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Jory continues to fire arrow barrages at the evil creature.
1d1d20 + 9 ⇒ (6) + 9 = 151d8 + 8 ⇒ (8) + 8 = 161d100 ⇒ 27
1d1d20 + 9 ⇒ (20) + 9 = 291d8 + 8 ⇒ (2) + 8 = 101d100 ⇒ 75
1d1d20 + 9 ⇒ (3) + 9 = 121d8 + 8 ⇒ (4) + 8 = 121d100 ⇒ 2
confirm?/xtra damage: 1d20 + 9 ⇒ (20) + 9 = 292d8 + 16 ⇒ (2, 3) + 16 = 21
The second arrow hits the creature right in the eye!!!!

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I think Jory just murdered it, so I'll heal the guy who is down to single digits.
CMW: 2d8 + 5 ⇒ (3, 4) + 5 = 12 -> Andrazi
Andraste notices Andrazi taking a telling blow and applies more healing.

GM Aarvid |

Jory fires an arrow through they eye of the of the creature, it dies before it hits the ground, releasing it to the lower planes after an eternity in captivity.
Andraste heals up Andrazi's wounds.
* End Combat *
Each of the racks in the northern corners
contains 30 eternal candles (60 candles in all), minor
magic candles that burn eternally without heat, similar
to a continual flame spell but shedding only shadowy
light in a 5-foot radius. Each eternal candle is worth 25 gp.
A single silver coffer sits on its side on one of the
shelves in the western alcove.
100 gp, but the real treasure sits inside, buried in a bed of
fine white sand—a ring of force shield. When activated, the
shield-like pane of force generated manifests as a seven-pointed
star—the Sihedron rune.
Assuming you take all of the above, sorry about any assumptions, just speeding things along.
Feel free to post actions, comments. I will continue with the wrap-up as you left some stuff unchecked up on the first floor
(as well as your 2 lady captives)

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Raoul pats Jory on the back, "Excellent shot, my friend. Fantastic! Are you sure you don't have some elven blood in your ancestry?"
Raoul looks over the coffer and the ring, "Hrmm, quite impressive."
"So, what shall we do with our captives? Do we want to drag them down the hill? Or shall we dispose of them in some other fashion?"

GM Aarvid |

As you move back upstairs you search a few more rooms since you have eliminated any remaining threats from the goblins or the cult of Nualia.
You find a small, secret backroom with a locked chest you had missed earlier in your haste to head downstairs.
1d20 ⇒ 11 Jory finds a rusty blade trap
1d20 ⇒ 19 which Aelfward is able to disarm
Inside the chest lies the accumulated
wealth of the Thistletop tribe, culled from junkyards,
shipwrecks, ambushed merchants, and unfortunate
rival goblin tribes over the past decade or so. This
collection consists of an unorganized pile of 7,432 cp,
2,490 sp, 89 gp, 3 pp, a leather pouch of 34 badly f lawed
malachites worth 1 gp each, a Medium chain shirt, a
Medium masterwork scimitar, a pair of masterwork
manacles, a gold holy symbol of Sarenrae worth 100 gp, a
jade necklace worth 60 gp, and a fine blue silk gown with
silver trim worth 150 gp.
You also find a locked courtyard with a missing, prized heavy warhorse (malnourished) being held by the goblins. Getting it across the bridge is tricky, but will provide a reward from its happy owner back in Sandpoint.
You suspect the town of Sandpoint, and their sheriff would be interested in the tale or return
of the two women for their role in the raid on the village

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"Let us return and inform those of these evil deeds."
He looks to the rest:"Thanks for sharing this adventure with me."
He turns to Andraste: "Sorry I took out the chief and made you sick, but justice had to be served. The really evil need to get what is coming to them. You can't save them all."
He slaps Andrazi on the shoulder: "Let me know if you need to be back you up in any future adventures. My bow is always ready to support a noble cause."
Jory winks after saying the word noble.

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"Well, it's not my job to save them anyway, just to give them the opportunity to be saved, the Church will do the saving." Andraste said with a sigh, but it didn't seem to effect her that much now.

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depends on if its damage or drain, if its damage rest will recover it over time and your con will be normal again for your next adventure, if its drain you need a lesser restoration.

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The entry here (open the spoiler) does say CON damage. So, GM please just double check whether it should be drain. If it is drain, I'll get some restorations as needed.

GM Aarvid |

It was poison, so it was damage (not drain) unless I am missing something.
Sting—injury; save Fort DC 15; frequency 2 rounds; effect 1d4 Con plus nausea; cure 1 save.
And you already rested once, so 1 or 2 points should be healed. I am assuming it heals up when you go back to town.

GM Aarvid |

You make it back to Sandpoint. The sheriff is glad to hear you put an end to the raiding goblins. The cult is a bit more disturbing, as it suggests more is at play than just the goblins. He takes the women into custody.
There may be more adventures in store for you all...but for now, enjoy the well earned rest.

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If it was drain it'd say drain, drain mostly shows up at higher levels, I only mention drain so that it Raoul encounters stat drain later in his career he doesn't think that is recovered naturally.