
Dungeon Master S - 2e |

Sadly, Heyou! never figures out a way to snag the orb....
After exploring the Archive of the Sun, you realize that the Pillar-Watcher Cursebreaker is gone, and your best hope has dried up.
You report the theft immediately to Abayone.
She hasn’t been idle. While you have been busy exploring the ancient
building and dealing with its challenges, she’s been following up on information about the Khalibi Caravan House and the Aspis Consortium agents that operated it.
"The leader of the Aspis Consortium in Kibwe, an unsavory human named Tomil Jabrin, is dead. But oh, he was a busy man before he died. He recently left town with several Aspis agents for a long trip and returned nearly three weeks later by himself. He had a heavily laden wagon when he left, but he returned without it. Rumors say he ventured to the demon-haunted city known as Holy Xatramba in the jungles to the southeast. Evidence is that he took something large—perhaps a heavy statue—there."
“And this is not the first time Tomil has been connected with that evil place. There have been persistent rumors for as long as he’s been in the city that he was raised in Xatramba among wicked cultists who revere the demon lord Angazhan. Tomil never formally disavowed these rumors or Angazhan’s worship, so perhaps he retained some connection with his homeland. Explorers tell of a complex called the Plaza of the Feasting Fiend on the north edge of Xatramba, where humans venerate Angazhan with horrid sacrifices and schemes to dominate those around them. It sounds like Tomil didn’t stray far from his upbringing."
“Tomil prepared for the release of this vile curse by stealing away and hiding the only thing that could break it. We need that statue back.
So,” she says assumptively, "tell me what you need for the trip."

Ferrun Munkustrap |

"So, this Tomil Jabrin is dead you say? How did he die? We are certainly motivated to remove this curse and naturally we will take the trip if recovering the statue will help. I just hope that it is still intact. How do you suggest we get down to this Plaza?"

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"Yes! We break curse, and break Tomil's head! Especially if he work with Ass-Piss Consortium!"

Dungeon Master S - 2e |

"If the reports are to be believed.... he died of the Slithering Curse itself!"
She clearly space to unroll a map, "I've already secured a large wagon, and oxen to pull it. A sturdy wagon will be necessary to bring the statue back to Kibwe once you recover it, and I know you will recover it. The trip from Kibwe to Holy Xatramba is 140 miles. Fortunately, an ancient road that once connected the capital of Xatramba to the provincial outpost of Kibwe is still evident, albeit in terrible disrepair. It should take you about nine days to arrive there, and another 9 to return. Who knows how long you'll be at the destination though."

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"You give us plenty of food for the road, so that we no have to forage? That let us go full speed!"
diplomacy: 1d20 + 10 ⇒ (7) + 10 = 17

Ferrun Munkustrap |

”Food and supplies will be helpful, especially since we are likely in a desert. I am wondering what we might expect when we get there. Obviously we can expect plenty of vile aspis consortium members, but I wonder if they would have recruited some vile beast to guard their acquisition. I’m also wondering what they want this statue for. I doubt it is for mere decoration in the corner of their house.”

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”It has been long since I was on the open road. I appreciate having met all of you to get this opportunity. Perhaps this statue is the origin of the curse, perhaps it is just a symbol of evil. Either way, it is in the wrong hands and should be taken away and possibly returned to its origin. Does anyone have some sort of knowledge that may help with this statue?”
Recall knowledge for anyone? Not sure what it would be.

Dungeon Master S - 2e |

The party sets out, knowing that time is of the essence. The first couple of days in, the journey is beyond uneventful... it's boring. Finally at the end of the 3rd day the party spots something interesting.
The crumbled remains of the highway pass the ruins of a large stone building. Most of the building’s side wall is gone, and plain evidence of past campfires is scattered inside.
5d20 ⇒ (15, 4, 13, 14, 10) = 56
1d3 + 1 ⇒ (3) + 1 = 4

Ferrun Munkustrap |

"Normally I would not find a simple stone building interesting, but after these last few days, I do. I wonder if these campsites had anything to do with the Aspis who came before us. Shall we check it out?"
Ferrun proceeds over to the stone building using avoid notice and peers inside.

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"Sounds good to me!" says Heyou! as he scampers off to investigate. "Might find some good stuff!"

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"Let us search this place, but be quick about it. We have an important mission to save all humans." Holton pauses. "Hmmm, now that I say it out loud, perhaps we can take our time for this loot finding mission." He says with a wink.

