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round 1
Mordack stealth: 1d20 + 8 ⇒ (17) + 8 = 25 more pain!
bahemouth init: 1d20 + 5 ⇒ (19) + 5 = 24 swing!
Vilree perception: 1d20 + 7 ⇒ (10) + 7 = 17 shoot!
Kosh Stealth: 1d20 + 6 ⇒ (3) + 6 = 9 Ready for the fight!
Mordack just keeps bringing the pain and another ray hits her! She screams out as more chunks of ice and skin fly.
The creatures advances on the halforc and swings as hard is it can
mighty swing!, if hit roll reflex DC19 or fly back 19 feet: 1d20 + 10 ⇒ (9) + 10 = 192d6 + 5 ⇒ (4, 4) + 5 = 13
The woman aims another exploding bolt at Mordack
Vilree attack with a bomb arrow: 1d20 + 10 ⇒ (18) + 10 = 281d8 + 1d6 ⇒ (7) + (6) = 13
Kosh gets ready to rumble with magic weapon and inspire!
Post when you can. I had cookie issues and couldn't post last week

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Ref save: 1d20 + 8 ⇒ (8) + 8 = 16
Kosh flies back into the cave wall. He pulls himself to his feet, and sneers at the…whatever the hell that is, but then he sees Mordack go down.
”On yer feet!”, he shouts. ” ‘Finders ain’t allowed to die without permission!”
Stand, Cast soothe
Healing: 2d10 + 8 ⇒ (8, 5) + 8 = 21

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I would be up then on my turn, sometimes posts don't show up within the first 5 minutes. When someone goes down, they then go just right before the person's next turn who brought them down. So you would be next in init healing me, then the behemoth, then me, then Vilree, I'll go ahead and take my turn.
Mordack stands up and does another ray of frost at Vilree hit: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
dmg: 2d4 + 4 + 1 + 1 ⇒ (2, 3) + 4 + 1 + 1 = 11 yeah, another 11 cold damage to Vilree

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No third person, just you guys kicking ass. I reduced damage and attack to balance things. This is the last fight, so you getting knocked down and up again feels ok. Not here for a TPK, but enough of a challenge to be fun. now kill the big guy and go save the town!

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You don't need three when you keep rolling like that Mordack!
round 3
Mordack stealth: 1d20 + 8 ⇒ (17) + 8 = 25 UP AND ANGRY!
bahemouth init: 1d20 + 5 ⇒ (19) + 5 = 24 swing!
Kosh Stealth: 1d20 + 6 ⇒ (3) + 6 = 9 Ready for the fight! HEAL!
Mordack hops up and starts casting right away! The woman takes another massive hit of frost and she she drops! The beast lets out a massive howl!
Vilree looks at you with contempt as she falls. It doesn’t matter, you know. I’ve already won. I dispatched my minion to destroy the town just before you arrived here. Everyone in Plaguestone will be dead long before you ever get there!
The creature advances and swings at Kosh again!
mighty swing!, if hit roll reflex DC19 or fly back 10 feet[: 1d20 + 10 ⇒ (2) + 10 = 122d6 + 5 ⇒ (4, 5) + 5 = 14

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Kosh avoids the blow, grimacing at the creature. He spares Mordack a glance.
”Nice shot!”, he growls. ”Now let’s bury dis piece o’ $#|+!”
Striking up his battle cadence once again, he draws his sword and swings.
Cast inspire courage, Cast shield, Quick Draw & Strike
Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 2d8 + 3 ⇒ (1, 7) + 3 = 11

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Mordack will ray of frost the beast hit: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 dmg: 2d4 + 4 + 1 + 1 ⇒ (3, 1) + 4 + 1 + 1 = 10
Oh no, a beast in town, we will let some other group of adventures deal with it, if that true, I'm not going back to town.

