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Liz pops the lock as easy as she can snap her fingers.
Inside is a leather pouch filled with 50 pp, a potion and a silver figurine of a bird.
Spellcraft: 1d20 + 11 ⇒ (2) + 11 = 13 fail, try Perception
Perception: 1d20 + 9 ⇒ (20) + 9 = 29 Potion of Invisibility
Spellcraft: 1d20 + 11 ⇒ (10) + 11 = 21 Figurine of Wonder, Silver Raven

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The fighting out the window continues. More of the townfolk appear to be breaking through the lines upheld by the priests in the courtyard.
Oh-ho-ho. So the birdies have found the nest have they.
Unmasked, a very large man in height and girth steps before the open double doors at the other end of the golem's hall. The man's head his sloped forward with yellow eyes piercing above a snarling grin. A large gnarled tree branch, carved to a taper for a proper grip is slung over one shoulder. His dirty grey robes and unforgettable voice easily identify him as Krant.
"I knew something wasn't right about you four. Too many questions, not enough faith. I've been waiting awhile to teach you all the lesson you deserve. All praise the Living God, and accept those who are about to die for you."
Aldous: 1d20 + 10 ⇒ (1) + 10 = 11
Bria: 1d20 + 3 ⇒ (14) + 3 = 17
Elizabeth: 1d20 + 4 ⇒ (13) + 4 = 17
Garuneh: 1d20 + 1 ⇒ (8) + 1 = 9
Krant: 1d20 + 4 ⇒ (1) + 4 = 5
Round 1
All Heroes Go!

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Everybody moves into a defensive position awaiting Krant to make the first move. From behind the front line, two magic missiles sail into Krant's burly chest. He just lifts an eyebrow with grunt after taking the damage.
Mystified at being harmed physically, followed by the slanderous remarks said about the Living God, Krant loosens the greatclub from his shoulder and allows it to drag behind him. Krant then slowly starts to pace across the stone floor, muttering half to himself but loud enough to over hear.
"I've got no patience now."
His heavy feet cross the midway point, Razmirian masks crack and break beneath his heavy feet.
"So sick of complacence now.
When he arrives before Garuneh, Krant slowly raises his head to meet his enemies' eyes. Any sense of calm has left Krant, leaving only the wild look of a feral animal.
"Time has come to RAGE!"
Krant quickly hefts his greatclub and takes a long sideways swing at Garuneh, throwing care to the wind for his own safety.
Greatclub vs Garuneh's AC: 1d20 + 11 ⇒ (14) + 11 = 251d10 + 14 ⇒ (4) + 14 = 18
The greatclub crushes Garuneh's ribs, but Krant's swing continues through to try and hit Bria.
Cleave vs Bria's AC: 1d20 + 11 ⇒ (10) + 11 = 211d10 + 14 ⇒ (3) + 14 = 17
The arcing swing is perfectly aligned with Bria's skull. The club ping-pongs her head between Krant's club and the wooden door. Blood begins to pour from her ears and nose. Bria continues to stand, just barely.

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POW, POW goes the missiles against Krant's shoulder, knocking him back a bit but he still stands in anger.
Garuneh's club finally hits flesh, cracking the man's clavicle.
Krant jaundiced eyes go wild at the sight of Bria's blood. He begins to froth at the mouth as he raises club high above his head.
Krant vs Bria's AC: 1d20 + 11 ⇒ (15) + 11 = 261d10 + 14 ⇒ (9) + 14 = 23
The club comes down upon Bria's skull, driving it into the ground. Her head explodes like a ripe melon, splattering blood and brain over Garuneh and Krant's leathers.
Krant turns with a golf swing, in an attempt to uppercut Liz on the chin.
Cleave! vs Liz AC: 1d20 + 11 ⇒ (2) + 11 = 131d10 + 14 ⇒ (4) + 14 = 18
Liz dances out of the way at the last moment avoiding a similar fate as her dwarven friend.
Round 3
All Heroes Go!

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Both Liz and Garuneh have used Kassen's boon. I forgot to mention this, but once you use the boon, the scale turns to dust.
Krant's wild swings make him an easy target for everybody. Liz's drives her sword sword into Krant's chest. Garuneh's follow up swing makes the mark, nearly taking out the giant man's knees. Garuneh then takes a step back from the carnage.
Aldous remains a constant fount of damage as orbs of magic hit Krant behind the ears.
Krant eyes Liz before him. His chest heaves up and down as he gnashes his teeth at the rogue.
AAAAAARRRRRRGGGGGG!
Krant vs Liz's AC: 1d20 + 11 ⇒ (14) + 11 = 251d10 + 14 ⇒ (9) + 14 = 23
With one hit, Liz's shoulder is fractured. Her humerus splinters into two, one sharp edge protruding through the skin. Elizabeth falls the ground unconscious.
Krant then takes a 5' step in between his first attack toward Garuneh and attacks again.
Krant iterative vs Garuneh's AC: 1d20 + 6 ⇒ (18) + 6 = 241d10 + 14 ⇒ (9) + 14 = 23
The club swings right through Garuneh's robes as the fall to the ground limp (Kenobi-style death)
Krant turns to face Aldous and Dragon, and releases a lions roar at the two.
The barbarian barely stands after taking mountainous amount of damage. His multiple wounds pour out blood.
Aldous up

