
GM Pathmaker |

1d100 ⇒ 38
1d20 ⇒ 13
1d20 ⇒ 19
1d8 ⇒ 6
Teke hits the leucrottta again with an electric bolt. Alarin rushes forward and delivers an arcane strike. [damage?] Naruda's spell causes a moment of stumble but the beast remains fast on it's feet. Ito flies like the wind into the melee. Eazy moves to the leucrotta's side and strikes out with well placed blows.
Surrounded and badly wounded, the beast focuses on taking out it's lifelong nemesis, even if it mean it's life. Before Rudyahm can get to his feet, it takes a vicious bit on his right leg, severing an artery - the baron goes limp.
[PCs up! Round 4]

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Ito jabs at the creature with his lance, attempting to keep it at bay.
lance: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d6 + 2 ⇒ (2) + 2 = 4

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Teke draws in the energy around him to give himself the power to shape an electric blade to swing at the beast.
Touch Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Elec Damage: 1d6 + 1 ⇒ (4) + 1 = 5

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Alarin charges in with a blade crackling with energy.
Swift action to expend arcane point to enhance longsword, charge attack.
+1 Longsword + Charge: 1d20 + 7 ⇒ (8) + 7 = 15
Spellstrike Damage + Shocking Grasp: 1d8 + 3d6 ⇒ (6) + (6, 5, 1) = 18

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Assuming leucrotta is still up,
Eazy strikes again in quick succession.
Mwk Rapier, Arcane Pool Enhanced, Spell Combat: Melee: 1d20 + 5 + 1 - 2 ⇒ (7) + 5 + 1 - 2 = 11 Damage, Arcane Pool Enhanced, Arcane Strike: 1d6 + 4 + 1 + 1 ⇒ (6) + 4 + 1 + 1 = 12
Mwk Rapier, Arcane Pool Enhanced, Spell Combat+Spellstrike: Arcane Mark: 1d20 + 5 + 1 - 2 ⇒ (15) + 5 + 1 - 2 = 19 Damage, Arcane Pool Enhanced, Arcane Strike: 1d6 + 4 + 1 + 1 ⇒ (6) + 4 + 1 + 1 = 12

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Naruda calls upon her Patron, making her slightly more agile.
Naruda forms a ball of ice in her hands and tosses it at the leucrotta.
Snowball touch attack: Cold: 1d20 + 4 ⇒ (6) + 4 = 102d6 ⇒ (2, 1) = 3
Looking at the monster in fear, Naruda fishes a bolt out of her quiver and jams it into her crossbow.
This arrow looks so small compared to that huge monster. I hope the warriors can hold it off. I don't think I could take it out on my own.

GM Pathmaker |

The leucrotta thrashes about as you close in. Whether Rudyahm is dead or alive, it goes in for his throat. Before that can happen, Teke distracts it with a electric bolt. Naruda sends a snowball into the bushes behind it. Alarin magical longsword drives in deep. And out of nowhere, a mountless paladin charges in with a lance, landing a solid blow. Eazy joins in to end the bane of Rudyahm's existence.
[out of combat. PCs up!]

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Ito whistles for his mount, hoping it will jump from the trees. If it does not he wanders over and encourages it down with promises of treats and tummy rubs.

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Teke is relieved the battle is over without himself getting bitten, but then is alarmed to see their charge in a crumbled heap on the ground, again.
"Here goes nothing!" He says as he draws his wand and points it at Rudyahm.
UMD wand (20): 1d20 + 5 ⇒ (18) + 5 = 23
cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3

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Eazy rushes to the side of Rudyahm.
Heal: 1d20 - 1 ⇒ (11) - 1 = 10
If there appears to be any chance of saving him, Easy offers his wand to anyone trained in its use. If no one nearby has that, he tries himself.
UMD: 1d20 + 6 ⇒ (9) + 6 = 15
UMD: 1d20 + 6 ⇒ (16) + 6 = 22

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Eazy calls out.
We need a healer here!

