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18 - 2 = 16 minutes left to Precise Strike
Whispering, Chaine says, "Remember that flanking maneuver we practiced; Veridian, would you be so kind to scout what's ahead?; spellcasters: can one of you link Veridian with a message spell for his safety and so that we remained informed?"
Chaine prepares his lance, and Silvermane's ears are up, one trigger reaction away from charging into whatever's ahead.

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"I'll case the joint, alright..."
Stealth: 1d20 + 19 ⇒ (8) + 19 = 27
I can't acces the map right now, but just move me where and when I need to be.

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"Yeah, I can do that." whispers Iskar.
Mumbling an archaic phrase, he touches each member of the group in turn.
Cast Message - lasts 80 minutes
-Posted with Wayfinder

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Responding to Iskar, the dweomercat simply replies "Watch out for their shields...I'm sure they hurt."
-----------------------
The area is somewhat darkened, lit only by a few magical sources during the off-hours. In the far south, the grand staircase to the third floor is shrouded in an eerie magical glow.
Hugh moves silently up to the center display near you. Inside, two clockwork guardians with massive tower shields stand at attention in front of two of the display plinths holding the busts of famous Crusaders. Their arms and shoulders whir in preparation as they wait for any sign of movement and prepare to strike at the inanimate objects should they deserve it.
Message is up
Immunities - Construct Traits
Weaknesses - Vulnerable to Electricity
Special Attacks - Can turn its attached shield into a smallish Wall of Iron and then use its freed arms for slam attacks or simply use it for effective shield bashes.

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Grim casts Divine Favor before moving up.. Using the message. "A shame we have to bash such expensive stuff.. I'll draw them out, be ready.."
He moves to an area that he's sure the golems will see him, hopefully setting up his allies..

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Grim calmly moves to a position to draw out the renegade guardians. Their heads spin to meet his movement.
Counting Grim's movement as prompting a surprise round. Except for Grim, please take a surprise round worth of actions.
initiative green: 1d20 + 6 ⇒ (1) + 6 = 7
initiative blue: 1d20 + 6 ⇒ (15) + 6 = 21
initiative Iskar: 1d20 + 3 ⇒ (15) + 3 = 18
initiative Zaas: 1d20 + 3 ⇒ (20) + 3 = 23
initiative Grim: 1d20 + 1 ⇒ (12) + 1 = 13
initiative Torrag: 1d20 + 1 ⇒ (16) + 1 = 17
initiative Hugh: 1d20 + 13 ⇒ (14) + 13 = 27
initiative Chaine: 1d20 + 2 ⇒ (14) + 2 = 16
initiative Laara: 1d20 + 7 ⇒ (2) + 7 = 9
perception green: 1d20 ⇒ 4
perception blue: 1d20 ⇒ 14
Round 1 - Surprise Round (Bold is up)
Hugh
Zaas (Mage Armor)
Blue
Iskar
Torrag (Mage Armor)
Chaine
Grim (Divine Favor, Bulls Strength, Shield of Faith)
Laara -4 hp
Green

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Chaine raises his Liberty's Edge banner and shouts, "For democracy and freedom!"
[For The King: swift, once per combat only, +3 competence bonus on all attacks and damage to all allies within 30 feet for 1 round]
Then he lowers his lance and charges through the hall, striking the construct near Hugh midway through.
+1 Cold Iron Valiant Lance, Mounted charge, For The King: 1d20 + 19 ⇒ (16) + 19 = 35 for dmg: 3d8 + 21 ⇒ (5, 3, 8) + 21 = 37

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Unfortunately Chaine, I can't allow a charge if you don't have line of sight to your opponent at the start of your turn (walls are all solid). Feel free to revise, or let me know if I missed something.

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"The clockwork guardians are vulnerable to electricity, and watch out for those shields."
Surprise Round Action: Torrag pulls out his Elemental, Electricity metamagic rod.

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I'll keep For The King and have the horse move south.
Ready an action to hit any hostile within lance range.

