takes on a strange motion. His movements blur like a streaking arrow, but he moves no faster than a normal dwarf...
The Mad Hopper continues his stream of enhancements whilst throwing some bottled lightning at the injured fiend. Streaks of electricity continue to course over the fiend's body. The Mad Hopper is a little too close though. FORT DC DC 31. Fail and you're slowed 1. Crit fail and you're paralyzed.
The injured fiend howls in rage! As if on cue the flour bags in the burning bakery catch, accelerating the destruction. Both fiends on on the attack as the square begins to burn! The center building begins to collapse! Each square engulfed in flames deals 4d8+4 fire damage to a creature that ends its turn adjacent to the fire, and 8d8+8 fire damage to a creature that passes through the flames (DC 32 basic Reflex save).
The more injured fiend unleashes literal hell on Orin biting at his head:
Bite: 1d20 + 28 ⇒ (15) + 28 = 43 for DMG: 3d12 + 13 ⇒ (6, 10, 1) + 13 = 30 You are Enfeebled 3 for 24 hours. You can attempt a DC 33 Fortitude save to reduce this to enfeebled 1 (or be unaffected on a critical success).
and again:
Bite: 1d20 + 24 ⇒ (10) + 24 = 34 MISS
and AGAIN
Bite: 1d20 + 20 ⇒ (10) + 20 = 30 MISS
With an infernal word the other translocates across the square. On arrival it picks up a fleeing farmer and rips him in half, hurling the halves at a crowd and laughing. 1 Civilian Casualty
ROUND 1:
Azbjorn: Move FORT
Orin(188/218, Quickened through Round 8, Slowed 1 through Round 2): Crit FORT
Zanderel: Dragon!
--Dragon: FORT
The Mad Hopper(138/138): LIT3 FORT
Chulyin (139/139): Wall
--Wolf:
Recall Knowledge (Religion) to ID: ATK
Dran'Thor: Go
*******************
TACTICAL MAP
Civilian Casualties: 1
Remaining Morale Points: 6
◇ Use Morale Point:
Each square engulfed in flames deals 4d8+4 fire damage to a creature that ends its turn adjacent to the fire, and 8d8+8 fire damage to a creature that passes through the flames (DC 32 basic Reflex save).
*******************
Tracker
Black: 10 (Melee engagement = 1)
Red: 114 Persistent Elec 10 (Melee engagement = 1, ranged triggered for Round 1)

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Orin blocks the hellish assault.
-15 from shield hardness = 15 damage to Orin and shield. Orin 203/218 Shield 109/124
Fort: 1d20 + 24 ⇒ (1) + 24 = 25
Hero Point Fort: 1d20 + 24 ⇒ (15) + 24 = 39
Orin's made of tougher stuff and barely flinches.
Thanks to Battle Hardened Orin treats successes on Fort saves as Critical Successes.
1 Reaction remaining. Both normal hero points spent.

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Dragon Fort vs DC 31: 1d20 + 12 ⇒ (10) + 12 = 22
The dragon slows, as if hesitating...
Looks like no strike from the dragon