
Charles Beecroft |

Charles groans.
Great. Just what I needed!
He then tries to take out the remaining tiny fiend.
Hunted Shot: 1d20 + 11 ⇒ (16) + 11 = 27, for 2d8 + 1d10 ⇒ (2, 6) + (1) = 9 damage.
Hunted Shot: 1d20 + 8 ⇒ (12) + 8 = 20, for 1d8 ⇒ 1 damage.
Jaws: 1d20 + 9 ⇒ (9) + 9 = 18, for 2d8 + 6 ⇒ (1, 6) + 6 = 13 damage.
Jaws: 1d20 + 4 ⇒ (8) + 4 = 12, for 1d8 + 3 ⇒ (3) + 3 = 6 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (1, 3) + 4 = 8 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.

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Charles' arrows, and Archibald's bite, combine to give the tiny fiend a really bad day...
Reflex: 1d20 + 10 ⇒ (4) + 10 = 14.
...and then it promptly explodes.
Another Interrupted Meal, Round 6:
XW (-7)
Charles (-84)
Archibald (-)

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G15:
An enormous spiral staircase leads up from the east end of this room. Near the doorway, a large, jagged iron ring — apparently the top half of a cauldron — hangs from a frame of wood and bones next to a large stone hammer.
Standing next to it is the injured warrior, who charges forward, murder in his eyes!
Club: 1d20 + 9 ⇒ (4) + 9 = 13, for 1d6 + 4 ⇒ (6) + 4 = 10 damage.
Club: 1d20 + 4 ⇒ (1) + 4 = 5, for 1d6 + 4 ⇒ (5) + 4 = 9 damage.
Fortunately, he remains quite ineffective.
Another Interrupted Meal, Round 7:
XW (-7)
Charles (-84)
Archibald (-)

Charles Beecroft |

With a snort, Charles tries to finish him off.
Hunted Shot: 1d20 + 11 ⇒ (6) + 11 = 17, for 1d8 ⇒ 8 damage.
Hunted Shot: 1d20 + 8 ⇒ (11) + 8 = 19, for 1d8 ⇒ 4 damage.
Jaws: 1d20 + 9 ⇒ (20) + 9 = 29, for 2d8 + 6 ⇒ (2, 7) + 6 = 15 damage.
Jaws: 1d20 + 4 ⇒ (5) + 4 = 9, for 1d8 + 3 ⇒ (3) + 3 = 6 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (4, 2) + 4 = 10 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.

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Charles tenderises the trog, then Archibald disembowels it...
...however, combat is far from over; the sounds of scaled feet tramping down the staircase can be heard!
Another Interrupted Meal, Round 8:
XW (-, -, -, -)
Charles (-84)
Archibald (-)

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About six seconds later, a quartet of Trog warriors come charging down the stairs!
Another Interrupted Meal, Round 10:
XW (-, -, -, -)
Charles (-84)
Archibald (-)
I need another pair of 'stench saves', I am afraid.

Charles Beecroft |

Charging into the jaws of death...
Fort: 1d20 + 9 ⇒ (9) + 9 = 18.
Fort: 1d20 + 8 ⇒ (1) + 8 = 9.
Charles shifts his focus, and unleashes.
Hunted Shot: 1d20 + 11 ⇒ (20) + 11 = 31, for 2d8 + 1d10 ⇒ (4, 6) + (6) = 16 damage.
Hunted Shot: 1d20 + 8 ⇒ (19) + 8 = 27, for 2d8 + 1d10 ⇒ (4, 7) + (9) = 20 damage.
Jaws: 1d20 + 9 ⇒ (2) + 9 = 11, for 2d8 + 6 ⇒ (3, 1) + 6 = 10 damage.
Jaws: 1d20 + 4 ⇒ (6) + 4 = 10, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (2, 3) + 4 = 9 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.

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Charles annihilates the front one with a pair of arrows through the eye sockets.
Archibald, however, is feeling decidedly queasy.
Reflex: 1d20 + 7 ⇒ (9) + 7 = 16.
Reflex: 1d20 + 7 ⇒ (14) + 7 = 21.
One of the back ones steps forward, and then both try to pound Charles...
Club: 1d20 + 9 ⇒ (8) + 9 = 17, for 1d6 + 4 ⇒ (1) + 4 = 5 damage.
Club: 1d20 + 4 ⇒ (17) + 4 = 21, for 1d6 + 4 ⇒ (1) + 4 = 5 damage.
Club: 1d20 - 1 ⇒ (12) - 1 = 11, for 1d6 + 4 ⇒ (6) + 4 = 10 damage.
Club: 1d20 + 9 ⇒ (8) + 9 = 17, for 1d6 + 4 ⇒ (3) + 4 = 7 damage.
Club: 1d20 + 4 ⇒ (17) + 4 = 21, for 1d6 + 4 ⇒ (2) + 4 = 6 damage.
...but his defences are simply too good for them.
Another Interrupted Meal, Round 11:
XW (-9, -4, -)
Charles (-84)
Archibald (-)

