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Doubtful frowns as the captives are revealed, looking around for the hoard of elves that are sure to come pouring from the trees at any moment seeking retribution.
"Probably'll blame us." He mutters.
He points at the wand as D'lack attempts to determine what it does. "That's the one he used to get the vegetation all uppity." He offers. "Though it most likely won't work for us."
How far to the elf village?

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Beorin stands from where he is after applying the healing power of the wand.
"Perhaps we should bring these back to the village?"

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Dunkel conveys his interest to study Wyatt's scribing on their journey, but otherwise agrees with the assessments of the others.
"Aye, th' wand was a droodey one. N' t's not e'eryday ye come across a dwarven drood -- although a few do exist."
Dunkel briefly considers the traveling time between their current location and the village via tunneling, but shakes his head, uncertain of what they'd be diggin' through in these parts.

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You can rest overnight before proceeding. Does anyone wear a wayfinder or other obvious Pathfinder iconography?
After about 80 miles of total travel, you begin to see fewer signs of large predators, and the Ekujae will tell you that you are now within their territory.
You can notice the following early with a DC 30 perception check
As you walk through an unremarkable stretch of jungle, a woman's voice calls out
"Who are you? What are you doing in our territory? With our people?"
Looking up reveals five cleverly disguised platforms nestled in the tree canopy. An elf stands on each one, longbows pointed down at you menacingly.

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80 miles? Is that including the trip up to the aspis camp? else, egads, that's a long haul!
Given we've got 20' movement types, that's typically 16 miles a day... but in jungle terrain that'd be only 4 miles a day with no trail, or 12 if there is a trail to follow! (will assume the later with the elves to point out better paths)
So minimum of a week more hiking! At least Beorin will be able to get folks (and himself!) fixed up with lesser restorations during that time =)
After such a long journey through the jungles of the Expanse, even Doubtful's complaints start to sound less like complaints and more like obvious observations.
Perception: 1d20 + 12 ⇒ (1) + 12 = 13
He is totally oblivious to the sentries that hide up in the treeline, as he trudges along miserably, even swatting at the bugs seeming too much of an effort.
When the elves finally announce their presence with a warning, the dwarf starts, looking upwards expecting to see a hail of arrows raining down upon them.
"Yay, bigger mosquitoes." He mutters with a resigned sigh, waiting for the others to do the talking while he judges distances in his head for when things inevitably go wrong.

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That's a long trip. I would fix everyone up with lesser restores with GM's permission. No obvious pathfinder items on Beorin.
Beorin steps forward, showing empty hands to prove that he is unarmed.
"I am Beorin Boulderstep, a pathfinder. We do not come with hostillities but on a mission of peace and to repay a debt owed by one of our own to you."
Diplomacy 1d20 + 7 ⇒ (15) + 7 = 22
"I also bring news of Nieford Sharrowsmith, and would request that you accept my party and those whom we rescued your hospitality."

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Imrana struggles to keep herself from moving, curious and desiring note-taking to help with her anxiety at public speaking.

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Rather than look worried as the elf points their arrow at him, Doubtful instead looks validated.
"Knew it." He mutters as he glares back at the elf pointing the weapon at him.
Doubtful has a wayfinder that he just picked up this scenario to help navigating through the jungle. I imagine it would be close at hand for that purpose.

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Forgot to buy a wayfinder for D'lack ! Will do for the next scenario
D'lack was surprised by the elve's voices and looks at them in awe how could they hide so well ? No wonder nobody were able to find them !
Oblivious of the arrows pointed at them, D'lack follows Beorin's lead
I'm D'lack Firestar, and as pointed out my friend here I'm a Pathfinder. We are here to repay the debt one of us have with you. In our trip we freed and heal people from your clan. Not as a good gesture but because it is the right thing to do. We have no desire to fight, only to help.
Diplomacy (aid DD10, up to 24): 1d20 + 4 ⇒ (17) + 4 = 21

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"Hmph...we shall take you to meet with our ambassador. She will decide if you can proceed. " the female elf who spoke earlier says, before gracefully jumping down to the ground.
They lead you for about 30 minutes, ignoring any questions, before arriving at a broad, shallow stream that cuts across the trail, flowing around the edge of a 10-foot-tall boulder. The air is slightly cooler and there are few insects flying about.
A half-elven woman with intricate patterns painted on her face and arms sits on the rock, waiting for you. She stands as you approach. I owe you a picture
"I am Fola Barun, ambassador for the Ekujae people. You are Pathfinders. I shall take you to the elders in Jalunth. But please, tell me of your travels and exploits as we walk."

