
|  Radiarch Eklesya | 
 
	
 
                
                
              
            
            A tall male figure in a white hood and cloak, obscuring a shimmering face, adorned in a leather-scaled armor suit and an azure blue bow etched with antler markings resting on his back approaches the party.
"Well met, everyone. I am Radiarch. May the Elk Father guide our arrows true."

| DoubleGold | 
 
	
 
                
                
              
            
            You find yourself in in Corentyn’s Museum of History. Make sure that everyone is dotted in by now, I started a little late, but we'll get this going.
Motes of dust float in the air as the midday sun shines through the skylights of the museum roof. Several scholars and students move about the bookshelves and display cases on the main floor and the balconies above, while some are hunched over tables piled with heavy tomes. Zefiro is in discussion with a colleague when he notices the visitors.
“Ah, you have returned. Welcome.” He shakes hands with everyone. “Right, we have that package for you.” Zefiro beckons to a student at a nearby table. “Run up and fetch the Athenaeum materials from my office.” He turns back from the student, though he occasionally glances nervously at the people going about their work around him. 
“The ruin you’re about to investigate is certainly a major discovery, and it’s sure to earn great prestige for my colleagues at Egorian’s Athenaeum. A lost colony of ancient Taldor right within the Kharijite province would certainly give our beloved empire a strong claim to the region.” Zefiro steps a little closer and lowers his voice. “I would be very interested to discuss your findings when you return, with a bit more privacy. Come see me here in the evening and we can have a talk in my office.”Zefiro takes a step back as the student returns with the package. He hands it over to the PCs, “If there’s nothing else, I must get back to my duties."

|  Lara Evangeline PFS | 
 
	
 
                
                
              
            
            A young Taldan woman attired in explorer's garb and a bow slung over her shoulder looks this Zefiro (who is that?) over as she joins the group. "Lara Evangeline Ellicott-Tillingsworth, of the Oppara Ellicott-Tillingsworths," she introduces herself. She smiles at the scholar. "And I'm an archaeologist. You couldn't have called for a better crew to investigate these ruins."
As the student returns with the package, Lara takes it and looks at Zefiro and the student questioningly, as if to say 'Is it okay if I open this?' If she doesn't get an objection, she opens it to see just what they're sending with the party.

| DoubleGold | 
 
	
 
                
                
              
            
            Good it is settled then.
Handout 1:
This is a report of the notable archaeological items discovered in the lost colony of Taldor—estimated to have been established shortly after the founding of Corentyn in 1520 ar—uncovered by the Athenaeum in Kharijite. 
Item 1: Ancient broken Taldan clay pots.
Item 2: A ruined building manufactured in ancient Taldan style.
Item 3: Four Taldan statues depicting the founders of the colony.
Item 4: Two golden lion statues.
Item 5: A large statue of the god Abadar.
As you exit the museum you enjoy the outside in the city known as khari. You make your way over to the docks as told.
The Chelish frigate cuts through the waves by the Arch of Aroden as sunrise paints the harbor of Khari red. Vessels from all around the Inner Sea are moored at the docks, waiting for their cargo to be unloaded or for new goods to be brought aboard. The city spreads around the bay, with sandstone buildings and twisting minarets marking its Rahadoumi origin now emblazoned with red-and-white banners of Cheliax.
Most of the inhabitants dress in a Garundi fashion of colorful robes and billowing blouses, but occasionally a regiment of Chelish soldiers or a Hellknight parts the crowd. Several open air markets fill the city with clamor as merchants and patrons haggle loudly under many-colored stalls.
At one of the stalls, an exasperated man with an Osirian accent complains loudly, “It would be bad enough if it was just the damned dockworkers who take their time unloading my goods, but now I have to wait for those infernal bureaucrats to grant me a travel permit to even leave the city. I swear I’m about to lose my mind with the incompetence of these people!”
The Society has provided you all with basic archaeological equipment (picks, shovels, brushes, sacks, parchment tags, and notebooks) and sufficient funds to cover essential expenses and purchase mounts. You can keep the rest as a bonus (though it does not improve your gold gained by keeping it all, not like that on the chronicle sheet)
You need to gain some information, diplomacy, or knowledge local, or history or geography to do the trick.

|  Lara Evangeline PFS | 
 
	
 
                
                
              
            
            Diplomacy (gather information): 1d20 + 9 ⇒ (7) + 9 = 16
Knowledge (history): 1d20 + 8 ⇒ (9) + 8 = 17
Knowledge (geography): 1d20 + 8 ⇒ (13) + 8 = 21
"Hm...Seems like there's already a snarl in the works," Lara says, overhearing the exasperated man rant about travel permits.