Charles Beecroft |

Charles shifts his focus again, and keeps firing.
Hunted Shot: 1d20 + 11 ⇒ (15) + 11 = 26, for 2d8 + 1d10 ⇒ (7, 8) + (7) = 22 damage.
Hunted Shot: 1d20 + 8 ⇒ (12) + 8 = 20, for 1d8 ⇒ 7 damage.
Jaws: 1d20 + 9 - 1 ⇒ (14) + 9 - 1 = 22, for 2d8 + 6 ⇒ (7, 7) + 6 = 20 damage.
Jaws: 1d20 + 4 - 1 ⇒ (19) + 4 - 1 = 22, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (4, 2) + 4 = 10 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.

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Charles' first shot blows away his chosen target, before wounding the one behind it.
Archibald then rips then one next to it apart.
Reflex: 1d20 + 7 ⇒ (15) + 7 = 22.
The final one, unbowed, avoids the worst of the electrical blast, and comes forward, swinging wildly...
Club: 1d20 + 9 ⇒ (18) + 9 = 27, for 1d6 + 4 ⇒ (4) + 4 = 8 damage.
Club: 1d20 + 4 ⇒ (8) + 4 = 12, for 1d6 + 4 ⇒ (6) + 4 = 10 damage.
...and actually lands a hit!
Another Interrupted Meal, Round 12:
XW (-12)
Charles (-92)
Archibald (-)

Charles Beecroft |

I can't take much more of this...
His breathing ragged, Charles keeps up the pressure...
Hunted Shot: 1d20 + 11 ⇒ (18) + 11 = 29, for 2d8 + 1d10 ⇒ (8, 2) + (2) = 12 damage.
Hunted Shot: 1d20 + 8 ⇒ (7) + 8 = 15, for 1d8 ⇒ 3 damage.
Jaws: 1d20 + 9 - 1 ⇒ (12) + 9 - 1 = 20, for 1d8 + 3 ⇒ (1) + 3 = 4 damage.
Jaws: 1d20 + 4 - 1 ⇒ (14) + 4 - 1 = 17, for 1d8 + 3 ⇒ (6) + 3 = 9 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (4, 1) + 4 = 9 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Charles Beecroft |

Charles drags the bodies downstairs to the ever-growing pile, then has a nice rest in the 'hidden' chamber.
2d8 ⇒ (3, 6) = 9
2d8 ⇒ (1, 6) = 7
2d8 ⇒ (5, 2) = 7
2d8 ⇒ (6, 4) = 10
2d8 ⇒ (5, 4) = 9
Nearly two hours later, he heads back to complete his sweep of the upper level.

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G13:
The entrance is blocked by a rich velvet curtain bearing the image of storm cloud emitting lightning. Lingering magic causes any creature touching the curtain to feel a prickling of static electricity and smell ozone; this effect is harmless.
The chambers beyond are crowded with furniture and luxuries. To the west, a massive four-poster bed at the center of the south wall is littered with colorful silk pillows. A nearby brass brazier gives off bright light and is surrounded by thick carpets, more pillows, and crates overflowing with clothing in all styles and colors. To the east stand another brazier and a desk covered with religious treatises bearing annotations.
Seated at the desk is an incredibly attractive woman... with curving horns, bat wings, sharp claws, and a sinuous tail!
Curled up at her feet is a wolf with blood-red fur and glowing eyes, whilst perched upon her shoulder is another tiny fiend.
Looking up as the curtain is pushed aside, she curses!
WS: 1d20 + 13 ⇒ (19) + 13 = 32.
BW: 1d20 + 9 ⇒ (11) + 9 = 20.
Q: 1d20 + 7 ⇒ (14) + 7 = 21.
Charles: 1d20 + 10 ⇒ (1) + 10 = 11.
Cursing, she stands, and casts Dominate upon Charles.
The wolf jumps up, and charges forward...
Jaws: 1d20 + 12 ⇒ (13) + 12 = 25, for 1d8 + 5 ⇒ (8) + 5 = 13 damage.
Jaws: 1d20 + 7 ⇒ (8) + 7 = 15, for 1d8 + 5 ⇒ (6) + 5 = 11 damage.
...landing a solid blow on Archibald.
The tiny devil mutters to itself, then disappears.
Come Into My Boudoir, Round 1:
WS (-)
Q (-)
BW (-)
Charles (-; Will save)
A (-)

