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@Tegan- I notice that you have a wand of magic missile on your equipment list. Do you have a way to cast occult or arcane spells to use it as to use a wand the spell has to be on your spell list?
Esinath puts a single arrow into the gnoll's chest, seems to be the only thing to get it to stop laughing. Tegan draws a small wand from her pack and uses it to channel her magical powers.
Use 1 Resonance to use the wand.
Twin magical missiles leap out and crush the gnoll's chest inward, dropping it to the ground.
Magic Missile Damage: 2d4 + 2 ⇒ (4, 2) + 2 = 8
As the last gnoll falls the camp remains silent and empty once more.
Grek (21/42)
Tegan (27/42)
Esinath (Amotekun 12/28; Wounded 1)
Dufek 22/58; Wounded 1)

Dufek Leatherfinger Reiteg |

Dufek looks about to make sure there are no more hostiles before relaxing a bit. "Whew, that was tough."
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
When he's sure there are no foes, he adds, "Good job everyone. We are again victorious! I don't suppose anyone has any healing left? We're all a bit wounded it seems."
Can anyone channel energy - heal us all a bit? Or is that not a thing anymore? Clearly, I need to learn more about healing.
When what healing can be done is done, he'll look around the area on this side of the river before taking the plunge and swimming over. He ties some rope of his to a nearby stump or rock on each side of the river to help those not as athletic to get across safely.
Athletics: 1d20 + 9 ⇒ (8) + 9 = 17

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Clerics can channel energy with the heal spell, though it is considerably less as you are healing a large group. It is the three action Heal spell.

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Crossing the small river proves easy enough as long as you don't dawdle. The current is strong enough to drag you down 10-20 feet but nothing more.
The camp has little of interest in it, though it could be a place to rest, that is as long as the remaining gnolls don't return that is. One of the tents has a large cage places within, likely what housed their scorpion.

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The sun should begin setting in a couple of hours.

Esinath Amechi |

Esinath smiles brightly to Tegan. "We kill them. But I agree we should rest. Let us move on and find a good spot to camp."
Survival: 1d20 + 7 ⇒ (7) + 7 = 14
Using survival as my default exploration mode - looking for a good camp site.

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The gnolls carried little more than battleaxe's, shortbows and leather armor.
Deciding to move on and find a better place to rest Esinath looks to pick the trail back up. The next stretch is quite treacherous and there is a heavily wooded area roughly 2 hours away from the gnoll camp that should be quite hidden.

Esinath Amechi |

Esinath whistles to the group, directing them to the wooded area. Exhausted and sore, he takes the time to make camp. "Double watches - I can watch with Amotekun and I will be up first. My eyes are best in the pre-dawn light."
With that he sets out his bedroll to try and get some rest.

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The night goes without incident, though the sound of hyenas hunting in the distance become quite prevalent. After several restless hours the sun begins to rise and Esinath is able to pick the trail back up once again.
The distance from the gnoll camp to the hidden entrance to the tomb is roughly 4 miles of difficult terrain, including treacherous cliffs and steep inclines that must be climbed.
Need a survival check.

Dufek Leatherfinger Reiteg |

Survival: 1d20 + 7 ⇒ (9) + 7 = 16
Do we heal any overnight? I assume 1hp per level, but wanted to check.
Before proceeding, Dufek suggests more healing. "I think we're all hurting to varying degrees, and could stand for another day's rest. We're near the tomb, should get there in a day, two if we're unlucky."

Esinath Amechi |

You regain hit points equal to your con modifier times your level. So Amotekun regains 4 hp and is at 16. Plus the below healing that puts him at 28 and full.
Esinath beds down, taking a moment to use some of his wand charges to heal his great cat.
Heal: 1d8 + 3 ⇒ (2) + 3 = 5
Heal: 1d8 + 3 ⇒ (4) + 3 = 7
After that he beds down to rest, sleeping fitfully before he's up before the others, praying to the Elf that Hunts the World.
Survival: 1d20 + 7 ⇒ (19) + 7 = 26

