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Quinn huffs exasperatedly. "Stop being not cooked, you coward!" Flaming rays erupt from the wand again, directly at the standing ogre.
Use Magic Device: 1d20 + 11 ⇒ (9) + 11 = 20
Scorching Ray 1 Attack Roll: 1d20 + 6 ⇒ (20) + 6 = 26
Scorching Ray 1 Damage Roll: 4d6 ⇒ (5, 4, 2, 3) = 14
Scorching Ray 2 Attack Roll: 1d20 + 6 ⇒ (2) + 6 = 8
Scorching Ray 2 Damage Roll: 4d6 ⇒ (4, 3, 1, 2) = 10

GM Kate |

Oius hits with their earthbreaker and Quinn with two more scorching rays. The ogre's wounds look fatal, and you suspect that only the force of his rage is keeping him up right now.
Kahru, Nokka, and The Artist Formerly Know As Cudak Tanagak are up!

Nokka |

While Kahru waits for an opening, Nokka continues her furious savaging of the standing ogre.
bite, power attack, rageing song: 1d20 + 9 - 2 + 1 ⇒ (11) + 9 - 2 + 1 = 19
damage, power attack, raging song: 1d8 + 6 + 4 + 1 ⇒ (5) + 6 + 4 + 1 = 16
claw 1, power attack, raging song: 1d20 + 9 - 2 + 1 ⇒ (9) + 9 - 2 + 1 = 17
damage, power attack, raging song: 1d6 + 6 + 4 + 1 ⇒ (5) + 6 + 4 + 1 = 16
Grab, raging song: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16
claw 2, power attack, raging song: 1d20 + 8 - 2 + 1 ⇒ (1) + 8 - 2 + 1 = 8
damage, power attack, raging song: 1d4 + 4 + 4 + 1 ⇒ (3) + 4 + 4 + 1 = 12
Grab, raging song: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25
"ROOOOOAAAR-HOOO!"

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Kahru jumps from the stairs, rushing toward the ogre just in time to see Nokka topple the beast. Instead, he immediately looks to assess the owlbear's wound. "Hold still, girl, and let me get a look at you." Gently moving aside some feathers, he examines the gash left by the ogre's blade. "Hm. We better get you patched up. I don't like the look of that gash." He draws his wand of healing and looks to his companions. "Would one of you use this on Nokka, please?" Looking down at the blood trickling from his own wounds, he adds "And then you'd better use it on me as well, I suppose."

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Quinn winks and blows away the smoke trailing from his wand.
Upon Kahru's request, Quinn fishes out another wand from his coat.
"Leave it to me!" The wand's tip glows a soft light, and Quinn pats Kahru and Nokka on the shoulder in turn.
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Heals Kahru for 48 hit points.
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Heals Nokka for 24 hit points.
11 charges used.

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"Ah, thank you Quinn. Good as new, or near enough."

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I'll roll for my own healing, but maybe we subtract the charges from Quinn's wand?
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (8) + 1 = 9
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (6) + 1 = 7

GM Kate |

With the ogres handled, the group can investigate the first room. There is smashed bone everywhere, but you notice under one pile of fragments a stone plate. The plate has two lines of carved Shoanti text, with each facing opposite directions as to be read by someone either entering or exiting the sepulcher: “Be Welcome, My Cousin” entering, and “May Your Spirit Guide You” exiting.

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Oiur probes the just-healed wound tenderly. "I neglected to tell Lake at Dawn about all the injuries."
As adrenaline fades, they cast about the room for damage to repair.
"Lumketul's notes mention a 'bone creature.' Maybe a guardian we need to reassemble? And here..." They uncover the carved plate and brush dust from its surface. "Hmm, entering and exiting... Well, it's obviously in need of repair. Could someone pass me the scavenger's stone?"
Stone in hand, they tap the plate to release the object's magic.
Perception: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Knowledge (local): 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Knowledge (religion): 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
Knowledge (any other): 1d20 + 4 ⇒ (13) + 4 = 17

GM Kate |

The plate looks like it belongs on the floor, but it is both dirty and cracked. Oiur knows it likely marked the resting place of someone of note.

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Yeah, I'll heal Oiur with the rest of my charges.
"Mm, fascinating! Seems our old friend Lumketul had quite the time here."

GM Kate |

As Oiur brushes the bones and dust off the plate, the spirit of an elderly Shoanti woman suddenly manifests. She is clearly Shriikirri-Quah by her tattoos, and she greets you warmly. "Be welcome, my cousin! I am Hearth Keeper."

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"Greetings, honored cousin" Kahru says, with proper respect for an elder member of his Quah. "I am Kahru Kuun. These are my friends. We have come to repair the damage done to this place."

The Artist Formerly Known As… |

A gnome came here a year ago, with little regard for this place. Do you remember?

GM Kate |

"Hmm, I think so? It’s been a while, but I tend to lose track of time. There was a skeletal beast who looked over this place, but judging by the looks of things, it’s been blown up. And judging by the fact that I’m here, seems like something has gone wrong here!" She shakes her head at the wreckage in the room.

