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Ru tosses another precise acidic bomb at blue enemy.
RTA 1d20 + 12 ⇒ (18) + 12 = 30
Acid Damage 4d4 + 6 ⇒ (1, 2, 3, 1) + 6 = 13
Miss chance, high is good 1d100 ⇒ 78

GM Alias |

Concealment vs Fredrik, low: 1d100 ⇒ 53
Concealment vs Gerdur, low: 1d100 ⇒ 34
Ruprecht tosses a bomb at the nearest cat, bathing it in a spray of acid.
Fredrik moves up and hammers the hellcat, damaging one of its shoulders.
Gerdur swings at the cat with his klar, only managing to land a single glancing blow against the beast.
Roland has much better luck. Two of his arrows find their target, inflicting severe wounds on one of the cats.
The southern beast attempts to tear into Bash.
Bite@Bash, AC27: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Claw1@Bash, AC27: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Claw2@Bash, AC27: 1d20 + 15 ⇒ (8) + 15 = 23
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Grapple@Bash, CMD23: 1d20 + 19 ⇒ (7) + 19 = 26
One of its claws catches the fighter, drawing him in to its embrace.
10 hp damage and grappled.
The other cat flails at the gnome in its grasp, but is only able to do minor damage.
16 hp damage
Bite@Gerdur, AC16: 1d20 + 15 - 4 ⇒ (14) + 15 - 4 = 25
Miss, low: 1d100 ⇒ 49
Damage: 1d8 + 5 ⇒ (5) + 5 = 10
Claw1@Gerdur, AC16: 1d20 + 15 - 4 ⇒ (6) + 15 - 4 = 17
Miss, low: 1d100 ⇒ 98
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Claw2@Gerdur, AC16: 1d20 + 15 - 4 ⇒ (10) + 15 - 4 = 21
Miss, low: 1d100 ⇒ 12
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Rake1@Gerdur, AC16: 1d20 + 15 - 4 ⇒ (10) + 15 - 4 = 21
Miss, low: 1d100 ⇒ 66
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Rake2@Gerdur, AC16: 1d20 + 15 - 4 ⇒ (8) + 15 - 4 = 19
Miss, low: 1d100 ⇒ 9
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Round 2
1st: Ruprecht, Fredrik, Gerdur, Roland
2nd: Hellcats
3rd: Friedel, Magna, Bash
Friedel, Magna, and Bash are up!

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Chasik, blocks the hellcat's viscous maw with this shield, but he exposes his arm which than gets clawed and the cat pulls him and appears to get ready to rip him to shreds.
grapple to escape: 1d20 + 11 ⇒ (18) + 11 = 29
Chasik, sticks his arms down to his side, and tries to use brute force to escape the cat's embrace.

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Magna frowns as she surveys the battle. Gerdur's too busy fighting to free himself, and now she has no second spell left for Chasik that would him try it either. On the other hand, the monsters appear to be getting beaten up sufficiently that she probably doesn't need to worry overmuch. The dwarf sidesteps further from the battle, and looses a tiny blob of acid at the one holding Gerdur.
Acid dart, ranged touch attack, firing into combat vs red: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22
Acid damage: 1d6 + 5 ⇒ (4) + 5 = 9

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Friedel and her steed let loose their fury on the red creature. With her second strike, Friedel calls on the might of Iomedae. Inheritor's Smite for the second attack.
Greatsword+PA+FF: 1d20 + 15 ⇒ (17) + 15 = 32
Miss chance (low misses): 1d100 ⇒ 38
Damage: 2d6 + 20 ⇒ (1, 5) + 20 = 26
Greatsword+PA: 1d20 + 7 + 5 ⇒ (17) + 7 + 5 = 29
Miss chance (low misses): 1d100 ⇒ 20
Damage: 2d6 + 20 ⇒ (1, 5) + 20 = 26
Gore+PA: 1d20 + 11 ⇒ (18) + 11 = 29
Miss chance (low misses): 1d100 ⇒ 57
Damage: 3d6 + 13 ⇒ (6, 6, 1) + 13 = 26
Hoof+PA: 1d20 + 9 ⇒ (10) + 9 = 19
Miss chance (low misses): 1d100 ⇒ 89
Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Hoof+PA: 1d20 + 9 ⇒ (4) + 9 = 13
Miss chance (low misses): 1d100 ⇒ 14
Damage: 1d8 + 7 ⇒ (1) + 7 = 8
-Posted with Wayfinder