Dungeon Master S - 2e |

The party sets about the searching the area. There are two things of note:
A graffito which reads, "RUN FROM THE WITCH LIGHTS" in Mwangi and a half-buried leather knapsack near the cold campfire. It definitely looks like it has some goodies inside.
with cavorting animals worth 20 gp
Assumption of Ferrun Scouting
Hostiles: 1d20 ⇒ 14
Ferrun: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Pazúr: 1d20 + 10 + 2 + 1 ⇒ (18) + 10 + 2 + 1 = 31
Heyou!: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Holton: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19
Chivivit: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Kicsit: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15

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Holton looks over this cache for magical items and will hopefully identify at least the wand.
Identify wand with Religion: 1d20 + 12 ⇒ (17) + 12 = 29

Dungeon Master S - 2e |

Sir Holton picks up the wand to examine it Will hold onto the roll.
Assumption of Ferrun Scouting
Hostiles: 1d20 + 16 ⇒ (13) + 16 = 29
Ferrun: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Heyou!: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Holton: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19
Chivivit: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Kicsit: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Suddenly a trio of faintly glowing balls of light appear and bob gently in the air, the nebulous image of what might be a skull visible somewhere in its depths. The balls of light immediately turn sinister as they move to attack!
Each approaches and lets off a series of massive discharges of electricity:
Red v. Sir Holton: 1d20 + 17 ⇒ (3) + 17 = 20 MISS
Red v. Sir Holton: 1d20 + 12 ⇒ (13) + 12 = 25 for Elec: 2d8 + 4 ⇒ (8, 8) + 4 = 20
Yellow v. Kicsit: 1d20 + 17 ⇒ (11) + 17 = 28 for Elec: 2d8 + 4 ⇒ (1, 3) + 4 = 8
Yellow v. Kicsit: 1d20 + 12 ⇒ (4) + 12 = 16 MISS
White v. Ferrun: 1d20 + 17 ⇒ (2) + 17 = 19 MISS
White v. Ferrun: 1d20 + 12 ⇒ (18) + 12 = 30 for Elec: 2d8 + 4 ⇒ (4, 4) + 4 = 12
Round 1:
Enemy: ATK Occultism to identify
Kicsit: Go
Heyou!: Go
Sir Holton: Go
Chivivit: Go
Ferrun: Go

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"Balls of 'lectricity? Bet they can be beat with fire!"
Heyou! chucks an alchemist's fire at yellow to test his theory.
mod alchemist's fire: 1d20 + 13 ⇒ (18) + 13 = 31 FIRE w/ Burn It + splash: 2d8 + 1 + 2 ⇒ (5, 3) + 1 + 2 = 11 2 splash to Kicsit, 3 persistent fire, 18 fire, 6 persistent if that was a crit.
Holding at this to see if the fire worked. 2 actions left.

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Checked with GM, alchemical fire worked.
Heyou! then quickly patches Kicsit up, now that he has battle medicine.
battle medicine (crafting): 1d20 + 14 ⇒ (7) + 14 = 21 healing: 2d8 ⇒ (2, 4) = 6
He then chucks another bomb, this time at red.
bomb!: 1d20 + 13 - 5 ⇒ (4) + 13 - 5 = 12 fire!: 2d8 + 1 + 2 ⇒ (3, 4) + 1 + 2 = 10 This is probably a crit fail, then... if a 31 wasn't a crit.

Dungeon Master S - 2e |

Heyou! immediately flies into a pyrotechnic-medical fury, the likes of which boggle the mind. His first bomb strikes, then he patches up Kicsit ex post facto, then he throws another bomb which misses.... all in 6 seconds!
Round 1:
Enemy: ATK Occultism to identify
Kicsit: Go
Heyou!: Nova
Sir Holton: Go
Chivivit: Go
Ferrun: Go
Yellow: 13

Ferrun Munkustrap |

”Hey! That hurts!” Ferrun exclaims as the pretty ball of fire burns him! He quickly replies with rapid strikes from his claws against white!
1st Claw Attack: 1d20 + 15 ⇒ (10) + 15 = 25
Slashing Damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13
2nd Claw Attack: 1d20 + 11 ⇒ (15) + 11 = 26
Slashing Damage: 2d6 + 4 ⇒ (3, 1) + 4 = 8
3rd Claw Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Slashing Damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10

Dungeon Master S - 2e |

Try as he might, ALL of Ferrun's attacks fail to connect with the creature, though his second comes ever so close!
Round 1:
Enemy: ATK Occultism to identify
Kicsit: Go
Heyou!: Nova
Sir Holton: Go
Chivivit: Go[/b]
Ferrun: Miss
Yellow: 13

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”You will all face my wrath.”
3rd level Fear spell on all 3 monsters (DC22) and then bring the hammer down.
Attack: 1d20 + 14 ⇒ (11) + 14 = 252d8 + 5 ⇒ (1, 1) + 5 = 7

Dungeon Master S - 2e |

The strange skulls seem wholly unaffected by Sir Holton's spell, nor are they frightened by his weapon. It comes close, but ultimately the skull avoids it.
Round 1:
Enemy: ATK Occultism to identify
Kicsit: Go
Heyou!: Nova
Sir Holton: Miss
Chivivit: Go
Ferrun: Miss
Yellow: 13

Dungeon Master S - 2e |

Indeed! Kicsit remembers now. They're Will-o’-Wisps! Malevolent balls of colored light, will-o’-wisps haunt lonely marshes and forests where they lure unsuspecting travelers into danger. They're immune to most magic, with some notable exceptions such as Magic Missile and Glitterdust.

