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Farryn lobs his last Fire flask at the enemy then tries to electrocute it, ”Good hits so far!”
Moderate Alchemist’s Fire: 1d20 + 10 ⇒ (14) + 10 = 24 for Fire + Splash: 2d8 + 4 ⇒ (2, 8) + 4 = 14 on a hit and adds 2 Persistent Fire. A miss does 4 Fire Splash. A Fumble does nothing.
Cast Electric Arc for 2d4 + 4 ⇒ (1, 4) + 4 = 9 electricity, basic reflex DC 20

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Reflex: 1d20 + 11 ⇒ (15) + 11 = 26.
Farryn sets the Trollhound on fire, then electrocutes it.
Fin-Thir's arrows go wide.
Papa strides over, and smacks the Trollhound with his pick, before raising his shield.
Fort: 1d20 + 17 ⇒ (19) + 17 = 36.
Gedrim enhances his broom, which then proceeds to hit the Trollhound in the face.
Reflex: 1d20 + 11 ⇒ (6) + 11 = 17.
Okh then chars it to a crisp with a blast of flame.
Combat over.
Farryn (-)
Jasariel (-)
Fin-Thir (-)
Papa Svirf (-)
Gedrim (-)
Okh (-28; Sickened 1)
The trollhound’s collar has miniscule adamantine studs. While adamantine is precious in and of itself, the collar as a whole is more valuable, as it can be studied to find out more about cyclops leather and metalworking techniques that may have been lost to time. The collar is worth 19 gp.
Additionally, there is the red crystal finger, which is covered in runes in Cyclops.
Society check from Farryn to interpret them.

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Society (T): 1d20 + 10 ⇒ (2) + 10 = 12
Society (T) Hero point Reroll: 1d20 + 10 ⇒ (10) + 10 = 20
Farryn looks through the now well-worn booklet, ”If I’d known I had to do so much research, I woulda let the goblin keep this book.”

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"The beastie was sickening. The Goblin is sick. This one is healing."
Papa Svirf will Lay on Hands on Okh (healing 6 hp), and then, if there's time, will break out some gnomish tools and suturing thread and tend to the remaining wounds.
Treat Wounds, DC 15: 1d20 + 7 ⇒ (9) + 7 = 16
Healed for: 2d8 ⇒ (8, 4) = 12
"The Goblin is healed."

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No crit success, so this time:
OF OUR DEVOTION REWARDED, OUR LORD U N S E A L E D
Moving deeper into the complex...
A short corridor opens into a large room. The walls are painted in a fire motif. At the back of the room stands a large altar made of obsidian. Collapsed in front of the altar is a desiccated figure, its arm outstretched toward the large stone finger, also made of obsidian, prominently placed atop the altar. The desiccated figure’s hand is severed at the wrist and still grasps the black stone finger.
As the party moves closer, both the desiccated hand, and the corpse, independently animate, and move to attack!
ZB: 1d20 + 4 ⇒ (17) + 4 = 21.
GCH: 1d20 + 12 ⇒ (10) + 12 = 22.
Farryn: 1d20 + 8 ⇒ (9) + 8 = 17.
Fin-Thir: 1d20 + 7 ⇒ (18) + 7 = 25.
Gedrim: 1d20 + 7 ⇒ (11) + 7 = 18.
Jasariel: 1d20 + 9 ⇒ (1) + 9 = 10.
Okh: 1d20 + 6 ⇒ (20) + 6 = 26.
Papa Svirf: 1d20 + 7 ⇒ (9) + 7 = 16.
A Former Victim, Round 1:
Okh (-; Sickened 1)
Fin-Thir (-)
GCH (-)
ZB (-)
Gedrim (-)
Farryn (-)
Papa Svirf (-)
Jasariel (-)
Slide 4.
Okh and Fin-Thir are up!

