
![]() |

Weakness in case we see more.
Haron pokes at the corps with his foot, looking around the area.
Perception: 1d20 + 2 ⇒ (1) + 2 = 3
He picks up an ordinary rock convinced it is actually a diamond. Roll a 1 think something stupid lol

DoubleGold |

Haron concludes the thing is vulnerable to Sonic damage.
There is nothing more in this cave.
So heroes turn back and head towards the south part of the opening.
Are you staying toward the north part up against the rock of the southend, towards the south part of the southend or towards the middle of the southend?

![]() |

"Agreed lets follow the rock out copping and see what we find."

DoubleGold |

Hugging the upper wall, you come across a single kasatha skeleton 30 feet away when it becomes visible. The back liners are 40 feet away. lets do theater of the mind, you killed nearly almost all of these things in this location
init: 8 + 1d20 ⇒ 8 + (17) = 25 skeleton
init: 2 + 1d20 ⇒ 2 + (13) = 15Haron: 2
init: 1 + 1d20 ⇒ 1 + (2) = 3Silverback: 1
init: 0 + 1d20 ⇒ 0 + (5) = 5Steinfaust: 0
init: 3 + 1d20 ⇒ 3 + (16) = 19Thearor: 3
init: 5 + 1d20 ⇒ 5 + (8) = 13Vague: 5

![]() |

As a trained scout-sniper, Henri has unerring accuracy with his bow, even when his comrades are in melee combat. He moves to within 30 feet, plants his feet, draws, exhales, and releases the arrow!
Precise Shot: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

![]() |

"More of these unusual skeletons."
Gripping his hammer with both hands Haron again rushes as the skeleton, he slips around the side and swings with both hands.
2H Warhammer: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

![]() |

"I agree. I wonder what they looked like alive."
Haron grabs one of the skulls to take with him, lashing it to his belt though the eye hole if possible.
"Might be worth something or useful in a spell."

DoubleGold |

Okay, so as you kill the kasatha skeleton, one more hears it and comes forth. However it is spotted 60 feet away and only has melee, so you all kill it before its turn or after it takes it first turn.
Then heroes reach a glowing tunnel as they travel along the wall and are forced to move south along it. Most of you don't see the illusion, but traveling along the wall, Harons hand goes through it anyway by accident. wis: 6 + 1d20 ⇒ 6 + (3) = 9 And not even Silverback spots the illusion, but his hand went through the wall, so they all try it anyway and enter a new room. You would have been able to see it with a dc 11 wis. I had it prewritten as if he would have passed
Heroes enter the Malfunctioning Bilock room. This metal room is brightly lit by glowing panels in the ceiling above. To the left and right, complex machines consisting of spiral tubes and nozzles twitch and hum.
The trap is easy to spot, but disabling it is a different story. I need a disable device check.

![]() |

Silverback looks nonplussed by the glowing panels. "This is an affront to nature...nature will destroy it and rebuild here," he says.
"Vague, do you want to try that trap?" he asks.

DoubleGold |

Oh and you all find evidence that someone was here recently, tracks, blood drops, from a fight. How they got passed all those enemies, well the Kasatha skeleton reanimate after 26 hours, and anything in the previous rooms were asleep and they quietly snuck around any awake creatures, given the cave has multiple paths that split up.

![]() |

"Oops...that wasn't supposed to happen..." you hear Henri exclaim after he cuts a wire and a bright spark shocks him! "So I guess the red cord is hot...so let's try the blue one next." It sounds like he's guessing - you can only hope he really knows what he's doing.
Disable Device: 1d20 + 8 ⇒ (20) + 8 = 28
"Ahhh...that was it. Right - let's see what treasures this room holds!" Henri exclaims triumphantly.

DoubleGold |

disabled, but the light in the room goes out. You have to disable it by more than 10 to keep the light on. 35, which means level 4, dex 16, trained and skill focused in disable device as well as guidance on it and roll 23 out of 24 on the dice
You know this will reset after a few minutes after being disabled, and there is another door straight ahead, unlocked of course.