Zaas |

Noting the fun is about to begin, Zaas moves across the room. Beginning to salivate at the idea of combat, it readies it's claws.
Move Action

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Watching his companion traverse the room, Iskar considers his options. Deciding on an ebony bone strapped to his thigh, he takes a hand from his blade and draws the stick.
Glancing to the banister next to him, he gingerly steps forward.
5 ft step & Draw a wand as a move

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Forgot this was surprise, so here's my revised set of actions:
Chaine - For the King (Swift);
Silvermane - move to south, 16 squares (position corrected as he can not double move in the surprise round);
Chaine - Ready an action to attack as soon as hostile is within lance reach (Standard).

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Hugh waits for the construct to move, which it does as Zaas races across the room. Hugh then steps out from hiding and takes a subtle stab at it.
Hugh Attack: 1d20 + 13 ⇒ (11) + 13 = 24
Damage (piercing, magic, silver): 1d6 + 7 ⇒ (1) + 7 = 8 +Sneak attack: 4d6 ⇒ (6, 5, 5, 2) = 18
Disorient it (-2 attack, -4 against Hugh)
The rest of the group maneuvers into position and draws numerous items to soon doom the constructs.
Round 2 - Full Round (Bold is up)
Zaas (Mage Armor)
Hugh
Blue -21 <disoriented>
Iskar
Torrag (Mage Armor)
Chaine
Grim (Bulls Strength, Shield of Faith)
Laara -4 hp

Zaas |

'Would have preferred it came out farther' considers Zaas as he evaluates the foes position. Moving around Laara, trying not to get to close until he's ready, the beast sets up opposing Hugh.
Once in position, he tries to taste the metallic abomination.
Bite w/Precise Strike, Flank, For the King, PA: 1d20 + 10 - 4 + 2 + 3 ⇒ (11) + 10 - 4 + 2 + 3 = 22
Damage: 1d6 + 6 + 4 + 1d6 + 3 ⇒ (6) + 6 + 4 + (4) + 3 = 23

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★★★OVERSEER ANNOUNCEMENT★★★
A high-pitched buzz pervades the museum, rising in frequency to the point of being inaudible. A moment later, a rolling boom echoes through the museum like thunder, and the glowing wards around the museum begin to fade.
@Table GMs: The “Failing Wards” condition on page 9 is now in effect.

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The lights flicker and the constructs seem to react as if hampered. Zaas makes quick work of the changing battlefield tactics and provides Hugh with a flanking partner, as well as a significantly weaker opponent.
Hugh tears into the creature. With huge chunks of its outer armor in shreds, it smashes reflexively into Hugh. Highly damaged, it retreats into the room, the shield detaches and forms a huge iron wall in grey.
Hugh Attack: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26
Damage (piercing, magic, silver): 1d6 + 7 ⇒ (5) + 7 = 12+Sneak attack: 4d6 ⇒ (2, 4, 2, 5) = 13
Hugh Attack: 1d20 + 13 - 5 + 2 ⇒ (18) + 13 - 5 + 2 = 28
Damage (piercing, magic, silver): 1d6 + 7 ⇒ (4) + 7 = 11+Sneak attack: 4d6 ⇒ (3, 6, 6, 4) = 19
Blue Attack: 1d20 + 18 - 4 ⇒ (20) + 18 - 4 = 34
Blue Shield Bash Damage: 1d6 + 9 ⇒ (1) + 9 = 10
Blue Iterative Attack: 1d20 + 13 - 4 ⇒ (14) + 13 - 4 = 23
Blue Confirm: 1d20 + 18 - 4 ⇒ (4) + 18 - 4 = 18
Round 2 - Full Round (Bold is up)
Zaas (Mage Armor)
Hugh -10 hp
Blue -84 <disoriented>
Iskar
Torrag (Mage Armor)
Chaine
Grim (Bulls Strength, Shield of Faith)
Laara -4 hp
Green

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Ill be out of town till tm afternoon, please bot as needed..
Grim moves up and attacks blue.. Vital strike/Power Attack
Attack: 1d20 + 15 ⇒ (11) + 15 = 26
Dam: 4d8 + 22 ⇒ (1, 2, 7, 5) + 22 = 37 damage is just +1 magic

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Torrag moves up to where he can see Blue and casts. A ball of Electricity appears on Blue.
Flaming Sphere using Elemental Metamagic Rod of Electricity.
Electricity Damage: 3d6 ⇒ (1, 5, 3) = 9
Reflex DC 18 Negates Damage

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Chaine and Silvermane move at the bottom of the map and wait for round 3.

