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Enzo's Reflex Save: 1d20 + 2 ⇒ (5) + 2 = 7
"Ack! My eyes! What's happening?" Enzo blindly steps towards the sound of combat and draws his wand of cure light wounds fearing the worst.
Enzo takes a five foot step forward
Dog's Fortitude Save: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19
Dog's Reflex Save: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15
Dog barks at the creature and attacks. "Bark!"
Dog attacks! Attack: 1d20 + 3 + 1 - 2 ⇒ (20) + 3 + 1 - 2 = 22
Chomp! Damage: 1d6 + 3 - 2 ⇒ (5) + 3 - 2 = 6 Smite
Trip if attack hits.
Trip Attack: 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7
Confirming Critical: 1d20 + 3 + 1 - 2 ⇒ (14) + 3 + 1 - 2 = 16
Extra Critical Damage: 1d6 + 3 - 2 ⇒ (6) + 3 - 2 = 7 Smite

GM ShieldBug |

Tera, blinded by the spray, shoots a crossbow bolt straight into the wall. It clatters to the ground right in front of Enzo as he tentatively steps forward, still blinded himself by all the saltwater in his eyes. The dog, however, can see perfectly fine and it jumps up onto the creature, clamping its jaws closed around the undead thing's arm and attempts to drag it down. Even though the creature stays on its feet, the bite is severe, only missing out on causing a devastating wound by a whisker.
Thanks Tera! That means your bolt missed, but the dog dealt the same amount of damage in this round making it look like nothing changed. ;)
___
COMBAT TRACKER - Round 2 - Bold may act - Map
------------------------------------------------------------
Bunny Paras & Paras ( )
Enzo ( )
Dog (-5hp, sickened)
----------------------
Round 3 - Bold may act
----------------------
Mr. Ice (-4hp, paralysed 0/2, saved vs. stench)
Tera ( )
Everbloom (saved vs. stench)
----------------------
Red/Square (-14hp)
----------------------
ONGOING EFFECTS / ENVIRONMENT
Bless: +1 morale bonus to attack rolls and saves vs. fear
Stench: Anyone who gets within 10' of Red must make a Fortitude save (DC 15) or be sickened for 1d6+4 minutes.
Dark: Counteracted by Enzo's torch.
PENDING
Waves: Everyone (except Paras) needs to make a DC 12 Reflex save at the beginning of their turn—those who fail the save are blinded for the round. (-2 AC, lose Dex bonus to AC, move 1/2 speed, 50% miss chance.)

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Reflex Save: 1d20 + 3 ⇒ (13) + 3 = 16
Suddenly a beautiful eagle appears in the room and attacks the ghoul!
Does it need that stink save already?
Eagle Fortitude Save: 1d20 + 3 ⇒ (11) + 3 = 14 Sickened! Boo!
Talon Attack 1: 1d20 + 3 + 2 + 1 - 2 ⇒ (15) + 3 + 2 + 1 - 2 = 19
Talon Damage 1: 1d4 - 2 ⇒ (4) - 2 = 2
Talon Attack 2: 1d20 + 3 + 2 + 1 - 2 ⇒ (4) + 3 + 2 + 1 - 2 = 8
Talong Damage 2: 1d4 - 2 ⇒ (2) - 2 = 0 Minimum 1 damage?
Bite Attack: 1d20 + 3 + 2 + 1 - 2 ⇒ (8) + 3 + 2 + 1 - 2 = 12
Bite Damage: 1d4 - 2 ⇒ (3) - 2 = 1
Then Bunny Paras starts to cast another spell, wiggling her fingers. Casting Summon Nature's Ally I again.

