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Assuming Gedrim's Success + Fin-thir's Crit Success = 3 Successes...
Papa Svirf begins to skirt around the skeletal incursion.
Stealth (U): 1d20 + 0 ⇒ (13) + 0 = 13
...but he can't help but wonder aloud, "Why did these things not accost us on our way down?"
I wonder if it's a website glitch - does anyone see post #4601?

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Since Fin-thir has got a crit I think it count for two successes. So I roll for the next obstacle.
The goblin tries to remains hidden to sneak out from there.
Stealth: 1d20 + 8 ⇒ (7) + 8 = 15

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@Papa: It happens when someone makes a post, then deletes it...
Jasariel and Papa struggle with the roots, but between them, Gedrim and Fin-Thir manage to talk the party through.
Moving on...
Okh tries his best at stealthing past the undead, but has no luck...
Farryn - BOT:
Stealth: 1d20 + 9 ⇒ (5) + 9 = 14.
...nor does Farryn.
Meanwhile, behind the party, the antechamber containing the flailing roots collapses in upon itself.
Catastrophe!, Round 3:
Farryn (-)
Fin-Thir (-)
Gedrim (-)
Jasariel (-)
Okh (-)
Papa Svirf (-)
Obstacle 2 - VENGEFUL SKELETONS (FACILITY DEPTHS)
Urxehl’s wrath has animated the bones from the ossuary. Half-formed skeletons stalk to and fro in the corridor, their claws twitching, looking for something to rend.
Relevant checks: Deception, Stealth, or Undead Lore.
Party is up!

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Once again, the goblin tries to remains hidden to sneak out from there.
Stealth: 1d20 + 8 ⇒ (17) + 8 = 25
Be careful with these skeletons. Well they won't eat us as the don't even have any skin over their bones. But they can still slay down I think.

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Stealth: 1d20 + 8 ⇒ (1) + 8 = 9
The archer is quite doubtful about the efficiency of his arrows against these bones sacks.

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Stealth (T): 1d20 + 9 ⇒ (20) + 9 = 29
Farryn just tries to keep his head down.
Completely missed a bunch of updates. I was wondering what happened to this game. Apparently it was me, not the game. :D

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Farryn glides forward like a shadow.
Fin-Thir nearly kicks a loose skull into the middle of a throng of undead, but Amkha calls out a warning at the last moment.
Okh stealths forward like only a goblin can.
Papa, on the other hand, can't help but be noisy, attracting the undead like bees to honey...
Gedrim - BOT:
Stealth: 1d20 + 6 ⇒ (1) + 6 = 7.
Gedrim then compounds the error...
Jasariel - BOT:
Stealth: 1d20 + 7 ⇒ (16) + 7 = 23.
...before Jasariel starts making progress.
Meanwhile, the roof above you starts to shake, before collapsing down on top of you. The party just *barely* makes it through to the next area, but not without some significant bruising; the mindless skeletons, on the other hand, are simply squashed flat.
1d2 ⇒ 1
Catastrophe!, Round 4:
Farryn (-10; Reflex for half)
Fin-Thir (-10; Reflex for half)
Gedrim (-10; Reflex for half)
Jasariel (-10; Reflex for half)
Okh (-10; Reflex for half)
Papa Svirf (-10; Reflex for half)
Obstacle 3A - CHEMICAL MIST (LABORATORY):
The tremors have knocked flasks and beakers off their benches. The contents have mixed into a dangerous concoction and filled the room with a caustic mist.
Relevant skills: Medicine to treat exposure; Crafting to neutralize the effects.

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Reflex: 1d20 + 9 ⇒ (4) + 9 = 13
Jasariel tries to dodge the falling segments of roof but isn't particularly successful. Upon encountering the acidic mist she does her best to use the chemicals in some of the intact flasks to create a gas which will counteract the danger, though her lack of familiarity with most of the ingredients forces a lot of guesswork.
Crafting (T): 1d20 + 6 ⇒ (8) + 6 = 14
Sorry for the intermittent posting, I've been really busy with school this week but should be more consistent now.