Dungeon Master S - 2e |

With the knowledge shared, both Chivivit and Kicsit hurl a total of five missiles at the same wisp. They all slam into the target. It dims a bit, but it'll take a lot more to put it down.
The one by Ferrun stays focused though, trying to electrocute him:
Zip: 1d20 + 17 ⇒ (6) + 17 = 23 for Elec: 2d8 + 4 ⇒ (5, 1) + 4 = 10
Zip: 1d20 + 12 ⇒ (17) + 12 = 29 for Elec: 2d8 + 4 ⇒ (1, 6) + 4 = 11
Zip: 1d20 + 7 ⇒ (5) + 7 = 12 MISS
The other two follow suit!
Attacking Sir Holton:
Zip: 1d20 + 17 ⇒ (19) + 17 = 36 for DOUBLE Elec: 2d8 + 4 ⇒ (4, 3) + 4 = 11
Zip: 1d20 + 12 ⇒ (13) + 12 = 25 for Elec: 2d8 + 4 ⇒ (4, 3) + 4 = 11
Zip: 1d20 + 7 ⇒ (17) + 7 = 24 for Elec: 2d8 + 4 ⇒ (2, 1) + 4 = 7
Attacking Kicsit:
Zip: 1d20 + 17 ⇒ (7) + 17 = 24 for Elec: 2d8 + 4 ⇒ (2, 3) + 4 = 9
Zip: 1d20 + 12 ⇒ (15) + 12 = 27 for Elec: 2d8 + 4 ⇒ (2, 5) + 4 = 11
Zip: 1d20 + 7 ⇒ (3) + 7 = 10 MISS
Round 2:
Enemy: ATK Occultism to identify
Kicsit: Go
Heyou!: Go
Sir Holton: Go
Chivivit: Go
Ferrun: Go
Yellow: 13
White: 17

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"No magic? Bombs not magic silly wispies!"
Persistent fire on yellow?
He steps up to Sir Holton and tries to patch him up.
battle medicine, assurance: 10 + 10 = 20 healing: 2d8 + 10 ⇒ (7, 8) + 10 = 25
He then chucks a bomb at red.
mod alch fire: 1d20 + 13 ⇒ (10) + 13 = 23 fire: 2d8 + 1 + 2 ⇒ (1, 2) + 1 + 2 = 6 2 splash, 3 persistent
"Ow, that stings!"

Dungeon Master S - 2e |

Oh yeah! Sorry, it had been a while. Persistent taken, Flat: 1d20 ⇒ 10
Heyou! works quickly to patch up the party, but it costs him his aim. Only the splash of the bomb lands on the wisp.
Round 2:
Enemy: AT
Kicsit: Go
Heyou!: Bombs away!
Sir Holton: Go
Chivivit: Go
Ferrun: Go
Yellow: 16 (Peristent Fire 3)
White: 17
Red: 2

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Holton attacks the one next to him and then attempt to Battle Medicine himself.
Attack 1: 1d20 + 14 ⇒ (16) + 14 = 302d8 + 5 ⇒ (5, 5) + 5 = 15
Attack 2: 1d20 + 9 ⇒ (12) + 9 = 212d8 + 5 ⇒ (4, 6) + 5 = 15
Battle Medicine: 1d20 + 14 ⇒ (3) + 14 = 172d8 ⇒ (5, 8) = 13
Current HP: Back up to 76.

Dungeon Master S - 2e |

Sir Holton scores with his first slash, but the second fails to connect. Fortunately he closes some of his wounds before the skull shocks him again.
Round 2:
Enemy: AT
Kicsit: Go
Heyou!: Bombs away!
Sir Holton: Hit
Chivivit: Go
Ferrun: Go
Yellow: 16 (Peristent Fire 3)
White: 17
Red: 17

Ferrun Munkustrap |

Ferrun chooses to gang up on the red wisp and moves down do a better position where he strikes at it with the nails of his claws!
1st Attack: 1d20 + 15 ⇒ (3) + 15 = 18
Slashing Damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11
2ns Attack: 1d20 + 11 ⇒ (8) + 11 = 19
Slashing Damage: 2d6 + 4 ⇒ (6, 5) + 4 = 15

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"Get them! Make them pay! We don't like them anyway!" cheers Heyou!

