
GM Bold Strider |

Terrill strikes the mohrg, but Flinders fails to trip the undead Desmond.
Basalte proceeds to pass out after Dragorin heals him with his wand.
Halbarad climbs up the wall and is only 5' from the top. Cannot 5' step up the wall.
The mohrg moves to attack Terrill while commanding his charge to attack the newcomer with the whip.
Slam @ Flinders-32 AC: 1d20 + 13 ⇒ (1) + 13 = 14
Slam @ Terrill-32 AC: 1d20 + 13 ⇒ (17) + 13 = 30
Mirror Image-1 Hits: 1d5 ⇒ 2
Fast Slam @ Terrill-32 AC: 1d20 + 13 ⇒ (1) + 13 = 14
Tongue @ Terrill-20 TAC: 1d20 + 10 ⇒ (15) + 10 = 25
Claw @ Terrill-32 AC: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 2d8 + 5 ⇒ (5, 2) + 5 = 12
Claw @ Terrill-32 AC: 1d20 + 15 ⇒ (19) + 15 = 34
Damage: 2d8 + 5 ⇒ (6, 2) + 5 = 13
Grab @ Terrill-29 CMD: 1d20 + 19 ⇒ (4) + 19 = 23
The mohrg slashes deeply into Terrill's flesh, but doesn't seem to be able to grab him as Desmond flails about with his fists, popping one of Flinders mirror images. Terrill feels the tongue lick his face once more.
Initiative:
1st: Dragorin @ 75/87 HP; Terrill @ 52/77 HP
2nd: Mohrgs (#1-Red @ 78); Desmond
3rd: Flinders (4 images) @ 32/80 HP; Halbarad @ 19/72 HP; Basalte @ -11/78 HP
Out: Faraz-Invis-Paralyzed-2.3 @ 65/82 HP;
GM:
Desmond: AC 27/17/22 - 60/60 HP

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Basalte stays put. Fatigued for 7 more rounds and at -11. Yep.

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Sorry if that was unclear, I was mounted and 5-footing to the wall, not up it! :)
Climb: 1d20 + 6 ⇒ (3) + 6 = 9 Hal falls to the ground 2d6 ⇒ (1, 4) = 5 whereupon he stands up again cursing in frustration. HP 14/72 (6 nonlethal).
Should have cast animal aspect first. Oh well.

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Flinders catches Hal's fall with another quick spell. Immediate action, so doesn't provoke. Calling the elemental over, since it appears to be too literal, Flinders moves to the northeast, past UnDes.
Acrobatics: 1d20 + 11 + 3 ⇒ (19) + 11 + 3 = 33
Holding on standard to see if Terrill makes the save. If he does, FLinders will cast greater invis on Terrill

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Lol, that would makes for a funny mental image. "I reach my leg above my head onto the roof and straighten, five-footing onto the roof!" And thanks, Flinders! HP 19/72 (6 nonlethal).

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Fort save, Judgment, PfE: 1d20 + 11 + 3 + 1 ⇒ (15) + 11 + 3 + 1 = 30
Terrill puts everything into destroying the creature in front of him, guiding the divine power that flows through him into making his blade as deadly as it can be. He attacks the morhg in a flashing web of steel, cutting it deeply.
Free action to activate boots of speed (4/10 today), swift action to shift judgments to Attack and Damage, full attack.
+1 Keen Curve Blade, Power Attack, Bane, Judgment, Divine Favor: 1d20 + 14 - 2 + 2 + 3 + 4 ⇒ (14) + 14 - 2 + 2 + 3 + 4 = 35
Curve blade damage, Power Attack, Bane, Judgment, Divine Favor: 1d10 + 9 + 6 + 2d6 + 2 + 4 + 4 ⇒ (5) + 9 + 6 + (1, 6) + 2 + 4 + 4 = 37
+1 Keen Curve Blade, Power Attack, Bane, Judgment, Divine Favor: 1d20 + 14 - 2 + 2 + 3 + 4 ⇒ (20) + 14 - 2 + 2 + 3 + 4 = 41
Curve blade damage, Power Attack, Bane, Judgment, Divine Favor: 1d10 + 9 + 6 + 2d6 + 2 + 4 + 4 ⇒ (8) + 9 + 6 + (5, 6) + 2 + 4 + 4 = 44
+1 Keen Curve Blade, iterative, Power Attack, Bane, Judgment, Divine Favor: 1d20 + 9 - 2 + 2 + 3 + 4 ⇒ (15) + 9 - 2 + 2 + 3 + 4 = 31
Curve blade damage, Power Attack, Bane, Judgment, Divine Favor: 1d10 + 9 + 6 + 2d6 + 2 + 4 + 4 ⇒ (1) + 9 + 6 + (6, 1) + 2 + 4 + 4 = 33
Crit confirm: 1d20 + 14 - 2 + 2 + 6 + 4 ⇒ (6) + 14 - 2 + 2 + 6 + 4 = 30
Crit damage: 1d10 + 8 + 6 + 2 + 4 + 4 ⇒ (1) + 8 + 6 + 2 + 4 + 4 = 25
Crit confirm: 1d20 + 9 - 2 + 2 + 6 + 4 ⇒ (9) + 9 - 2 + 2 + 6 + 4 = 28
Crit damage: 1d10 + 8 + 6 + 2 + 4 + 4 ⇒ (4) + 8 + 6 + 2 + 4 + 4 = 28
I'm thinking that's 164 points of damage to the morgh...