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Reflex Save: 1d20 + 11 ⇒ (19) + 11 = 30
Hopefully ducking the full amount, Farryn darts forward and tries to neutralize all the chemicals with a quick splash of his own counteragents.
Crafting Alchemy (E) + Specialty Crafting + Crafter’s Eyepiece: 1d20 + 12 + 1 + 1 ⇒ (16) + 12 + 1 + 1 = 30

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Reflex:1d20 + 8 ⇒ (20) + 8 = 28
What do we do in a laboratory? I'm not labori... laboro... well someone who works in a laboratory.
Crafting:1d20 ⇒ 5
Crafting, hero point reroll:1d20 ⇒ 12

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Reflex, Bulwark: 1d20 + 4 + 3 ⇒ (19) + 4 + 3 = 26
Oh, sure, NOW the dice roller wants to cooperate >.>
Medicine (T): 1d20 + 7 ⇒ (19) + 7 = 26
"This one is reminded of the terrible things that Derro do to those they capture. Experiments. Surgeries. Exposures. Pay attention this time, Goblin."

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Farryn, Fin-Thir and Papa dodge the worst of the collapse.
Okh dodges it entirely, but Jasariel is badly crushed.
Farryn does an amazing job of dealing with the alchemical disaster zone (crit success).
Fin-Thir does his best, but only Amkha's last-minute warning causes him to avoid stepping forward just as some jars explode.
Still shaken from her bruised ribs, Jazariel isn't able to treat her exposure.
Similarly, although he tries really hard, Okh doesn't manage to craft a counter-agent.
Papa, however, manages to treat his own exposure to the toxic fumes remarkably well.
Gedrim - BOT:
Reflex: 1d20 + 6 ⇒ (17) + 6 = 23.
Gedrim dodges the worst of the collapse...
Crafting: 1d20 + 8 ⇒ (12) + 8 = 20.
...and manages to whip-up a quick counter-agent.
However, it is not quite enough to get the party out of this room, before it starts to collapse, setting off a chain-reaction of alchemical detonations...
Catastrophe!, Round 5:
Farryn (-5; -10 Reflex for half)
Fin-Thir (-5; -10; Reflex for half)
Gedrim (-5; -10; Reflex for half)
Jasariel (-20; -10; Reflex for half)
Okh (-10; Reflex for half)
Papa Svirf (-5; -10; Reflex for half)
Obstacle #4 - URXEHL’S FIERY WRATH (STATUE CORRIDOR):
The bowls the statues hold have erupted in dark flame. Sparks and smoke fill the corridor.
Relevant Skills: Thievery to swat sparks aside; Survival to protect oneself from the smoke.

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Reflex Save: 1d20 + 11 ⇒ (3) + 11 = 14
Farryn sighs as his allies trigger more issues, then screams in pain as he is scorched.
Thievery (T): 1d20 + 9 ⇒ (4) + 9 = 13
The pain prevents him from being competent. Yeah, that’s it...

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Reflex: 1d20 + 9 ⇒ (2) + 9 = 11
Mentally reciting a litany to Gozreh, Jasariel slows her breathing to minimize the effect of the smoke as she runs.
Survival: 1d20 + 10 ⇒ (15) + 10 = 25

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Alright. Well, sadly, even if Gedrim crit-successes, that doesn't change things, so...
Bruised and battered, Farryn does his best, but is unable to stop the choking smoke.
Fin-Thir dodges the worst of it, but is unable to stop the smoke from irritating his lungs.
Jasariel is nearly crushed flat, but somehow, through sheer determination, progresses down the hallway.
Okh is bruised and battered, but manages to put out some of the fires causing the smoke.
Papa takes the full brunt of the landslide, but retains the presence of mind to hold his breath through the smoke.
Unfortunately, the roof collapses in on you before you make it to the wine cellar, burying you alive.
Many hours later...
After much frantic digging, a retrieval squad manages to locate you!
Everyone is brought to a field hospital in the camp where they get their wounds and diseases treated and can recuperate for a bit. After everyone has been seen to, Eando visits, looking to debrief you. He listens with rapt attention to everything you have to say, and though the tone of his voices is severe, he reassures you that you did what had to be done.
"Oh course, it would have been preferable if the ruins had not collapsed, but the ire of an angry deity is difficult to avoid. At least you all survived, and brought back Amkha. Your findings have shed new light on the situation, which for now, has raised more questions than answers."
Before leaving, Eando gives everyone a firm handshake and thanks them for risking their lives for the Society.
Scenario completed!