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@Dufek- After your rest, you regain a number of Hit Points equal to your Constitution modifier (minimum 1) times your level.
@Esinath- That will use two resonance points to use your wand twice.
Come morning the group begins to feel much better. Enough so that witha small bit (4 hours) of scouting Esinath is able to find an easier climb up the treacherous mountainside. This path alternates between short cliffs (usually 15 to 20 feet tall each), shallow inclines that go on for 30 to 45 feet at a time, and walkable flatter sections. The alternative looked to be quite steeper and much higher cliffs.
One-third of the way up the mountainside you come across the site of a mighty battle. Strewn across the rocky ground are the corpses of a half-dozen gnolls who have been dead for 2 days, their bodies riddled with large bony quills and partially eaten.
Grek (25/42)
Tegan (35/42)
Esinath (Amotekun 28/28)
Dufek 30/58; Wounded 1)

Esinath Amechi |

Yep but they're before I go to bed. So my resonance should be restored.
Esinath takes a moment to pray to his God before channeling energy around the group.
Heal: 2d8 + 3 ⇒ (5, 3) + 3 = 11
Using my channel ability to heal everyone, heightened to level 2. So it's a channel energy, everyone regians 11hp.

Dufek Leatherfinger Reiteg |

"Thanks for the healing Esinath!" Dufek feels better, but not 100%. He asks Tegan if she has any healing to spare, "Just a touch? Whatever you have really would be great." (Still down 17hp. if anyone can help.)
Unsure what he knows, he thinks about it anyway. I'm untrained in Nature, can I still make the roll?
Nature: 1d20 + 3 ⇒ (14) + 3 = 17 Hehehe, moot point anyway.
"Boy I'd hate to fight something on this terrain. Let's be careful."
He continues to lead, albeit carefully, scanning for possible foes.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Survival: 1d20 + 7 ⇒ (12) + 7 = 19

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Page 151 of CRB. You can perform the following uses of Nature even if you are untrained in that skill. (Command Animal, Handle Animal and Recall Knowledge. So untrained skills would be equal to your level - 2.

Tegan Ryker |

Tegan narrows her eyes at Grek. She still wasn't fond of goblins. Her first real adventure had been in the sewers, which goblins had made into their lair. Sure, Grek had been fighting against his fellow goblins, but she was still trying to understand what his motivations were now.
Tegan only has one heal slot before resting. She'll cast it on the party tank.
Heal +Staff (Dufek): 3d8 + 2 + 1 ⇒ (3, 5, 8) + 2 + 1 = 19
~*~*~*~
One-third of the way up the mountainside you come across the site of a mighty battle. Strewn across the rocky ground are the corpses of a half-dozen gnolls who have been dead for 2 days, their bodies riddled with large bony quills and partially eaten.
Nature (Trained): 1d20 + 4 ⇒ (14) + 4 = 18
"Oh!" Tegan covers her mouth with pale hand at the gruesome sight. Her purple-rimmed eyes stare at the carnage, trying to unpack what happened.

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Seeing the battle Dufek finds another path around, surely whatever beast attacked theses hobgoblins is still around and he isn't wanting to find out what it was.
A narrow path hugs the mountainside. Small puddles of water pool along the path’s outside edge, fed by water dripping from the upward slope. A prominent overhang protrudes above, sheltering the path from the sun and elements. The end of the path is set into the mountainside, in a rocky wall scored with multiple tool marks.
New map up.
Grek (25/42)
Tegan (35/42)
Esinath (Amotekun 28/28)
Dufek 49/58; Wounded 1)

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As Dufek heads towards the door a small group of Gnolls steps out from beneath the outcropping. One stands taller than the rest and must be the leader of this Gnoll scouting party. With weapons drawn they look extremely hungry and desperate. One growls at the dwarf as the leader, Zufek speaks. "You come for the treasure, or just to die?"

Esinath Amechi |

Before we get there.
Esinath pulls out his wand, stopping by Grek and using it twice.
Heal: 1d8 + 3 ⇒ (1) + 3 = 4
Heal: 1d8 + 3 ⇒ (4) + 3 = 7
That's two charges, and two resonance points.
-----------
Esinath trains an arrow on the gnolls. "We don't have to kill you and will let you leave peacefully. You're obviously trapped here."
Anyone wanna try a diplomacy check?

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Bump for Grek and Tegan. Anyone wish to try for Diplomacy, Intimidate or anything of the like.

