
Dungeon Master S - 2e |

Pazur doesn't pull his blade back fast enough, and some of the fiend's acidic blood spills on him Acid: 2d6 ⇒ (1, 3) = 4.
Meanwhile Chivivit adds some magic to the mayhem, further wounding it.
Round 2:
Ferrun (59/92): Go
Pazur (76/80): Go
Holton: Go
Heyou!: Go
Hostiles: ATK
Chivivit: TBD
Red: 53, 3 Fire
Black: 30

Ferrun Munkustrap |

Ferrun tries to ignore the pain from the attack as he fights the Black fiend. The struggle is great!
Claw Attack (1st): 1d20 + 15 ⇒ (6) + 15 = 21
Slashing Damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8
Claw Attack (2nd): 1d20 + 11 ⇒ (14) + 11 = 25
Slashing Damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13
For his third action he lays on paws to heal some of his own wounds.
Heals 18 hp (77/92 hp)

Pazúr Sixclaw |

Wanting a little more room to play, Pazúr ducks and rolls between the two fiends, popping back on his feet behind the same fiend he's already stabbed! He stabs the evil horror again, nearly breaking his blade in the process!
Tumble Through red fiend's square, Strike red with Impaling Finisher, Raise Shield.
Acrobatics: 1d20 + 15 ⇒ (12) + 15 = 27
Rapier attack, Finisher: 1d20 + 15 ⇒ (11) + 15 = 26
Rapier damage, Precise Strike: 2d6 + 1 + 3d6 ⇒ (4, 1) + 1 + (4, 5, 5) = 20
Reflex vs Babau acid, DC 24: 1d20 + 14 ⇒ (1) + 14 = 15 Use Cat's Luck (1/day) to re-roll Reflex save
Reflex vs Babau acid, DC 24: 1d20 + 14 ⇒ (19) + 14 = 33

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Dagger back in his hand, Heyou! decides to through a bomb at black, to get them both burning.
bomb!: 1d20 + 13 ⇒ (20) + 13 = 33
Fire!: 2d8 + 1 ⇒ (1, 4) + 1 = 6
12 fire with the crit, 2 splash to both fiends and cat folk, 6 persistent fire to black
He then steps forward and chucks his dagger at red.
+1 returning dagger: 1d20 + 13 - 4 ⇒ (11) + 13 - 4 = 20
piercing: 1d4 + 1 ⇒ (1) + 1 = 2

Dungeon Master S - 2e |

Ferrun continues his attack, but also spends a precious moment seeing to his own wounds. He connects with the fiend!
Pazúr finds his opening and tumbles through! His thrust is quick and he pulls his blade back just before raising his shield for a reprisal!
Heyou! tosses a bomb perfectly! Fire and mayhem erupt everywhere (including a bit on his friends.) The dagger misses the mark yet again though!
Round 2:
Ferrun (75/92): Hit and heal
Pazúr (74/80): Tumble and hit
Holton: Go
Heyou!: Boom!
Hostiles: ATK
Chivivit: TBD
Red: 85, 3 Fire
Black: 55, 6 Fire

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Holton steps forward and strikes.
Strike: 1d20 + 13 ⇒ (7) + 13 = 202d8 + 5 ⇒ (5, 5) + 5 = 15
Strike: 1d20 + 8 ⇒ (19) + 8 = 272d8 + 5 ⇒ (8, 5) + 5 = 18
Flanking

Dungeon Master S - 2e |

Sir Holton slides into the only remaining space in the scrum. He scores a single hit with his hammer, but it's telling, and the fiend is clearly desperate! Working separately, the fiends attack their own opponents, both looking to push their way out of the room - teeth first.
Sir Holton needs to roll a REF save.
Red v. Sir Holton: 1d20 + 17 ⇒ (9) + 17 = 26 for DMG: 1d10 + 7 ⇒ (9) + 7 = 16 and Evil: 1d6 ⇒ 1
Red v. Sir Holton: 1d20 + 12 ⇒ (4) + 12 = 16 MISS
Red v. Sir Holton: 1d20 + 7 ⇒ (12) + 7 = 19 MISS
The other fiend, not quite as injured, lays into Ferrun with a carefully placed bite:
Grevious Strike: 1d20 + 17 ⇒ (18) + 17 = 35 for DOUBLE: 1d10 + 7 + 2d6 ⇒ (8) + 7 + (4, 1) = 20 and Evil: 1d6 ⇒ 4 and you're now Frightened 2
Bite: 1d20 + 7 ⇒ (2) + 7 = 9 MISS
He nearly kills Ferrun!
Round 2:
Ferrun (27/92, Frightened 2): Hit and heal
Pazúr (74/80): Tumble and hit
Holton (61/78): Hit REF
Heyou!: Boom!
Hostiles: ATK
Chivivit: Go
Red: 103, 3 Fire
Black: 55, 6 Fire