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Commencing 2-04 - The Path of Kings (3-6):
Venture-Captain Bjersig Torrsen rests against the deck’s railing, a pleased look on his face. He begins to sign a few words. “We’re not too far from land now,” interprets Lirall, the gnome standing beside him. “I mentioned your role at the start of the trip, but seeing as we’ve been at sea for months now, I figured it couldn’t hurt to speak of it once more.
The Pathfinder Society hasn’t had a presence on Arcadia for the entirety of its existence, and now we finally have a chance to change that. Before he left for Valenhall, former Linnorm King Sveinn Blood-Eagle signed an agreement with the Society.” Bjersig produces a document from a scroll case on his hip. “Basically, Blood-Eagle agreed to allow the Society to build a lodge at Valenhall in exchange for our aid in helping him get there in the first place, plus a few other favors.
Unfortunately for us, the Society’s preparations to follow Blood-Eagle took a bit longer than anticipated. Now, at last, we’re almost there, and this is where you come in. We have the contract in hand, but we know nothing about Valenhall, save for what the stories and songs say. I want you to get to know the area and determine a suitable location to build our new lodge. It would be helpful if you can get us off on the right foot with the locals in the process. Calisro and I will be taking care of other details like the unloading of personnel and supplies, as well as getting things in order with our building crew. We hope to be ready to go in a few days, which should give you plenty of time to make arrangements on your end. We’re getting close to land now, so if you have any questions, now’s the time to ask them. Otherwise, I’ll let you prepare yourselves for the glory of Valenhall. You can speak with Calisro if you need any supplies.”
Speaking of Calisro...
“Oy, real quick before you go, I’d love you to do something for me.” She produces a rough map of the northern Arcadian coast. “The charts we had were a touch out of date. It’s a miracle we even made it here at all, actually! We’re in dire need of better maps of the area, so if you can get us something so we’re not sailing with information from the Age of Darkness, I would highly appreciate it. I’ll make sure to make it worth your while.” She grabs her flask and takes a quick sip. “Sorry, it’s just that exploring a whole new continent has given me the excited gutwasps. This tends to help.” She holds out the flask. “Anyone else need a drink? Anyway, as I was saying, get me a map of the coast and I’ll make sure you’re compensated. Oh, looks like we just docked. Off ya go! Oh, set sail with me to Valenhall...” sings Calisro as she makes her way off the ship.
As you prepare tp step off the Glorious Payoff, you find a town less glorious than the songs of Valenhall claim. Indeed, it appears to be a small town that resembles most other Ulfen harbor towns in the Lands of the Linnorm Kings. There is nothing that you see to suggest any kind of realm of neverending glory.
Additionally, the people here are not what you would have expected. Some human dock workers appear to be Ulfen in descent, tall, with pale skin and fairer hair, while others have rounder features, darker skin and hair tones, and slightly shorter builds. Still others appear to possess mixed heritages...
I'll take Diplomacy checks to ask around town ;-)

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Hannah warms her smiling face in the sun before shading her eyes and gazing out over the town.
"I wish Bair could have been here. He would have loved these last few months!"
Hannah happily asks around for the best place to get some warm soup.
Diplomacy (E): 1d20 + 13 ⇒ (20) + 13 = 33
She *just* finished a scenario this afternoon and might not get the Chronicle until Monday, but I'll update her when I can.
Next person to post gets a bonus Hero Point ^_^

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Ooo! Does that include the GM...? ;-)
Hannah manages to get in good with the locals, and actually finds a few who speak Taldane, which helps to expedite matters.
Consequently, she actually manages to learn a *lot*:
1) This town is Port Valen, one of the towns along the Scarred Shores.
2) All the residents are the children of Port Valen. Some of are Ulfen and descended from the first visitors from across the ocean. Some of are Mahwek and trace their ancestry to the people who already lived on these lands when the Ulfen arrived. The rest are Valenborn - the the children of the union between Mahweks and Ulfens once they learned to work together.
3) Mayor Bloodfang is the town’s leader and in charge of things going on in Port Valen proper. Rahahksenwe is the town's representative on the Shore Council and helps keep Port Valen interests among the towns of the Scarred Shores. Sveinn Blood-Eagle is the most renowned and respected of the Ulfen warriors here, and he’s currently handling town defenses. Each of the three, Mayor Bloodfang, Sveinn Blood-Eagle, and Rahahksenwe, have their own key role in the community.
4) Port Valen is constantly besieged by monsters coming from the Forest of Trials. Warriors of Port Valen who hear the call of Valenhall take the next step in their journey when they follow the path of these monsters back to their source. Additionally, most of the village is laid out in a traditional Ulfen fashion, with weapon racks in predictable locations, small ruts designed to trip up invaders, and other useful defensive features.
Well done :-)
So... which of the three community leaders would you like to petition first?