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The goblin tries to recognize something:
Knowledge: 1d20 ⇒ 5
Then he casts an electric arc on both.
Electric arc: 2d4 + 4 ⇒ (4, 4) + 4 = 12
Reflex DC 19-1

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The archer quickdraws his bow again, target the big one (Hunt prey) and fires arrows (Hunter shot+1 arrow).
+1 comp shortbow:1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
+1 comp shortbow:1d20 + 9 - 3 ⇒ (7) + 9 - 3 = 13
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
+1 comp shortbow:1d20 + 9 - 6 ⇒ (11) + 9 - 6 = 14
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

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@Okh: Not really. It is from a disease (modified Bloodfire Fever), so it will apply for the rest of the scenario.
Okh channels electricity...
Reflex: 1d20 + 11 ⇒ (12) + 11 = 23.
Reflex: 1d20 + 3 ⇒ (2) + 3 = 5.
...the hand dodges the worst of it, but the main corpse undergoes a partial detonation.
Fin-Thir then puts two arrows into the main body, doing a small amount of damage.
The main body lumbers forward, and takes a swing at Jasariel...
Fist: 1d20 + 11 ⇒ (10) + 11 = 21, for 1d12 + 5 ⇒ (6) + 5 = 11 damage.
...catching her with a glancing blow.
The hand then scuttles forward, and tries to throttle Papa...
Claw: 1d20 + 15 ⇒ (16) + 15 = 31, for 4d6 + 14 ⇒ (5, 1, 4, 6) + 14 = 30 damage.
Claw: 1d20 + 10 ⇒ (14) + 10 = 24, for 2d6 + 7 + 1 ⇒ (3, 4) + 7 + 1 = 15 damage.
...nearly tearing his throat out.
A Former Victim, Round 1/2:
GCH (-6)
ZB (-32)
Gedrim (-)
Farryn (-)
Jasariel (-11)
Okh (-; Sickened 1)
Fin-Thir (-)
Papa Svirf (-32; Unconscious; Dying 1)
Party is up!

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Farryn stabs a quick acting shot of adrenaline into Papa’s chest, bringing him back to consciousness. He then carefully steps back and lobs a flask at the hand.
Battle Healing on Papa with Assurance for 2d8 ⇒ (7, 4) = 11 HP, Step, Strike the Hand
Moderate Frost Vial: 1d20 + 10 ⇒ (1) + 10 = 11 for Cold + Splash: 2d6 + 4 ⇒ (6, 5) + 4 = 15 on a hit and slows speed by 10 for 1 round. A miss only does 4 Cold Splash. A Fumble does nothing.

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The 31 doesn't Crit; Papa Svirf's default Exploration activity is to Defend. So I think I'm still up, with 28 damage.
"This beastie is impressive, but I am sure the one who smells of moss and books will joke about the appendage."
Papa Svirf follows up the giant's strike with one of his own...
Pick: 1d20 + 8 ⇒ (20) + 8 = 28
Ooooo I've never crit with a fatal weapon before =D
Piercing: 3d10 + 8 ⇒ (6, 8, 1) + 8 = 23
...and then heals 6 hit points from a Lay on Hands, before Raising his Shield yet again.
Save Reaction to Shield Block
EDIT: so with Farryn's healing that should put me down to just 11 damage.

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Jasariel staggers as the giant corpse's swing catches her, but manages to keep her footing. She raises her shield defensively before circling around to get behind the undead. Once in position she stabs with her trident.
+1 striking trident: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 2d8 + 4 ⇒ (4, 6) + 4 = 14
Will Shield Block if hit.

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The archer continues to make arrows rain upon his hunted prey (big one).
+1 comp shortbow, hunted shot: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
+1 comp shortbow, hunted shot: 1d20 + 9 - 3 ⇒ (2) + 9 - 3 = 8
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
+1 comp shortbow: 1d20 + 9 - 6 ⇒ (17) + 9 - 6 = 20
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
+1 comp shortbow: 1d20 + 9 - 6 ⇒ (5) + 9 - 6 = 8
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

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The goblin casts a electric spell upon both foes.
Electric arc: 2d4 + 4 ⇒ (4, 2) + 4 = 10
Reflex DC 19-1
Then he casts a fire spell.
Elemental toss: 1d20 + 9 - 1 ⇒ (10) + 9 - 1 = 18
Damage: 2d8 + 3 ⇒ (8, 3) + 3 = 14