GM Alias |

Friedel's first swing connects with the hell creature, sending it back to the abyss. Her mount wheels, catching the other cat in the flank, ending its life.
Out of combat!
The party sets up camp for the night. Nothing of note occurs, and you continue on the next day. You are able to follow the journal entries through the Mana Wastes, as your magical abilities continue to flicker on and off. After another full day of travel, you manage to find Rijana's camp.
A cold fire pit, well-organized gear and supplies, and two journals blowing lazily in the wind surround a small, stone monolith. The monolith, the stele described in Rijana’s journals, is covered top to bottom in intricate and exotic carvings as well as markings and what look to be writings in an ancient language. The entire camp is covered in a thin layer of reddish dust, as if no one has been here for some time.
As soon as the group enters Rijana’s camp, they find their connection to magic restored.

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"I can feel it. Our magic is fully operational again. That's quite a relief....I felt naked without it." Ruprecht picks up the closest journal to see if there is anything in it he could make out.

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(Magna will activate their wands of CLW for Bash and Gerdur, if they need it.)
The dwarf uses her pearl of power to restore the memory of liberating command, should she need it again today. At the camp, she looks around warily.
"That dust seems like this place has been abandoned for a while... but it wasn't that long ago she did her ritual. Can anyone read the carvings on that stone? It's no language I know."
Magna casts detect magic, and walks the area around the stele carefully, looking for any signs of trouble, threats, or any sign as to where the missing villagers might have gone... or what happened here. Her old eyes scan the earth, the sky, and the stele itself.
Walking the circuit just to be sure there's nothing lurking underground via tremorsense 20', and taking 10 on a few skill checks in case any of the following are relevant:
10 on Kn nature for 21
10 on Kn engineering for 23
10 on Perception for 41
10 on Survival for any tracks for 30

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HP 112/154 -> 82/130
Gerdur comes back to himself and grabs his earthbreaker. "I would have some healing, if possible."
CLW: 1d8 + 3 ⇒ (8) + 3 = 11
CLW: 1d8 + 3 ⇒ (4) + 3 = 7
CLW: 1d8 + 3 ⇒ (5) + 3 = 8
CLW: 1d8 + 3 ⇒ (7) + 3 = 10
CLW: 1d8 + 3 ⇒ (7) + 3 = 10
HP 128/130

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Guys we rested for the night. No need to burn up wands.
-Posted with Wayfinder

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It is interesting zhe random magic seems to be stable in zhis camp. Is zhere some object or zhe monolith causing zhe effect? And why was zhe camp abandoned?
Roland will also assist (auto) on the search of the tracks into or leaving the camp.

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Same buffs as yesterday, and casting Extended Barkskin when we reach the camp.
-Posted with Wayfinder

GM Alias |

The stele radiates a faint transmutation aura and a strong conjuration aura and a 20-foot radius around the object pushes the magic dead nature of this part of the Mana Wastes away. The two journals are Translations of the Mana Wastes Stele and Flora, Fauna, and Hazards of the Mana Wastes. The first is a half finished book containing page after page of drawings and translations of the stele. The last written page contains an incantation in common and instructions that describe exactly how to activate the stele. A notation below the incantation reads, “Making my first attempt tomorrow.” and is dated several months ago with no following notations. The page immediately preceding that one has this notation: “Worried that if I activate the stele and don’t like the results, may not be able to deactivate it. Pretty sure the incantation I’ve copied on the next page, when read backwards, will return this stele to normal if performed backwards. Will test later.” The second journal is a detailed account of the monsters, plants, and normal animals that call the Mana Wastes home.
The only tracks that are present are those left by the party.