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Yes, I and my team have saved you from a vicious leucrotta.
Have I mentioned that Eazy is a little self-absorbed?

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"Oh no! What happened to Matsunda? The monster was copying his voice! Where is he? We need to look for him right now!"
Naruda and her familiar begin looking for Matsunda's body.

GM Pathmaker |

"I'm in your debt", Rudyahm says weakly, and lays back down, looking at the dead leucrotta. "That's the last one... my last hunt."
[1 favor pt from Rudayahm]
***
The next morning, Matsanda arrives with the porters, completely unharmed - it appears the leucrotta had learned his voice as it stalked the party for an unknown time, hidden by the jungle.
After the night's events are told and Rudyahm cared for, Matsanda comes to you. "The baron will be recovering for some time. We are in your debt - thank you. It is time you continue on your own assignment towards the ruins." He hands you a map of to the Urapangi Lowlands where an X marks the spot.
[PCs up! also everyone roll Survival and Fortitude.]
1d6 ⇒ 2

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Survival: 1d20 - 1 ⇒ (9) - 1 = 8
Fortitude: 1d20 + 5 ⇒ (15) + 5 = 20

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Survival: 1d20 - 1 ⇒ (13) - 1 = 12
Fortitude: 1d20 + 7 ⇒ (19) + 7 = 26
"All right! Let's get on to this temple!" Teke excitedly prepares for the next phase.
If any of our saves are dealing with extreme heat over a long term or with some warning, Teke can give +2 saves with basic aerokinesis.

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Survival: 1d20 + 0 ⇒ (14) + 0 = 14
Fort Save: 1d20 + 5 ⇒ (7) + 5 = 12

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Naruda is ill-equipped to deal with the heat and squalor of the jungle. Her survival skills are virtually non-existent and she in unused to the rigors of travel, although she does try to make an effort to overcome her shortcomings.
Damn, this jungle heat and these incessant biting insects! The sooner we can explore these ruins, the sooner we can be back home to civilization.
Survival: 1d20 ⇒ 10
Fort Save: 1d20 + 1 ⇒ (14) + 1 = 15

GM Pathmaker |

After long moments of finger jabbing at the map, Alarin finally turns it right side up and leads your group to the ruins within a half a day - good fortune, as the swampy area is no place to sleep the night.
[Had you all failed at the map, 2 Favor pts with Rudyahm would have led you here. Alarin and Ito would have contracted Malaria while being lost 1-3 days.]
The site is almost completely overgrown by vegetation, and only bits and pieces of its brown sandstone exterior are visible from the outside. The weight of the massive roof and the passage of centuries have caused the ceiling to collapse near the building’s center.
[PCs up! Move your icons into marching order on the steps. You can take other actions]

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Eazy insists on taking the lead, considering himself the leader of the expedition (for no apparent reason, it should be noted).
He climbs the stairs and peers into the darkness.
How about a little light?, he asks of no one in particular. With a flourish, he casts a cantrip and a small stone in his hand begins to glow.
Light, in case it wasn't obvious.
He tosses the stone as close as he can to the center of the first room.
Pebble Toss: 1d20 + 3 ⇒ (18) + 3 = 21

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Naruda activates her wand of mage armor as she approaches the temple. She meekly demurs when Silverthan insists on taking the lead, allowing the magus to stride past her towards the entrance, while she surreptitiously follows behind.