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Reflex Save: 1d20 + 6 ⇒ (16) + 6 = 22
Everbloom nips at the ghoul with her jaws, completely unconcerned about putting something that foul and disgusting in her mouth.
Bite Attack: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d4 ⇒ 1

GM ShieldBug |

Bite Who?: 1d3 ⇒ 1
Bite Eagle
Atk. Bite: 1d20 + 5 ⇒ (15) + 5 = 20
Dmg. BPS: 1d8 + 2 ⇒ (8) + 2 = 10
Miss Chance?: 1d100 ⇒ 44
Claw Everbloom
Atk. Claw: 1d20 + 3 ⇒ (14) + 3 = 17
Dmg. Slashing: 1d4 + 1 ⇒ (4) + 1 = 5
Miss Chance?: 1d100 ⇒ 98
Claw Dog
Atk. Claw: 1d20 + 3 ⇒ (19) + 3 = 22
Dmg. Slashing: 1d4 + 1 ⇒ (3) + 1 = 4
Miss Chance?: 1d100 ⇒ 6
The beautiful eagle materialises behind the creature, catching it by surprise with one of its talons. Then the really unexpected happens: Everbloom nips the stinking, rotting creature, removing a piece of its ear.
Suddenly surrounded by things that bite back, the creature starts to panic and makes to run somewhere a little safer. In its desperation, however, it forgets to shield its eyes from the next wave and is immediately blinded by the spray. Hissing, it blindly strikes out in every direction, snapping at the eagle and slashing claws at both Everbloom and the Dog. By sheer luck, a flailing limb scratches Everbloom's face, leaving a nasty gash in her snout.
Everbloom needs to make a fortitude saving throw (DC 15) or be paralysed for 1d4 + 1 ⇒ (2) + 1 = 3 rounds.
As the eagle poofs back out of existence, Mr. Ice suddenly breaks free of his frozen condition just in time to capitalise on the creatures desperate situation. You're back in the action! :)
___
COMBAT TRACKER - Round 3 - Bold may act - Map
------------------------------------------------------------
Bunny Paras & Paras ( )
Enzo ( )
Dog (-5hp, sickened)
----------------------
Round 4 - Bold may act
----------------------
Mr. Ice (-4hp, saved vs. stench)
Tera ( )
Everbloom (-5hp, saved vs. stench)
----------------------
Red/Square (-17hp, blinded)
----------------------
ONGOING EFFECTS / ENVIRONMENT
Bless: +1 morale bonus to attack rolls and saves vs. fear
Stench: Anyone who gets within 10' of Red must make a Fortitude save (DC 15) or be sickened for 1d6+4 minutes.
Dark: Counteracted by Enzo's torch.
PENDING
Waves: Everyone needs to make a DC 12 Reflex save at the beginning of their turn—those who fail the save are blinded for the round. (-2 AC, lose Dex bonus to AC, move 1/2 speed, 50% miss chance.)
Everbloom needs to make a fortitude save.

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Reflex: 1d20 + 3 ⇒ (4) + 3 = 7
The water gets into Tera's eyes again as she loads and fires her crossbow. "Glad to see you back Mr. Ice."
Crossbow: 1d20 + 4 + 1 - 4 - 2 ⇒ (15) + 4 + 1 - 4 - 2 = 14
Damage: 1d6 ⇒ 6

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Enzo Reflex Save: 1d20 + 2 ⇒ (17) + 2 = 19
Enzo finally is not blinded by saltwater. Seeing Mr. Ice wounded, Enzo moves forward to cast cure light wounds on Mr. Ice.
Cure Light Wounds on Mr. Ice: 1d8 + 1 ⇒ (7) + 1 = 8
"Nethys protect us!"
Dog Reflex Save: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12
Dog attacks! Attack: 1d20 + 3 + 1 - 2 ⇒ (14) + 3 + 1 - 2 = 16
Chomp! Damage: 1d6 + 3 + 2 - 2 ⇒ (6) + 3 + 2 - 2 = 9 Smite
Trip if attack hits.
Trip: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13

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reflex: 1d20 + 3 ⇒ (18) + 3 = 21
Bunny Paras finishes her spell and another eagle appears!
Fortitude against the stink: 1d20 + 3 ⇒ (1) + 3 = 4
Talon Attack 1: 1d20 + 3 + 2 + 1 - 2 ⇒ (6) + 3 + 2 + 1 - 2 = 10
Talon Damage 1: 1d4 - 2 ⇒ (4) - 2 = 2
Talon Attack 2: 1d20 + 3 + 2 + 1 - 2 ⇒ (1) + 3 + 2 + 1 - 2 = 5
Talon Damage 2: 1d4 - 2 ⇒ (1) - 2 = -1
Bite Attack: 1d20 + 3 + 2 + 1 - 2 ⇒ (13) + 3 + 2 + 1 - 2 = 17
Bite Damage: 1d4 - 2 ⇒ (4) - 2 = 2
Bunny Paras smiles as she pulls out her sling. "Paras! Music!"