Charles Beecroft |

Will: 1d20 + 10 ⇒ (8) + 10 = 18.
Will - Hero Point: 1d20 + 10 ⇒ (18) + 10 = 28.
For a moment, Charles thinks he is losing his mind, but then he holds onto it.
Snarling, he designates the Wolf as his Prey, and starts firing, encouraging Archibald to do the same.
Electric Arc: 2d4 + 4 ⇒ (3, 1) + 4 = 8 Electricity damage, DC 18 Reflex for half.
Hunted Shot: 1d20 + 11 ⇒ (9) + 11 = 20, for 1d8 + 1d8 ⇒ (6) + (2) = 8 damage.
Hunted Shot: 1d20 + 8 ⇒ (15) + 8 = 23, for 1d8 + 1d8 ⇒ (4) + (3) = 7 damage.

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When Charles resists her spell, the beautiful fiend visibly wilts.
2d6 ⇒ (6, 2) = 8 Mental damage.
Reflex: 1d20 + 9 ⇒ (2) + 9 = 11.
Reflex: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33.
The wolf then burns in the electrical discharge, but she dodges it...
...and then a brace of arrows (aided by a biting bear chaser) do a number on the wolf.
The beautiful fiend lets out a surprisingly salty curse, and tries to Charm Charles.
Will save.
Meanwhile, the tiny fiend reappears, and tries to sting Charles...
Sting: 1d20 + 9 ⇒ (4) + 9 = 13, Fort save.
Sting: 1d20 + 5 ⇒ (2) + 5 = 7, Fort save.
Sting: 1d20 + 1 ⇒ (12) + 1 = 13, Fort save.
...whilst the wolf keeps trying to savage Archibald...
Jaws: 1d20 + 12 ⇒ (3) + 12 = 15, for 1d8 + 5 ⇒ (3) + 5 = 8 damage.
Jaws: 1d20 + 7 ⇒ (1) + 7 = 8, for 1d8 + 5 ⇒ (2) + 5 = 7 damage.
Jaws: 1d20 + 2 ⇒ (19) + 2 = 21, for 1d8 + 5 ⇒ (3) + 5 = 8 damage.
...but surprisingly, only lands one blow.
Come Into My Boudoir, Round 2:
WS (-8)
Q (-)
BW (-23)
Charles (-)
Archibald (-21)

Charles Beecroft |

Will: 1d20 + 7 + 4 ⇒ (6) + 7 + 4 = 17.
Fort: 1d20 + 9 ⇒ (3) + 9 = 12.
Archibald gives the female fiend a friendly 'hrmph'.
Charles curses, and tries to drop the wolf.
Hunted Shot: 1d20 + 11 ⇒ (18) + 11 = 29, for 2d8 + 1d10 ⇒ (8, 1) + (5) = 14 damage.
Hunted Shot: 1d20 + 8 ⇒ (20) + 8 = 28, for 2d8 + 1d10 ⇒ (1, 6) + (10) = 17 damage.
Iterative: 1d20 + 5 ⇒ (7) + 5 = 12, for 1d8 ⇒ 6 damage.
Iterative: 1d20 + 5 ⇒ (16) + 5 = 21, for 1d8 ⇒ 5 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (4, 1) + 4 = 9 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.

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Venom pumps through Charles' veins.
1d6 ⇒ 6 Poison damage.
Despite this, Charles still manages to put a pair of arrows through the wolf's skull.
His subsequent arrow lightly wounds the tiny fiend...
Reflex: 1d20 + 10 ⇒ (13) + 10 = 23.
Reflex: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27.
...which avoids the worst of the electrical discharge, as does its mistress.
The beautiful fiend chuckles.
"Your pet likes me; why don't you reconsider your own resistance to my charms..."
She then casts Charm again.
Meanwhile, the tiny fiend tries to sting Charles...
Sting: 1d20 + 9 ⇒ (5) + 9 = 14, Fort save.
Sting: 1d20 + 5 ⇒ (8) + 5 = 13, Fort save.
Sting: 1d20 + 1 ⇒ (11) + 1 = 12, Fort save.
Come Into My Boudoir, Round 3:
WS (-12)
Q (-9)
Charles (-6)
Archibald (-21)

