
|  Korum of the Silver-Eyed Wolf | 
 
	
 
                
                
              
            
            Korum also takes a turn freeing the trapped Aspis. He wields his glaive delicately, keeping the enchanted star metal away from Gideon. "I have ta tell ya, this looks like a slow 'n miserable way to die." Korum stops for a moment to look around the structure. "Doesn't this trap seem a little complex for such a place? Pretty sure the boggarts didn't built it with their clubs. I mean, I'm not sayin' I know from traps, but this seems particularly complex." The half-orc starts chipping away again. "And for the record, the longer this takes, the more likely we lose any chance of catching up to the other team." His eyes fall onto Gideon's, "So I hope you're worth all this trouble."

| GM Nowruz | 
 
	
 
                
                
              
            
            Perc(Torku): 1d20 + 8 ⇒ (11) + 8 = 19
Perc(Korum): 1d20 + 1 ⇒ (16) + 1 = 17
Perc(Loam): 1d20 + 3 ⇒ (10) + 3 = 13
Perc (Doran Therinor ): 1d20 + 9 ⇒ (14) + 9 = 23
Perc (Lady Vulpina): 1d20 + 3 ⇒ (19) + 3 = 22
Perc(Makras Vekker): 1d20 + 5 ⇒ (10) + 5 = 15 
I forgot one thing!
Doran and Vulpina suddenly notice something in the hall (A4) ... some hardly visible writing and a circle on the floor.
You can discern that the writing was originally in Common and that at least some of the runes pertained to conjuration magic while others covered local flora and fauna.
You remember your teachings. You assume that thousands of years ago, this room was used to conjure and contain fiends.
The silver circle at the heart of the room bears a number of cyclopean runes and functions as a permanent, inwardly focused magic circle against evil. 

| GM Nowruz | 
 
	
 
                
                
              
            
            "And for the record, the longer this takes, the more likely we lose any chance of catching up to the other team." His eyes fall onto Gideon's, "So I hope you're worth all this trouble."
Gideon is slightly intimidated but he just nods his head.
”Look, I am worth it! I have been working as a freelance Aspis agent for 2 years and you will learn more about what I know ... when I am on the way to Senghor! Not earlier!“ 

| GM Nowruz | 
 
	
 
                
                
              
            
            SM(Torku): 1d20 + 5 ⇒ (2) + 5 = 7
SM(Korum): 1d20 - 1 ⇒ (19) - 1 = 18
SM(Loam): 1d20 + 1 ⇒ (8) + 1 = 9
SM(Doran Therinor ): 1d20 + 9 ⇒ (17) + 9 = 26
SM(Lady Vulpina): 1d20 + 3 ⇒ (2) + 3 = 5
SM(Makras Vekker): 1d20 + 5 ⇒ (11) + 5 = 16

|  Doran Therinor | 
 
	
 
                
                
              
            
            Well, since you're out of commission for a bit, do you have any useful gear? I'll rig up something to help you move...a crutch or cane and a sling. Once we get back to civilization, you can look into a healer. Doran says, grabbing some wood fashioning a walking aide.

|  Torku | 
 
	
 
                
                
              
            
            Knowledge (arcana) vs DC 15: 1d20 + 11 ⇒ (15) + 11 = 26
”Yep. Conjuring fiends.” Torku helps hold the injured man while Doran fashions the crutch. ”What were you sent here to find?” he asks.

| GM Nowruz | 
 
	
 
                
                
              
            
            
Upon seeing the locked drawer, he smiles. I can pick that... he grins as he pats his crowbar.
[dice=str]1d20+4+2will take 10 if needed
Eonder what these are.... pointing to the items in the drawer.

| GM Nowruz | 
 
	
 
                
                
              
            
            Torku helps hold the injured man while Doran fashions the crutch. ”What were you sent here to find?” he asks.
Gideon looks at Torku appreciatively but it seems as if he not willing to give up.
”I will not say anything more ... please help me and I will give you everything! It is really a good choice to help me!“

|  Makras Vekker | 
 
	
 
                
                
              
            
            Makras looks on as the others free Gideon. He looks a bit disappointed when the man is rescued. He then pokes around the drawer and shrugs. "Blessed oil and holy water. More tools against demons. As if the abyss weren't already around us."
Spellcraft: 1d20 + 4 ⇒ (16) + 4 = 20

|  Lady Vulpina | 
 
	
 
                
                
              
            