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@Papa: No worries!
Farryn heals Papa.
Jasariel swings with her trident, but misses, and raises her shield.
Okh channels electricity...
Reflex: 1d20 + 11 ⇒ (10) + 11 = 21.
Reflex: 1d20 + 4 ⇒ (8) + 4 = 12.
...then burns the main corpse with a blast of fire.
Fin'Thir fires a brace of arrows, hitting twice.
Papa then buries his pick deep in the main corpse, shattering it completely.
Gedrim - BOT:
Gedrim fires a blast of cold at the hand...
Ray of Frost: 1d20 + 8 ⇒ (10) + 8 = 18, for 1d4 + 4 ⇒ (1) + 4 = 5 Cold damage.
...but misses.
For its part, the hand keeps attacking Papa...
Claw: 1d20 + 15 ⇒ (19) + 15 = 34, for 4d6 + 14 ⇒ (2, 6, 4, 5) + 14 = 31 damage.
...knocking him out with the first swing, destroying his shield in the process (since you indicated that you intended to Shield Block).
It then moves on to Farryn...
Claw: 1d20 + 10 ⇒ (8) + 10 = 18, for 2d6 + 7 ⇒ (4, 3) + 7 = 14 damage.
...who manages to dodge.
A Former Victim, Round 2/3:
GCH (-11)
Gedrim (-)
Farryn (-)
Jasariel (-11)
Okh (-; Sickened 1)
Fin-Thir (-)
Papa Svirf (-32; Unconscious; Dying 2; Shield destroyed)
Party is up!

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(since you indicated that you intended to Shield Block).
Ayup. I think what I'm going to start doing is just buying a new shield at the beginning of every scenario, using it until it gets destroyed, and then two-handing the bastard sword afterwards.
Stabilize?: 1d20 ⇒ 16

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The halfling stands his ground (stupidly) and tries to shove his last explosive down the hands... sleeve? He follows that with a Kazaap of electricity, ”Begone fiend, trouble us no more!”
Moderate Frost Vial: 1d20 + 10 ⇒ (11) + 10 = 21 for Cold + Splash: 2d6 + 4 ⇒ (6, 4) + 4 = 14 on a hit and slows speed by 10 for 1 round. A miss only does 4 Cold Splash. A Fumble does nothing.
Cast Electric Arc on X for 2d4 + 4 ⇒ (2, 1) + 4 = 7 electricity, basic reflex DC 20

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Jasariel hurls her trident at the remaining undead, draws it back to her hand, and aims it at Papa Svirf, providing him a short burst of healing energy.
+1 striking returning trident: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 2d8 + 4 ⇒ (4, 2) + 4 = 10
2 action, 1st level heal: 1d8 + 8 ⇒ (1) + 8 = 9

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Hurrying away and to be more or less sure to deal some damage the goblin casts an electric spell.
Electric arc: 2d4 + 4 ⇒ (1, 2) + 4 = 7
Reflex DC 19-1
We have to take it down before it does the same with us all.

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The archer moves and changes his target (hunt prey) before to unleash two arrows quickly (hunted shots).
+1 comp shortbow: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
+1 comp shortbow: 1d20 + 9 - 3 ⇒ (6) + 9 - 3 = 12
[b]Damage[/b: 1d6 + 1 ⇒ (1) + 1 = 2

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"This place just keeps coming." growls Gedrim.
Taking a step back (Guarded Step) he fires another bolt of ice at the opponent.
Ray of Frost: 1d20 + 8 ⇒ (4) + 8 = 12 for Cold: 1d4 + 4 ⇒ (1) + 4 = 5

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The gnome simply grunts, stands, draws his oversized sword and strikes.
Bastard Sword: 1d20 + 8 ⇒ (3) + 8 = 11
2H, Slashing: 1d12 + 4 ⇒ (9) + 4 = 13

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Gedrim tosses a blast of frost, which the hand nimbly dodges.
Farryn throws a frost vial, which only manages to splash the hand...
Reflex: 1d20 + 11 ⇒ (12) + 11 = 23.
...and it avoids the worst of his follow-up electrical discharge.
Jasariel delivers a solid jab to the hand, then pumps healing energy into Papa.
1d2 ⇒ 1
Unfortunately, when the trident hits it, necrotic pus is sprayed all over Farryn!
Pus Burst: 4d6 ⇒ (2, 5, 3, 3) = 13 Negative damage. Reflex for half.
Okh also tries to electrocute it...
Reflex: 1d20 + 11 ⇒ (7) + 11 = 18.
...with minimal effect.
Fin-Thir redirects his focus, but the arrows go wide.
Papa stands, and takes a swing with his bastard sword, but it goes wide...
Claw: 1d20 + 15 ⇒ (3) + 15 = 18, for 2d6 + 7 ⇒ (2, 1) + 7 = 10 damage.
Claw: 1d20 + 10 ⇒ (5) + 10 = 15, for 2d6 + 7 ⇒ (4, 2) + 7 = 13 damage.
Claw: 1d20 + 5 ⇒ (11) + 5 = 16, for 2d6 + 7 ⇒ (6, 3) + 7 = 16 damage.
...as do all of the hand's swings.
A Former Victim, Round 3/4:
GCH (-31)
Gedrim (-)
Farryn (-; Reflex)
Jasariel (-11)
Okh (-; Sickened 1)
Fin-Thir (-)
Papa Svirf (-23; Wounded 1)
Party is up!