|  Zornesk Dragonscale | 
 
	
 
                
                
              
            
            
"Hm...Seems like there's already a snarl in the works," Lara says, overhearing the exasperated man rant about travel permits.
"I hope they,let kobolds travel!"

|  Radiarch Eklesya | 
 
	
 
                
                
              
            
            Radiarch nods at Zefiro's inference to meet with them later that night, making note to the others that once they were alone they should make sure to return that evening. After pouring over the package he provides, Radiarch decides to schmooze with the locals to see what further details he could muster, avoiding consort with the more hellish of denizens. One thing was for sure, these were not his peoples, but he would make do.
Diplomacy: 1d20 + 10 ⇒ (7) + 10 = 17

| DoubleGold | 
 
	
 
                
                
              
            
            I forgot to mention, everyone can roll multiple checks, you don't have to pick just one.
History
10+: Cheliax forcibly annexed the Kharijite province from Rahadoum during the Everwar, and Rahadoumi diplomats have been demanding that Cheliax return the region to its rightful owner ever since.
15+: The Everwar, also known as the Wars of Expansion, was a century-long war of conquest launched by King Haliad III in 4305 ar that—among other territories—expanded Chelish control into northern Garund, allowing them to control both ends of the Arch of Aroden. The Everwar lasted through the reigns of five Chelish monarchs and finally ended in 4410 ar. 
Diplomacy
15+: A gruff barkeep informs the PCs of the tight grip Cheliax keeps on the city. “Recently they’ve been cracking down on any shady business, so everyone needs a travel permit to leave the city. I hear the inspections of coming and going cargo are pretty thorough as well. Good luck at the magistrate’s office—the lines are bound to be as long as the Arch.”

| DoubleGold | 
 
	
 
                
                
              
            
            Diplomacy
20+: A bored caravan guard provides information about the archaeological expedition. “They had plenty of scholars and soldiers as well. The number of tools and supplies they were willing to lug across the desert surprised me. Our caravan shared the road with them for a while, but they kept mostly to themselves.”
25+: An unscrupulous merchant reveals information about the Aspis Consortium caravan that went to the expedition site. “The Aspis Consortium transported a caravan full of supplies to the ruins. I’m not sure what they were carrying in those crates, but I hear they looked heavy—not that they were advertising this on the streets or anything, but I have my sources. It didn’t take long for them to receive appropriate permits either. I guess it helps to have friends in the right places.”
Okay, so now to get where you need to be you need to obtain a travel permit.
A clerks confirms your authorization from the Athenaeum, she fetches a letter, lowers her voice, and tells them, “Magistrate Mavius Giovenci wants to handle this matter in person. This is an invitation to attend an evening function at his estate.” She forces a smile and then turns he attention to the next group in line. As promised, the letter requests that the you all join the magistrate at sundown for a fancy meal.
Do you accept the offer?
I need more diplomacy, local and nobility checks. These are separate checks from the ones you already rolled.

|  Lara Evangeline PFS | 
 
	
 
                
                
              
            
            Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21
Bardic Knowledge (local): 1d20 + 4 ⇒ (15) + 4 = 19
Knowledge (nobility): 1d20 + 8 ⇒ (12) + 8 = 20
Lara shrugs as the party is handed an invitation. “Wonder if he’s aiming to be a help or a hindrance,” she says. “Guess there’s only one way to find out.”

|  Radiarch Eklesya | 
 
	
 
                
                
              
            
            "Indeed. We came all the way here. Let us see this through."
Diplomacy: 1d20 + 10 ⇒ (19) + 10 = 29
Nobility: 1d20 + 11 ⇒ (4) + 11 = 15

| DoubleGold | 
 
	
 
                
                
              
            
            Heroes are able to gain all the information.
15+: Mavius is a cousin of the lord-mayor of Khari. The magistrate takes advantage of his station to enjoy all the pleasures the city has to offer, therefore his palanquin is a regular sight on the street as Mavius travels between the mansion and several high-end establishments and the opera.
20+: The lord-mayor, Marsiol Giovenci, isn’t too fond of his cousin. He secured the post of magistrate for Mavius as a favor to Mavius’s father, yet Marsiol feels that his cousin doesn’t live up to the city’s standards.The lordmayor is concerned that Mavius might make him regret the favor by becoming entangled in some scandal.
25+: Mavius has been involved in some dubious dealings with shady individuals tied to the Aspis Consortium, including the halfling, Tamrin Credence. The adventurers(yes you all) learned or would have learned during their previous investigation in Corentyn that Tamrin had also been involved with Zarta Dralneen (in other words from part 1, or you made the skill check to find this out). There’s enough evidence to let you all leverage this information to force the magistrate to cooperate—even become a long-term asset for future endeavors—though actually using information against a Chelish noble would be risky at best.
Let me know when you are ready to meet the magistrate.