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With all the action taking place on top of the building Drogrin huffs and uses another charge off his wand to heal Basalt.
CMW: 2d8 + 3 ⇒ (1, 5) + 3 = 9

GM Bold Strider |

Terrill cuts down the remaining mohrg as Dragorin heals Basalte.
Desghoul attacks his only target: Flinders; but he only pops a mirror image with his barrage.
Slam @ Flinders-26 AC: 1d20 + 13 ⇒ (7) + 13 = 20
Slam @ Flinders-26 AC: 1d20 + 13 ⇒ (13) + 13 = 26
Mirror Image-1 Hits: 1d4 ⇒ 4
Fast Slam @ Flinders-26 AC: 1d20 + 13 ⇒ (10) + 13 = 23
Initiative:
1st: Dragorin @ 75/87 HP; Terrill @ 52/77 HP
2nd: Mohrgs (#1-Red @ 78); Desmond
3rd: Flinders (3 images) @ 32/80 HP; Halbarad @ 19/72 HP; Basalte @ -11/78 HP
Out: Faraz-Invis-Paralyzed-2.3 @ 65/82 HP;
GM:
Desmond: AC 27/17/22 - 60/60 HP

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Terrill steps up to UnDes and whacks him with the flat of his blade, trying to incapacitate him, then takes another step, so the Des-that-is-not-Des will not know where to strike.
+1 Keen Curve Blade, Power Attack, Judgment, Divine Favor, Invis, non-lethal: 1d20 + 14 - 2 + 3 + 4 + 2 - 4 ⇒ (7) + 14 - 2 + 3 + 4 + 2 - 4 = 24
Curve blade damage, Power Attack, Judgment, Divine Favor: 1d10 + 8 + 6 + 4 + 4 ⇒ (10) + 8 + 6 + 4 + 4 = 32
+1 Keen Curve Blade, iterative, Power Attack, Judgment, Divine Favor, Invis, non-lethal: 1d20 + 9 - 2 + 3 + 4 + 2 - 4 ⇒ (3) + 9 - 2 + 3 + 4 + 2 - 4 = 15
Curve blade damage, Power Attack, Judgment, Divine Favor: 1d10 + 8 + 6 + 4 + 4 ⇒ (3) + 8 + 6 + 4 + 4 = 25

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No! Why am I attacking Flinders? What is this strange compulsion to destroy my allies? What hath I wrought?!?!

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GM: Basalte was healed for 9 extra points, setting him at -2.
The Oread groans, but somehow appears grateful for Dragorin's healing.
"I thought I was done for, this time. Thank you, friend."
Still resting/delaying until further notice.

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Spotting an artificial chimney off to his left, Hal fast mounts (free action) and guides his mount over to the wall (also free action). Stepping out of the saddle (fast dismount, free action) he uses the two opposing walls to his advantage and makes an accelerated climb to the roof (move action).
Accelerated Climb DC 15-10=DC 5: 1d20 + 6 - 5 ⇒ (13) + 6 - 5 = 14 SUCCESS
Reaching the roof, he spots a confusing battle between Desmond and Flinders. He draws his bow (move action).