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round 4
Mordack stealth: 1d20 + 8 ⇒ (17) + 8 = 25 CRIT!
bahemouth init: 1d20 + 5 ⇒ (19) + 5 = 24 swing!
Kosh Stealth: 1d20 + 6 ⇒ (3) + 6 = 9 face smash!
Mordack decides he's done and shots right at the big monster, and hits right in the face! the monster howl in pain and it echoes through the cavern.
The monster slams the ground and shakes everyone. DC 19 reflex save or fall prone. The monster then swings at Mordack!
swing!: 1d20 + 10 ⇒ (10) + 10 = 202d6 ⇒ (3, 2) = 5
Kosh swings hard into the monster and does some massive damage!
Post for next round!

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reflex: 1d20 + 8 ⇒ (15) + 8 = 23
Mordack after being hit slightly on the leg, 5 foot steps back and unloads another ray of frost hit: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 dmg: 2d4 + 4 + 1 + 1 ⇒ (1, 3) + 4 + 1 + 1 = 10
edit: critical, looks like it took 20 damage and is slowed 10 feet.
Come on Kosh you can do it 51 damage dealt to it, assuming it has no Damage reduction. I dealt 20 damage this round and 20 damage last round. You dealt 11 damage to it last round, one more good hit, maybe two and it will probably be dead.

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Ref save: 1d20 + 8 ⇒ (11) + 8 = 19
Kosh sways from the impact, but keeps his feet.
”What makes the grass grow!? BLOOD! BLOOD! BLOOD!”, he shouts. With his battle cadence ringing in its ears, he takes another swing at it.
Cast inspire courage, Cast shield, Strike
Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 2d8 + 3 ⇒ (2, 5) + 3 = 10

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round 5
Mordack stealth: 1d20 + 8 ⇒ (17) + 8 = 25 CRIT!
bahemouth init: 1d20 + 5 ⇒ (19) + 5 = 24 DEAD!
welp we don't need that third....
And Mordack throws one last spell! The beast takes another solid hit, sways, pauses, and falls crashing into a million ice cubes.
[occ]cantrips for the win![/ooc]
You are alone in the cavern. The women who killed your friend is dead. But an agent of her is plodding to town right now. What do you want to do?

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Mordack turns towards Kosh. Well, we completed our mission. Our only mission. We aren't tasked with anything else. If an agent of hers kills all or most of the town, it ain't no concern of mine, nat ah. I say we rest here for a day, and maybe just one agent won't kill the whole town when we return there tomorrow. I'm sure a few guards or dozens of citizens rising up can take care of one agent. I'm out of breath, real spells and other resources. And if everyone in town is dead, we send for reinforcements to rebuild in the aftermath. We offer jobs here. So the farmer dies, we get a new one and so forth. As far as the bodies, I guess it will be up to us to bury them, cause we will be the first visitors to the town as it will take weeks for other adventures to stumble upon this town and find them dead. But again, it is one agent, they can deal with it.

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Kosh tilts his head, considering Mordack’s words, before shaking his head.
”Nah”, he replies. ” ‘At b~*$% died thinkin’ she won no matter wot. I ain’t givin’ ‘er da last laugh. You wanna stay, go ahead. I’m gonna put da final nail in ‘er coffin!”
With that, he heads out.

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After finding the trail, it is a simple matter to follow the plodding footsteps of Vilree’s minion as it makes its way toward Etran’s Folly. Miles pass, minutes turn to hours, and the unsuspecting town grows ever
closer. Vilree’s alchemical servant never seems to tire, and there is no sign that it ever stops for food or rest, but it does seem the distance is closing. The trail looks more and more recent.
Just as Etran’s Folly comes into view, so does Vilree’s drudge. It is close to the town but with haste it is still possible to catch it before it can complete its grim task!
Mordack perception: 1d20 + 4 ⇒ (3) + 4 = 7
Kosh perception: 1d20 + 8 ⇒ (2) + 8 = 10
dredge perception: 1d20 + 6 ⇒ (2) + 6 = 8

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Round 1, FIGHT!
Mordack perception: 1d20 + 4 ⇒ (14) + 4 = 18
Kosh perception: 1d20 + 8 ⇒ (17) + 8 = 25
dredge perception: 1d20 + 6 ⇒ (19) + 6 = 25
30 feet ahead of you in an alchemical dredge. Its carrying a few vials in its oddly shaped hands.
What do you do?