Charles Beecroft |

Will: 1d20 + 10 + 4 ⇒ (15) + 10 + 4 = 29.
Charles snorts.
"Lady, I am not into that kind of bondage..."
Fort: 1d20 + 9 ⇒ (5) + 9 = 14.
Gritting his teeth, he directs his attention towards her, trying Cold Iron (and shifting to Silver if that doesn't work)!
Hunted Shot: 1d20 + 11 ⇒ (19) + 11 = 30, for 1d8 ⇒ 3 damage.
Hunted Shot: 1d20 + 8 ⇒ (15) + 8 = 23, for 1d8 ⇒ 5 damage.
Iterative: 1d20 + 5 ⇒ (5) + 5 = 10, for 1d8 ⇒ 7 damage.
Iterative: 1d20 + 5 ⇒ (15) + 5 = 20, for 1d8 ⇒ 1 damage.
He then tosses a brace of force missiles.
Magic Missile: 3d4 + 4 ⇒ (2, 3, 1) + 4 = 10 Force damage.

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The poison continues to burn away at Charles' veins...
1d6 ⇒ 1 Poison damage.
The beautiful fiend is stung by Charles' rejection...
2d6 ⇒ (2, 1) = 3 Mental damage.
...but not as much as she is by his arrows, which sear her flesh as they pierce her.
(His force missiles also prove quite damaging.)
Snarling, her face twists with rage!
"Maggot! You WILL bow down and worship me!"
She tries to Charm him again.
Will save.
Meanwhile, the tiny fiend continues to try and sting Charles...
Sting: 1d20 + 9 ⇒ (1) + 9 = 10, Fort save.
Sting: 1d20 + 5 ⇒ (5) + 5 = 10, Fort save.
Sting: 1d20 + 1 ⇒ (13) + 1 = 14, Fort save.
...but he dodges and weaves too well for it.
Come Into My Boudoir, Round 4:
WS (-43)
Q (-9)
Charles (-7)
Archibald (-21)

Charles Beecroft |

Will: 1d20 + 10 + 4 ⇒ (11) + 10 + 4 = 25.
Fort: 1d20 + 9 ⇒ (17) + 9 = 26.
Charles smirks.
"No, no I don't think that will happen..."
He then keeps pumping Cold Iron and force missiles in her direction.
Hunted Shot: 1d20 + 11 ⇒ (4) + 11 = 15, for 1d8 ⇒ 5 damage.
Hunted Shot: 1d20 + 8 ⇒ (5) + 8 = 13, for 1d8 ⇒ 7 damage.
Iterative: 1d20 + 5 ⇒ (3) + 5 = 8, for 1d8 ⇒ 8 damage.
Iterative: 1d20 + 5 ⇒ (13) + 5 = 18, for 1d8 ⇒ 3 damage.
Magic Missile: 3d4 + 4 ⇒ (3, 4, 2) + 4 = 13 Force damage.

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The fiend is completely shocked when Charles fights off her mental domination, yet again.
2d6 ⇒ (2, 2) = 4 Mental damage.
However, she retains the presence of mind to dodge his arrows (although the force missiles are another matter entirely).
Snarling, she tries once more!
Will save.
Meanwhile, the tiny fiend makes a nuisance of itself...
Sting: 1d20 + 9 ⇒ (9) + 9 = 18, Fort save.
Sting: 1d20 + 5 ⇒ (20) + 5 = 25, Fort save.
Sting: 1d20 + 1 ⇒ (4) + 1 = 5, Fort save.
Come Into My Boudoir, Round 5:
WS (-60)
Q (-9)
Charles (-7; Will; Fort)
Archibald (-21)

Charles Beecroft |

Will: 1d20 + 10 + 4 ⇒ (17) + 10 + 4 = 31.
Charles remains utterly un-enthralled by her charms.
"No means No!"
Fort: 1d20 + 9 ⇒ (9) + 9 = 18.
He then keeps firing.
Hunted Shot: 1d20 + 11 ⇒ (12) + 11 = 23, for 1d8 ⇒ 5 damage.
Hunted Shot: 1d20 + 8 ⇒ (19) + 8 = 27, for 1d8 ⇒ 6 damage.
Iterative: 1d20 + 5 ⇒ (10) + 5 = 15, for 1d8 ⇒ 4 damage.
Iterative: 1d20 + 5 ⇒ (3) + 5 = 8, for 1d8 ⇒ 8 damage.
Magic Missile: 3d4 + 4 ⇒ (3, 3, 3) + 4 = 13 Force damage.