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Oh, WOW! What a full circle. Hannah's first mission mentioned Sveinn Blood-Eagle.
"I bet he'd love to hear news from across the ocean!"

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The cleric hears the briefing from Calisro and Torrsen calmly. In the end Hannah is quick to ask around for news and information. So when she purposes to go to meet Sveinn Blood-Eagle first, he agrees.

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It seems that these days the missions involve often the discovery of new suitable sites for an Pathfinder's implementation. The Society seems in great expansion now. And the goblin is happy to be part of it.
As the venture-captains finished to give the mission's order and Hannah's demonstrating how she is well informed as usual, the alchemist nods for the beginning of the mission.

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The party is easily able to find Sveinn at the feast-hall which he was granted when he arrived in Port Valen.
Sveinn is looking to leave Port Valen soon to head toward Valenhall. He sent out a scout to survey the path ahead for him, but the scout hasn’t returned. Sveinn needs him back but can’t spare anyone else to go look for him because the warrior-king is busy planning his journey and coordinating the town’s defenses. Sveinn sees an opportunity for a mutually beneficial arrangement when the party arrives. If you can locate his scout, or recover the scout’s reports if the scout has been slain by creatures of the forest, he’ll happily proclaim your heroism to the people of Port Valen before continuing his journey.
That is literally all the information that the scenario gives us as background to that section; it then immediately dumps you into a combat... an hour out of town.
The trip to and from the outer edge of the Forest of Trials takes about an hour each way.
Suddenly, you hear the howling of wolves, and a valenborn male runs between the trees, pursed by a pack of monstrous wolves!
WW: 1d20 + 14 ⇒ (7) + 14 = 21.
EW: 1d20 + 10 ⇒ (9) + 10 = 19.
Tewakam: 1d20 + 14 ⇒ (20) + 14 = 34.
Deshacerla: 1d20 + 9 ⇒ (5) + 9 = 14.
Dranald: 1d20 + 13 ⇒ (7) + 13 = 20.
Farryn: 1d20 + 8 ⇒ (2) + 8 = 10.
Hannah: 1d20 + 12 ⇒ (11) + 12 = 23.
Jasariel: 1d20 + 9 ⇒ (4) + 9 = 13.
Ukh: 1d20 + 9 ⇒ (20) + 9 = 29.
The man legs it as fast as he can.
Ach Hans! Run!, Round 1:
Ukh (-)
Hannah (-)
EW (-, -, -, -)
WW (-)
Dranald (-)
Deshacelra (-)
Jasariel (-)
Farryn (-)
Slide 2.
Ukh and Hannah are up!

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Farryn scratches his furry face stubble when his allies mention Bair, ”Sounds like a wonderful fellow, I’m sure we would get along great. What do you think of me growing a beard? I’m considering it.”
He allows the smooth talkers their moment in the cold sun, noting that rescuing the scout info would probably satisfy their need for a local map as well. He is quite surprised at running into a fight. These things never happen on missions!

RePete Pregen |

'Seems this group is quite efficient. Not even in town an hour and we've discovered a potential way to solve multiple issues with finding just one lost soul.'
Glancing towards Farryn, she considers his face a moment before nodding. "I do believe a beard would help hide those blemishes."