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I think there's a wall built between you and the blue thing Grim. That said, you could still have moved around it and hit from the side I think (without getting AoOd since the wall provided cover.
Assuming I'm both interpreting the terrain right and Grim did that Seeing a iron wall erupt blocking half the entryway, Laara adjusts her path to move through the other half, passing by Hugh and Grim and trying to duck below the construct's inevitable strike.
Acrobatics to avoid AoO: 1d20 + 16 ⇒ (6) + 16 = 22
She then lets out a punch when opposite Hugh, wishing that eventually she will find something the needs punching that is flesh instead of metal.
Attack: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37 for damage: 1d6 + 8 + 2d6 + 1d6 ⇒ (6) + 8 + (4, 6) + (1) = 25
Crit?: 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20 for more: 1d6 + 8 ⇒ (4) + 8 = 12
further disorient

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Swirling the wand about in front of him, he states clearly "Super Size Me!"
Touching his thigh with the tip of the stick, he begins to grow larger and larger.
Full - Round using enlarge person wand. 5ft step forward
-Posted with Wayfinder

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Iskar grows large as the Torrag's electric orb appears. The creature dodges the crackling spell for the moment. Chaine lines up his charge.
Grim steps around the barrier and finishes off the construct with a single swipe. Laara takes the opportunity to strike the other construct. The remaining construct quickly lashes out for two quick strikes with its shield.
I moved you to the other construct, Laara, so as not to waste a nat 20. I think you had enough movement from your original position. If not, let me know.
reflex blue: 1d20 + 6 ⇒ (15) + 6 = 21
shield bash green: 1d20 + 18 ⇒ (17) + 18 = 35
shield bash green: 1d20 + 13 ⇒ (18) + 13 = 31
slam green: 1d20 + 13 ⇒ (11) + 13 = 24
shield bash damage: 1d6 + 9 ⇒ (4) + 9 = 13
shield bash damage: 1d6 + 9 ⇒ (3) + 9 = 12
Round 3 - Full Round (Bold is up)
Zaas (Mage Armor)
Hugh -10 hp
Blue -116 <destroyed>
Iskar
Torrag (Mage Armor)
Chaine
Grim (Bulls Strength, Shield of Faith)
Laara -29 hp
Green -9 hp

Zaas |

Shoving his way through his companions, Zaas works his way around the side of the construct.
Snarling, he calls out "Hugh, set up on the other side!"
PA Bite: 1d20 + 10 - 4 + 2 ⇒ (16) + 10 - 4 + 2 = 24
PA & Precise Damage: 1d6 + 6 + 4 + 1d6 ⇒ (2) + 6 + 4 + (4) = 16

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Hugh will maneuver to a proper position to allow the flank.
Hugh Attack: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17
Damage (piercing, magic, silver): 1d6 + 7 ⇒ (2) + 7 = 9 +Sneak attack: 4d6 ⇒ (5, 5, 2, 2) = 14
Round 3 - Full Round (Bold is up)
Zaas (Mage Armor)
Hugh -10 hp
Iskar
Torrag (Mage Armor)
Chaine
Grim (Bulls Strength, Shield of Faith)
Laara -29 hp
Green -20 hp

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Grim moves up and slams his large bastard sword into the robot.. Vital strike/power attack.
Attack: 1d20 + 15 ⇒ (6) + 15 = 21
Dam: 4d8 + 22 ⇒ (8, 5, 7, 5) + 22 = 47
"Feel the fury of Ragathiel!"

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Had enough movement. My kidneys are so thankful for that. :P
Hurt but not out, Laara loosens her limbs and steps to the left before unleshing ta three-hit barrage.
Swift action Outslug style. AC 26 this round.
Attack: 1d20 + 15 - 2 ⇒ (15) + 15 - 2 = 28 for damage: 1d6 + 9 ⇒ (5) + 9 = 14
Attack: 1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15 for damage: 1d6 + 9 ⇒ (4) + 9 = 13
Attack: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23 for damage: 1d6 + 9 ⇒ (2) + 9 = 11

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Chaine raises his Liberty's Edge banner and charges, attempting to strike the construct.
+1 Cold Iron Valiant Lance, Mounted charge, Spirited Charge, Banner, Precise Strike: 1d20 + 12 + 4 + 1 ⇒ (7) + 12 + 4 + 1 = 24 for 3d8 + 12 + 1d6 ⇒ (3, 3, 6) + 12 + (6) = 30