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Charles' first two arrows pierce her black heart, and she collapses to the ground.
As she dies, she whispers: "I am sorry, Master; I have failed..."
Undeterred, the small fiend keeps trying to sting Charles!
Sting: 1d20 + 9 ⇒ (13) + 9 = 22, Fort save.
Sting: 1d20 + 5 ⇒ (11) + 5 = 16, Fort save.
Sting: 1d20 + 1 ⇒ (11) + 1 = 12, Fort save.
Come Into My Boudoir, Round 6:
Q (-22)
Charles (-7; Fort)
Archibald (-21)

Charles Beecroft |

Fort: 1d20 + 9 ⇒ (2) + 9 = 11.
Charles turns around, and tries to obliterate the tiny fiend.
Hunted Shot: 1d20 + 11 ⇒ (4) + 11 = 15, for 1d8 ⇒ 6 damage.
Hunted Shot: 1d20 + 8 ⇒ (11) + 8 = 19, for 1d8 ⇒ 3 damage.
Iterative: 1d20 + 5 ⇒ (2) + 5 = 7, for 1d8 ⇒ 6 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (3, 1) + 4 = 8 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.

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Charles' second arrow destroys the tiny fiend.
Combat over!
Searching the room...
There are many plundered luxuries here, including elegant clothing worth 16 gp, six silk pillows worth 2 gp each, and a golden statuette of a flying fish worth 11 gp. Four matching crystal vials in a velvet-lined case are worth 4 gp each. Two vials hold strong spirits, one holds a dose of Belladonna, and the fourth holds a Lesser Elixir of Life. Hanging above the desk is a Demon Mask resembling the scowling visage of the succubus.
Reading through the notes on the desk, Charles learns that this fiend, a Succubus named Balenni, was responsible for corrupting the servants of Gozreh at the Hermitage, but that ultimately, she herself served the leader of the Troglodytes here, someone named Cavnakash, who was in turn sent by his superiors from a place called Moonstone Hall beneath the city of Escadar.
Balenni speculates that Cavnakash’s superiors are powerful priests of Zevgavizeb, although “Moonstone Hall” isn’t likely a temple to Zevgavizeb, but rather a co-opted temple once dedicated to some other deity.

Charles Beecroft |

Not wanting to face whatever is on the next level in his current diminished state, Charles decides to once again dump the bodies outside, then head back down to the hidden room to have a full rest.

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G12:
The southern half of this large room contains a 15-foot-deep pit. A short ramp leads into the pit, but stops after 5 feet, ending with a sudden drop-off that descends to the bottom.
At the bottom of the pit are three hideous blobs of flesh, that appear to have once been human... but their lower torsos and legs have become slug-like, and their upper bodies are covered in disgusting tumours.
Upon spotting Charles, they react angrily, wailing piteously, the pitch *really* grating on your nerves.
DC 17 Will save x3, or be Sickened 1 for 1 minute.
G: 1d20 + 5 ⇒ (9) + 5 = 14.
C: 1d20 + 10 ⇒ (20) + 10 = 30.
A Fate Worse Than Death, Round 1:
Charles (-7)
Archibald (-)
G (-, -, -)

Charles Beecroft |

Will: 1d20 + 10 ⇒ (13) + 10 = 23.
Will: 1d20 + 10 ⇒ (3) + 10 = 13.
Will: 1d20 + 10 ⇒ (16) + 10 = 26.
Will: 1d20 + 7 ⇒ (7) + 7 = 14.
Will: 1d20 + 7 ⇒ (4) + 7 = 11.
Will: 1d20 + 7 ⇒ (9) + 7 = 16.
Wrinkling his nose in disgust, Charles does his best to end these horrible monstrosities.
Hunted Shot: 1d20 + 11 - 1 ⇒ (8) + 11 - 1 = 18, for 1d8 ⇒ 3 damage.
Hunted Shot: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 25, for 1d8 ⇒ 8 damage.
Iterative: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20, for 1d8 ⇒ 6 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (2, 4) + 4 = 10 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.