            Vulpina taps her chin. "I feel as if, perhaps, you're in a worse position to bargain than we are," she reminds Gideon. "Let us say that we commit to helping you-- and I am certain Korum here will be smote by his god if he breaks his word. We may not yet be ready to leave this place, but having your information would help us finish our work here faster and, thusly, get you off this island faster."

|  Loam Yin | 
 
	
 
                
                
              
            
            Arcana: 1d20 + 9 ⇒ (9) + 9 = 18
Loam didn't notice the summonings were related to fiends, but treads even more carefully when Torku points it out.
Arcana: 1d20 + 9 ⇒ (6) + 9 = 15
She finds the tiefling's words reaffirmed in the circle's script. "These have something to do with natural life as well. In preparation for all contingencies, or a more malign purpose?" She asks of no one in particular.
Spellcraft Wand: 1d20 + 9 ⇒ (10) + 9 = 19
While Vulpina plays to her strengths, the ratfolk follows suit, taking some time to look over the wand. "A most powerful summoning tool," she exclaims. "Any stronger and it would buck at its simple housing! I can use it if we get in too much trouble."

|  Korum of the Silver-Eyed Wolf | 
 
	
 
                
                
              
            
            Korum sizes up Gideon before offering to his team, "I think he's exhausted from all the Aspising and trap killing. Let's just get him offa this rock and back to town and sort it out there. He knows who took care of him when the chips were down."

|  Lady Vulpina | 
 
	
 
                
                
              
            
            "Gideon, if that was our plan, we'd have extracted the information before we pulled you from the trap," points out Vulpina.

| GM Nowruz | 
 
	
 
                
                
              
            
            Gideon does not seem to be convinced.
* *
Satisfied that there is nothing else of value to be found here, you help Gideon to his feet and get moving back toward out of the complex.
Just as you are passing through the edge of the ruins, you hear a sound in the distance behind you.
What starts as a distant murmur quickly turns into loud, reverent chanting.
Two words repeat over and over, a noticeable excitement building with each syllable:
“Great Queen!
Great Queen!
Great Queen!”

| GM Nowruz | 
 
	
 
                
                
              
            
            THE CHASE BEGINS
This next encounter is a variant of a chase, where you are the ones being chased. At each step, I will describe the situation, and give you two suggested skill checks. You are free to suggest alternate skills that you think might be relevant, and if you have spells, items, or special abilities that might help, you can suggest doing those instead.
Each player must attempt a check or perform some other useful action. The highest check is considered the party's result, with everyone else being considered as an Aid Another. Actions that are not checks will potentially provide bonuses to the party result. The final result is a pass or fail, which will go toward an overall total for the encounter.
Gideon will not be making checks, but his condition is built into the DCs you have to make.  If you take actions specifically to assist him, those can also provide a bonus to the party check.

| GM Nowruz | 
 
	
 
                
                
              
            
            Gideon is totally frightened!
He warns when he catches his breath, ”Aaahh, we still gotta get outta town and avoid the rest of my old crew and all these Boggards and their monstrous great mother! ”
* * *
Suddenly, a thunderous crash shakes the ground. As the buildings begin to crumble, a half dozen Aspis agents rush past.
A roiling torrent of water follows on their heels, engulfing the entryway and sweeping away the crumbling structures as it rushes through the streets.
As you flee ahead of an 8-foot high wave, you spot a hideous giant frog-like creature!
See slides!

| GM Nowruz | 
 
	
 
                
                
              
            
            1. Through The Breach
The walls to your location crumble as a wave of water crashes against them. The Aspis agents rush down the street, completely ignoring anything except to escape the waves.
You can now see that the gigantic frog like creature apparently is controlling the waves.
The water rushes closer towards you, do you attempt to find a gap to escape (Escape Artist) ahead of the water or dive in and trust your swimming skills (Swim, a tiny bit easier) to lead you to safety?

|  Torku | 
 
	
 
                
                
              
            
            ”No time. Move.” Torku grabs Gideon and drags the man along with supernatural speed, trying to squeeze through the broken buildings before the wave arrives.
Escape Artist: 1d20 + 4 ⇒ (16) + 4 = 20
Using a point of Focus to activate Sudden Speed and give himself a 30 ft increase to land speed. That should (hopefully) let him assist Gideon without penalizing himself too much.

|  Lady Vulpina | 
 
	
 
                
                
              
            