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I wonder what is happening up there. I'll need to prepare flying spells in the future so I'm not stuck healing a rock while the others battle. Dragorin says to no one in particular.
CMW: 2d8 + 3 ⇒ (5, 8) + 3 = 16

GM Bold Strider |

@Halbarad: It would take two Climb check to reach the top as an accelerated climb only gets you half speed, thus you wouldn't be able to draw the bow, yet.
Halbarad climbs the facade of the alley, reaching the roof as the invisible Terrill slams the Undesmond with the flat of his sword. Nothing seems to happen.
Dragorin heals Basalte who decides to take a rest, cleraly exhausted from his near-death experience.
Flinders hesitates and is unsure how to react.
Undesmond continues his blind assault on Flinders.
Slam @ Flinders-26 AC: 1d20 + 13 ⇒ (8) + 13 = 21
Slam @ Flinders-26 AC: 1d20 + 13 ⇒ (14) + 13 = 27
Mirror Image-1 Hits: 1d3 ⇒ 3
Fast Slam @ Flinders-26 AC: 1d20 + 13 ⇒ (17) + 13 = 30
Mirror Image-1 Hits: 1d2 ⇒ 1
Undesmond slams a mirror image and it pops, but he lands a true blow on the real Flinders, which isn't an impossibility with only two of them left.
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Initiative:
1st: Dragorin @ 75/87 HP; Terrill @ 52/77 HP
2nd: Desmond
3rd: Flinders (2 images) @ 25/80 HP; Halbarad @ 19/72 HP;
Hold: Basalte @ 14/78 HP Correction made.
Out: Faraz-Invis-Paralyzed-2.3 @ 65/82 HP;
GM:
Desmond: AC 27/17/22 - 60/60 HP

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Gotcha, thanks.
Hal draws his bow and ponders for a moment. Kn Religion: 1d20 + 2 ⇒ (2) + 2 = 4 lol
Then he shrugs and asks of Flinders, "What's wrong with Desmond? Need a hand?" He fires one arrow at the response.
Oathbow @ UnDesmond, PBS, Favored Enemy, Deadly Aim: 1d20 + 16 + 1 + 2 - 3 ⇒ (2) + 16 + 1 + 2 - 3 = 18 lol again
Damage: 2d6 + 4 + 1 + 6 ⇒ (4, 2) + 4 + 1 + 6 = 17

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Terrill draws his blade back, regretting what he has to do. Thumping him doesn't seem to do it, going to have to get a bit rougher. Forgive me, Desmond, if you're in there. He strikes at UnDes hard twice with his invisible blade.
+1 Keen Curve Blade, Power Attack, Judgment, Divine Favor, Invis: 1d20 + 14 - 2 + 3 + 4 + 2 ⇒ (10) + 14 - 2 + 3 + 4 + 2 = 31
Curve blade damage, Power Attack, Judgment, Divine Favor: 1d10 + 9 + 6 + 4 + 4 ⇒ (4) + 9 + 6 + 4 + 4 = 27
+1 Keen Curve Blade, iterative, Power Attack, Judgment, Divine Favor, Invis: 1d20 + 9 - 2 + 3 + 4 + 2 ⇒ (19) + 9 - 2 + 3 + 4 + 2 = 35
Curve blade damage, Power Attack, Judgment, Divine Favor: 1d10 + 9 + 6 + 4 + 4 ⇒ (1) + 9 + 6 + 4 + 4 = 24
Crit confirm: 1d20 + 9 - 2 + 3 + 4 + 2 ⇒ (4) + 9 - 2 + 3 + 4 + 2 = 20
Crit damage: 1d10 + 9 + 6 + 4 + 4 ⇒ (8) + 9 + 6 + 4 + 4 = 31

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KN: religion: 1d20 + 15 + 3 ⇒ (1) + 15 + 3 = 19
Flinders shakes his head sadly. "I believe poor Desmond has met his end and returns as undead...."
FLinders then lashes out at with his whip.
Whip Trip: 1d20 + 13 + 3 ⇒ (2) + 13 + 3 = 18
Iterative, Whip Trip: 1d20 + 8 + 3 ⇒ (18) + 8 + 3 = 29