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Nice meeting you Fola Barun ! I'm D'lack Firestar, native of Nantambu and collector of ancient History. I will more than happy to talk about what I learn during my missions.
And D'lack talks about his first mission in Andoran and his pursuit of a famous pirate and the ocean on big pirogues, as twice as big as two baobab, float. His mission in a stone building where artifacts from here were exposed and transform people in demon worshipper of Anghazan ! His fight against the aspis in the grand lodge itself, his travel through time before the end of the world and his quest to find Sarrowsmith only to find that he was dead.
I will have never seen all these wonders if I've stayed in Nantambu ! Being a Pathfinder is a blessing ! So much to see, so much to learn ! I'm sure you will be a formidable Pathfinder Fola !
If she seems like a scholar, D'lack will tries to recruit her for the Scarab Sage :P
Diplomacy DC19: 1d20 + 4 ⇒ (7) + 4 = 11

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Dunkel thinks back to his travels and exploits, his mind quickly focusing on any that involved diggin'.
"Aye, this one time we were 'n th' Gloomspires ah remember..."
Dunkel stops himself short - realizing he was about to relate the time he ate a corpse's arm.
"Ah, ehhh, tha' 'twas quite th' dark n' dreary place. Yah, tha's what ah remember."
Coughing, Dunkel recalls the taste of the rotting flesh and veers away from the others for a bit for fresh air before returning and simply nodding as the others recount their shared adventures.

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"I have seen and travelled to far off lands....." begins Beorin as he talks about his own journey throught out the lands.
"There was a time where we had to run from a giant lozard intent on making a meal out of us though in all fairness, we had her eggs." he muses at a point in his tales.

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Imrana gives Fola an innocent smile and bows. Her mind wanders off the moment the party begins walking with the ambassador, and her decorum vanishes.
"I am so happy to meet you. I am Imrana Reza, servant of the Great Nex. Are we going to have something to eat? I think I forgot to eat again...."
She pulls out her tome at the mention of travels and exploits and begins flipping through it. A frown slowly forms on her face as she progresses through it. She finally sighs and closes it.
"I am afraid I am not very interesting, certainly not in comparison to my master the Great Nex."
Hanging her head at this realization, Imrana stays quiet until Dunkel mentions the Gloomspires. She perks up, dashing through the pages of her tome until she finds the appropriate section. She grins a giddy grin until he finishes.
"Ah! The Gloomspires are incredibly fascinating! The ways that it manipulates spacial dimensions are extraordinary. It suggests completely new challenges to orthodox planar theory, particularly intraplanar spacial dynamic calculations...."
Imrana continues gushing about esoteric magical theory until stopped.