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Torrag will move to get line of sight and move the Electric Sphere over the other construct.
Electricity Damage: 3d6 ⇒ (2, 4, 6) = 12
Reflex DC 18 Negates

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His mouth dropping open at the rapid handling of the forst foe, Iskar lumbers through the room towards Chaine.
Double move
-Posted with Wayfinder

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Iskar repositions and Torrag repositions his electric orb. As the construct dodges it again, Chaine upon Glorymane bursts into the fray, connecting solidly. Grim and Laara finish it off with ease.
reflex save: 1d20 + 6 ⇒ (14) + 6 = 20
Combat Over
Zaas (Mage Armor)
Hugh -10 hp
Iskar
Torrag (Mage Armor)
Chaine
Grim (Bulls Strength, Shield of Faith)
Laara -29 hp
Seeing the coast is "clear", Nigel races in and attempts to disable the magical wards preventing you from reaching the third floor.
"These are still a puzzling mess, were you able to defeat the rune traps in the garden yet? Has anyone?"
After a few moments, he exasperatedly sighs. "Or you can just sit here and watch me... that certainly helps."

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Iskar stows his wand, as he shrinks down to normal size. Pulling a second wand from his supply, he taps Laara on the shoulder.
A large pentagram appears at the place of contact, and a red sheen covers the woman. Turning to Hugh's lacerations, the man repeats the process for him.
Infernal healing 1 - over a minute you both gain 10 hp
With a shrug, he admits "Though I've no use for worshipping the gods...they come in handy sometimes. You feeling better?"
Hearing the mans request, the half-orc lets out a large sigh. "Oh, I suppose we may as well give it a go. Sure beats standing here with our wands up our arses."
Looking to his companions, he awaits their thoughts.
UMD to use DC 20: 1d20 + 13 ⇒ (9) + 13 = 22
UMD to use DC 20: 1d20 + 13 ⇒ (16) + 13 = 29
UMD to use DC 20: 1d20 + 13 ⇒ (7) + 13 = 20
UMD to use DC 20: 1d20 + 13 ⇒ (7) + 13 = 20
I'm assuming 4 will be more than enough

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Grim looks to Nigel.. "Will my sword even hurt the swarm? Because often I can't do anything to them.."

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Iskar stows his wand, as he shrinks down to normal size. Pulling a second wand from his supply, he taps Laara on the shoulder.
A large pentagram appears at the place of contact, and a red sheen covers the woman. Turning to Hugh's lacerations, the man repeats the process for him.
With a shrug, he admits "Though I've no use for worshipping the gods...they come in handy sometimes. You feeling better?"
Laara gives a genuine sigh of thanks as her wounds disappear just as the pentagram mark emerges. "Better now, yeah. And it matches my colors too."
Healed more after that And three charges of her's if Iskar doesn't mind, she looks the the other half-elf who just ran in. "Hopefully some of the others have. Of course unless you've got an anti-sarm exhibit somewhere around here I'm sad to say I'm poorly prepped for them. But those things are all the way down in the garden, outside, when the thieves are locked upstairs. What, are they drawing power helping your study lock?"
Despite her attitude, I am fine trying to deal with swarm-things, but if they are swarm'swarms Laara has two (2) whole alchemist fires to help with. Putting a Swarmbane Clasp on my 'after this adventure' shopping list...
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

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Hugh gives Iskar a quite thanks in the Devils' tongue. Faced with the prospect of seeing the rune swarms anyway, he cheers noticeably up.
"Don't worry Laara! A bit o' tinkering can go a long way. Just let me have a good look-see, and I'm sure we can find a way to deal with 'em!"
I'm partially back, but botting me when necessary might still be a good idea.

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"I've got ways to deal with the swarms as well. I think we'll be all right. We should get going while Nigel's working on this."