GM Bold Strider |

Terrill unleashes his true power, cutting the head from the Undesmond.
Battle Over.
Shortly after the battle, Faraz feels the sensations coming back to his limbs, though he remains invisible for a few more minutes.
Status:
Dragorin @ 75/87 HP; Terrill @ 52/77 HP; Flinders @ 25/80 HP; Halbarad @ 19/72 HP; Basalte @ 14/78 HP; Faraz @ 65/82 HP;
Dead:
Desmond

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As Desmond’s body falls to the rooftop, followed shortly after by his head, Terrill quietly says, ”Oh, no…” He moves next to Desmond, trying to figure out what has happened, and calls out, ”Dragorin! Dragorin! Desmond’s down! I…cut off his head…”
A few moments later, Terrill’s invisibility fades and he can be seen kneeling next to both parts of Desmond, lining up the fallen Pathfinder’s head as well as he can with the stump of his neck, muttering ”Really sorry about that, Des…”

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Hal lowers his bow, suddenly very aware of the burns covering his body. That went well...
He climbs down from the roof (take 10 for 16) and retrieves his wand, calling out into the night as he does so: "Basalte, you still alive? Dragorin? Where's Faraz?"
CLW: 7d8 + 7 ⇒ (3, 5, 7, 6, 8, 7, 7) + 7 = 50 HP 69/72.

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"Oh hello!" Faraz says as he comes out of invisibility with his hands on his hips. His voice is raised in a very un-Iroran manner. "Did you miss me? Yes, I'm still here! Nice of you to go running around chopping off Desmond's head without me! It was. . . a dark time for us all, I think."
In the back of his mind:
Well, hello there
My, it's been a long, long time
How am I doing?
Oh, I guess that I'm doing fine
It's been so long now,
But it seems now, that it was only yesterday
Gee, ain't it funny, how time slips away.

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The oread groans, painfully getting up and leaning on his falchion.
"Yeah, Hal, I'll be alrigh thanks to you and Dragorin. Those were formidable enemies..." concludes Basalte with a hint of bitterness in his voice.
I've shamed Atum, I haven't been able to protect them well...
In the aftermath of the fight, Basalte will ask Hal to use his own wand to cure his physical wounds.
CLW: 12d8 + 12 ⇒ (8, 4, 3, 2, 8, 5, 3, 5, 3, 3, 1, 6) + 12 = 63

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I think we have leared a valuable lesson though. There is strength in numbers, we should not be separated so easily next time. Dragorin says as he looks at the body of their fallen comrade. Unfortunately I will be unable to raise him in his current form. We should make the gnome aware of our victory and see if there is anything that can be done for our friend. Then we should get some rest. I have a feeling we'll need to be at full strenght in order to face the horrors behind this attack.

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"Well, there's still that matter at the beach. We may need to follow that lead before it disappears. Tonight."

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"You've got that right, Dragorin," Terrill replies, "I hate to think who or what is behind all of this, if we just fought their advance team."
He gently lifts Desmond's headless body, then tangles his fingers in Desmond's hair and lifts the head, then teleports down to ground level with his burden. "Let's hope we can do something for him."
If we're going to rest, Terrill will heal himself, burning some first-level spells before going to sleep.
CLW: 1d8 + 5 ⇒ (3) + 5 = 8
CLW: 1d8 + 5 ⇒ (8) + 5 = 13
CLW: 1d8 + 5 ⇒ (2) + 5 = 7
He'll heal others as well, if you want to save wand charges. I've got 12 more spell slots I can use up.
Edit: Ninja'd. Shall we rest or no? I can go either way.

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Poor Terrill - I don't envy having to carry a head. Especially mine!

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Cool. In that case, yeah, Terrill if you want to blow some spell slots, I'm game. I imagine Basalte/others are too. I was at 19/72 and 63/72 will put me at full health by morning.

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Dragorin scoffs at all the complaining, he only took 1 point of damage that fight. He will go back to his room a the Inn preferring not to cause to much trouble at the temple. Definitely changing up some spells in the morning though.
Sorry I can't burn spells unless someone wants some Inflicts

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Flinders steps off the roof and floats to the ground. Getting out a wand, he uses it liberally. "Ah, Faraz! How are you my good sir?" He says, smirking. The smirk soo disappears as he sees Terrill carrying Desmond's head. "Tis a shame. A good man...."
CLW: 13d8 + 13 ⇒ (2, 3, 1, 1, 2, 1, 2, 1, 1, 1, 7, 5, 5) + 13 = 45
At the temple, Flinders' eyes droop. "Rest will be good. I used way too many spells tonight."