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Fola listens into your stories, eager to ask questions and learn more, particularly taking an interest in Absalom, Goka, and other areas of high diversity.
When D'lack mentions the Scarab Sages, she comments, "I do find the idea of your organization's quest for knowledge intriguing. I will be interested to see if you live up to Nieford's promises.
"That said, such intense focus on the empire of the sands does not sound appealing. The history here, as your friend Wyatt learned, is so much deeper, and there is so much of the modern world to see and explore!"
A different Scarab Sage can try, if they wish. She's also a valid recruit for the Dark Archive or Sovereign Court. Your guide is an option for the Exchange. Others might work that don't come to mind offhand."
In Imrana's case, at first Fola listens intently, but before too long is simply nodding along politely. Once Imrana reaches the fundamental theorems of multiplanar field geometry, the half-elf looks around in desperation, before plucking a brightly colored fruit from a nearby tree.
"You were hungry. I am deeply sorry for neglecting that. Please take this," she says as she offers it out.
While Imrana's mouth is otherwise occupied, Fola steers the conversation to the fruit, and the way her people use it, both for culinary and alchemical purposes. Whenever Imrana gets carried away with a train of thought, a different fruit quickly appears.
The appearance of the jungle shifts subtly here over the course of a few hundred yards, moving from thick undergrowth among towering trees to more controlled vegetation.
Several small buildings formed of woven branches and grasses rise out of the ground.
In the surrounding trees above are many other buildings that match the style of those on the ground, although they seem to flow even more gracefully from the vegetation even than those below. A series of vines hang from branches throughout the area. Some are short enough only to swing from one treetop building to another, while others reach all the way to the ground.
Colorful birds and noisy monkeys call out from all around, yet their calls are fainter here than those in much of the surrounding jungle.
Most elves go about the daily business of survival, as they prepare food, repair buildings and tools, and share stories. Only about a third of the village is on the jungle floor, however, and much of the activity takes place in the trees above. There is a sense of action, motion, and life, and permanence and the past don’t seem to be valued much.
Scattered groups of elves, mostly younger, sit and listen to storytellers.
On the south side of the village in the branches from 10 to 20 feet above, the Ekujae children play a game where the goal is to hit a target with a blunt arrow, but they move only by swinging on vines. Most startlingly, each team has a player with a knife who tries to cut the vines of the opponents.
An elf calls down from the platform, asking about what you are doing here. Fola says you are here with her approval, and you are escorted to meet the elders.
Near the center of the village is a 60-foot-wide area where the canopy does not block the sunlight. This space has been cleared of underbrush, and a single, 20-foot-tall tree with a straight bole, smooth gray bark, and a wide crown of emerald leaves stands alone. Arranged in a seemingly haphazard way around the tree are a series of smooth river stones, each two to four feet in diameter.
Fola offers you places to sit on the stone, then sits on a stone of her own.
Within a few minutes, two elves, a male and a female, move to the tree and pat it gently. The paints that decorate their bodies are so intricate that their faces are almost entirely covered, and they appear older than anyone you saw as you approached, the woman's hair grey from age. They then approach you, introducing themselves as Elder Kalwe (the woman) and Elder Nolanu (the man), before sitting on the stones closest to the tree.
Elder Kalwe then speaks, "There is an evil whose source is at a place east called Dehu Inu, where we are forbidden to go. Sharrowsmith promised to investigate but never did, so we require his debt to be fulfilled. If you wish to settle this account, stop whatever it is that has arisen there. Since our stories tied to this place tell us of great battles in the past fought by heroes wielding yellowheart weapons, you may wish to take these."
Elder Dolanu opens a bag, pulling several weapons from a container too small to normally contain them.
You receive 50 pieces of ammunition, in any combination of arrows and crossbow bolts, and four weapons, chosen from this list: spear, longspear, club, greatclub, terbutje (Ult. Eq), and quarterstaff. Three are masterwork, one is +2. All are made of yellowheart wood, which has a -2 penalty on damage rolls. There may be other properties as well. I'd allow a Nature check for that.
While Fola seemed to warm up to all of you quickly, it seems that these two are not as welcoming, at least so far.
I'm not sure if I mentioned this already, but either the author or the PFS team was awesome enough to give us rules for swinging through vines Tarzan style. I've included them below:
Throughout Ekujae territory, the elves cultivate and maintain a network of vines and small platforms that allow movement above much of the jungle floor. Scaling a tree to reach one of these vines requires a PC to succeed at a DC 15 Climb check. A creature that is clinging to a vine can attempt a DC 12 Acrobatics check to swing 30 feet laterally as a full-round action. Failing this check causes the creature to move in an unexpected direction. Resolve the direction of the swing using the splash weapon miss rules. The creature moves 10 feet in this random direction, plus an additional 10 feet for every 5 points by which they fail the skill check. Ekujae elves gain a +5 circumstance bonus to both of these checks from a lifetime of familiarity with the practice.

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Doubtful can not make the DC's for recruiting npc noble types for the faction cards. =) So will be a long time coming.
Doubtful seems distinctly unhappy, about the whole place. There is just far too much grace and beauty for his liking and he's positive it is all hiding some sort of as-yet-unseen seedy underbelly.
He never quite is able to reconcile the place... so thus just scowls at all of it.
"Probably forbidden to go there, 'cause it will get them killed." He mutters, as Elder Kalwe explains the task they are hoping for them to do.
When the elves offer them the weapons made from the strange wood, he eyes them all with equal suspicion.
For the record, the quarterstaff is the only weapon on there that Doubtful could flurry of blows with. Though he can use others, the staff is the only 'monk' property one =)
Which are the masterwork ones and which the +2? or is that our choice?