|  Eldon García | 
 
	
 
                
                
              
            
            On the first rolls...
K. history: 1d20 + 9 ⇒ (20) + 9 = 29
K. local: 1d20 + 9 ⇒ (18) + 9 = 27
A late addition is sent to reinforce the team. A bald elf with two rapiers, one at each side, smiles as they are offered a meeting with the magistrate "I guess we are going to need our best clothing"
Once he has secured some fine cloths, Eldon will be ready for the meeting.

| DoubleGold | 
 
	
 
                
                
              
            
            From earlier
History: 20+: There are several ruins in northern Garund left behind by long-lost human civilizations, most famously the Jistka Imperium. The Jistkans were famous for building golems and other mighty constructs.
15+: The people of Khari see themselves more as Chelish citizens than as Rahadoumi despite their ancestry. Lord-mayor Marsiol Giovenci, a steadfast ally of the Thrune regime, rules Khari. Giovenci takes a harsh stance. against anyone who would engage in smuggling and black-market deals.
20+: This time of the year, fierce sandstorms tend to plague the area around Ibhir, and it’s bound to get even worse in the following weeks before the storms subside. It’s a good idea to make the journey there and back as soon as possible. Learning this grants everyone a +5 bonus on the Survival check to notice the encroaching sandstorm on their way to the excavation later in the adventure.
25+: The settlement of Ibhir has remained abandoned for centuries since the Everwar. At campfires, the local people whisper ghost stories that revolved around foolish travelers who took shelter in the ruins during a sandstorm and never returned.
You have found out all the information from all the checks. Time to move onto the magistrate.
The magistrate’s mansion is of modest size but well-maintained. Upon receiving the invitation, a halfling servant guides everyone through an iron gate with flowery designs onto a terrace overlooking the bay near the Arch of Aroden. A ring of sitting pillows and several water pipes furnish the terrace. At the end of the hall sits a handsome, dark-haired man with an easy smile, though years of indulgent living seem to have taken their toll on his physique. The air is humid as thundering clouds gather far from the shore.Mavius beckons everyone to sit down, “My dear guests, please relax and enjoy yourselves. There are plenty of local delicacies, and the wine is quite exquisite. I’m sure you’re eager to get down to business, yet there’ll be time for that later.” He wants you join him for a feast. Soon, you will be doing a skill challenge, but first a feast. Overdrink and overeat and gain the sickened condition during this challenge, but reroll one failed skill check during the duration. Or eat and drink normally.

|  Radiarch Eklesya | 
 
	
 
                
                
              
            
            Radiarch welcomes Eldon and while he doesn't have his courtly attire to change into, will make sure his newly acquired leather armor looks as pristine as possible. Dress well enough, even in garb befitting a tower guard captain, and generally those who see a young aasimar knight's handling of himself should leave well enough alone. Or that's the hope Radiarch has. He'll wear his white hood draped down to expose his short golden hair to help punctuate his own standing and nobility amongst the sycophants of the evening.

|  Eldon García | 
 
	
 
                
                
              
            
            "It is good to see the taste for food and drink rivals the fame of the magistrate" Eldon smiles while taking a bunch of grapes and eating them one by one. He then follows up with some roasted meat or the most similar and drink a single cup of wine "Maybe we will have the chance to talk business during the night"
Diplomacy: 1d20 + 2 ⇒ (16) + 2 = 18

|  Lara Evangeline PFS | 
 
	
 
                
                
              
            
            Lara smiles and takes a seat. "We thank you for your hospitality," she says. Taking a sip of wine and sampling the fare, the Taldan archaeologist continues, "It's a rare thing to have such fine-looking food on the road, though it's another story when I'm in Oppara. And you say it's all local?"
She won't over-eat/over-drink.

| DoubleGold | 
 
	
 
                
                
              
            