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"And the bruises that pathfinding entails!"
Hannah steps in front of Dranald to shield him from the onset of so many wolves, then casts her own Shield, and finally lashes out at the bigger wolf with her polearm.
+1 Striking Halberd : 1d20 + 17 ⇒ (5) + 17 = 22
Slashing: 2d10 + 4 ⇒ (9, 4) + 4 = 17
And if an AoO presents itself:
+1 Striking Halberd : 1d20 + 17 ⇒ (5) + 17 = 22
Slashing: 2d10 + 4 ⇒ (1, 2) + 4 = 7

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The goblin moves forward and throws two bombs towards the big one.
Bottle lightening moderate: 1d20 + 12 ⇒ (3) + 12 = 15
Damage: 2d6 ⇒ (1, 4) = 5 +2 splash electricity. On a hit, target flat footed until next turn.
Alchemist's fire, moderate: 1d20 + 12 - 5 ⇒ (18) + 12 - 5 = 25
Damage: 2d8 + 1 ⇒ (8, 2) + 1 = 11 +2 splash, +3 persistent fire on a hit

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Ukh's first bomb misses, but the second hits, charring the wolf's flesh.
Hannah takes a powerful swing... which misses the big wolf.
Yellow charges in, and takes a glancing blow from Hannah, then Blue follows in its footsteps.
Jaws: 1d20 + 13 ⇒ (12) + 13 = 25, for 1d8 + 6 ⇒ (8) + 6 = 14 damage.
Jaws: 1d20 + 8 ⇒ (8) + 8 = 16, for 1d8 + 6 ⇒ (8) + 6 = 14 damage.
Jaws: 1d20 + 13 ⇒ (18) + 13 = 31, for 1d8 + 6 ⇒ (2) + 6 = 8 damage.
Jaws: 1d20 + 8 ⇒ (15) + 8 = 23, for 1d8 + 6 ⇒ (8) + 6 = 14 damage.
Fortunately, she only takes a shallow bite.
Cyan and Red then close on Ukh...
Jaws: 1d20 + 13 ⇒ (6) + 13 = 19, for 1d8 + 6 ⇒ (8) + 6 = 14 damage.
Jaws: 1d20 + 8 ⇒ (12) + 8 = 20, for 1d8 + 6 ⇒ (2) + 6 = 8 damage.
Jaws: 1d20 + 13 ⇒ (7) + 13 = 20, for 1d8 + 6 ⇒ (2) + 6 = 8 damage.
Jaws: 1d20 + 8 ⇒ (13) + 8 = 21, for 1d8 + 6 ⇒ (4) + 6 = 10 damage.
...but although eager, all they manage to do is snap at him.
The big wolf then Strides in, and bites at Ukh...
Jaws: 1d20 + 15 ⇒ (8) + 15 = 23, for 1d10 + 6 ⇒ (2) + 6 = 8 damage.
Jaws: 1d20 + 10 ⇒ (8) + 10 = 18, for 1d10 + 6 ⇒ (6) + 6 = 12 damage.
...nibbling on him.
1d20 ⇒ 7
Ach Hans! Run!, Round 1/2:
EW (-7, -, -, -)
WW (-28; Persistent Fire 3)
Dranald (-)
Merisiel (-)
Jasariel (-)
Farryn (-)
Ukh (-8)
Hannah (-8)
Party is up!

RePete Pregen |

Acrobatics (Expert): 1d20 + 11 ⇒ (20) + 11 = 31
Drawing her rapier, Merisiel inspects the battlefield. Taking a deep breath she moves forward and summersaults over one of the smaller wolves, before sinking her rapier into the larger one.
"Let's knock down the big boy first!:
+1 Rapier vs flat-foot: 1d20 + 10 ⇒ (13) + 10 = 23 for Piercing: 1d6 + 4 ⇒ (5) + 4 = 9 + Sneak Attack: 1d6 ⇒ 2 (Deadly 1d8, disarm, finesse)

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The cleric draws his longsword, casts a spell and strikes the big one in front of him.
+1 striking longsword, weapon surge: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
Damage: 3d8 + 2 ⇒ (7, 5, 2) + 2 = 16

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The hideously blemished halfling lobs an acid flask at the big wolf, so that it too can feel his scarred pain. He follows that with a light electrocution.
Moderate Acid Flask: 1d20 + 10 ⇒ (13) + 10 = 23 for 4 Acid Splash Damage on hit or miss. A hit adds 1 Acid and 2d6 Persistent Acid. A Fumble does nothing.
Cast Electric Arc on Big Wolf and Cyan for 2d4 + 4 ⇒ (4, 4) + 4 = 12 electricity, basic reflex DC 20

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The goblin moves away from the wolves, casts Shield and throws a bomb upon the cyan one.
Bottle lightening moderate: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 2d6 ⇒ (2, 2) = 4
+2 splash electricity. On a hit, target flat footed until next turn.