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Burning my Natural Divination to get +10 on my Linguistics check.
Linguistics: 1d20 + 18 + 10 ⇒ (7) + 18 + 10 = 35
Do I get anything other than the language from that?
-Posted with Wayfinder

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Roland concludes the search for tracks and comes back to the casters around the stele.
"So is zhis zhing magical? What did it do? Do we need to just turn zhis off again? I presume she never had zhe chance.

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"Hrmf," Magna says, scratching at her jaw. "Guess we just read the bleedin' thing backwards? But she obviously got in right over her head-- got herself dead for it too. I say we prep proper this time before we go mutterin' mumbo-jumbo. I dunno how else we're gonna figure out exactly what happened here but to try and retrace her steps, so to speak."
Magna talks the second journal away in her pack for safekeeping.
Definitely gonna do some buffing before we try anything with the journal, since this seems potentially dangerous and it's not an ambush like our other fights. Barkskin and Stoneskin on herself; communal stoneskin on everyone else (110 minutes, divided among Chasik, Gerdur, Roland, Friedel, Benzyl, Fredrick, and Ruprecht, as follows:
-Ruprecht, Roland, Frederick; 20 minutes each; (60 minutes)
-Chasik, Gerdur, Benzyl, Friedel, 10 minutes each; (40 minutes)
-leaving 10 minutes left over for the first person to make a claim on it. Spell here if anyone needs to know how it works. If you don't want to be part of the communal stoneskin, say so. If you're NOT contributing the cost of your material component (250 GP a person of dust, etc), say so, so I can mark off my own resources appropriately.
I will also cast Life Bubble on the group, duration of 22 hours to be divided as 3 hours for everyone else, 1 hour for Magna.
Friedel, do you want Animal Growth on Benzyl now, or hold off until we see what happens after we attempt to do the thing? Duration 11 minutes.

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Right before the act of reading (if that is the group decision), Roland will invoke a holy blessing on his bow and tap it with a wand of gravity bow as well.
"As ready as I can get. Zhanks for zhe blessings, friend Magma
He will take a position 25' from the stele.

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Ru is happy to contribute his 250 share of dust.
The alchemist drinks down his own exilir of Barkskin, seeing teh wisdom in the elder Pathfinder's actions..

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Too speculative at this point to burn resources IMO. I'll pass on the Stoneskin and Animal Growth.
-Posted with Wayfinder

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Chasik accepts the helpful spells, keeping a firm grip on his hammer. He thinks about if he has anything he can drink just in case an ambush were to happen, but most of his magical potions wouldn't last very long.
per: 1d20 ⇒ 19

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I'll also hand out the following buffs:
Bash:
-Extended barkskin for +4 AC for 200 minutes.
-reinforce armaments for +1 damage and double hardness on your axe for 100 minutes.
-shield of faith for +3 AC for 10 minutes.
Gerdur:
-light on your earthbreaker for +1 damage for 100 minutes.

GM Alias |

After everyone has made their preparations, the group gathers around the stele. Magna reads the incantation from Rijana's journal. When she finishes, a brilliant flash of blue light surrounds the group; when the light fades, the party is still standing in the camp, but all of Rijana’s supplies are gone, the stele is gone—it's also as dark as the middle of the night, though the sky lacks stars, is black as pitch, and the wind, so prevalent as the group traveled across the Mana Wastes, is still. Nothing moves, nothing makes a sound, nothing is here.
Moments after the you arrive, several humanoids jump out and attack!
Initiative:
Magna: 1d20 + 2 ⇒ (10) + 2 = 12
Roland: 1d20 + 6 ⇒ (20) + 6 = 26
Ruprecht: 1d20 + 10 ⇒ (8) + 10 = 18
Gerdur: 1d20 + 6 ⇒ (15) + 6 = 21
Friedel: 1d20 + 2 ⇒ (20) + 2 = 22
Fredrik: 1d20 + 7 ⇒ (3) + 7 = 10
Bash: 1d20 + 1 ⇒ (3) + 1 = 4
Defenders: 1d20 + 6 ⇒ (11) + 6 = 17
Round 1
1st: Roland, Friedel, Gerdur, Ruprecht
2nd: Defenders
3rd: Magna, Fredrik, Bash
Roland, Friedel, Gerdur, and Ruprecht are up!
We are now on slide 3 on the map.