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Beorin nods his thanks and picks out what seems to him to be a sturdy quarterstaff.
"This would come in very handy should the need arises."

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D'lack smiles at Fola hability to stop Imrana flowing explanations about ... magical theory. He was more than happy to have the hability to feel magic rather than having the boring need to study it.
another forbidden area ! The last time it was filed with kobold, what will it be this time ?
D'lack bows to the elders and says
I'm D'lack Firestar, and in my name and in memory of Sarrowsmith I will be more than happy and proud to fulfill the promise he will now never be able to make.
I regret to say that Sarrosmith was killed in action in his last mission.
He turns to Wyatt I would like to take 10 of these. he says showing crossbow bolt.

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The dwarf, after some serious hesitation, picks up a fine quality quarterstaff from the pile, pausing a moment for something bad to happen.
Well, baring anyone else speaking up, Doubtful will take a +2 yellowheart wood quarterstaff. (I assume its only +2 on one end (the q-staff is a double weapon... though that doesn't really matter for him)
When it doesn't immediately, he takes a moment to examine the weapon. "Kinda soft." He says finally, noticing the woods makeup is not nearly as sturdy as a regular melee staff would be.
"I think they're faulty." He concludes with a suspicious glance at the elves.
He then goes about examining it more closely, making sure there're no 'Abdul' trade markings on it anywhere.
"Why would someone use these?"
Did anyone try to make the knowledge check yet?

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Nature: 1d20 + 6 ⇒ (15) + 6 = 21
Dunkel finds himself unable to add much to what Wyatt's already related and simply gives Doubtful a knowing nod.
"Elven weapons..."
Nonetheless, he find somewhere in his heavy pack to slide a spear between two straps, tests it to ensure it won't slip out and gives a nod to the elders.
"So I've 'eard ye like fruit, and ye've certainly got green thumbs when 't comes t' growing fancy trees... perhaps ye be needed a compost pit dug? Ah can offer a summer special on such ah dig, if ye be lookin' for at least a 20x20 pit...?"
Then as an afterthought, he adds with a grin.
"N' such a order would certainly come with 'elping fulfill any unfilled requests fer tha' Sharrowsmith fellow..."

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Knowledge (nature): 1d20 + 8 ⇒ (19) + 8 = 27
Imrana smiles as she continues to chomp down on the fruit.
"Ah yes! *munchmunch* In preparation for our travels...*munchmunch*...I did research on the local elves...*munchmunch*...as well as on notable flora of the region."

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Dunkel and Wyatt have heard of the yellowheart wood tree, and can identify the tree in the center of this circle as a yellowheart tree.
Imrana has read isolated legends of yellowheart weapons being used in ancient battles against winged, bat-like creatures.
Elder Nolanu meets Doubtful's question about the weapons' purpose with a cold stare. Elder Kalwe responds to Dunkel's offer.
"Before we can even contemplate the possibility of a future relationship, Sharrowsmith's debt must be fulfilled."
Though she rejects you, she does seem to view you somewhat more positively than her husband does. It's possible they could be convinced to open up more. Diplomacy or a compelling use of a different skill.

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Diplomacy 1d20 + 7 ⇒ (8) + 7 = 15
Beorin nods as he says.
"We shall fulfil the late shadowsmith's debt and show you as he did that we pathfinders would mak fine allies with you."

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Heh, all these lovely folks for diplomacizing with, and me with a 5 charisma =)
Doubtful meets Elder Nolanu's cold stare with one of his own.
"If you're sending us off to get killed in your stead... I assume you're at least hoping we'll succeed."
He pauses, for a moment, "Or are you?"
He frowns, as his brain makes conclusions. "Can't imagine they'd miss a few dwarves." He mutters.
"Whatever... Knowing what they're for might increase the chance of success, right?"
"Or maybe make us more likely to agree... thinking we might succeed." He adds, glumly, as Beorin does indeed agree.
Diplomacy: 1d20 - 3 ⇒ (19) - 3 = 16
edit: hmm... that wasn't the number I was expecting =)