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Feel free to prep and buff as needed prior to this encounter
----------------------
Hundreds of glowing glyphs form a protective shell around the
outside of the museum, casting a sparkling aura of light that
bounces off the fountain’s waters. Although most of the runes have been disabled by other groups, one particularly nasty area remains.
As he approaches, Hugh realizes the swarms of runes have control of the museum's traps, and might use them on you if you get too close. As he says that, the nearest swarm approaches and a huge multi-pronged arc of greenish lightning envelops the group.
merciful chain lightning bolt: 8d6 ⇒ (2, 1, 6, 5, 1, 2, 1, 2) = 20
DC 19 reflex saves from everyone for half damage (nonlethal)
initiative green: 1d20 + 7 ⇒ (2) + 7 = 9
initiative blue: 1d20 + 7 ⇒ (19) + 7 = 26
initiative Iskar: 1d20 + 3 ⇒ (19) + 3 = 22
initiative Zaas: 1d20 + 3 ⇒ (5) + 3 = 8
initiative Grim: 1d20 + 1 ⇒ (3) + 1 = 4
initiative Torrag: 1d20 + 1 ⇒ (2) + 1 = 3
initiative Hugh: 1d20 + 13 ⇒ (11) + 13 = 24
initiative Chaine: 1d20 + 2 ⇒ (8) + 2 = 10
initiative Laara: 1d20 + 7 ⇒ (12) + 7 = 19
Round 1 - Full Round (Bold is up)
Blue Runeswarm
Hugh
Iskar
Laara
Chaine
Green Runeswarm
Zaas (Mage Armor)
Grim (Bulls Strength, Shield of Faith)
Torrag (Mage Armor)
For every 5 that you beat the DC, you may ask for one piece of information from this list.
You get the sense that someone who is adjacent to the runes can attempt to simply shut them down by using skills such as Disable Device, Knowledge (arcana), Linguistics, Spellcraft or Use Magic Device; although this approach may require many successes over several rounds. Certain spells such as dispel magic or erase may have a similar effect. Alternately, you can just destroy the swarms the old fashioned way.

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So rare to play a character without spells (and thus buffs). And can't think of any anti-swarm feats so...
Reflex: 1d20 + 14 ⇒ (3) + 14 = 17
Man my rolls are not liking me today
Off-balance as the lgihtning bolt wracks her with brusises and light singing, Laara shakes it off as she finds herself fascinated by the swirling runes.
"Hey, I think I've seen some of these before." she says. Moving closer, she begins scanning them and trying to dart an arm out to touch a stray symbol. "That menas 'evocation'. And I think this one is 'abjure', which means..."
Move, then begin disabling.
Disable Device: 1d20 + 14 ⇒ (2) + 14 = 16
Also really cool effects on the runes GM!

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Chaine Reflex Save DC 19: 1d20 + 4 ⇒ (2) + 4 = 6 HP: 68/68; nonlethal: 20
Silvermane Reflex Save DC 19: 1d20 + 7 ⇒ (16) + 7 = 23 HP: 59/59; nonlethal 10
"Healers: provide support to Hugh and Laara! The rest of us, spread out, and ready spells and fiery death in case something goes sideways!"
[Chaine rides Silvermane east to the back of the building, Guide with Knees, Ride +15 vs. DC 5, Automakes; Silvermane Move Action]
[Chaine to Silvermane, "Guard", Handle Animal +18 vs. DC 10, Free Action, Automakes]
Chaine fast dismount, Ride DC 20: 1d20 + 15 ⇒ (16) + 15 = 31 --> free action
[Chaine takes a 30 foot move back to the west and drops his shield as a free action as part of his move]
[Chaine retrieves a stored alchemist's fire flask]
[Chaine drops to one knee as a free action to gain cover or concealment]

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Reflex: 1d20 + 7 ⇒ (6) + 7 = 13 fail, take 20 non-lethal.
Grim spreads out and looks for cover as well..

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Reflex: 1d20 + 10 ⇒ (20) + 10 = 30
10 nonlethal
"I see what you mean Laara." he replies, tentatively stepping forward.
Reaching out, he grabs one of the runes and tries manipulating it as well. "Lets see here...If I turn this one clockwise and...this one counterclockwise..."
UMD: 1d20 + 13 ⇒ (17) + 13 = 30