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Reflex: 1d20 + 5 ⇒ (13) + 5 = 18
Mr. Ice tries to cut the ghoul into pieces!
Attack 1: 1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22
Damage 1: 1d6 + 2 ⇒ (1) + 2 = 3
Attack 2: 1d20 + 1 + 1 ⇒ (7) + 1 + 1 = 9
Damage 2: 1d6 + 1 ⇒ (4) + 1 = 5
Confirming a Critical: 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Extra Damage: 1d6 + 2 ⇒ (3) + 2 = 5
"I HOPE I KILL YOU!"

GM ShieldBug |

heal, Tera: 1d20 - 1 ⇒ (11) - 1 = 10
heal, Everbloom: 1d20 + 0 ⇒ (4) + 0 = 4
heal, Bunny Paras: 1d20 + 3 ⇒ (14) + 3 = 17
heal, Mr. Ice: 1d20 + 2 ⇒ (1) + 2 = 3
heal, Enzo: 1d20 + 1 ⇒ (3) + 1 = 4
The Pathfinders make the most of their opportunity, and while Tera's shot careens into the wall again because of the annoying spray, everyone else hits their target. The dog grabs hold of an arm with its big teeth and drags the creature to the ground, as the eagle scratches at its head. Then Mr. Ice takes out all his frustration on the undead creature flailing about angrily on the floor, swiftly chopping it into small pieces. The ghoulish thing is dead once more.
COMBAT OVER!!!
Party status: Everbloom (-5hp)
With the danger gone, you set about the usual routine of searching the room. Enzo notices that one of the sarcophagi in the northwest alcove seems to have magic radiating from within. A conjuration aura as opposed to the necromantic that surrounds everything else down here.
The sarcophagus lid slides aside with the sound of a grinding millstone. The well-preserved body of a young girl lies inside, stringy black hair obscuring the face. Her atrophied limbs are drawn up like folded sticks against her torn school uniform. You notice a delicate looking silver necklace, with upside-down pentagram pendant around her neck, and over her thin fingers, she is wearing the ring you have been sent to find, the ruby salamander. Without a doubt, these are the remains of Junia Dacilane.

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Fortitude: 1d20 + 5 ⇒ (13) + 5 = 18
Unaffected by the ghoul's paralysis, Everbloom snarls at the creature and places a hand to her wounded snout. She spits on the ghoul's corpse and gives it a kick to the head.
As the others look around, Everbloom loots the body of the ghoul, starting with his crown, and puts it atop her own head.
Looting the ghoul!
When the girl's body is found, Everbloom looks confused. "Why didn't the ghoul eat her?"
After a moment she adds, "And where are the bodies of those other club kids?"
She wanders over to the other sarcophagi and begins to open them and look inside.

GM ShieldBug |

With the golden crown perched atop her head and a few choice rings slipped over her claws, Everbloom heads off to investigate the other sarcophagi. After sliding the heavy lids aside, she finds plenty of treasure beside the mummified remains within the other five sarcophagi: a set of polished silver plates each with the decorative bust of a Taldan noble rising from its center like a man from a mercury pool, and a gold-plated, ceremonial longsword. Unfortunately, none of the other kids from the club are anywhere to be seen.

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Having no idea what's valuable, magical or of historical importance, Everbloom collects everything she finds but the corpses, shoving it all into her backpack until its stuffed to bursting.