Chivivit Skivrix |

Having added some magic to the mayhem, Chiv decides to add some mayhem of his own.
He gives an evil glare twisted with dark magic to the red fiend before creating a metaphysical needle of pain to jab into the demon's psyche should it attack Sir Holton.
Evil eye followed by needle of vengeance, targeting Sir Holton as the character that the red fiend will take damage from attacking. I'll need two will saves from it, both DC 22.

Dungeon Master S - 2e |

Locked in battle like two phalanxes, both sides push. Chivivit lays into the more seriously wounded fiend Will: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19 with a pair of witch-spells! Will: 1d20 + 11 + 1 - 1 ⇒ (18) + 11 + 1 - 1 = 29
Round 3:
Ferrun (27/92, Frightened 1): Go
Pazúr (74/80): Go
Holton (61/78): Go
Heyou!: Go
Hostiles: TBD
Chivivit: TBD
Red: 103, 3 Fire, Frightened 1
Black: 55, 6 Fire

Ferrun Munkustrap |

With his own wounds taking a toll, Ferrun taps into his own inner reserve of strength and fights to take down Black!
Claw (1st Attack): 1d20 + 15 ⇒ (15) + 15 = 30
Slashing Damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15
Claw (2nd Attack): 1d20 + 11 ⇒ (16) + 11 = 27
Slashing Damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12
For his third action, he raises his shield to protect himself.

Dungeon Master S - 2e |

The line of the fight is bloody and severe. Ferrun's claws twice find flesh. It's not enough to drop the fiend, but it's clearly bloodied.
Round 3:
Ferrun (27/92, Frightened 1): Hits
Pazúr (74/80): Go
Holton (61/78): Go
Heyou!: Go
Hostiles: TBD
Chivivit: TBD
Red: 103, 3 Fire, Frightened 1
Black: 82, 6 Fire

Pazúr Sixclaw |

Pazúr moves as if he's going to join Ferrun in striking at the black-eyed fiend, then suddenly shifts his aim and pierces the filthy hide of the red one!
Feint, Strike red with Impaling Finisher, Raise Shield.
Deception to Feint: 1d20 + 15 ⇒ (14) + 15 = 29
Rapier attack, Finisher: 1d20 + 15 ⇒ (13) + 15 = 28
Rapier damage, Precise Strike: 2d6 + 1 + 3d6 ⇒ (4, 4) + 1 + (2, 4, 1) = 16
Reflex vs Babau acid, DC 24: 1d20 + 14 ⇒ (19) + 14 = 33

Dungeon Master S - 2e |

Pazúr's quick rapier thrust nearly drops the burning fiend, and he think he just might fall without any new wounds.... might.
Round 3:
Ferrun (27/92, Frightened 1): Hits
Pazúr (74/80): Hit
Holton (61/78): Go
Heyou!: Go
Hostiles: TBD
Chivivit: TBD
Red: 119, 3 Fire, Frightened 1
Black: 82, 6 Fire

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Seeing that Ferrun is pretty banged up, Heyou! chooses not to throw another bomb. Besides, they were already both burning!
Instead, he tries to patch up Grumpy Kitty.
battle medicine with assurance succeeds at the DC 20
healing : 2d8 + 10 ⇒ (7, 4) + 10 = 21
He the pulls out an elixir of life, feeding it to Ferrun.
lesser elixir of life: 3d6 + 6 ⇒ (6, 6, 5) + 6 = 23