Tegan Ryker |

Tegan tries her best to assess the situation and react appropriately. "What are you doing in front of this tomb? There's no food in there. Just bones and dust." She sighs, taking on a more humanitarian approach: "you look hungry. What do you think you'll find in there that's worth starving over?"
Diplomacy: 1d20 + 5 ⇒ (5) + 5 = 10

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One of the gnolls stomach grumbles loudly as they all look to have injuries. The leader growls and speaks up. "This is our treasure-filled tomb. We will claim in for the Carrion King and earn a place in the House of the Beast."

Esinath Amechi |

Esinath takes a look over the gnolls and their injuries.
Medicine: 1d20 + 7 ⇒ (15) + 7 = 22
Can I determine what caused their injuries?

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Esinath looks over the gnoll's injuries, noticing numerous scrapes and puncture wounds similar to what a Manticore would cause.

Esinath Amechi |

Still eyeing the gnolls, Esinath speaks up. "Looks like you had trouble with the manticore - perhaps why you're hiding out here, hm? The manticore is dead. You have safe passage back down the mountain and can resume your normal lives. I have no desire to fight, but will kill you all if you insist on it."

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The gnolls all look to each other. "You lie! That beast lives." One yells out as it is swatted in the mouth by Zakfah. "Shut it." He growls as he snaps at the smaller gnoll. "You will let us pass?" His mouth slobbers as he looks to Esinath.

Esinath Amechi |

Esinath loosens his bow and displays his holy symbol. "I am a holy man, I am sure you have your own Gods. Mine is a God of the hunt, and I swear by him that I will let you pass safely if you leave now."

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The gnolls lower their weapons and slowly move around Esinath. Some warily as the smaller gnoll barks and snaps at Esinath as it draws near. Zakfah swats at him once again as he shoves the gnoll off of the cliff.
The gnoll tumbles down, bouncing off of several rocks as it hows in pain from numerous broken bones and a pool of blood quickly forming. From within the crag a manticore emerges and begins to feast on the screaming body. The gnolls yelp. "Now, let's get outta here." They break into a run, fleeing back down the mountain while the manticore is distracted.
Having reached the Tomb you know that you have roughly a little over 3 days before the Night Heralds are estimated to reach the Tomb. The back entrance to the tomb is sculpted from a block of solid stone to look like a part of the mountainside. The gnolls found the door and fiddled with it from time to time, attempting to get it open with their crude methods. Score marks from their tools make the presence of the door clear, but they’ve not had time to breach the defense.

Dufek Leatherfinger Reiteg |

Dufek examines the door, wondering what it might take to open. He takes his time if he can. (Take 20 if I can, if not…)
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
”Anyone have any suggestions? I do have a crowbar.” he pulls it out though he hopes there’s a better method that leaves the door intact and sealed behind them to further slow down the Night Heralds should they catch up.

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A hidden latch concealed in the rocks near the door’s base, though Dufek's keen eyes notice a hazard as well. Linked up with the latch is a nearly invisible magical rune trap that if the latch were activated it would send an electrical discharge through the intruder.

Dufek Leatherfinger Reiteg |

"Say, I don't suppose any of you have a way around this here trap do you?" Dufek points out what he found, hoping someone else can disarm the damaging bits.
If no one has the ability, he grits his teeth, does the best he can to distant himself from the damage (like using a stick on the latch) and hopes for the best.

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Grek boldly rubs a portion of the rune away so it is no longer connected to the latch allowing Dufek to open the stone door unharmed. Pulling the latch the door grinds open revealing an immense and long hallway that branches off in several directions.

Dufek Leatherfinger Reiteg |

Dufek smiles at the little goblin, "Well done Grek! Smooth."
He steps into the hallway, "Make sure to close the door tightly behind us." he suggests, and heads inward a bit. He waits for the others to follow before heading, uh, left, when the opportunity presents itself.
"Left OK with everyone?" he checks before proceeding.

Esinath Amechi |

Esinath strokes Amotekun's head as he nods over to Dufek. "One direction is as good as another. Lead on."

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This large cavern seems to have been dedicated to the ideals of water and earth. A set of rough natural stairs leads down from the main passage into this natural chamber. Holes piercing the walls of the cave allow rivulets of water to filter into this room, flooding the floor. Several flat-topped stones project above the water.

Tegan Ryker |

Tegan casts *Light* on her starknife and casts *Guidance* on herself. She peeks into the cavern behind her other party members. A skeptical expression crosses Tegan's face. "H-how is there water here? I don't remember seeing a waterfall or stream outside."
Perception: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13