DoubleGold |

Heroes make it to the Habitat Controls and easily work the machines to restore power to the Kasatha Skeleton room, providing power and light to the room, so now the skeletons won't reanimate. They exit that room and find two doors, one to the right and one to the north. The right one is metal doors and it locked, via key card. So the heroes go to the north door.
Boss fight
A Kastha zombie is straight ahead, 20 feet ahead.
Haroninit: 2 + 1d20 ⇒ 2 + (18) = 20
Silverbackinit: 1 + 1d20 ⇒ 1 + (3) = 4
Steinfaust init: 0 + 1d20 ⇒ 0 + (16) = 16
Thearorinit: 3 + 1d20 ⇒ 3 + (8) = 11
Vagueinit: 5 + 1d20 ⇒ 5 + (15) = 20
init: 8 + 1d20 ⇒ 8 + (8) = 16 zombie Kasatha
Haron and Vague are up

![]() |

"Well I guess that is how they look with skin. Not an improvement."
Haron grips his warhammer with one hand and rushes at the zombie thing while muttering a spell.
Casting Shocking Grasp
Spell Combat Spell Strike: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Spell Combat Spell Strike: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Shocking Grap: 2d6 ⇒ (1, 3) = 4 Applied to first hit

![]() |

Only the spell damage is magical and that damaged is applied to the first hit after the spell is cast. I need to spend an arcane point to make my weapon magic.

DoubleGold |

Okay, botting vague
He fires off his masterwork shortbow and is within 30 feet of it and can get sneak attack hit: 8 + 1d20 ⇒ 8 + (20) = 28
dmg: 3d6 + 1 ⇒ (6, 1, 3) + 1 = 11
confirm crit: 1d20 + 8 ⇒ (17) + 8 = 25
crit dmg: 2d6 + 2 ⇒ (5, 2) + 2 = 9 only the weapon dmg is multiplied and the creature though shot near the heart, the weapon has a hard time piercing all the way through. nonmagical and piercing, so -5. Did 15 dmg, so 18 dmg on it total
The zombie will slash at Haron in melee twice with 2 mwk short swords and then slam with the other two arms
hit: 7 + 1d20 ⇒ 7 + (3) = 10
hit: 7 + 1d20 ⇒ 7 + (17) = 24
slam: 2 + 1d20 ⇒ 2 + (3) = 5
slam: 2 + 1d20 ⇒ 2 + (9) = 11
Haron is slashed once for dmg: 1d6 + 4 ⇒ (6) + 4 = 10 Rest of the heroes are up

![]() |

Seeing the zombie attack Haron, Steinfaust gives grumbler the flank command and once grumbler is in position moves forward and attacks with his adamantine slashing weapon.
Attack: 1d20 + 10 ⇒ (20) + 10 = 301d10 + 9 ⇒ (4) + 9 = 13
Confirm: 1d20 + 10 ⇒ (4) + 10 = 141d10 + 9 ⇒ (3) + 9 = 12

DoubleGold |

Steinfaust steps up to and and swings his blade at the creature. As the cut hurts but doesn't cut deep the weapon is slashing, but only if it was magical. Also you didn't crit, it'd be dead if you did
It is bleeding out and looks very hurt 26 out of 30 dmg on it
Thearor and Silverback Can either of you finish him?

![]() |

The muscular old druid swings his scimitar with all his might, hoping to finish the enemy off.
MW Scimitar (cold iron): 1d20 + 7 ⇒ (11) + 7 = 181d6 + 4 ⇒ (3) + 4 = 7

![]() |

Thearor moves up, into the crowd, and gives it a shot. He'll take a flanking position if one is available, but I'm not going to add the bonus to the math.
PA for the fences: 1d20 + 8 - 1 ⇒ (2) + 8 - 1 = 9 :facepalm

DoubleGold |

Neither Silverback nor Theror finsh off the creature. Silverback and Thearor are both flanking however +2 hit and Silverback does hit it, but doesn't slice hard.
Haron and Vague are up If you are in melee, you can assume you are flanking. Just 2 dmg needed, or rather 7 before dmg reduction from the weapon.