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Reflex: 1d20 + 11 ⇒ (3) + 11 = 14
Out of flasks, Farryn simply runs back, turns and attempts to electrocute the hand again.
Stride, Cast Electric Arc for 2d4 + 4 ⇒ (4, 3) + 4 = 11 electricity, basic reflex DC 20

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"The fingers are beginning to look more decrepit."
Papa Svirf swings twice and then takes a Guarded Step back.
Bastard Sword: 1d20 + 8 ⇒ (7) + 8 = 15
2H, Slashing: 1d12 + 4 ⇒ (1) + 4 = 5
Bastard Sword: 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20
2H, Slashing: 1d12 + 4 ⇒ (1) + 4 = 5
And if Retributive Strike somehow becomes available this round:
Bastard Sword: 1d20 + 8 ⇒ (2) + 8 = 10
2H, Slashing: 1d12 + 4 ⇒ (9) + 4 = 13

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The archer continues his shots towards his hunted prey.
First two with Hunted shots
+1 comp shortbow: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
+1 comp shortbow: 1d20 + 9 - 3 ⇒ (15) + 9 - 3 = 21
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
+1 comp shortbow: 1d20 + 9 - 6 ⇒ (19) + 9 - 6 = 22
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
+1 comp shortbow: 1d20 + 9 - 6 ⇒ (19) + 9 - 6 = 22
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

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Jasariel decides to brave the hand's pus in order to prevent it from targeting Papa Svirf again. Raising her shield, she strides forward and tries to drive her trident into the undead.
+1 striking trident: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 2d8 + 4 ⇒ (8, 7) + 4 = 19
Will Shield Block if hit.

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Farryn is covered in necrotic pus.
Reflex: 1d20 + 11 ⇒ (18) + 11 = 29.
The hand continues to dodge the worst of his electrical discharges.
Jasariel raises her shield and strides forward; her subsequent strike goes wide.
Okh throws a blast of flame, which singes the hand.
Fin-Thir fires a volley of arrows; three hit, doing a small, but steady amount of damage.
1d2 ⇒ 2
Unfortunately, in the process, Papa is showered with necrotic pus.
Pus Burst: 4d6 ⇒ (4, 5, 2, 2) = 13 Necrotic damage. Reflex for half.
Papa then swings twice, and misses.
Gedrim - BOT:
Gedrim fires an icicle...
Ray of Frost: 1d20 + 8 ⇒ (7) + 8 = 15, for 1d4 + 4 ⇒ (3) + 4 = 7 Cold damage.
...but misses.
The hand, for its part, tries to throttle Jasariel...
Claw: 1d20 + 15 ⇒ (3) + 15 = 18, for 2d6 + 7 ⇒ (2, 1) + 7 = 10 damage.
Claw: 1d20 + 10 ⇒ (9) + 10 = 19, for 2d6 + 7 ⇒ (1, 6) + 7 = 14 damage.
Claw: 1d20 + 5 ⇒ (12) + 5 = 17, for 2d6 + 7 ⇒ (4, 5) + 7 = 16 damage.
...but each strike is dodged.
A Former Victim, Round 4/5:
GCH (-44)
Gedrim (-)
Farryn (-13)
Jasariel (-11)
Okh (-; Sickened 1)
Fin-Thir (-)
Papa Svirf (-23; Wounded 1; Reflex save.)
Party is up!