Dungeon Master S - 2e |

Unfortunately, Ferrun's claws are off by a wide margin!
Round 2:
Enemy: AT
Kicsit: Go
Heyou!: Bombs away!
Sir Holton: Hit
Chivivit: Go
Ferrun: Miss
Yellow: 16 (Peristent Fire 3)
White: 17
Red: 17

Dungeon Master S - 2e |

Kicsit fails to connect as the three wisps, though wounded, continue to bring electric pain to the party.
Round 2:
Enemy: AT
Kicsit: Miss
Heyou!: Bombs away!
Sir Holton: Hit
Chivivit: Go
Ferrun: Miss
Yellow: 16 (Peristant Fire 3)
White: 17
Red: 17

Dungeon Master S - 2e |

Chivivit stays away from more direct spells, and opts to hurl a piece of rubble with pin point accuracy! The wisp is snuffed out!
The burning wisp closes with Heyou! to electrocute the infuriating goblin.
Zip: 1d20 + 17 ⇒ (11) + 17 = 28 for Elec: 2d8 + 4 ⇒ (5, 4) + 4 = 13
Zap: 1d20 + 12 ⇒ (20) + 12 = 32 for DOUBLE Elec: 2d8 + 4 ⇒ (8, 4) + 4 = 16
Flat: 1d20 ⇒ 12
The other
Zip: 1d20 + 17 ⇒ (16) + 17 = 33 for DOUBLE Elec: 2d8 + 4 ⇒ (6, 8) + 4 = 18 dropping Heyou!
It turns its power on Sir Holton
Zap: 1d20 + 12 ⇒ (8) + 12 = 20 MISS
Zap: 1d20 + 7 ⇒ (16) + 7 = 23 MISS
Round 3:
Enemy: ATK
Kicsit: Go
Heyou!: Dying 2
Sir Holton: Go
Chivivit: Go
Ferrun: Go
Yellow: 19 (Persistent Fire 3)
Red: 17

Ferrun Munkustrap |

"Hey you, wispy toast! You just hurt Heyou! and that makes me an angry cat!
Ferrun wildly let's his claws sink deeply into the Will o' Wisp.
1st Attack (Claws): 1d20 + 15 ⇒ (15) + 15 = 30
Slashing Damage: 2d6 + 4 ⇒ (6, 4) + 4 = 14
2nd Attack (Claws): 1d20 + 11 ⇒ (4) + 11 = 15
Slashing Damage: 2d6 + 4 ⇒ (2, 5) + 4 = 11
3rd Attack (Claws): 1d20 + 7 ⇒ (20) + 7 = 27
Slashing Damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15 (Double if this is a crit!)

Dungeon Master S - 2e |

Ferrun finally finds his rhythm. His claws work overtime as he connects twice with the wisp, the second time with perfect aim! The wisp blinks out, leaving but one foe!
Round 3:
Enemy: ATK
Kicsit: Go
Sir Holton: Go
Chivivit: Go
Ferrun: Crit kill!
Heyou!: Dying 2
Yellow: 19 (Persistent Fire 3)

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The Orc moves forward, growling along the way, letting his better angels lose the battle to his Orc instincts of rage. He swings his warhammer with anger.
Attack: 1d20 + 14 ⇒ (13) + 14 = 272d8 + 5 ⇒ (1, 1) + 5 = 7
Attack: 1d20 + 9 ⇒ (4) + 9 = 132d8 + 5 ⇒ (4, 1) + 5 = 10

Dungeon Master S - 2e |

Sir Holton scores a hit with his hammer, but it's a glancing blow.
Round 3:
Enemy: ATK
Kicsit: Go
Sir Holton: Hit
Chivivit: Go
Ferrun: Crit kill!
Heyou!: Dying 2
Yellow: 26 (Persistent Fire 3)

Dungeon Master S - 2e |

Unfortunately, the wisps are really quick and Chivivit missses!
Round 3:
Enemy: ATK
Kicsit: Go
Sir Holton: Hit
Chivivit: Miss
Ferrun: Crit kill!
Heyou!: Dying 2
Yellow: 26 (Persistent Fire 3)

Dungeon Master S - 2e |

Kicsit's projectile strikes the wisp! It's enough to snuff it out, but there's no time to rest as Heyou! is dying!

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dying DC12: 1d20 ⇒ 16
At dying 1

Ferrun Munkustrap |

With the last of the Wisps slain, Ferrun runs up to the dying goblin. "Heyou! Wake up!". The cat calls to his friend as he lays his paws upon him.
Lay on Hands for 12 Healing
"Wakey, Wakey! There is no need for a cat nap right now."

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The goblin shakes his head as he awakens. His hand automatically goes to his bomb pouch, when he realizes that the wisps were gone ”What happened? Stupid wisps! I blow you up good!”
He then gets up, and starts to heal everyone