            "Ah, not an adoring crowd, then," sighs Vulpina, giving the wave a brief two-fingered salute before slipping away.
If this isn't the time for Derring-Do, I don't know what is.
Derring-Do Escape Artist: 1d20 + 4 + 1d6 ⇒ (12) + 4 + (1) = 17
Ehhhhhhhhhhhhhhh it's solid, at least.

|  Loam Yin | 
 
	
 
                
                
              
            
            Loam sighs in realization that everything is about to get dirty regardless of her actions. She uses a spell to help her skitter away.
Casting Monkey Fish.
Swim: 1d20 - 1 + 8 ⇒ (20) - 1 + 8 = 27

| GM Nowruz | 
 
	
 
                
                
              
            
            Especially Loam but also Vulpina and Dorku are strong and pave the way for the others with their agility and swimming skills!
You start looking around a patch of vines on the far wall as the waters start rushing into the room.
You are able to move over and at the last second see that the wall has collapsed and only vegetation remains.
The group bullrushes through the gap and ducks around the corner, avoiding the heavy wave.
Escape Artist/Swim with Aids = 31 -> Success! 1/1 passed
- - -
2. Vile Croak
Angered as it sees at least some of its prey escaping the waves, the mobogo releases a powerful "CRRRRRRRRRROOOOOOOOOOOAAAAAAAAAKKKKKKKKKK!"
The concussive shockwave reduces your slightly protective wall into bits, do you slap your hands to your ears (Reflex Save) or try to withstand it (Will Save)?

|  Lady Vulpina | 
 
	
 
                
                
              
            
            Vulpina claps her hands over her ears with surprising gentleness and speed!
Charmed Reflex Save: 1d20 + 13 ⇒ (13) + 13 = 26
Between Derring-Do and Charmed Life, is anyone else starting to suspect that Swashbucklers might be designed specifically for chase sequences?

|  Torku | 
 
	
 
                
                
              
            
            Torku mutters a foul-sounding curse and puts his hands over Gideon’s ears. ”Not like you can reach them with your arm in that sling,” he grumbles through gritted teeth.
Will: 1d20 + 7 ⇒ (9) + 7 = 16

| GM Nowruz | 
 
	
 
                
                
              
            
            Vulpina shows you the right method to resist the physical blas and Torkus facial expression gives you the last hint you need to overcome the unbelievable mobogo anger.
You can be glad that the Swashbuckler's instincts kicked into gear.
You do, however, see that was not the same for at least one of the Aspis agents. He stumbles and falls to the ground in a nearby street, blood oozing out of his ears.
Reflex with aid = 28 -> Success! 2/2 passed
* * *
3. Aspis Stampede
As you seek an advantageous position a group of terrified Aspis agents rounds the corner, obliviously charging your location.
You have a brief moment to redirect them or everyone will be caught in the open. Yell a command for them to make way (Intimidate), hoping they listen so you can slip through or attempt a lie (Bluff, slightly harder) indicating there is second Mobogo in the other direction so they turn and run the other way.

|  Lady Vulpina | 
 
	
 
                
                
              
            
            "Bluff, slightly harder"? You don't know Vulpina!
"They are only larger in this direction, fellows!" yells Vulpina at a jog, gesturing them away. "Quickly, to the right! Right!"
Bluff: 1d20 + 13 ⇒ (18) + 13 = 31

| GM Nowruz | 
 
	
 
                
                
              
            
            Vulpina's presence is incredible!
Her manipulative lie impresses the scattering Aspis as they frantically fall over each other to get out of the way. The group has an easy time to follow Vulpina to a safer location.
Success! 3/3 passed
* * *
4. Leap Dragon-Frog
With a thundering leap, the Mobogo briefly takes to the air aiming to squash everyone under its massive frame.
Deftly maneuver through the rubble to get to safety (Acrobatics) or dive out of the way at the last second (Reflex, easier).

|  Loam Yin | 
 
	
 
                
                
              
            
            Loam is left to blindly run for a few seconds while Vulpina works. Then the frog leaps and the ratfolk has to hurl herself out of the its way.
Reflex: 1d20 + 3 ⇒ (14) + 3 = 17

|  Torku | 
 
	
 
                
                
              
            
            Torku once more drags the hapless Gideon behind him. "Move!" he orders, pushing his charge to the side before diving after him. As the two get back to their feet, the tiefling puts the human's uninjured arm around his shoulder. "Faster. We put too much work into getting you out of there for you to die out here to some oversized toad."
Reflex: 1d20 + 7 ⇒ (14) + 7 = 21

|  Lady Vulpina | 
 
	
 