            You all have a feast, some of you only eat what you need.
Later... You can attempt all skill challenges, but failures go against you. Each skill challenge must be passed twice to be a complete success.
The magistrate orders a servant to bring out an ornate board with several dozen ivory pieces, “Would anyone care for a friendly game of Siege—unless one of you can entertain us with some Chelish opera? Hah!”
This one is a bit confusing, but it is called siege and it sounds like chess. You can win this skill challenge by winning, or by purposely losing and making it look like you didn't purposely lose, or by singing opera, it has nothing to do with winning or losing, but adds background music.
Intelligence dc 12, profession gambler dc 16, perform sing dc 16 or bluff dc 16 to win this skill challenge. Each player can roll one check.
“Tell me about this expedition you are embarking upon. I have heard a little about it here and there—enough to get me intrigued. I’d love to know more.”
Bluff, Diplomacy or Oratory perform dc 15 Each player can roll one check.
“I have heard some wild tales about the exploits of Pathfinders. I’d like to hear more of your adventures, or perhaps you’d like to showcase your considerable skills!” You tell a story about your exploits.
Any appropriate skill (DC 16), ability (DC 12), or attack 
(AC 16): each player can roll one check.
If you failed any of the skill challenges as a group, not as an individual.
You can use intimidate dc 20 to negate one failed skill challenge, you are leveraging information about Mavius.

|  Zornesk Dragonscale | 
 
	
 
                
                
              
            
            
Intelligence dc 12, profession gambler dc 16, perform sing dc 16 or bluff dc 16 to win this skill challenge. Each player can roll one check.
"I can try and play!"
INT: 1d20 + 1 ⇒ (7) + 1 = 8
He shakes his head as the rules seem above him.
“Tell me about this expedition you are embarking upon. I have heard a little about it here and there—enough to get me intrigued. I’d love to know more.”
Bluff, Diplomacy or Oratory perform dc 15 Each player can roll one check.
Zornesk starts into a grand tale.
Diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28
Any appropriate skill (DC 16), ability (DC 12), or attack
(AC 16): each player can roll one check.
Zornesk points his sword in mock combat.
"I stabbed this way!"
attack: 1d20 + 5 ⇒ (15) + 5 = 20

|  Lara Evangeline PFS | 
 
	
 
                
                
              
            
            Bluff: 1d20 + 7 ⇒ (13) + 7 = 20
Diplomacy: 1d20 + 9 ⇒ (9) + 9 = 18
Charisma: 1d20 + 3 ⇒ (2) + 3 = 5
Intimidate: 1d20 + 3 ⇒ (18) + 3 = 21
Lara spins a tale out of a few of her most recent adventures, including invading a castle in Molthune and discovering ancient tombs for the Scarab Sages.

|  Eldon García | 
 
	
 
                
                
              
            
            Int DC 12: 1d20 + 3 ⇒ (10) + 3 = 13
Eldon observes a bit of Zornesk play, and soon he comes to help suggesting some better strategies to win the game.
The bald elf leaves the talking about the expedition to Zornesk and Lara as it seems they give conveying explanations already.
"Oh! Let me explain you how we had to step up to save one of the Blakros daughters that had been offered to the Shadows as sacrifice. We entered the Blakros Museum and found a terrible skeleton that came from the Shadow Plane. I jumped like this to surround him" Eldon jumps to one of the walls, then changes position bracing around one column to finish with a gesturing attack of his rapier "And struck like this! We registered the chronicle with the name of the Penumbral Accords"
Acrobatics (tumble): 1d20 + 18 ⇒ (16) + 18 = 34

|  Radiarch Eklesya | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Radiarch smiles at Eldon's story. "That actually reminds me of my last dealings with the Blakros family. They were having one of those big reveal parties. Lots of fellow Pathfinders were in attendance. Then, well I don't have all night to share the story, but before the night was done, my group faced off with none other than Zuhriga the Mighty, as he called himself.
With determination and a fierceness seldom that has come to me, I saw his malice from the getgo and loosed a single arrow, sending him into the abyss immediately," Radiarch finishes his tale.
CHA 16: 1d20 + 3 ⇒ (6) + 3 = 9
Afterwards he shares another story of his travels...
Diplomacy: 1d20 + 10 ⇒ (1) + 10 = 11
before reclining and taking a try at a game of Siege.
INT 14: 1d20 + 2 ⇒ (10) + 2 = 12

|  Eldon García | 
 
	
 
                
                
              
            
            "Zuhriga the Mighty? I heard that story. It has gone through the Lodge for a while" Eldon nods and smiles admiring Radiarch with new eyes "I feel reassured to party with Zuhriga's slayer. This mission is going to be a success. It cannot be in another way"
The bald elf gets an extra drink and hands it to the aasimar offering a toast to the slayer of the mighty dragon!

| DoubleGold | 
 
	
 
                
                
              
            