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Sir Holton says a prayer, Blessing those around him, and then strikes.
Attack: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 292d8 + 5 ⇒ (3, 3) + 5 = 11

Dungeon Master S - 2e |

Heyou! lends some support, as does Sir Holton who also delivers a killing blow!
The remaining fiend gives some ground as it desperately fights for its life. It retreats carefully back, and switches to its weapon on Pazur:
Longspear: 1d20 + 17 ⇒ (11) + 17 = 28 for DMG: 1d8 + 7 + 1d6 ⇒ (7) + 7 + (1) = 15
Longspear: 1d20 + 12 ⇒ (4) + 12 = 16 MISS
Flat v. Fire: 1d20 ⇒ 19 PASS
Round 3:
Ferrun (71/92, Frightened 1): Hits
Pazúr (59/80): Hit
Holton (61/78): Kill
Heyou!: Heal
Hostiles: ATK
Chivivit: Go
Black: 88

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Holton strides to be beside the creature. He extends his Bless spell out to 10ft to cover anyone attacking the creature in melee or close, and attacks.
1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 282d8 + 5 ⇒ (6, 1) + 5 = 12

Dungeon Master S - 2e |

chivivit's rock strikes hard, as does Sir Holton's blessed hammer. the fiend is rocked, waivering, and nearly dead!
Round 4:
Ferrun (71/92): Go
Pazúr (59/80): Go
Holton (61/78): Go
Heyou!: Go
Hostiles: TBD
Chivivit: TBD
Black: 117

Ferrun Munkustrap |

Ferrun moves up and strikes with both of his claws on the fiend!
Claw (1st Attack): 1d20 + 15 ⇒ (12) + 15 = 27
Slashing Damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12
Claw (2nd Attack): 1d20 + 11 ⇒ (20) + 11 = 31
Slashing Damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11<--- Double for Crit
"You make a nice scratching post!"

Dungeon Master S - 2e |

Ferrun's quip about a scratching post is delivered to a decapitated fiend!
And for the effort he earns 1 Hero Point! For the victory each of you also earns 80 XP.
Once the party looks up from the body, the room gives everyone a sense of hope, and a reminder for the purpose of the adventure...
This storage room is jammed with lumber, pieces of broken old stone, and a variety of strange lumps of metal. A large soapstone statue of an eland-headed humanoid, wrapped in chains and locked to the floor, leans against the south wall while holding a small shield close to its chest in one hand. The chains around it crackle with bursts of magical energy.
The chains cross at the statue’s chest with a round iron plate 3 inches thick. The plate bears an indentation of the Aspis Consortium’s coiled serpent symbol, and a matching symbol is clearly designed to fit within the indentation.

Pazúr Sixclaw |

Pazúr studies the iron plate holding the chains together, tugging on his whiskers with a fuzzy paw as he thinks. "Hmm," he muses aloud, "didn't we find some Aspis badges with this same symbol on them a long while back in Kibwe?" He fishes around in his pack and pulls out a bronze badge.
With a quick look to see if anyone in the party wants him not to indulge his curiosity, Pazúr places the badge into the indentation on the iron plate, then steps back to see what happens.

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Heyou! watches with growing excitement. ”Great idea, Pazzy!”

Dungeon Master S - 2e |

Pazur places the badge in the indentation. Immediately the chains loosen a bit and the padlock opens for a key.
Unfortunately, you don't have a key... so someone will need to try and pick the lock.

Pazúr Sixclaw |

"Well, that's a bit disappointing," Pazúr observes. "Still, there's more than one way to skin a...never mind." He pulls his thieves' tools from his belt and sets to work on opening the lock.
Thievery: 1d20 + 12 ⇒ (7) + 12 = 19
Thievery: 1d20 + 12 ⇒ (13) + 12 = 25
Not sure if I should keep throwing up more rolls, so I'll stop there for now and see how hard the lock is.

Dungeon Master S - 2e |

For freeing the Cursebreaker, each of you earns 30 XP.
On his second attempt, Pazur gets the lock open. Before he can do anything, the statue begins to move! Cursebreaker stands up with a sudden grinding of stone, its narrow horns grazing the ceiling 10 feet overhead. It swivels its head from side to side to assess its surroundings, and its shield briefly flares with the same stylized sun symbol as the floors in Kibwe’s Archive of the Sun, then fades. The statue looks east and squints, as though trying to see something far away, then trundles out of the room with a slow but determined gait.
It's headed... in the direction of Kibwe!