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As the ghoul dies, Bunny Paras smiles. "Good job, eagles! You did great! See you next time!"
She waves goodbye to them, then she calls over Paras and gives her a big hug!
"Paras! It's safe! Come here, girl!"
When Bunny Paras looks into the sarcophagus and sees Junia's body, she gasps and her eyes go wide.
"JUNIA'S ALIVE!!! Her breathing is very, very shallow, and she is in some kind of coma! But... she's ALIVE!!! THIS IS AMAZING! We have to get her out of here!"
Bunny Paras pulls out her magic wand and places it against the poor girl's weak body. Using a charge from her wand of cure light wounds to see if it helps.
Healing: 1d8 + 1 ⇒ (8) + 1 = 9
Then she looks at the girl's body. "We're going to have to carry her out of here. Paras? Come here! You're going to give her a ride, okay?"
When it is time to go, Bunny Paras will get some help to lift Junia onto Paras' back.

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Paras is happy to run over to Bunny Paras and get some hugs. She tries her best to give Junia a ride, but it is very tricky! She has never given anyone that big a ride before.

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"Alive? Are you serious?" Everbloom smiles widely. "Well isn't that interesting..."
She seems very intrigued.

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Mr. Ice keeps stabbing at the ghoul.
Mr. Ice sees Everbloom taking all of the treasure. "That won't all b-b-belong to you, y-y-you know."
Then he goes to look at Junia's body. When Bunny Paras says she is alive, Mr. Ice looks surprised. "Cool!"
When it is time to go, Mr. Ice helps Bunny Paras get Junia onto Paras' back.

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Tera waits until everyone is busy, and grabs a piece of the ghoul that Mr. Ice hacked off the body, and tucks it away. If anyone looks her face is quite disgusted at what she was asked to do.
"Alive? I wonder how she can be alive? That's good. Her mother will be so happy."
Spellcraft: 1d20 + 5 ⇒ (13) + 5 = 18

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”Is everyone OK?”
Enzo will use his wand to heal Everbloom.
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
”Hmmm. There appears to be a conjuration aura coming from here.”
Spellcraft: 1d20 + 8 ⇒ (15) + 8 = 23
”The ruby salamander ring is sustaining her. It’s a magical ring of sustenance.”
”That’s a very good question. Why didn’t the ghoul eat her?”
Enzo inspects the room and it’s contents with detect magic.
Perception: 1d20 + 5 ⇒ (9) + 5 = 14

GM ShieldBug |

Despite being ten years since the earthquake, Junia still looks to be an eleven-year-old girl, very similar to the large painting you saw in Lady Dalcilane's dining room. Bunny Paras tries to wake her up with a little healing magic from her wand. It does return a little colour to Junia's cheeks, and she looks a little healthier, but unfortunately, it seems to have no effect on her coma. So Bunny Paras and Mr. Ice carefully place her on Paras' back so that she can be carried to safety. Although Paras is nervous about having someone so big on her back, it turns out ten years without food has made Junia quite light and carrying her out of the necropolis is much easier than expected.
While Paras is carrying the most precious of treasures, it seems that everyone has something to carry back to the surface. Everbloom's backpack is almost bursting at the seams with all the artefacts stuffed within, the fancy ceremonial sword poking out the top occasionally knocking her new crown askew. Enzo recovers his sack containing the masterfully crafted full-plate, while Mr. Ice and Tera collect pieces of the undead king for mysterious reasons.
Deris stubbornly refuses to leave the spirit of his daughter now that he has finally found her again, instead saying that he'll follow as soon as the children are ready. Mr. Ice picks up Grishan's body on the way past and carries him back to the surface, hoping to return his remains to his family if he can.
Lady Dacilane is naturally overwhelmed with joy when you return with the barely living body of Junia and sends for the best clerics of Asmodeus at once to see to her daughter's recovery. She thanks you again and again with tears of joy, but is understandably a little too distracted to speak with you further.
"It's truly remarkable!" Venture-Captain Drandle Dreng says during your debriefing. "Well done team. You'll be pleased to know that young Junia is awake, safely in her bed, and growing stronger by the hour. Lady Dacilane is of course beside herself and has vowed to not only give the Society full access to the Tri-Towers Yard, but also personally underwrite our archaeological efforts there." He smiles warmly as he sets down a tray full of hot tea in assorted glasses, mugs, and even a plant pot. "Venture-Captain Colson Maldris has also asked me to express his gratitude for returning the body of his brother, Grishan. You have all been of great service to the Pathfinder Society, and you have my thanks." When you give him the ruby ring of the salamander, he plops it into a pocket, thanks you again, and leaves you with a promise to keep you informed on Junia's recovery.
THE END!