                
                
              
            
            ”Allow me to show you how it is done!” boasts Vulpina, practically running up a wall and leaping, tumbling end-over-end and landing gracefully on her feet.
Derring Acrobatics: 1d20 + 14 + 1d6 ⇒ (14) + 14 + (3) = 31

| GM Nowruz | 
 
	
 
                
                
              
            
            This time almost all of you see the danger the whole way, and at the last moment Vulpina shoves the group in one direction, making it a team effort to easily avoid the bellyflop of the Mobogo.
The Aspis agents were not as lucky, one being completely squashed and the others knocked to the ground.
Success! 4/4 passed
* *
5. Hurricane Alley
As quick as it lands, the Mobogo takes flight. You see a possible escape route and dart down a side street. It quickly cuts you off, hovering at the end.
Its giant wings pumping gusts of air down the narrow alleyway.
You can withstand the gusts (Fort Save) or push your way through (Strength, slightly easier).

|  Torku | 
 
	
 
                
                
              
            
            Torku keeps a tight grip on Gideon’s collar as he braces himself against the windstorm.
Fortitude: 1d20 + 8 ⇒ (5) + 8 = 13

|  Makras Vekker | 
 
	
 
                
                
              
            
            Makras instinctively tries to stay on his feet, his words lost in the wind.
Fortitude Save: 1d20 + 5 ⇒ (18) + 5 = 23

| GM Nowruz | 
 
	
 
                
                
              
            
            This time its Makras that is in front of you and shrugs off the wind, loosing a roaring laugh as he easily stands firm providing sufficient shelter for the group.
The Aspis, again are not as lucky. The winds pin the remaining few against the wall.
Fort Success! 5/5 passed
* * *
6. Sudden Overgrowth
Seeing the edge of town, the group cuts towards the safety of the jungle. The remaining Aspis trail just behind. The mobogo chants and the innocuous vines on the walls suddenly spring to life, threatening to choke off the escape route.
Identify which plants will allow safe passage (K: Nature) or find a safe route around them (Survival).

|  Makras Vekker | 
 
	
 
                
                
              
            
            Makras laughs heartily. "Today is a good day to die! But tomorrow will do just as well!"
Survival: 1d20 + 5 ⇒ (14) + 5 = 19

|  Torku | 
 
	
 
                
                
              
            
            ”Great.” Torku starts searching for a place to squeeze through the brambles.
Survival: 1d20 + 1 ⇒ (18) + 1 = 19

| GM Nowruz | 
 
	
 
                
                
              
            
            Loam leads the way instinctively as the others support to point out adequate paths and you really notice a few poisonous plants among the overgrowth which you can avoid!
The Mobogo croaks in anger as the group barely escapes her trap.
Success! 6/6 passed
* *
7. Crumbling Archway
The giant frog dragon beast thing thunders after you. Up ahead, the lower half of an ancient statue forms a crumbling archway.
Darting under it, you think that if the right pressures were applied either through brute force (CMB) or intelligent removal of the cornerstone (K: Engineering, easier) that it would all tumble down around the beast.

|  Lady Vulpina | 
 
	
 
                
                
              
            
            K(eng): 1d20 + 4 ⇒ (6) + 4 = 10
Vulpina hustles by, considering some possibilities. A choice removal of the foundation would surely help...
...but which one would that be??
Hmm.

|  Torku | 
 
	
 
                
                
              
            
            ”There!” Torku snaps, pointing at a weak point at the base of the statue.
Knowledge (engineering): 1d20 + 8 ⇒ (5) + 8 = 13

| GM Nowruz | 
 
	
 
                
                
              
            
            Loam picks a spot and tells everyone what to do. Torku and Vulpina pull out a couple key blocks and they heave their shoulder into the archway.
It starts leaning to collapse as the group darts out the far side.
The Mobogo continues darting forward after her prey and is caught in the collapse. A shriek of anger is heard as she opens her mouth wide...
Kn engineering Success! 7/7 passed
* * *
8. Tongue Tied
... and her tongue shoots out, slamming stickily into Gideon's back.
”Oh no!!! Please help me!! Nooo ... “ he shrieks.
She starts dragging her consolation prize back towards her gaping maw.
You can pull Gideon free (Strength, slightly easier) or hack away at the thick tongue (Attack).
 
	
 
     
    