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”Um, is that what we wanted to do?”

Dungeon Master S - 2e |

Cursebreaker walks in a direct line back to Kibwe, diverting only to go around or over any obstacle it can’t determine how to push through. Although it doesn’t stop to rest, its single-minded detours mean it moves at the same overland speed as a character with a Speed of 20 feet—16 miles per day. Given your speeds, and now that you don't need a wagon, you can stay with it or beat it there by a day. Your call. Simply need to pick in an abstract fashion, no dice or checks.

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Heyou! bounces after Cursebreaker, excited to see what the golem is going to do. Of course, after a short time the excitement turns to tedium...

Dungeon Master S - 2e |

Indeed, it does turn to tedium. Cursebreaker is loud and unstoppable enough that even the more dangerous fauna stay away. Once you return to Kibwe, you find the city has changed dramatically. The slithering has spread since the heroes left. Fortunately, the city’s healers have determined that the curse spreads by touch, and have encouraged people to remain apart from each other to attempt to contain the curse. Few people leave their homes or shops. The people whom you see out on the streets move with purpose and avoid touching others.
Still want to stay with Cursebreaker as it returns to its position?

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"Yeah! Let's watch it! We followed it this far!"

Dungeon Master S - 2e |

While you are moving through one of Kibwe’s wide streets, you see a human merchant tugging on the reins of his beast of burden, a surly triceratops with garish stripes painted along its frill. The wagon behind the dinosaur is plainly overloaded, even for such a strong animal, but the merchant is anxious to move away from Kibwe as quickly as possible. As you turn the corner on the approach, the man strikes the dinosaur in obvious anger, then quickly transforms into a sewer ooze! The thrashing triceratops snaps its harness and tramples the ooze, releasing a filth wave that covers it and only makes it angrier.
It roars as it moves towards you and Cursebreaker!
Round 1:
Triceratops: Trample and close
Ferrun: Go
Sir Holton: Go
Chivivit: Go
Pazúr: Go
Heyou!: Go
Assumption of Ferrun Scouting
Hostiles: 1d20 + 18 ⇒ (12) + 18 = 30
Ferrun: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16 (Search)
Pazúr: 1d20 + 10 + 2 + 1 ⇒ (1) + 10 + 2 + 1 = 14
Heyou!: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Holton: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16
Chivivit: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Kicsit: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14

Ferrun Munkustrap |

"We've worked too hard to free curse breaker for it to be taken down by a dinosaur! Let's finish this thing off!"
The cat leaps forward head on and strikes at the triceratops.
1st Attack Claws: 1d20 + 15 ⇒ (15) + 15 = 30
Slashing Damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11
2nd Attack Claws: 1d20 + 11 ⇒ (2) + 11 = 13
Slashing Damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14

Dungeon Master S - 2e |

Ferrun finds that his attack, although well executed, only barely lands with enough force to draw blood, and even then, this triceratops is tough. His follow up doesn't even come close.
Round 1:
Triceratops: Trample and close
Ferrun: Hit
Sir Holton: Go
Chivivit: Go
Pazúr: Go
Heyou!: Go
Triceratops: 11

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"Here I come, Gumpy Kitty!!!" yells out the goblin as he closes and start chucking bombs!
He starts by throwing his stand-by, the alchemist's fire!
bomb vs dino!: 1d20 + 13 ⇒ (19) + 13 = 32
fire!: 2d8 + 1 ⇒ (3, 1) + 1 = 5 2 splash, 3 persistent
He then draws his dagger.