GM ShieldBug |

EPILOGUE
A few weeks later, you all receive a letter from Dreng.
Dear Pathfinder,
You will be pleased to hear that Junia has made a full recovery and has started speaking about what happened to her all those years ago. Apparently, when the earthquake hit, Junia and her friends were already in the necropolis. When her friends began to starve, Junia did not. As her friends became weaker and less able to continue their search for a way out, Junia snuck away from them and hid in an empty sarcophagus that was unsealed by the great quake, desperately seeking an escape from the misery of her friends. Confused, increasingly frightened of the darkness beyond, and lacking hunger or thirst, Junia stayed in her hiding spot until she was found and attacked by what she described as a cloud of shadows. From what the clerics told me about her condition when you found her, it seems the monster drained her of her willpower and left her to lay there in a nightmare sleep, her body preserved by the magic of the necropolis, for 10 years. Only the ruby salamander ring kept her alive.
I'll keep you informed of any further developments. In the meantime, we're just about to start sending in teams to clear the necropolis of any additional undead. If they find this shadowy monster, I'll let you know.
-VC Dreng
The other parents, upon hearing that there was a miraculous survivor after all these years, mob the Tri-Towers Yard in an attempt to gain access to the necropolis. Absalom's city watch is called in to quiet the disturbance and sends in a team to search for additional survivors. So far, none have been found, but with so much of the necropolis still unexplored, who knows what will be found in the future.
___
Thank you everyone for a great game. It has been a true pleasure playing with y'all!

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Everbloom smiles, feeling quite proud of herself.
"We did well!" she tells her companions. "We should celebrate! Who's up for a party?"
Thanks for running it for us, Shieldbug! We had a blast. Let me know if you're ever GMing another PFS scenario that has a few open spots. I'm sure my kids would love to join it.

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Mr. Ice drinks his tons of tea that Dreng gave him.
To Everbloom, he says, "Oh, me! As long as it has lots of hot tea!"
"Good job, Everbloom! Good job, guys!"
Mr. Ice gives everyone a high five!

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Bunny Paras shoots her hand up in the air! "Oh, me! You should all come out to my house for the party! But, don't eat any of my rabbits, Everbloom!"
"Oh, dear! Tera! You don't look so good! You need to let me have a look at you after the party!"
I help you with your disease!

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Tera is very happy that they were able to save Junia. She feels really badly for the poor Deris. "We really should get him some help. He's so confused."
She doesn't feel well either. After the party she stays with Bunny Paras and Paras until she gets well. She enjoys playing with the bunnies, and giving Paras hugs while she visits. After a three days she starts to feel better. "Thank you Bunny Paras for your healing care."
Fort Save with long term care: 1d20 + 1 + 4 ⇒ (4) + 1 + 4 = 9
Fort Save with long term care: 1d20 + 1 + 4 ⇒ (3) + 1 + 4 = 8
Con: 1d3 ⇒ 3
Dex: 1d3 ⇒ 3
Fort Save with long term care: 1d20 + 1 + 4 ⇒ (7) + 1 + 4 = 12
Fort Save with long term care: 1d20 + 1 + 4 ⇒ (6) + 1 + 4 = 11
Con: 1d3 ⇒ 3
Dex: 1d3 ⇒ 2
Fort Save with long term care: 1d20 + 1 + 4 ⇒ (20) + 1 + 4 = 25
Fort Save with long term care: 1d20 + 1 + 4 ⇒ (15) + 1 + 4 = 20
Ouch.
Thank you all it has been a pleasure. I'd game with you all anytime.

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Enzo will shake hands with everyone. ”It has been memorable. I hope we have a chance to work together again.”
”Thank you Bunny Paras, that sounds swell.”
Thank you everyone, really enjoyed playing with you all. Thank you for GMing Shieldbug.