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Desna for the win! I forgot about healing from the night's rest, so Terrill actually has 13 slots left to burn.
While at the temple, Terrill calls on his goddess to heal his injured companions. He then takes some time to make her offerings of thanks for the return of Desmond to the land of the living.
For Hal (starting at 19/72):
CLW: 1d8 + 5 ⇒ (5) + 5 = 10
CLW: 1d8 + 5 ⇒ (7) + 5 = 12
CLW: 1d8 + 5 ⇒ (4) + 5 = 9
CLW: 1d8 + 5 ⇒ (1) + 5 = 6
CLW: 1d8 + 5 ⇒ (4) + 5 = 9 46 healed, puts him at 65/72
For Flinders (starting at 25/80):
CLW: 1d8 + 5 ⇒ (7) + 5 = 12
CLW: 1d8 + 5 ⇒ (3) + 5 = 8
CLW: 1d8 + 5 ⇒ (4) + 5 = 9
CLW: 1d8 + 5 ⇒ (7) + 5 = 12 41 healed, puts him at 66/72
For Basalte (starting at 14/78):
CLW: 1d8 + 5 ⇒ (8) + 5 = 13
CLW: 1d8 + 5 ⇒ (7) + 5 = 12
CLW: 1d8 + 5 ⇒ (8) + 5 = 13
CLW: 1d8 + 5 ⇒ (5) + 5 = 10 48 healed, puts him at 62/78
Sorry to post this after everyone got their wand rolls done, but you should be able to avoid using all or nearly all of the wand charges this way, especially with healing from rest included.

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Thanks a lot Terrill! That means only 1 charge from the CLW wand then (if we include the night's rest).
Basalte is back on his feet, though there's a glint of mineral in his eyes hinting that he's brooding. He doesn't say much, anyway.

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The light grows slowly, fading in bit by bit - like layers of gauze being rolled away from one's eyes. Suddenly, the man is aware of a cold, wet tongue lapping at his face. He arises with a start.
"Sahrek! Hey boy! Never been happier to smell your rancid breath!" He scratches at the dog's neck for a bit before getting himself ready for the day.
He walks out to meet the others with a strained smile on his face. "Hey," he manages weakly. "Thanks for uh... well for bringing me back. Sorry I let that mohrg turn me into a zombie... and that I attacked you all."
He munches on some dried fruit from his rations and makes sure things are square with the travelling cleric of Desna. "Raised to worship Gozreh, myself - but I'll take help like that from anywhere it's offered."
"So...what did we find out? Those were some vampires, right? Or were they dhampirs? I get them mixed up sometimes, but anyway. Do we have any leads on what's going on?"

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"Glad to see you back together, Desmond," Terrill says with a smile. "I never expected to say these words to anyone, but cutting your head off was one of the hardest things I've ever had to do. As far as the things we fought, their leader was a vampire, and her minions were some kind of awful undead, that make more undead, as you know."
He pauses to consider a moment, then says, "Leads...huh. We were kind of focused on getting patched up and hoping we could save you." Turning to his companions, he says, "Did we learn anything from the woman before we killed her?"

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Where to?
-Posted with Wayfinder

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"Well, my head's stuck on good and proper now, isn't it?" Desmond mocks trying to twist his head off the neck.
"Maybe we can find something down at the beach - right?" Desmond's face darkens a bit - betraying the guilt he feels at burdening his companions with saving his corpse instead of keeping to their task at hand.

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The next morning, Flinders awakens in a cold sweat, fending off the lingering figments of a nightmare. I must have a word with Desmond about running off alone....
Finding the rest of his party, Flinders stifles a yawn, wipes the sleep from his eyes, and says. "I suggest we report our "success" to our gnome friend, then head down to the lake to search for clues."