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Oiur bows respectfully at Hearth Keeper. "It sounds like you only appear when something has gone wrong—is there anything you can do to help us restore this site?"

GM Kate |

"I only appear when my final place of rest has been disturbed. I don't believe I can leave this room, but perhaps I can answer questions for you about this place. There were several items taken, I believe."

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"Well met, Hearth Keeper! I believe we have just the items you're speaking of." Quinn carefully lines up the weapon carvings and wolf statue on the stone and holds out the scarab beetle ring. "Do you perchance have an idea on where these items belong?"
I'm not sure who is carrying the satchel, but Quinn will ask whoever it is to retrieve the items.

GM Kate |

She first looks at the weapons. “Ah! Those are relics infused with magic replicating the courage and honor of the heroes who once wielded them! Well, not the relics, exactly, but the weapons the heroes wielded in life. I think they’re symbolic. Those should belong in the room to the east, although I don’t remember exactly where they go…”
Next, she looks at the ring. “That belongs to Lore Whisperer, one of the legendary oral historians in Shoanti history. He’s just a bit farther inside.”
Last, she looks at the statue. “That statue contains the spirit of Hunts at Night, the companion of Silent Footsteps. Silent Footsteps is probably still here, so I imagine he misses Hunts at Night quite a bit!”
"I'm afraid that's all I know. Now, if you wouldn't mind..." She eyes the scavenger stone in Oiur's hand and then the broken plate.
It will take 5 charges off the scavenger stone to fix the plate. Oiur and Kahru know that the appropriate thing to say is "May your spirit guide you" in Shoanti as she is effectively laid back to rest.

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" Thank you for your aid, cousin. We will gladly return you to your rest, if that is your desire. Pyydä henkeäsi ohjaamaan sinua."

GM Kate |

Hearth Keeper beams, and replies "Pyydä henkeäsi ohjaamaan sinua." She dissipates as Oiur touches the scavenger stone to the plate. It looks good as new.
I marked the map with the rooms she pointed out. Where to?

The Artist Formerly Known As… |

The home of the weapons is close. We can go there now.

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"Have a good rest!" Quinn waves as Hearth Keeper fades from view.
Quinn nods to The Artist Formerly Known As Cudak Tangak. "Right away!"
I'm ready to move on! We can spread the items around, or someone else can hold them if they want.

GM Kate |

To the weapon room, then! I do need to know who is holding which weapons, or if you're spreading them out. There is a bolas, a bow, an earth breaker, and a klar.

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Kahru eagerly hefts the replica earth breaker. "Pity it's only a replica; great tales are told of this weapon, and of the warrior who wielded it."

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OIur takes up the bolas, their farewell to Hearth Keeper still on their lips. They test the item's weight.
"Even if it's a replica, it's built well."
Just in case:
Knowledge (history): 1d20 + 4 ⇒ (8) + 4 = 12
Knowledge (local): 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17

GM Kate |

They are carved wooden weapons on simple bases. They look like the kind of thing that would honor the resting place of a brave warrior.

GM Kate |

I need the bow and the klar accounted for, and please give me your marching order!

The Artist Formerly Known As… |

The Artist Formerly Known As Cudak Tanagak takes the Klar and will walk in after Oiur.

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Oiur walks behind Kahru/Nokka, who they assume are taking the lead.

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Quinn takes up the bow, admiring the carving's quality.
I'll be last in marching order!

GM Kate |

Kahru leads the way into the room.
A recess in the floor seems to have once contained water but is now empty. A plaque sits on a stone shrine to the south, with two shallow indents flanking it on either side, carved out of the stone. At each of the four corners of this room are steles depicting Shoanti warriors in battle stances.
Kahru can see that the stele next to him (2) shows a warrior posing with a bow. He sees that the plate on the shrine is marked with the phrase “By These Waters, We Will Overcome Our Enemies” in Shoanti.
Quinn: 1d20 + 16 ⇒ (6) + 16 = 22
Oiur: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
The Artist Formerly Known As Cudak Tanagak: 1d20 + 4 ⇒ (6) + 4 = 10
Kahru: 1d20 + 1 ⇒ (1) + 1 = 2
From the back, Quinn suddenly hears the sound of running water, even though the recess is dry, followed by the faint sounds of battle.
Quinn: 1d20 + 1 ⇒ (5) + 1 = 6
Oiur: 1d20 + 6 ⇒ (7) + 6 = 13
The Artist Formerly Known As Cudak Tanagak: 1d20 + 3 ⇒ (4) + 3 = 7
Kahru: 1d20 + 6 ⇒ (6) + 6 = 12
Nokka: 1d20 + 1 ⇒ (18) + 1 = 19
The room fills with ghostly, faceless soldiers screaming and streaming in, bearing the flag and insignia of Cheliax. Four Sklar-Quah
heroes stand against them, but they are weaponless and desperate, and are immediately struck down by the Chelish soldiers. The ghostly soldiers then take aim at the only remaining opponents: you!
Attack roll vs Kahru: 1d20 + 13 ⇒ (1) + 13 = 14
ouch!: 1d8 + 3 ⇒ (5) + 3 = 8
Attack roll vs TAFKACT: 1d20 + 13 ⇒ (14) + 13 = 27
ouch!: 1d8 + 3 ⇒ (5) + 3 = 8
Surprise Round
A thing!
Quinn
Initiative
Nokka
Oiur
Kahru
A thing!
The Artist Formerly Known as Cudak Tanagak
Quinn
Quinn has a surprise round action and Oiur and Kahru have regular turns. As does Nokka, if there is something for her to do.
You have to get close to a stele to see the image, but there is no action required to look at it. Placing a carving on the plaque is a move action.