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Hannah swings HARD at the larger wolf and then casts another protective Shield.
+1 Striking Halberd : 1d20 + 17 ⇒ (17) + 17 = 34 (vs Flat-Footed)
Power Attack, Slashing: 3d10 + 4 ⇒ (2, 8, 8) + 4 = 22
If that Crits, Reposition target 5 feet diagonally back.
If an AoO presents itself:
+1 Striking Halberd : 1d20 + 17 ⇒ (19) + 17 = 36
Slashing: 2d10 + 4 ⇒ (9, 4) + 4 = 17
Otherwise, Shield Block.

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Jasariel grabs her new shield from its position on her back and swings it up to provide a barrier against the wolves. She then levels her trident at the wolf Ukh targeted and attempts to skewer it.
+1 striking trident: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 2d8 + 5 ⇒ (8, 8) + 5 = 21
Will Shield Block 8 damage if hit.

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Dranald casts a spell, surging with power, and delivers a solid hit to the big wolf.
Merisiel somersaults into a better position, then stabs the big wolf hard.
As she does so, Cyan takes a bite at her.
Avenging Bite: 1d20 + 13 ⇒ (9) + 13 = 22, for 1d8 + 6 ⇒ (4) + 6 = 10 damage.
Jasariel then skewers Cyan.
Red responds by biting her...
Avenging Bite: 1d20 + 13 ⇒ (12) + 13 = 25, for 1d8 + 6 ⇒ (8) + 6 = 14 damage.
Farryn then lobs a flask of high-strength acid at the big wolf, and then electrocutes it...
Reflex: 1d20 + 15 ⇒ (18) + 15 = 33.
Reflex: 1d20 + 11 ⇒ (1) + 11 = 12.
Somehow, the big wolf dodges it entirely, but Cyan is badly fried.
2d6 ⇒ (1, 5) = 6
Ukh then finishes the job, sending Cyan to the ground in a twitching heap.
Hannah then chops the big wolf in half.
As an aside, the big wolf only had a few more hit points than the 'little' ones ;-)
In response, Yellow and Cyan try to take vengeance...
Avenging Bite: 1d20 + 13 ⇒ (1) + 13 = 14, for 1d8 + 6 ⇒ (7) + 6 = 13 damage.
Avenging Bite: 1d20 + 13 ⇒ (3) + 13 = 16, for 1d8 + 6 ⇒ (7) + 6 = 13 damage.
All three remaining wolves snarl, and redouble their efforts!
Avenging Bite: 1d20 + 13 ⇒ (5) + 13 = 18, for 1d8 + 6 ⇒ (7) + 6 = 13 damage.
Avenging Bite: 1d20 + 8 ⇒ (16) + 8 = 24, for 1d8 + 6 ⇒ (8) + 6 = 14 damage.
Avenging Bite: 1d20 + 3 ⇒ (9) + 3 = 12, for 1d8 + 6 ⇒ (4) + 6 = 10 damage.
Avenging Bite: 1d20 + 13 ⇒ (2) + 13 = 15, for 1d8 + 6 ⇒ (2) + 6 = 8 damage.
Avenging Bite: 1d20 + 8 ⇒ (12) + 8 = 20, for 1d8 + 6 ⇒ (3) + 6 = 9 damage.
Avenging Bite: 1d20 + 3 ⇒ (12) + 3 = 15, for 1d8 + 6 ⇒ (5) + 6 = 11 damage.
Hannah easily bats aside their clumsy attacks...
Avenging Bite: 1d20 + 13 ⇒ (15) + 13 = 28, for 1d8 + 6 ⇒ (1) + 6 = 7 damage.
Avenging Bite: 1d20 + 8 ⇒ (17) + 8 = 25, for 1d8 + 6 ⇒ (3) + 6 = 9 damage.
Avenging Bite: 1d20 + 3 ⇒ (10) + 3 = 13, for 1d8 + 6 ⇒ (6) + 6 = 12 damage.
...but Jasariel is gnawed on a bit.
Ach Hans! Run!, Round 2/3:
EW (-7, -, -)
Dranald (-)
Merisiel (-10)
Jasariel (-22; Shield -6)
Farryn (-)
Ukh (-8)
Hannah (-8)
Party is up!