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The elders begin to warm to you, with Elder Nolanu seeing some charm to Doubtful's pessimism. He explains more about yellowheart.
It is sacred to us. When a scout is first allowed on patrol, she is given a club of yellowheart that she must carve to her liking. Most believe them to be only ceremonial, but the stories often carry the truth when written records are lost.
Our oldest stories tell us that we must nurture yellow trees, for they help us to know when it is time to move. Most villages are built around a yellowheart tree. Once then tree has reached an age when it loses a limb, we cut down the tree and use its wood. Then we move on and begin anew. As you can see, this village is still quite young.”
With that, the elders rise. Elder Kalwe says, [b]"Our business is concluded for now. Fola here shall escort you to Dehu Inu."
They then turn and depart. Fola offers to take you whenever you are ready. You can approach this area fresh.
Approaching Dehu Inu
After some travel, the jungle foliage thins and becomes an open area of stunted, low-growing brush and grasses that is nearly half a mile wide. The perpetual sounds of life in the jungle fall silent. A series of worn stone monoliths, each roughly ten feet tall and spaced evenly every 100 feet, marks the perimeter of this clearing.
On the northeast border, a 60-foot-tall cliff rises to a plateau above. More of the stone monoliths loom from the top of the cliff. About two-thirds of the way up the cliff, a ledge juts sharply into the clearing.
The monoliths are covered in elven script, carrying dire warnings of danger beyond. The details are unspecified, but seem to describe a winged, shadowy evil. Close study of the monoliths may reveal more information, but could take several hours. Linguistics is best but Knowledge (History) would also work.
It seems the 40 foot climb is the only way to access the site.
Don't need a map quite yet, but whether or not you take the time to study, you'll need to get up the 40 ft somehow.

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Knowledge (history): 1d20 + 4 ⇒ (18) + 4 = 22
"Flying monstrosities?" Doubtful mutters unhappily.
"Can't fight it if I can't reach it." He adds with a sigh as he looks up the cliff. "Probably just waiting to pick us off the side of that."
How hard a climb does it appear to be? Would taking a 10 be enough? (Would be an 18 for Doubtful)
He pulls out his mage armor wand and waves it around, knowing its not going to work, but always trying anyway.
C'mon 18 or higher!: 4d20 ⇒ (7, 1, 9, 10) = 27
Ha! And officially locks himself out on his second try. =)
Eventually, he gives up and asks Imrana to get it to work, muttering dire curses at Abdul.

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D'lack is quite interested by the monoliths. He uses one charge of his wand of comprehend language to help him study the 10ft. stone and their writings.
May be the monolith will help us find what in it ? Or how to get up ? Let's take time to study them.
Know. History (with secret of the sphynx): 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
When he understand that Old Mage Jatembe was involved in the creation of the place D'lack jump of exitement !
Yeah ! Extraordinary ! Do you realise ?! Old. Mage. Jatembe. !!! It's extraordinary ! I'm sure my friend at the Academy will not believe me !
He was here, he struck a deal with the Ekajue when this place was young. I'm so excited !
He turns to Imrana and begins to explain who was Old Mage Jatembe.
Old-Mage Jatembe was a great wizard and folk-hero to my people. Through his deeds and magical teaching, Jatembe brought the people of Garund out of the barbarism of the Age of Anguish and on the path back to civilization. His followers continued spreading this knowledge long after he was gone, greatly influencing the magical traditions of countless cultures throughout Garund and Avistan...

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Knowledge (History) 1d20 + 4 ⇒ (14) + 4 = 18
Beorin ponders the mysteries of the monoliths, overhearing teh rest explain what it means turns out to be pretty interesting even as he notes Doubtful's antics with a wand.

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Did a day pass? Dunkel still has Con damage to work on recovering (naturally, it would seem).
Dunkel produces a wand of his own, renews his arcane wards and stows the wand again. Taking a look at the cliff, he shrugs while he begins muttering words to himself to ascend it rope-free (spider climb!).
Up on the top, Dunkel sighs and taps the monolith while shaking his head in Doubtful's direction.
"Elvish script."
50 max HP due to 3 Con damage
HP: 42/55 (50 max;no temp); AC: 14 (T10/FF14)
F: +8*, R: +2*, W: +4* (+2 vs poisons, spells, SLAs)
Telekinetic Fist (1d4+1) Uses Left: 5/5
Cure Light Wand Charges Left: 34/50
Mage Armor Wand Charges Left: 40/50
Cold Iron Arrows Left: 50/50
Spells (CL 5th; concentration +7)
1st — [ ] burning hands (DC 14), [ ] enlarge person (DC 13), [ ] expeditious, [ ] feather fall, [ ] shield
2nd - [ ] false life, [ ] resist energy, [ ] see invisibility, [X] spider climb
Stats above reflect mage armor is active