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"The beach! Good idea, Des," Terrill replies. "And don't worry too much about us being concerned with you being dead. A few of us were pretty close to dead. Basalte can tell you all about it."
Once his companions are ready, Terrill heads off to the beach, where he assists Desmond and Halbard in applying their impressive tremendous stupendous tracking skills.
Survival, Aid Desmond: 1d20 + 8 ⇒ (14) + 8 = 22
Survival, Aid Hal: 1d20 + 8 ⇒ (9) + 8 = 17

GM Bold Strider |

After you defeat the undead, the residents of Whistledown treat them as heroes. For most of the community the epic fight marks the end of the terror, but those still missing loved ones continue to beg you for help in finding them. A travellin' cleric of Desna resurrects Desmond and deals with whatever you need before moving on, claiming that there is some impending need for him at the top of the world...
In the morning, you head to the lake and notice the boat used by the undead, now abandoned and pulled ashore. A quick and easy search around the boat yields footprints that identify as belonging to the undead you fought in the town square.
When you investigate the boat, you find that it was designed in the local fashion and is clearly from the area. Asking around town, this boat is used by a reclusive human named Sarian who lives about a mile north along the lakeshore.
As you approach the cabin, you see a man chopping wood outside. He hears the approach of the two large animals and the seven Pathfinders and turns, scowling. "Oi! This is my land! What'd ye want?"
Status:
Dragorin @ 97/87 HP; Terrill @ 77/77 HP; Flinders @ 80/80 HP; Halbarad @ 72/72 HP; Basalte @ 78/78 HP; Faraz (3 Con Damage) @ 72/82 HP; Desmond 92/92 HP

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Before setting out, Terrill imbues his sword with a touch of Desna's divine power, and grants himself a bit of her blessed luck.
Cast greater magic weapon, use Lucky Presence blessing to have a re-roll on standby.
As they approach Sarian's cabin, Terrill eyes the man carefully and gauges his tone, as he's done so many times in the course of his career. Before they're close enough for the man to hear him, Terrill quietly warns his fellow Pathfinders, "This guy is clearly on edge about something. Watch yourselves." He goes quiet, letting the more charismatic members of the party open the parlay.
Take 10 on the Sense Motive check for a 25. Let's see you super-tracking rangers do that! ;p
Restoring Con that Faraz lost during the massage incident: 1d4 ⇒ 4

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Would we be able to obtain 2000gp worth of diamond dust? If not I'd like to swap out Restoration.
Dragorin is at 109/87
SM: 1d20 + 11 ⇒ (13) + 11 = 24 Oh, So close!
We're hunting Vampires, if you're you smart you'll tell us what we want to know and stay out of way. Now we found your boat down in town and it just so happened to be used by some undead filth to stage a raid. So, it would seem you have some explaining to do.
Intimidate: 1d20 + 14 ⇒ (4) + 14 = 18

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Flinders shakes his head and jerks a thumb at Dragorin. "Don't mind him, he's wound a little tight. Needs a girlfriend, if you know what I mean, eh? Now what he says is true, we found your boat, and it was used by some nasty undead, but I assume the boat was stolen? Anything you could tell us would be most helpful."
Diplomacy: 1d20 + 15 ⇒ (8) + 15 = 23

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Glancing between Dragorin and Flinders, Desmond opts to try and help the bard with smoothing talks over. "That's right, my good sir! We've located your boat - wonderful news, isn't it? Uh, do you have any idea who may have decided to use it for such rotten purposes?"
Aid Diplomacy: 1d20 - 1 ⇒ (18) - 1 = 17

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Terrill chuckles at Flinders' description of Dragorin, then says, "And even better, your boat looked to be in fine shape!"
Diplomacy, Aid Flinders: 1d20 + 7 ⇒ (14) + 7 = 21

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Before heading out again in the morning, Hal wakes early and buys a large quantity of garlic, as well as a new scroll of remove paralysis if one can be found.
________
At Sarian's home, he lets the others do the talking and keeps a sharp lookout instead. He peers carefully at the cabin, at the surrounding woodland, at the lake...
Perception: 1d20 + 19 ⇒ (12) + 19 = 31

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Dragorin makes a mental note to 'accidentally' catch Flinders in a Order's Wrath next combat :)

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Faraz seems sullen and moody the next day. I must increase my exercises! Clearly my body was not prepared for such an ordeal!
While the party is talking, Faraz is doing situps in the background.

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Basalte raises an earthen eyebrow as he beholds Faraz doing exercise, but does not look overly surprised.
"You remind me of my Pahmet kinsmen. Are you a follower of Irori? Those exercises make me think of the morning prayer we had in the morning, back in the Osirion desert. Mind if I join?"
A struggling faithful of Irori himself, Basalte will gladly join Faraz in his zealous exercises.