GM Pathmaker |

Columns line the walls of this small room, each decorated with a high-relief carving of a monkey in a different pose. Some of the monkey sculptures sit serenely in meditation or reach out with their hands as if to deliver blessings to the viewer, while others adopt more naturalistic poses. The floor is littered with decaying plant matter and mud, and the stench of rotting muck pervades the area. An open archway leads south out into the jungle, while a second leads north deeper into the temple.
Eazy's Lightstone rolls to a stop, lighting three figures emerging from the inner sanctum. The two men and one woman were moving quickly, carrying sacks and equipment, shout towards you, "Stand aside!" It is a very convincing threat.
1d20 ⇒ 11
1d20 ⇒ 15
1d20 ⇒ 1
1d20 ⇒ 19
1d20 ⇒ 6
1d20 ⇒ 10
Initiative:
Alarin: 1d20 + 4 ⇒ (8) + 4 = 12
Ezekias: 1d20 + 3 ⇒ (6) + 3 = 9
Ito: 1d20 + 0 ⇒ (6) + 0 = 6
Naruda: 1d20 + 8 ⇒ (12) + 8 = 20
Teke: 1d20 + 6 ⇒ (9) + 6 = 15

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What has you so jumpy? Surely a group of people coming to learn about the temple cannot be that intimidating. Look at me. I am barely as tall as your belts.
Do you want a Diplo roll?

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Eazy pulls up short.
And I am but a simple traveller who wishes you no harm. Come, let us speak together.
Diplomacy, Aid Another: 1d20 + 1 ⇒ (5) + 1 = 6
Why did I say I was a "simple traveller"? I am anything but simple! Of course it came out wrong. Maybe they didn't notice...?

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"Yup we're just a bunch of non-threatening adventurers. Look I'm short too and don't even have a weapon! So you guys can lower yours and we can talk eh?"
Diplomacy Aid Ito: 1d20 + 1 ⇒ (3) + 1 = 4

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Alarin steps to the doorway, glaive in hand. Trying to bolster Ito’s approach to diplomacy from a position of strength.
”Explain yourselves first, for I doubt you’ve been given permission to ransack these ruins.”
Diplomacy aid: 1d20 - 1 ⇒ (7) - 1 = 6
He may be laying on the subtle threats too heavily...

GM Pathmaker |

lol. Amazingly tragic.
Except the paladin of Ohleon, whose greet goes unheeded, the rest of you non-verbally tell them, 'After a week with those noble morons, we just to want kick some a$$.' The female raider shouts, "I said, MOVE!" - the other two men arm themselves.
Combat Initiative:
Naruda: 1d20 + 8 ⇒ (19) + 8 = 27
Temple Raiders
Alarin: 1d20 + 4 ⇒ (7) + 4 = 11
Teke: 1d20 + 6 ⇒ (4) + 6 = 10
Ezekias: 1d20 + 3 ⇒ (5) + 3 = 8
Ito: 1d20 + 0 ⇒ (5) + 0 = 5
[Naruda up!]

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Naruda climbs up the steps and takes a shot at one of the male mercenaries. She jerks the trigger and the shot goes well over their heads.
Crossbow Shot: 1d20 + 4 ⇒ (1) + 4 = 5 Damage: 1d8 ⇒ 5

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Teke runs ahead to get into range and shoots a blast of electricity at the northmost attacker in a headband.
Touch Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Elec Damage: 1d6 + 1 ⇒ (1) + 1 = 2

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Eazy moves into the room and calls forth a blob of acid at Headband.
Acid Splash, vs. Touch: 1d20 + 3 ⇒ (4) + 3 = 7 Damage: 1d3 ⇒ 3
Swift action for Arcane Pool Enhancement on his rapier.

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Ito moves up, bouncing his lance in the right hand, getting its balance just right.

GM Pathmaker |

Teke's shot strikes the Headband Man at the forearm. Eazy isn't so lucky and the acid goes short. In comes Ito on his massive steed, heading towards the raiders. Alarin takes to the frontline and readies himself with arcane protection.
The two men take cover. The woman calls upon a spell. [Ito save Wil vs Fear DC 14 The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round.}
[PCs up, Round 2]

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Will Save: 1d20 + 2 ⇒ (5) + 2 = 7
Ito turns his mount and rides out of the temple complex. Double move away..... Sorry guys.

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Eazy moves up and calls forth a stunning display of flashing colors at the two opponents in front of him.
Cast Defensively DC17: 1d20 + 9 ⇒ (17) + 9 = 26
Color Spray, Will DC13 negates.