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Two of Charles' arrows strike true...
Reflex: 1d20 + 5 ⇒ (17) + 5 = 22.
Reflex: 1d20 + 5 ⇒ (14) + 5 = 19.
...but his electrical discharge is partially avoided.
Athletics: 1d20 + 11 ⇒ (14) + 11 = 25.
Athletics: 1d20 + 11 ⇒ (4) + 11 = 15.
Athletics: 1d20 + 11 ⇒ (18) + 11 = 29.
Athletics: 1d20 + 11 ⇒ (6) + 11 = 17.
Athletics: 1d20 + 11 ⇒ (18) + 11 = 29.
Athletics: 1d20 + 11 ⇒ (14) + 11 = 25.
All three then rush over, and start to climb out of the pit...
A Fate Worse Than Death, Round 2:
Charles (-7)
Archibald (-)
G (-19;0' up, -5; 5' up, -; 10' up)

Charles Beecroft |

Cursing, Charles keeps up the pressure.
Hunted Shot: 1d20 + 11 - 1 ⇒ (5) + 11 - 1 = 15, for 1d8 ⇒ 8 damage.
Hunted Shot: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 25, for 1d8 ⇒ 5 damage.
Iterative: 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10, for 1d8 ⇒ 8 damage.
Iterative: 1d20 + 5 - 1 ⇒ (3) + 5 - 1 = 7, for 1d8 ⇒ 7 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (4, 3) + 4 = 11 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.

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Only one arrow hits.
Reflex: 1d20 + 5 ⇒ (15) + 5 = 20.
Reflex: 1d20 + 5 ⇒ (15) + 5 = 20.
Both targeted horrors pass their reflex saves.
Athletics: 1d20 + 11 ⇒ (4) + 11 = 15.
Athletics: 1d20 + 11 ⇒ (19) + 11 = 30.
Athletics: 1d20 + 11 ⇒ (13) + 11 = 24.
Athletics: 1d20 + 11 ⇒ (4) + 11 = 15.
Athletics: 1d20 + 11 ⇒ (2) + 11 = 13.
Athletics: 1d20 + 11 ⇒ (15) + 11 = 26.
Athletics: 1d20 + 11 ⇒ (9) + 11 = 20.
Athletics: 1d20 + 11 ⇒ (4) + 11 = 15.
Athletics: 1d20 + 11 ⇒ (3) + 11 = 14.
All three keep trying to climb, but find the going quite tough...
A Fate Worse Than Death, Round 3:
Charles (-7)
Archibald (-)
G (-29;5' up, -10; 5' up, -; 0' up)

Charles Beecroft |

With an almost regretful sigh, Charles keeps firing.
Hunted Shot: 1d20 + 11 - 1 ⇒ (4) + 11 - 1 = 14, for 1d8 ⇒ 4 damage.
Hunted Shot: 1d20 + 8 - 1 ⇒ (19) + 8 - 1 = 26, for 1d8 ⇒ 4 damage.
Iterative: 1d20 + 5 - 1 ⇒ (15) + 5 - 1 = 19, for 1d8 ⇒ 2 damage.
Iterative: 1d20 + 5 - 1 ⇒ (18) + 5 - 1 = 22, for 1d8 ⇒ 8 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (2, 3) + 4 = 9 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.

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This time, three arrows land...
Reflex: 1d20 + 5 ⇒ (13) + 5 = 18.
Reflex: 1d20 + 5 ⇒ (13) + 5 = 18.
...but both targeted horrors continue to avoid the worst of the electricity.
Athletics: 1d20 + 11 ⇒ (15) + 11 = 26.
Athletics: 1d20 + 11 ⇒ (2) + 11 = 13.
Athletics: 1d20 + 11 ⇒ (11) + 11 = 22.
Athletics: 1d20 + 11 ⇒ (15) + 11 = 26.
Athletics: 1d20 + 11 ⇒ (17) + 11 = 28.
Athletics: 1d20 + 11 ⇒ (9) + 11 = 20.
Athletics: 1d20 + 11 ⇒ (15) + 11 = 26.
Athletics: 1d20 + 11 ⇒ (1) + 11 = 12.
Athletics: 1d20 + 11 ⇒ (14) + 11 = 25.
All three keep trying to climb, but only the middle one makes it to the top, heaving its nauseating mass up onto the ledge.
A Fate Worse Than Death, Round 4:
Charles (-7)
Archibald (-)
G (-47;0' up, -14, -; 5' up)

Charles Beecroft |

"Scheisse!"
Charles shifts his focus, and keeps firing.
Hunted Shot: 1d20 + 11 - 1 ⇒ (6) + 11 - 1 = 16, for 1d8 ⇒ 2 damage.
Hunted Shot: 1d20 + 8 - 1 ⇒ (2) + 8 - 1 = 9, for 1d8 ⇒ 3 damage.
Iterative: 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10, for 1d8 ⇒ 4 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (1, 1) + 4 = 6 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.