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Kahru moves forward into the room (toward #3), looking for the proper place for the wooden earth breaker.
"Bolas here!" he shouts (indicating #3), then moves further in (toward #4). "Aha! This one goes here!" Reverently, he places the earth breaker totem in its proper place.
35ft of movement, move action to place wooden weapon.
"Nokka, puolustaa Oiur."

Nokka |

Nokka moves forward, trying to get as close as possible to her friend Oiur.

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"Cowards! This isn't a fair fight! Time to even the odds." Quinn scans the room, noting the stakes. He rushes to the closest one. "Excellent! Just what I was looking for." Quinn quickly but gingerly places the bow carving on the steel. (2)
Move and place bow.

GM Kate |

Quinn only had a surprise round, but he can place the bow next turn.

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Oops! I'll add the rest of what I do on my normal turn after, then.

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Knowledge (religion), heightened awareness: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Heeding Kahru's call, Oiur hustles over to the bolas-bearing stele. "I have no idea what's going on, Nokka, but we'll get through it!"
Two move actions!

GM Kate |

The scene repeats itself, but now one of the warriors wields an earthbreaker! The Shoanti warriors still fall, but take out a few Chelish soldier this time.
They attack you again, but are weaker this time.
Attack roll vs Kahru: 1d20 + 11 ⇒ (16) + 11 = 27
ouch!: 1d8 + 3 ⇒ (6) + 3 = 9
Attack roll vs Oiur: 1d20 + 11 ⇒ (11) + 11 = 22
ouch!: 1d8 + 3 ⇒ (7) + 3 = 10
Attack roll vs Quinn: 1d20 + 11 ⇒ (17) + 11 = 28
ouch!: 1d8 + 3 ⇒ (8) + 3 = 11
Attack roll vs The Artist Formerly Known as Cudak Tanagak: 1d20 + 11 ⇒ (18) + 11 = 29
ouch!: 1d8 + 3 ⇒ (8) + 3 = 11
Initiative
Nokka
Oiur
Kahru
A thing!
The Artist Formerly Known as Cudak Tanagak
Quinn

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Kahru grunts as the spectral attack lands. "Let's get these things placed, then everybody out! The klar must go over there!" he says, pointing to the stele nearest the entrance. He then moves back out of the room, bustling Nokka out before him. Double move out, instructing Nokka to follow.

Nokka |

"Mnar!" Nokka's feather's ruffle as she tries to follow Oiur into the room, but Kahru is able to regain her attention with a quick tug on her harness.

The Artist Formerly Known As… |
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Knowing that the Bolas, Earth Breaker, and Bow are accounted for, The Artist Formerly Known As Cudak Tanagak draws the Klar as he moves to the last stele stele one. He places the Klar on it.
Klar!
rhymes with "mnar!"

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Oiur places the bolas on the plaque and retreats into the mouth of the nearby hallway. They draw their earth breaker in case of trouble.

GM Kate |

And Quinn places the bow!
You see the scene repeat one last time. This time, all the warriors are armed, with earthbreaker, bow, klar, and bolas. This time, they fend off the Chelish soldiers. The Sklar-Quah heroes celebrate their victory with warm embraces and jubilant victory song as they fade from existence and you believe that the haunt is destroyed.
The recess in the middle of the room slowly fills with crystal clear
water. You think that it's meant to represent the Skull River.
A plate on the shrine is marked with the phrase “By These Waters, We Will Overcome Our Enemies” in Shoanti.

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Kahru kneels and, cupping his hands, brings a sip of the clear water to his lips. He allows the rest to trickle between his fingers as he speaks to the departing spirits. "Lepo hyvin, kunnioitetut soturit."
Standing, he turns to the party, wincing at the movement of fresh bruises. "Quinn, that wand of yours has run out, yes? Then we shall use mine." He draws a wand and holds it out. "I'm afraid you'll have to do the activating, though." Kahru could use a couple of charges of healing, and is happy to share with Quinn and anyone else that was injured.

GM Kate |
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Kahru feels great as he drinks the water, as though he just gained a +1 morale bonus on attack rolls and saves against fear effects for the next 24 hours, as well as 1d8+5 temporary hit points, as per the aid spell.

The Artist Formerly Known As… |

The Artist Formerly Known As Cudak Tanagak taps himself with his wand three times and drinks from the well. Tastes like victory.
average on wnds OK?
Temp HP: 1d8 + 5 ⇒ (2) + 5 = 7