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Kosh runs up behind the plodding figure. ”Drop ‘em now, ‘fore we drop you!”
He draws his sword and attacks.
Stride, Cast inspire courage, Quick Draw & Strike
Attack: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

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Mordack will try to ray of frost it hit: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 dmg: 2d4 + 4 + 1 + 1 ⇒ (1, 1) + 4 + 1 + 1 = 8 Mordack does remember he has level 2 spell slots, but he has to get close and use burning hands his only signature spell, or the only other useful one would be invisibility, but at least he is hitting well with cantrips.

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Welp once again, we smash through the bad guys withs crits from Mordack. The alchemical creature drops far from the village. The hard part is done, now you can come back to the village heroes with only a few knowing what you did. head back and tell everyone or some other plan?

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Mordack will head back to the village, he isn't sure if he will tell them anything, he will likely just keep quiet, Kosh can tell them what he wants, but Mordack doesn't want to panic anyone and he definitely has to head back, he needs a place to stay and a long vacation after this.

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”Nice shootin’!”, says Kosh.
He will check in with the sheriff, and leave the vials with him to dispose of. ”Give dat ranger Noala m’best”, he says.
Then he heads back to the caravan, and fills them in on what happened.

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Going back to town, upon telling the others, you and the members of Bort’s caravan of Bort’s murder. Even Sheriff Rolth is impressed that the strangers did so much to help the tiny community. Delma lets them stay at the Feedmill, free of charge, for as long as they like, and any tab they might have acquired is wiped away. You are heroes! At least enough to earn some minor celebrations and a few of your friends buying you beers at the bar.
As the days celebrations run down, Tamli invites Kosh and his new friend Mordack to the funeral I the morning. The next day you are given the chance to say a few words for your passing boss, friend, and caravan master. Do you have anything to say for the man?
What say you? We are about to wrap up any last words for the man who started this all and the town in general?

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Kosh brings a glass of whiskey up to the podium.
”Bort was a good fella, who made some bad decisions”, he says. ” ‘e got mixed up wif da wrong folks, an’ ‘e paid da price for it. Let’s take dat as a lesson, so he dint die for nuffin. Ere's to you, Bort! Rest easy!”
He lifts his glass, and downs it.
Performance: 1d20 + 8 ⇒ (3) + 8 = 11
Burn a Hero Point
Performance: 1d20 + 8 ⇒ (7) + 8 = 15

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Tamli sheds more than a few tears as she says goodbye and attempts to make peace with the situation as Kosh's word ring out over the collected crowd. There is drink, tears, sadness, and friendship as the troop buries their friend and leader.
After the ceremony, Tamli quietly approaches both of you to give them a gift. Bort was fond of rings, collecting a variety of them throughout his travels. She wishes to give one ring to each character, and states that
many of them are magical and they range from rings giving minor blessing to mercantile skill to momentary bonuses to attacks. She lets you look over them.
After you choice, she quietly takes the rest back with her to Bort's cart. It's been a wild few days, but you saved the town and found the ones who killed your friend. Now the road calls and its time to move on.
HOLY COW! Its been about three years but we did it! solid work all! Thanks for playing and now its time to earn those credits. If you send me a message I will report your involvement here and you will get credit for PFS. I want to thank you both for playing and hope I run into you all some time later. It was a heck of a journey, but I'm glad I got the change to hang with you all!

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Its been a hell of a ride, but glad we had fun along the way. Hope the others are good. I learned lessons doing this one that I think will help later.