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None of Charles' arrows find their mark.
Reflex: 1d20 + 5 ⇒ (20) + 5 = 25.
Reflex: 1d20 + 5 ⇒ (4) + 5 = 9.
The heavily injured one dodges the electrical discharge, whilst the other is mildly inconvenienced.
Athletics: 1d20 + 11 ⇒ (4) + 11 = 15.
Athletics: 1d20 + 11 ⇒ (15) + 11 = 26.
Athletics: 1d20 + 11 ⇒ (8) + 11 = 19.
Claw: 1d20 + 11 ⇒ (12) + 11 = 23, for 1d10 + 8 ⇒ (2) + 8 = 10 damage.
Claw: 1d20 + 6 ⇒ (9) + 6 = 15, for 1d10 + 8 ⇒ (6) + 8 = 14 damage.
Claw: 1d20 + 1 ⇒ (8) + 1 = 9, for 1d10 + 8 ⇒ (10) + 8 = 18 damage.
Athletics: 1d20 + 11 ⇒ (6) + 11 = 17.
Athletics: 1d20 + 11 ⇒ (15) + 11 = 26.
Athletics: 1d20 + 11 ⇒ (16) + 11 = 27.
The heavily injured one continues to have trouble climbing.
The middle one claws at Charles.
The third *finally* pulls itself up onto the ledge.
A Fate Worse Than Death, Round 5:
Charles (-17)
Archibald (-)
G (-47;5' up, -20, -)

Charles Beecroft |

"Damn it!"
Charles keeps firing...
Hunted Shot: 1d20 + 11 - 1 ⇒ (12) + 11 - 1 = 22, for 1d8 ⇒ 6 damage.
Hunted Shot: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21, for 1d8 ⇒ 4 damage.
Iterative: 1d20 + 5 - 1 ⇒ (18) + 5 - 1 = 22, for 1d8 ⇒ 6 damage.
Archibald starts biting...
Jaws: 1d20 + 9 ⇒ (20) + 9 = 29, for 2d8 + 6 ⇒ (7, 6) + 6 = 19 damage.
Jaws: 1d20 + 4 ⇒ (14) + 4 = 18, for 1d8 + 3 ⇒ (6) + 3 = 9 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (3, 2) + 4 = 9 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.

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Three of Charles' arrows find their mark.
Reflex: 1d20 + 5 ⇒ (5) + 5 = 10.
Reflex: 1d20 + 5 ⇒ (6) + 5 = 11.
The heavily injured literally *explodes*, showering ichor and entrails all over the pit, whilst its compatriot is simply scorched.
Claw: 1d20 + 11 ⇒ (2) + 11 = 13, for 1d10 + 8 ⇒ (7) + 8 = 15 damage.
Claw: 1d20 + 6 ⇒ (12) + 6 = 18, for 1d10 + 8 ⇒ (6) + 8 = 14 damage.
Claw: 1d20 + 1 ⇒ (7) + 1 = 8, for 1d10 + 8 ⇒ (8) + 8 = 16 damage.
Claw: 1d20 + 11 ⇒ (6) + 11 = 17, for 1d10 + 8 ⇒ (6) + 8 = 14 damage.
Claw: 1d20 + 6 ⇒ (6) + 6 = 12, for 1d10 + 8 ⇒ (1) + 8 = 9 damage.
Claw: 1d20 + 1 ⇒ (13) + 1 = 14, for 1d10 + 8 ⇒ (8) + 8 = 16 damage.
Both remaining ones try to rend Charles, but do not prove equal to the task.
A Fate Worse Than Death, Round 6:
Charles (-17)
Archibald (-)
G (-36, -19)

Charles Beecroft |

Charles looks on incredulously.
"That... is pretty disgusting."
He then keeps firing.
Hunted Shot: 1d20 + 11 - 1 ⇒ (14) + 11 - 1 = 24, for 1d8 ⇒ 7 damage.
Hunted Shot: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13, for 1d8 ⇒ 4 damage.
Iterative: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17, for 1d8 ⇒ 2 damage.
Archibald keeps biting...
Jaws: 1d20 + 9 ⇒ (9) + 9 = 18, for 2d8 + 6 ⇒ (3, 1) + 6 = 10 damage.
Jaws: 1d20 + 4 ⇒ (8) + 4 = 12, for 1d8 + 3 ⇒ (1) + 3 = 4 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (4, 2) + 4 = 10 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.