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Reflex, Bulwark: 1d20 + 4 + 3 ⇒ (18) + 4 + 3 = 25
"The troubles this one toils through."
Papa Svirf strides into a flank with Jasariel and strikes twice...
Bastard Sword: 1d20 + 8 ⇒ (4) + 8 = 12 (vs flat-footed?)
2H, Slashing: 1d12 + 4 ⇒ (2) + 4 = 6
Bastard Sword: 1d20 + 8 - 5 ⇒ (20) + 8 - 5 = 23 (vs flat-footed?)
Crit, 2H, Slashing: 2d12 + 8 ⇒ (8, 7) + 8 = 23
And will offer up a Retributive Strike if Jasariel is hit...
Bastard Sword: 1d20 + 8 ⇒ (8) + 8 = 16 (vs flat-footed?)
2H, Slashing: 1d12 + 4 ⇒ (10) + 4 = 14

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Farryn electrocutes the hand, hoping this time it finally does a bit more damage. He then moves up into the main room, planning his route to get closer to those that are getting injured.
Cast Electric Arc for 2d4 + 4 ⇒ (4, 4) + 4 = 12 electricity, basic reflex DC 20

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"This is ridiculous." exclaims Gedrim, eyeing the hand with exasperation. After a long moment, he sends a bit of electricity towards it.
Electric Arc: 1d4 + 4 ⇒ (4) + 4 = 8
Basic Reflex DC 18

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Gedrim electrocutes the hand...
Reflex: 1d20 + 11 ⇒ (12) + 11 = 23.
...but it dodges the worst of it.
Reflex: 1d20 + 11 ⇒ (12) + 11 = 23.
Farryn's electrical discharge is met with equal disdain.
Papa manages a solid hit, spraying pus...
1d2 ⇒ 2
...all over himself.
Pus Burst: 4d6 ⇒ (1, 1, 5, 1) = 8 Negative damage. Reflex for half.
A Former Victim, Round 4/5:
GCH (-77)
Gedrim (-)
Farryn (-13)
Jasariel (-11)
Okh (-; Sickened 1)
Fin-Thir (-)
Papa Svirf (-29; Wounded 1; Reflex save.)
Jasariel, Okh, and Fin-Thir are up!

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I did not expect the hand to be the most difficult part of this fight....
Keeping her shield up, Jasariel continues doing her best to skewer the hand.
+1 striking trident: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 2d8 + 4 ⇒ (3, 8) + 4 = 15
+1 striking trident: 1d20 + 10 - 5 ⇒ (1) + 10 - 5 = 6
Damage: 2d8 + 4 ⇒ (2, 2) + 4 = 8
Will Shield Block if hit.

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The archer fires arrows again.
+1 comp shortbow:1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
+1 comp shortbow:1d20 + 9 - 3 ⇒ (10) + 9 - 3 = 16
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
+1 comp shortbow:1d20 + 9 - 6 ⇒ (16) + 9 - 6 = 19
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
+1 comp shortbow:1d20 + 9 - 6 ⇒ (4) + 9 - 6 = 7
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

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Seeing that his fire spell doesn't hurt the thing the goblin comes back to the electric arc.
Electric arc:2d4 + 4 ⇒ (4, 3) + 4 = 11
Reflex DC 19-1

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Heh. Yes, the 'big thing' was only CR 2, whilst the 'small hand' is CR 5...
Jasariel stabs twice, but the hand dodges.
Okh channels electricity...
Reflex: 1d20 + 11 ⇒ (14) + 11 = 25.
...and once again, the hand springs out of the way of the worst of it with remarkable agility.
Fin-Thir rapid-fires a veritable stream of arrows, but they all miss.
The hand continues to try and throttle the life out of Jasariel...
Claw: 1d20 + 15 ⇒ (14) + 15 = 29, for 2d6 + 7 ⇒ (2, 1) + 7 = 10 damage.
Claw: 1d20 + 10 ⇒ (13) + 10 = 23, for 2d6 + 7 + 1 ⇒ (4, 5) + 7 + 1 = 17 damage.
Claw: 1d20 + 5 ⇒ (6) + 5 = 11, for 2d6 + 7 + 1 ⇒ (6, 2) + 7 + 1 = 16 damage.
...hitting her twice, and gouging long scratches into her shield.
A Former Victim, Round 5/6:
GCH (-82)
Gedrim (-)
Farryn (-13)
Jasariel (-33; Shield -5)
Okh (-; Sickened 1)
Fin-Thir (-)
Papa Svirf (-32; Dying 3; Wounded 1)
Party is up!

