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You can go on past me if you'd like, Gwen. Or I can stay in the front and punch bad guys, while you whack 'em from the second row, Nev shoots them, and Blayne keeps us all healed.

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Blayne steps forward to stand between his companions and the skeletal things in the room and calls "Begone foul creatures in the name of Cayden Cailean!"
He channels positive energy:
Channel: 1d6 ⇒ 4
(DC 12 to resist)

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Nev's shot hits Dalirio.
Red Skeleton and Blue Skeleton each move up 25 feet and wait.
As they move in to range, Blayne's Channel Positive hits them.
Red Will: 1d20 + 2 ⇒ (6) + 2 = 8
Blue Will: 1d20 + 2 ⇒ (16) + 2 = 18
Zinkyudo
Dalirio 15 dmg
Nev
Skeleton Red 4 dmg
Skeleton Blue 2 dmg
Gwen
Blayne

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Gwen slowly walks in front of Zinky, deeply chuckling the whole way. "Hahaha. Yes! Even now, in undeath, you fear the taste of my steel! Come and play with me, little ones. I promise to give you the rest that Iomedae promises to all of your ilk!"
She readies her REACH weapon, and prepares a REACH attack in case the choose to close within her REACH, and then will be attacked. By her REACH. ^_^
Readied Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Readied Attack damage: 2d4 + 6 ⇒ (3, 3) + 6 = 12
AoO because of all the REACH: 1d20 + 5 ⇒ (16) + 5 = 21
AoO damage...from the REACH that REACHes: 2d4 + 6 ⇒ (3, 2) + 6 = 11
And now the word "REACH" no longer sounds like a word. It's like if you say "spoon" 10 times in a row. Same thing.

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Aiming over Gwen's shoulder, Zinkyudo lets fly another pair of arrows at Dalirio!
Flurry with Longbow, cover: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10
Longbow damage: 1d8 + 3 ⇒ (7) + 3 = 10
Flurry with Longbow, cover: 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15
Longbow damage: 1d8 + 3 ⇒ (6) + 3 = 9

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Okay, Zinkyudo's shot will take out the kill Dalirio, again.
Red Skeleton moves forward and activates Gwen's Reach attack, and drops dead.
Blue Skeleton will move forward now and attack Gwen.
claw: 1d20 + 2 ⇒ (13) + 2 = 15 and if it hits does 1d4 + 2 ⇒ (1) + 2 = 3 damage.
Zinkyudo
Dalirio
Nev
Skeleton Red
Skeleton Blue 2 dmg
Gwen
Blayne

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Though her first strike misses any vitals of the approaching skeleton, her second swing lops off the undead creature's head. His companion takes advantage and lunges in behind it, thrusting its rusted broadsword, but it clangs off her stout breastplate.
Now trapped between the enemy and an archer, Gwen pauses, knowing that the experienced bird-man will know enough to take a step back so she can gain space enough to attack.
Delayed action until Zinky takes a step back.

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Zinkyudo enters the room and searches it, checking the bodies as well for anything of value. He's particularly interested in the post set in the middle of the hallway, for no apparent purpose.
It's clear from the map that this room is designed to rotate, so he'd like to try to figure out how that works.
Perception: 1d20 + 10 ⇒ (7) + 10 = 17 If that doesn't do it, he'll Take 10, and then Take 20 if necessary. If another skill check is called for, please let us know.

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Perception check reveals a false bottom in the top drawer of the desk at the south end of the room. Inside the compartment, manuscripts describe two sinister plans: the first details Dalirio’s desire to create small bands of skeletons to assault Cassomir, and the second talks of a derro plan to use secret tunnels to infiltrate a major Cassomir building and kidnap everyone inside.
Should you decide to take these plans to the authorities now, you receive plenty of assurances that it’ll be looked into, but nothing is done about it.
You also find a hidden switch beneath the floor under Dalirio’s desk—pulling that switch rotates the entire room 90 degrees counterclockwise, effectively sealing the door to area you just came from (as it now faces a blank wall) and opening a new door in the east wall that leads into the Ismacco tunnel system.
The tunnel system is outside the scope of this scenario, but you might learn more about it it in Part 4.
A chest under the desk contains several Cassomir trade bars worth gold.
***********************************************
With Dalirio defeated, you thwart his plans to send bands of skeletons to assault Cassomir. The surviving engineers and other kidnapping victims praise you all for your timely intervention. Hestia becomes worried about the uncovered plot to infiltrate a Cassomir building and make off with all of its inhabitants. She warns Cassomir’s officials about the tunnel system but is unable to provoke any satisfying responses from them. The authorities, in essence, either think the claims are false or simply can’t cut though the bureaucracy to make anything happen about the matter.
Deep under Cassomir, within the maze-like town of Corgunbier, the derros plot their next move. Thanks to Dalirio, they now have a map detailing the intricate Ismacco tunnel system that hides under Old Cassomir.
Quietly, the derros explore these tunnels, biding their time until they are ready to hatch their final plan...
I'll do the chronicles this weekend. In the meantime, if you would like, please Dot Here for Part 4.

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Mari - thanks for running this game! Unfortunately, Blayne, Nev and I recently played part 4 in a RL game, as it was the only scenario we could identify to play with the others at the table. So we won't be able to play the next part with you. Sorry about that, and sorry to you too, Gwen.