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A semicircle of twelve wooden stakes, each topped with a severed head, is arranged in front of a wide split in the cliff face. Some are barely more than skulls, their flesh nearly gone, while others appear to be more recent. Two are almost completely covered with ants, busily working to take anything they can eat. The victims appear to be elven. Eleven of the heads have been mounted in such a way that they face toward the split in the rock, while one faces outward toward the clearing.
As you gain your footing, though, six of the skulls raise into the air, igniting as they do so. Two larger heads, with wings attached, rise up from behind the spikes as well.
The skulls are the colored circles. They're Tiny. The others are Small. Skulls are Religion to ID, Winged Heads are Planes
Dlack: 1d20 + 3 ⇒ (7) + 3 = 10
Doubtful: 1d20 + 4 ⇒ (3) + 4 = 7
Dunkel: 1d20 ⇒ 20
Imrana: 1d20 + 4 ⇒ (10) + 4 = 14 Acts in surprise round!
Wyatt: 1d20 + 7 ⇒ (13) + 7 = 20
R: 1d20 + 2 ⇒ (17) + 2 = 19
O: 1d20 + 2 ⇒ (7) + 2 = 9
Y: 1d20 + 2 ⇒ (4) + 2 = 6
G: 1d20 + 2 ⇒ (13) + 2 = 15
B: 1d20 + 2 ⇒ (18) + 2 = 20
V: 1d20 + 2 ⇒ (3) + 2 = 5
VR: 1d20 + 1 ⇒ (18) + 1 = 19
VB: 1d20 + 1 ⇒ (2) + 1 = 3
Massaged the initiatives a bit to streamline things.

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Knowledge (religion): 1d20 + 11 ⇒ (15) + 11 = 26
Knowledge (planes): 1d20 + 8 ⇒ (8) + 8 = 16
Imrana fires off a ray at the closest head Orange and then retreats behind her allies.
Disrupt Undead (point blank shot): 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Damage (pbs): 1d6 + 1 ⇒ (6) + 1 = 7

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The larger creatures, the winged heads, are Vargouilles, evil outsiders with poisonous bites. They can unleash a hideous shriek that paralyzes their enemies, allowing them to kiss their victims. The kiss leads to complete transformation into one of the fiends within 24 hours, though sunlight and similar magical effects delay its progression.
Imrana's ray narrowly misses one of the tiny heads.

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Dunkel advances, eyes narrowing at the winged heads, identifying those as the predominant threat.
"Let's git 'em down quick before they decide t' start kissin' us!"
Waraxe 2H, Power, Arcane Strike: 1d20 + 8 ⇒ (11) + 8 = 19 for 1d10 + 12 ⇒ (1) + 12 = 13
Swing @ blue varg.
50 max HP due to 3 Con damage
HP: 42/55 (50 max;no temp); AC: 14 (T10/FF14)
F: +8*, R: +2*, W: +4* (+2 vs poisons, spells, SLAs)
Telekinetic Fist (1d4+1) Uses Left: 5/5
Cure Light Wand Charges Left: 34/50
Mage Armor Wand Charges Left: 40/50
Cold Iron Arrows Left: 50/50
Spells (CL 5th; concentration +7)
1st — [ ] burning hands (DC 14), [ ] enlarge person (DC 13), [ ] expeditious, [ ] feather fall, [ ] shield
2nd - [ ] false life, [ ] resist energy, [ ] see invisibility, [X] spider climb
Stats above reflect mage armor is active

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While Dunkel's axe does connect, it takes two arrows to knock the first vargouille outside.
One of the skulls (Red) spits a ball of fire at Wyatt, but misses. Another (blue) dives at Dunkel, but he is quick enough to destroy it with his axe.
1d5 ⇒ 2
Ranged Touch: 1d20 + 2 ⇒ (11) + 2 = 13
Dunkel AOO: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d10 + 11 ⇒ (5) + 11 = 16
The remaining vargouille unleashes a hideous shriek.
Please make a DC 12 Fortitude save or be paralyzed for 2d4 rounds
Beorin and Imrana may act.