Zaas |

Reflex: 1d20 + 8 ⇒ (17) + 8 = 25
10 nonlethal

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Hugh ducks into the shrub to dampen the electric blast and then quickly moves to deactivate the runes. Iskar follows suit, as does Laara. Grim and Chaine move to mitigate the swarm's damage capability. The other swarm pushes forward to envelop those trying to deactivate its partner. The two are pelted with the sharp edges of the somehow corporeal magical letters.
Hugh Reflex (evasion): 1d20 + 14 ⇒ (20) + 14 = 34
Hugh Disable Device: 1d20 + 23 ⇒ (7) + 23 = 30
Swarm damage: 2d6 ⇒ (6, 3) = 9 nonlethal damage and need a DC 14 fortitude save vs. distraction from Iskar
Hugh Fortitude: 1d20 + 6 ⇒ (18) + 6 = 24
Round 1 - Full Round (Bold is up)
Blue Runeswarm
Hugh (-9 NL)
Iskar (-19 NL)
Laara -4 (-20 NL)
Chaine (-20 NL) Silvermane (-10 NL)
Green Runeswarm
Zaas (-10 NL) (Mage Armor)
Grim (-20 NL) (Bulls Strength, Shield of Faith)
Torrag (-20 NL) (Mage Armor)
No claim on the cool rune gif, sleight of hand against vs. the high tier table's perception...

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Fort: 1d20 + 6 ⇒ (19) + 6 = 25
-Posted with Wayfinder

Zaas |

On phone at the moment, but looks like Zaas can go around the far end of the bushes to get near the one we're working on.
The quadruped seeing his charge in trouble evaluates the field for the best route. Rushing around the end, he sets up near Iskar.
-Posted with Wayfinder

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★★★OVERSEER ANNOUNCEMENT★★★
After a loud crack and a ripple of arcane energy, silence falls across the museum as the construct guards freeze in place and haunted relics drop to the ground. Nigel’s voice rings out, magically projected throughout the museum: “We’ve disabled the magical security measures. Since we haven’t found the thieves yet, they must be hiding in my third-story study. Please subdue them; they have much to answer for!”
Nigel Aldain’s announcement echoes through a museum littered with shattered clockwork and toppled exhibits. There’s no question that the Pathfinders have quelled the building’s defenses, and perhaps the peaceful silence will set whoever hides on the third floor at ease.
@Table GMs: Please begin Part C on page 14, but stop before reaching Part 2. Also, the Peace in the Museum condition on page 16 is in effect.

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Know Arcana: 1d20 + 17 ⇒ (12) + 17 = 29
Immunities, Special Abilities
Torrag will cast Dispel Magic on Green.
Caster Level Check (if necessary): 1d20 + 8 ⇒ (19) + 8 = 27
He'll then move to the side, away from the swarm.

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Unceremoniously, the runes fall to the ground and sizzle in the dirt until they disappear entirely. Whether it was Torrag's dispel or not, you may never know.
Racing back to Nigel, he sits cross-legged by the stairs, a fair bit exhausted and drenched in sweat. He nods up to the room above. "After you...of course.
Once again, feel free to heal and/or buff before proceeding up the stairs.
------------------------------
The mahogany walls and domed, plaster ceiling both show signs of heavy damage. Most of the luxurious furniture and the crystal chandelier are intact. The contents of cabinets and bookcases lie strewn about the floor. A small wooden panel near the door hangs open, revealing an arcane sigil covered in scorch marks.
A Kellid woman dressed in furs with intricate scars all over her body steps forward. She holds a hand up and says, “Stay back. We are members of the Twinhorn following, and we have only come to retrieve what was stolen from us.”
A towering figure steps forward; his translucent red form is that of a man clad in heavy armor and wielding twin warhammers. “Medda, they must be in league with the thieves; they should die for crossing us.” The man’s voice sounds hollow and unnaturally loud, and as he speaks, the chandelier glows with a dull light.
The woman, Medda, puts a hand on the figure’s arm and says, “Maybe we should give them a chance to explain themselves, Anok.”
As she says this, three other warriors and a wild beast step silently from their hiding to judge your intent as well.
Anok is a phantom, a strange ghostly creature outsider (phantom) that seems to writhe in the throes of an uncontrollable emotion… vengeance.
For every 5 that you beat the DC, you may ask for one piece of information from this list.
Wolverine - This stocky, muscular mammal is the size of a badger, its snarling lips revealing a mouth full of yellow teeth.
For every 5 that you beat the DC, you may ask for one piece of information from this list.