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Ru tosses an acidic bomb at yellow enemy, hoping to take it out of the scrum before it had an action.
RTA 1d20 + 12 ⇒ (12) + 12 = 24
Acid Damage 4d8 + 6 ⇒ (3, 4, 7, 5) + 6 = 25

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Planes: 1d20 + 5 ⇒ (14) + 5 = 19
Religion: 1d20 + 5 ⇒ (15) + 5 = 20
-Posted with Wayfinder

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Roland will release a volley of arrows at the closest undead.
"More of zhese foul creatures? What is zhis place, Fredrik?
Roland-1 +1 Ad darkwood comp gravbow, PB, Rapid: 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32
for dmg,holy,PB: 2d6 + 5 + 1 + 1d6 ⇒ (5, 4) + 5 + 1 + (3) = 18
manyshot: 2d6 + 5 + 1 ⇒ (1, 2) + 5 + 1 = 9
Roland-2 +1 Ad darkwood comp gravbow, PB, Rapid: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20
for dmg,holy,PB: 2d6 + 5 + 1 + 1d6 ⇒ (3, 4) + 5 + 1 + (6) = 19
Roland-3 +1 Ad darkwood comp gravbow, PB, Rapid: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
for dmg,holy,PB: 2d6 + 5 + 1 + 1d6 ⇒ (5, 2) + 5 + 1 + (2) = 15

GM Alias |

Roland fires off a volley of arrows. A couple of them manage to hit (purple), but it only slows the thing down slightly. Ruprecht is able hit another one with an acid bomb, causing its flesh to melt from the bones.
Round 1
1st: Roland, Friedel, Gerdur, Ruprecht
2nd: Defenders
3rd: Magna, Fredrik, Bash
Friedel and Gerdur are up!

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Friedel casts a spell to call on Aroden's favor, then spurs her steed on to trample one of the undead creatures.
Divine power. Benzyl doing Overrun on Green.
Overrun: 1d20 + 22 ⇒ (9) + 22 = 31
If that beat his CMD by 5, he's knocked prone and we get AoOs:
Greatsword+PA+FF+DP: 1d20 + 15 + 4 ⇒ (20) + 15 + 4 = 39
Damage: 2d6 + 11 + 9 + 4 ⇒ (3, 3) + 11 + 9 + 4 = 30
EDIT: Crit Confirm: 1d20 + 19 ⇒ (19) + 19 = 38
Crit damage: 2d6 + 24 ⇒ (3, 2) + 24 = 29
Gore+PA: 1d20 + 11 ⇒ (1) + 11 = 12
Damage: 3d6 + 13 ⇒ (4, 3, 2) + 13 = 22

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Gerdur smiles and tilts his head, cracking his neck. His face takes on an angelic shine, then he erupts in a scream that sounds like a song. He charges the pink and purple foes!
Charge, rage, Power Attack with Earthbreaker!: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29 for 1d10 + 20 ⇒ (7) + 20 = 27 plus expending a 2nd level spell slot using blasting charge to add 2d6 ⇒ (1, 4) = 5 damage!