Dungeon Master S - 2e |

Not even the size of the dinosaur's foot, Heyou! doesn't seem fazed in the slightest. His bomb causes some light burning, and it lingers, but it doesn't seem to do much.
Round 1:
Triceratops: Trample and close
Ferrun: Hit
Sir Holton: Go
Chivivit: Go
Pazúr: Go
Heyou!: Hit
Triceratops: 18, Fire 3

Pazúr Sixclaw |

"We've no quarrel with this creature, would be a shame to kill it," Pazúr remarks as he tumbles nimbly forward. "Still, Ferrun the Fuzzy is right, we can't let it stop Cursebreaker." Once in position, he stabs at the massive creature's flank!
Stride 30', Move additional 15' to dino using Vexing Tumble, Strike with Impaling Finisher.
Acrobatics: 1d20 + 15 ⇒ (9) + 15 = 24
Rapier attack, Finisher: 1d20 + 15 ⇒ (18) + 15 = 33
Rapier damage, Precise Strike: 2d6 + 1 + 3d6 ⇒ (5, 5) + 1 + (6, 5, 1) = 23
If the 24 on Acrobatics doesn't beat the dino's Reflex DC, subtract 12 from the damage.

Dungeon Master S - 2e |

WILL: 1d20 + 16 ⇒ (9) + 16 = 25 Chivivit finds its like hitting the broad side of a barn, but you've got to get the right angle to hurt it. His spell and projectile both bounce.
Pazúr just BARELY tumbles well enough to vex the dinosaur. His rapier finds a soft spot and sinks in!
Round 1:
Triceratops: Trample and close
Ferrun: Hit
Sir Holton: Go
Chivivit: Hit
Pazúr: Hit
Heyou!: Hit
Triceratops: 41, Fire 3

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Sir Holton strides forward, strikes and raises his shield.
Attack: 1d20 + 13 ⇒ (13) + 13 = 262d8 + 5 ⇒ (1, 1) + 5 = 7
"I will mount your giant head in my home, beast."

Dungeon Master S - 2e |

Sir Holton also finds out that just because you connect, doesn't mean it hurts. Miss, not DR.
The burning dinosaur rears up and charges forth, trampling over Pazúr and Ferrun! You each take DMG: 2d6 + 11 ⇒ (6, 5) + 11 = 22. You can make a Basic REF DC 28 against this damage.
Flat v. Burning: 1d20 ⇒ 14 BURN
Round 2:
Triceratops: Trample
Ferrun: REF + Go
Sir Holton: Go
Chivivit: Go
Pazúr: REF + Go
Heyou!: Go
Triceratops: 44, Fire 3

Ferrun Munkustrap |

Basic Reflex Save: 1d20 + 10 ⇒ (12) + 10 = 22
Unable to avoid the trample, Ferrun strikes hard with his claws against the giant reptile!
1st Claw Attack: 1d20 + 15 ⇒ (9) + 15 = 24
Slashing Damage: 2d6 + 4 ⇒ (2, 3) + 4 = 9
2nd Claw Attack: 1d20 + 11 ⇒ (15) + 11 = 26
Slashing Damage: 2d6 + 4 ⇒ (3, 3) + 4 = 10
3rd Action to raise his shield.

Dungeon Master S - 2e |

Ferrun gets banged around a lot, but stays in the fight. Unfortunately he doesn't hit the dinosaur hard enough!
Round 2:
Triceratops: Trample
Ferrun (81/92): Miss
Sir Holton: Go
Chivivit: Go
Pazúr: REF + Go
Heyou!: Go
Triceratops: 44, Fire 3

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Heyou! decides to try and slow the Dino down with a frost vial. ”Sorry kitties!”
bomb!: 1d20 + 13 ⇒ (15) + 13 = 28
cold: 2d6 ⇒ (1, 1) = 2 And -10 speed, and 2 splash
He then throws a dread ampoule to scare it.
bomb!: 1d20 + 13 - 5 ⇒ (20) + 13 - 5 = 28
Mental: 2d6 ⇒ (2, 4) = 6 12, and Frightened 2 with the crit, and 2 mental splash.
The Dino and both cat folk take the splash
He then steps back.

Dungeon Master S - 2e |

Heyou! tosses a pair of bombs that do little to wound the triceratops, but they certainly discombobulate it!
Round 2:
Triceratops: Trample
Ferrun (77/92): Miss
Sir Holton: Go
Chivivit: Go
Pazúr (74/80): REF + Go
Heyou!: Bombs Away!
Triceratops: 58, Fire 3, Frightened 2