![]() |

Griping his weapon with both hands Haron brings it down hard, aiming for the creatures head.
2H Warhammer: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

![]() |

Henri ensures he is in a flanking position, and fires another arrow to (hopefully) finish it off!
Point-Blank, Precise, Flank attack: 1d20 + 7 + 1 + 2 ⇒ (8) + 7 + 1 + 2 = 18
Damage + sneak attack: 3d8 + 1 ⇒ (3, 3, 6) + 1 = 13

DoubleGold |

AC 20, sadly no. If he was still flatfooted, then yes
Both Haron and Vague miss as he is too fast and too tough skinned though only a zombie.
Silverback was the last one to hit the creature so he focuses his attacks on him.
sword: 1d20 + 7 ⇒ (16) + 7 = 23
sword: 1d20 + 7 ⇒ (19) + 7 = 26
slam: 1d20 + 2 ⇒ (3) + 2 = 5
slam: 1d20 + 2 ⇒ (17) + 2 = 19 wow, both swords hit and the slam hits dmg: 3d6 + 6 ⇒ (4, 4, 5) + 6 = 19
oh and crit confirm on that 19 crit: 7 + 1d20 ⇒ 7 + (12) = 19 if crit take another dmg: 1d6 + 2 ⇒ (6) + 2 = 8 this is the time I don't want to roll good
Rest of round 2 heroes are up
Can't believe I just dealt 27 dmg to Silverback in a single round

![]() |

Seeing Silverback take a true beating, Thearor cries "Wrong group, buddy!" before swinging for the fences again.
If I can do math, I think Silverback just went to zero. I'm not adding the +2 for flanking to my attack, just in case.
PA: 1d20 + 8 - 1 ⇒ (2) + 8 - 1 = 9
You are kidding me, right? Two 2s in a row?

DoubleGold |

Steinfaust kills the zombie and the light in this room sizzles its dead body.
You find a set of doors that lead to an archway. At the end is door that easily unlocks. Remember that door that your rogue couldn't open? Yes that door, you are back in the cave. In the room with the boss fight, was also some dead bodies, you're not entirely sure as they are hard to make out, but they might be the previous heroes. There was also another door in there that leads to part C, but as there is a traveling merchant coming in town and the fact that you found dead bodies, might mean you want to travel back to town. There is a town event before the next part, and the time constraints for the light are taken into account that you would rest between parts, so several days. You could skip it, and go onto part C without exiting the cave. But you miss out on the opportunity for a long rest and some roleplay. And the chance to report back to the council for answers. And you all could use some healing, so this also gives you a chance to use those spells then regain them.

![]() |

Henri investigates the bodies, and recommends taking any identifying items back to the council and report what they had found so far. He wasn't sure if Khonnir was among these bodies or not - maybe someone in town could positively identify them...
Perception: 1d20 + 6 ⇒ (9) + 6 = 15

DoubleGold |

Steinfaust finds not treasure as well as anyone else. Someone does identify the bodies and none are the people you are looking for. Someone does open open door C1 though as evidence suggests people went in there. They find all the dead members they are looking for except one, Khonnir.
Quickly closing the door heroes finish exploring the boss room. They find images of a pickaxe to represent Zyphus, god of accidental death and tragedy, however the images seem crude and off, like the people who drew it never say the actual image.
You all head back through the other end of the door you couldn't unlock from the cave. And reach back to the surface.
Okay what do you do first? Seek out Sanvil who is a traveling merchant who knows of technology and wants to travel with you. He will identify techno items as he travels with you for a price if you can't id them yourself. Or report back to the council about the dead men?

![]() |

"The council seems a good place to start, I agree. Also a meal and a rest, we are doing tiring work."

DoubleGold |

You all go to the inn. A young woman that thanked you earlier from stopping that malfunctioning drone is in your debt. Seems like you all had it rough, what drinks can I get you all? Its on the house. And the bar has been repaired of the damaged it had. She does not have another drone yet, as they are hard to replace.
One person from the council is there from the bar. Well you are back and alive? What did you discover in the there? Anything important