GM Alias |

Friedel and steed charge the nearest enemy, turning it into a slimy paste. Benzyl's gore attack misses the second opponent.
Gerdur charges into battle. He lands a solid blow on his foe, adding a blast of mystical power.
The horde of undead moves forward, attacking the closest foes.
Pink@Gerdur, AC16: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d6 + 8 ⇒ (1) + 8 = 9
Purple@Gerdur, AC16: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d6 + 8 ⇒ (6) + 8 = 14
Blue@Benzyl, AC26: 1d20 + 9 ⇒ (19) + 9 = 28
Confirm Crit, AC26: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d6 + 8 ⇒ (1) + 8 = 9
Red@Fredrik, AC24: 1d20 + 9 ⇒ (14) + 9 = 23
Yellow@Ruprecht, AC25: 1d20 + 9 ⇒ (4) + 9 = 13
Orange@Magna, AC28: 1d20 + 9 ⇒ (13) + 9 = 22
Two of them manage to hit Gerdur, leaving him with substantial wounds. 23 hp total
Another lands a blow against Benzyl. 9 hp
The rest of the horde is ineffective in their attacks.
Round 1/Round 2
1st: Roland, Friedel, Gerdur, Ruprecht
2nd: Defenders
3rd: Magna, Fredrik, Bash
The party is up!

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Ru takes a 5' step south, and uses a Precise bomb to keep Magna safe if he were to miss yellow enemy.
RTA 1d20 + 12 ⇒ (20) + 12 = 32
Damage 4d8 + 6 ⇒ (1, 5, 4, 5) + 6 = 21
The alchemist cackled as his bomb landed true. He had figured his acid would be effective against corporeal undead, but until now that was only a theory.
Confirm RTA 1d20 + 12 ⇒ (3) + 12 = 15
Damage 4d8 + 6 ⇒ (8, 5, 8, 7) + 6 = 34

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Seeing purple is pre-occupied in melee with Gerdur,
Roland will fire another volley of arrows towards Fredriks' friend.
Fredrik, move a bit to zhe left
Rapid, improved precise
Roland-1 +1 Ad darkwood comp gravbow, PB, Rapid,bard: 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24
for dmg,holy,PB: 2d6 + 5 + 1 + 1d6 ⇒ (5, 3) + 5 + 1 + (4) = 18
manyshot: 2d6 + 5 + 1 ⇒ (6, 2) + 5 + 1 = 14
Roland-2 +1 Ad darkwood comp gravbow, PB, Rapid,bard: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28
for dmg,holy,PB: 2d6 + 5 + 1 + 1d6 ⇒ (2, 3) + 5 + 1 + (6) = 17
Roland-3 +1 Ad darkwood comp gravbow, PB, Rapid,bard: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
for dmg,holy,PB: 2d6 + 5 + 1 + 1d6 ⇒ (5, 6) + 5 + 1 + (4) = 21

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Will assume those who ID'd creatures/etc shared that information with party. Also, with Friedel declining stoneskin, duration on that will be as follows: 20 minutes for Roland, Fredrik, Bash, Gerdur, 30 minutes for Ruprecht. (110 minutes for myself.) AC now 30 with buffs.
"More of you bony bastards?" Magna snorts. "Bah."
Ruprecht's words indicate he's moved 5' south on the map; I'll move him accordingly. I'm assuming his bomb probably destroyed yellow, but if it didn't, she'll cast defensively (auto-success) and then provoke an attack of opportunity from yellow when she makes her ranged attack.
The dwarf steps backward into the space just vacated by Ruprecht. A blast of acid jets from her fingers towards one of the skeletons.
Ranged touch attack vs purple: 1d20 + 9 ⇒ (9) + 9 = 18
Acid Damage: 1d6 + 5 ⇒ (2) + 5 = 7

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Looks like a pocket plane of sorts.
Fredrik moves as requested and starts his prayers.
Activate sermonic performance, +2 to attks, dmg and saves vs fear. I am on mobile, could someone please move me out of the way.

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Gerdur screams in celestial rage, his hammer rising and falling, over and over!
EARTHBREAKER SMASH! PA, Sermonic: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21 for 1d10 + 20 + 2 + 1 ⇒ (7) + 20 + 2 + 1 = 30!
EARTHBREAKER SMASH! PA, Sermonic: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 for 1d10 + 20 + 2 + 1 ⇒ (6) + 20 + 2 + 1 = 29!
Stoneskin: 91/110 remaining
HP 142/144
Current AC: 14