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"Oh for crying out loud. Papa, you aint getting off that easily."
Taking a cautious step backwards, Gedrim reaches deep into his training and brings forth a white energy. Concentrating, he focuses on the fallen gnome and brings it back from the brink.
Guarded Step. Cast Stabilize on Papa Svirf

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The halfling zaps the hand again then moves over behind Jasarel.
Cast Electric Arc for 2d4 + 4 ⇒ (2, 2) + 4 = 8 electricity, basic reflex DC 20

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The archer continues to fire arrows.
In case the thing is still alive after the others have played.
+1 comp shortbow: 1d20 + 9 ⇒ (19) + 9 = 28
Damage:1d6 + 1 ⇒ (4) + 1 = 5
+1 comp shortbow: 1d20 + 9 - 3 ⇒ (6) + 9 - 3 = 12
Damage:1d6 + 1 ⇒ (2) + 1 = 3
+1 comp shortbow: 1d20 + 9 - 6 ⇒ (7) + 9 - 6 = 10
Damage:1d6 + 1 ⇒ (5) + 1 = 6
+1 comp shortbow: 1d20 + 9 - 6 ⇒ (5) + 9 - 6 = 8
Damage:1d6 + 1 ⇒ (1) + 1 = 2

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Gedrim stabilises Papa.
Farryn channels electricity...
Reflex: 1d20 + 11 ⇒ (11) + 11 = 22.
...but the Hand continues to dodge the worst of it.
Okh also throws electricity at it...
Reflex: 1d20 + 11 ⇒ (15) + 11 = 26.
...but the Hand remains standing.
Fin-Thir then pumps an arrow into it, and it collapses to the ground, twitching...
1d2 ⇒ 2
...but in the process, showers Papa with necrotic pus again.
Pus Burst: 4d6 ⇒ (3, 3, 2, 5) = 13 Negative damage. Reflex for half.
Combat over!
Gedrim (-)
Farryn (-13)
Jasariel (-33; Shield -5)
Okh (-; Sickened 1)
Fin-Thir (-)
Papa Svirf (-32; Unconscious; Dying 3; Wounded 2)
With the undead defeated (and, presumably, Papa stabilised) the Party is free to search the room.
Upon the altar is a finger sculpted from Obsidian; like the others recovered thus far, it is covered in Cyclops runes.
Society from Farryn to learn more.
A bag upon the the body holds a dagger that’s more rust than metal, shards of a broken bottle, and a journal written in Cyclops.
Society from Farryn to learn more.
Additionally, the Hand wears a glittering gold ring on its pinkie finger, while the corpse has a silver and gold amulet around its neck, depicting the sun and moon. The ring is worth 11 gp while the amulet is worth 19 gp.
Moving to the area south of the main passage...
A short corridor branches into a hallway lined with alcoves. The alcoves contain bones of varying sizes. One wall of the larger room is covered in a faded painting of cyclopes holding burning bowls up to a sky filled with storm clouds. An alcove in the opposite wall contains a polished block of white stone etched with designs of flames. Atop the block rests a finger made of gray slate. Around the polished block of stone, bones have been laid in careful patterns.
In addition to the Slate finger covered in Cyclops runes, the party finds two brown-green garnets (worth 14gp each).
Society from Farryn to learn more.

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After having stabilized Papa Svirf the goblin treats the wounds of his companions.
Nature. Natural medicine. Treat wounds DC 15. Farryn:1d20 + 6 ⇒ (17) + 6 = 23
Damage healed: 2d8 ⇒ (5, 2) = 7
Nature. Natural medicine. Treat wounds DC 15. Jasariel:1d20 + 6 ⇒ (16) + 6 = 22
Damage healed: 2d8 ⇒ (3, 2) = 5
Nature. Natural medicine. Treat wounds DC 15. Papa Svirf:1d20 + 6 ⇒ (17) + 6 = 23
Damage healed: 2d8 ⇒ (7, 2) = 9

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The archer follows the goblin to give assistance to his companions.
Nature. Natural medicine. Treat wounds DC 15. Farryn:1d20 + 5 ⇒ (11) + 5 = 16
Damage healed: 2d8 ⇒ (7, 7) = 14
Nature. Natural medicine. Treat wounds DC 15. Jasariel:1d20 + 5 ⇒ (11) + 5 = 16
Damage healed: 2d8 ⇒ (5, 8) = 13
Nature. Natural medicine. Treat wounds DC 15. Papa Svirf:1d20 + 5 ⇒ (13) + 5 = 18
Damage healed: 2d8 ⇒ (8, 7) = 15

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So he does hope that all the massages will give inspiration and courage to Farryn, because the destiny of the mission and further of the entire world of course, remains in his halfling's hands.