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As Krant yells at Aldous, the rainbow colored balls of eldritch energy fly into the giant's mouth. He teetered for a bit, released the grip on his club to steady himself. Trying to use the club as a cane, it slips on the floor. Krant tumbles to the floor striking his head and going unconscious.
Liz stabilize: 1d20 ⇒ 17
Out of rounds

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Aldous stands guard over Elizabeth who comes around after a few minutes. She is staggered, but alive.
Cries of battle and clanging of weapons can be heard below. It is a miracle that the fight never made itself to the second level. After awhile the sounds radiate to a gentle din. Footfalls come up the stairs and across the sky walk. Unsure it is friend or foe, Aldous hold Liz's head and awaits for whom ever won the battle below.
Around the corner, a man wearing green and brown leathers and cloaked in a large bearskin strides into the hall. It is Reginar and soon behind him is the Pathfinder Cygar. They look nearly as worn out as our two heroes. They take in the battle scene before them.
Reginar taps Liz with a wand to cure some of her wounds and allow her to regain her feet. After making sure the two of them are stabilized, Reginar asks if they were able to find out anything. With the ledgers in hand, the two Pathfinder being to peruse what has been discovered.
There is enough on this cult to run them out of the western sea board! You've done this town a great service. With this information, we can bring it before the Forest Marshal and be rid of these criminals. Tamran owes you a great debt.
It is not soon after the Raid on the Razmirian Temple that Forest Marshal Weslen Gavirk decrees that the worship of Razmir is outlawed. Later on that evening, the garrison pulls down the entire Temple and puts it to the torch.
Explanations where given to those affected by the Razmiran infiltration. The baker, Welton, forgives our heroes for what they had to do. He is happy that he can just bake in peace now.
As for our heroes, there are many different paths they can take. They can chase after the leader of the cult to the Isle of Terror in the center Lake Encarthan. Their actions may end this menace once and for all, confident that such action is the only way to put things aright in Tamran and the region as a whole. Or maybe journey back into the Fangwood for other adventures. No matter which direction they go, a good rest is in order.
The End . . . for now
Here is all the loot you earned, even though you had to go "Game of Death" style at the end there.
Krant: +1 greatclub
Egarthis: brooch of shielding (80 points), potion of stabilize, wand of shield (42 charges), ring of protection +1
Priest of Razmir x4: masterwork rapier, light crossbow with 20 bolts, sap, +1 studded leather, masterwork light steel shield, gray robes, iron mask, sunrod (2), thieves tools, Gold Pieces: 8d10 ⇒ (6, 3, 9, 2, 10, 10, 10, 7) = 57
Herald of Razmire x2: masterwork rapier, masterwork light crossbow with 20 bolts, +1 studded leather, +1 light steel shield, black robes, iron mask, sunrod (2), thieves’ tools, 124 gp
Items found within the temple awarded to our heroes:
A gold dagger, set with a wide variety of colorful gemstones, rests in the back of the desk drawer. Although quite gaudy, the dagger is worth 5,000 gp to a collector of such objects. The dagger comes from the Isle of Jalmeray or perhaps from Vudra itself.
The chest contains a necklace, bag, potion, and parchment. The bag holds 241 cp, 59 sp, 41 gp, and 8 pp. The expensive necklace is made of silver, studded with small pieces of jet worth a total of 300 gp. The potion is a potion of invisibility and the parchment is a deed to a plot of land and a small manor house just outside Absalom.
The large gemstone set into the trap mask’s forehead is green quartz, worth 1,000 gp. There are also six small emeralds set into the mask, each worth 100 gp
Treasury: Treasure: The small chest along the west wall is filled with 14 sacks of copper (each sack holds 200 cp). The small chest along the east wall is filled with 9 bags of silver (each sack holds 200 sp). The larger chest contains 4 bags of gold (each holds 200 gp) and a small darkwood case inscribed with the symbol of Razmir (worth 40 gp) containing 5 moonstones (200 gp each), three vials, a set of horseshoes of speed, a single dose of sovereign glue, a +1 cold iron heavy mace, a potion of cure moderate wounds, a potion of gaseous form, and a single application of oil of invisibility.
Of the three bags lying on the table, the first is filled with four complete sets of city guard uniforms, matching those worn by the local watch exactly; the second contains 23 silver holy symbols, representing nearly every good and neutral deity, and the final bag appears to be empty. The latter is, in fact, a bag of holding (type I) containing the pieces of a broken, gold chain that looks to be about 100 years old. The bandits from the expedition to Kassen brought this bag with them after looting the two amulet fragments from the Crypt of the Everflame. The heroes recognize the links of this chain as being similar to the fragments they saw hanging from Asar’s and Kassen’s necks in the crypt.
A golden ring worth 50 gp, bearing the symbol of the local artists’ guild; a worn cloak belonging to one of the town watchmen; a bone wand of bless (21 charges, CL 3rd); a ripped belt that has a belt pouch on it containing 18 gp, 2 pp, and a single pearl worth 100 gp.
And you are all level 5.