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Friedel and Benzyl unleash their fury at the blue creature. If we finish it off, 5-foot up to the red one for the rest of the attacks.
Greatsword: 1d20 + 15 + 4 + 2 ⇒ (12) + 15 + 4 + 2 = 33
Damage: 2d6 + 20 + 4 + 2 ⇒ (3, 5) + 20 + 4 + 2 = 34
Greatsword: 1d20 + 15 - 3 + 4 + 2 ⇒ (3) + 15 - 3 + 4 + 2 = 21
Damage: 2d6 + 20 + 4 + 2 ⇒ (4, 5) + 20 + 4 + 2 = 35
Greatsword: 1d20 + 10 - 3 + 4 + 2 ⇒ (14) + 10 - 3 + 4 + 2 = 27
Damage: 2d6 + 20 + 4 + 2 ⇒ (3, 6) + 20 + 4 + 2 = 35
Gore: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Damage: 3d6 + 13 + 2 ⇒ (2, 3, 5) + 13 + 2 = 25
Hoof: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Damage: 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Hoof: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Damage: 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Crit Confirm: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Crit Damage: 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9
-Posted with Wayfinder

GM Alias |

Magna shoots a jet of acid at one of the creatures attacking Gerdur, causing some of its flesh to melt away.
Fredrik offers up supplications to his god, bolstering his comrades' attacks.
Roland's onslaught of blessed arrows manages to tear another one to shreds.
Friedel and Benzyl combine to stomp one of the abominations into the desert sands.
Gerdur lets loose with his inner demons, smashing the two engaged with him into tiny pieces.
Ruprecht's aim is dead on as his bomb splashes over the undead thing, dissolving it into liquid.
Round 1/Round 2
1st: Roland, Friedel, Gerdur, Ruprecht
2nd: Defenders
3rd: Magna, Fredrik, Bash
Bash is up!

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Chasik, moves up and attacks the lone remaining enemy before him.
PA, vital strike: 1d20 + 11 ⇒ (14) + 11 = 252d8 + 3 + 6 ⇒ (4, 7) + 3 + 6 = 20

GM Alias |

Bash moves up and swings at the remaining enemy. His hit is solid, causing severe damage.
The thing returns the favor, swinging at Bash with its scimitar. It misses completely.
Scimitar@Bash, AC27: 1d20 + 9 ⇒ (9) + 9 = 18
I'm going to call it. The thing is halfway dead, and with the party's damage output, I'm sure it's toast.
Out of combat!
Searching the area after the fight, the group is able to find footprints that are most likely Rijana’s starting here and wandering southward from the camp, back toward where Geb’s Rest would be in the material plane. The tracks left behind by Geb’s defenders also head back in that direction as well.

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Roland will do a quick (T10=22) search for any treasure left behind by their host or the undead and then start walking in the direction of the tracks towards town.
Zhis seems to be zhe way...

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"Well, we have our trail. I have some minor skill in tracking, but this trail does not seem difficult."
-Posted with Wayfinder

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"...."
Magna kicks at the skull of one of the foes they just dropped, sending it rocketing away over the barren landscape. "Blast and damnation-- we walk two days to get here, now we have to turn and walk back two more? So much for preparations!"
Shaking her head, Magna prepares to set out on the trail. +20 to track here, that part shouldn't be an issue. So much for buffs, sigh.

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GM on my K. Planes check I got a natural 20, would that qualify Fredrik to know the DC 30 spoiler? Because even with his 20 his skill dont go that high...
Fredrik assist the group's tracking efforts.
Taking 10 for 21 to aid another survival.

GM Alias |

@Fredrik: Sure, I will allow that. You also know that time doesn't necessarily flow at the same pace in demi-planes as the Material Plane.
The party travels south for about five hours. The dark, dusty road suddenly dips into a small depression, maybe a half mile long. Scattered throughout that depression are what appear at first to be neatly organized rows of soldiers, wearing leather armor and standing at attention with spears straight against their bodies. As you get closer, you notice a faint blue outline surrounding each one of them and not a one seems to breathe, move, or in fact, even be alive.
We are now on slide 4. Go ahead and rearrange yourselves, if you want.