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Distracted by the gory explosion, only one of Charles' arrows hits.
Reflex: 1d20 + 5 ⇒ (12) + 5 = 17.
Reflex: 1d20 + 5 ⇒ (8) + 5 = 13.
Fortunately, both fleshwarps fail to dodge the electrical blast.
Unfortunately, that means one of them explodes, showering Charles and Archibald with ichor and viscera.
DC 19 Fort, or take 2d6 ⇒ (6, 2) = 8 Poison damage, and be Sickened 1.
Claw: 1d20 + 11 ⇒ (15) + 11 = 26, for 1d10 + 8 ⇒ (8) + 8 = 16 damage.
Claw: 1d20 + 6 ⇒ (12) + 6 = 18, for 1d10 + 8 ⇒ (8) + 8 = 16 damage.
Claw: 1d20 + 1 ⇒ (6) + 1 = 7, for 1d10 + 8 ⇒ (1) + 8 = 9 damage.
The remaining creature claws at Charles, landing a nasty punch.
A Fate Worse Than Death, Round 7:
Charles (-33)
Archibald (-)
G (-29)

Charles Beecroft |

Fort: 1d20 + 9 ⇒ (8) + 9 = 17.
Fort: 1d20 + 8 ⇒ (19) + 8 = 27.
Charles looks ready to vomit.
I am so glad that I know Prestidigitation!
He shifts his focus, and keeps firing.
Hunted Shot: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29, for 2d8 + 1d10 ⇒ (8, 5) + (4) = 17 damage.
Hunted Shot: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22, for 1d8 ⇒ 1 damage.
Archibald keeps biting...
Jaws: 1d20 + 9 ⇒ (4) + 9 = 13, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
Jaws: 1d20 + 4 ⇒ (17) + 4 = 21, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
He then tosses an Electric Arc...
Electric Arc: 2d4 + 4 ⇒ (4, 3) + 4 = 11 Electricity damage, DC 18 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.

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Charles' first arrow leaves it barely standing; his second gives it a gentle love-tap...
...and then Archibald bites down hard, causing it to explode.
DC 19 Fort, or take 2d6 ⇒ (6, 1) = 7 Poison, and be Sickened 1.
Combat over. There is absolutely nothing of value in this room.

Charles Beecroft |

Fort: 1d20 + 9 ⇒ (5) + 9 = 14.
Fort: 1d20 + 8 ⇒ (13) + 8 = 21.
Charles spends several minutes vomiting, then settles down to thoroughly clean himself and Archibald with Prestidigitation, before retreating downstairs to rest.
I think that is the most disgusting experience I have ever had. I hope nothing ever tops it...

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In the morning...
Just as Charles is getting ready to head upstairs again, a peal of thunder echoes throughout the building, and the entire structure quakes...
Charles: 1d20 + 12 ⇒ (17) + 12 = 29.
Archibald: 1d20 + 8 ⇒ (2) + 8 = 10.
Charles retains his footing, but Archibald is knocked prone.
Something is clearly going on at the top of the tower...

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A sun-shaped platform of marble rises ten feet above the flat, mud-brick summit of the Erran Tower. Four large columns support another marble slab over the circular staircase in the center of the tower summit, but there are no walls, so the open-air platform provides a commanding view of the Isle of Erran, the Inner Sea, and the Isle of Kortos to the south. A blazing ball of light three feet in diameter swings around the tower summit in a lazy circle, never approaching closer than within forty feet of the tower, causing shadows to spin across the marble. The orb provides bright light but no heat; instead, a soothing feeling of growth and life emanates from it. On the platform, a small heap of ripped nets, broken poles, and other debris is surrounded by several charcoal marks of geometric shapes.
Crouched on one 'outlook' is a pteranodon, whilst hunched over the charcoal drawings on the ground is a heavily-muscled Troglodyte, a wicked-looking maul at his side, who reacts with fury when he spots Charles.
Cavnakash: 1d20 + 12 ⇒ (7) + 12 = 19.
Pteranodon: 1d20 + 8 ⇒ (16) + 8 = 24.
Charles: 1d20 + 10 ⇒ (11) + 10 = 21.
The Pteranodon flaps over, despite a lame wing, and tries to take a bite out of...
1d2 ⇒ 2
...Archibald!
Beak: 1d20 + 10 ⇒ (5) + 10 = 15, for 1d10 + 3 ⇒ (1) + 3 = 4 damage.
After it misses, it then flaps away again, landing on the other side of the top of the tower.
Sometimes, You Just Can't Break Things, Round 1:
Pteranodon (-)
Charles (-)
Archibald (-)
Cavnakash (-)

Charles Beecroft |

With a chuckle, Charles waves cheerily at the Troglodyte.
"Hi there! I am a travelling tower inspector. I don't think this structure is currently up to code... it was infested with all sorts of vermin!"
He then casts Spider Climb, walks over to the Troglodyte, picks up his maul, and walks away again, going up one of the pillars, 'sheathing' the maul when he is out of range.