            Mavius is impressed. Alright it looks like you have what it takes to complete the mission. First, I'll waive any travel fees and provide you with what you need to be on your way. Second, even so, you ain't allowed to travel to Ibhir
Your journey is uneventful
The last rays of the setting sun light up a bluff to the southeast that towers over the desert. Ruined buildings and leaning towers jut up from the plateau on its top as ominous clouds loom to the south of Ibhir—a sandstorm roars across the desert toward the ruins. Survival checks please.

|  Lara Evangeline PFS | 
 
	
 
                
                
              
            
            Survival: 1d20 + 4 ⇒ (18) + 4 = 22
Lara frowns, looking to the horizon. "This could be bad," she says.

|  Eldon García | 
 
	
 
                
                
              
            
            Survival: 1d20 - 1 ⇒ (2) - 1 = 1
More used to the wilderness of the streets, Eldon does not find himself comfortable in the middle of the plateau, specially when a tempest of sand is looming over the group "I certainly preferred when we were playing Siege with Mavius. Why would he not allow us to travel to Ibhir?"
The elf tries to cover himself the best he can, following for the rest Lara's lead.

|  Radiarch Eklesya | 
 
	
 
                
                
              
            
            "The restriction to the ruins likely has something to do with the stories of travelers not returning after sandstorms like that taking anyone attempting to set up camp. Or maybe there's something else..." Radiarch states, taking a hard look at their surroundings.
Survival: 1d20 + 2 ⇒ (18) + 2 = 20

| DoubleGold | 
 
	
 
                
                
              
            
            Some of you notice a rising storm coming and point it out to others, you must get your animals and yourselves to safety. Passing this survival check gets you early warning and will give you a bonus to your checks that I'll add.
First you must get your animals to safety towards the bluff Ride check, everyone must roll
Second, you must get your animals to ride along a treacherous path Ride check, or handle animal lower dc, everyone must roll
Third, you must navigate the shifting sand and locate the Chelish camp Perception check, everyone must roll

|  Radiarch Eklesya | 
 
	
 
                
                
              
            
            Ride: 1d20 - 2 ⇒ (16) - 2 = 14
Handle Animal: 1d20 + 3 ⇒ (16) + 3 = 19
Perception: 1d20 + 6 ⇒ (10) + 6 = 16

|  Eldon García | 
 
	
 
                
                
              
            
            "Everyone! Quickly! Through that path!" Eldon sees Lara taking the lead through the sandstorm and pushes his mount to follow to safety. Luckily, his natural agility makes it a bit easier for him to maneuver, while covering his eyes with a hand to try see the camp through the flying sand "Does anyone see the camp!?!"
Ride: 1d20 + 6 ⇒ (12) + 6 = 18
Ride: 1d20 + 6 ⇒ (7) + 6 = 13
Perception (low-light vision): 1d20 + 9 ⇒ (7) + 9 = 16

|  Zornesk Dragonscale | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Zornesk tries to get on a pony.
"Zornesk no hurt you!"
Ride: 1d20 ⇒ 12
He tries to guide the animals.
"This way!"
HA: 1d20 + 2 ⇒ (2) + 2 = 4
then looks around.
Perception: 1d20 ⇒ 15

|  Lara Evangeline PFS | 
 
	
 
                
                
              
            
            Ride: 1d20 + 2 ⇒ (8) + 2 = 10
Handle Animal: 1d20 + 3 ⇒ (6) + 3 = 9
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Lara struggles to get the animals under her control, then shields her eyes and squints to see if she can find the camp they are looking for through the increasingly-violent sandstorm.

| DoubleGold | 
 
	
 
                
                
              
            
            This is terrible, as a group, you failed all 2 out of 3 checks, and mostly cause you are in high tier. But I wonder if Brian is still playing, I messaged him. That bad thing is, he could fail first check and cause all three failures. Even taking into account the secret bonus you got from the passed survival check.
1st check: Pass, Pass, Failure, Failure Radiarch and Eldon steer the horses the right way nice and easy, the others steer them the wrong way or too aggressively. 
2nd check: Pass, Failure, Failure, Failure Radiarch says easy boy, the others push them too hard or whip them too hard.
3rd check: Failure, Failure, Failure and all of you are too panicked to see what you need to see

|  Radiarch Eklesya | 
 
	
 
                
                
              
            
            Radiarch gathers the group together, silently praying for Erastil to provide them perseverance amidst the rough terrain, and then casting bursts of healing energy.
Channel Positive Energy: 2d6 ⇒ (6, 6) = 12
Channel Positive Energy: 2d6 ⇒ (5, 2) = 7
I previously stated 3d6, but calculated wrong. I will have that at level 5. All players gain the above resulted HP back. EDIT: Wow... was not expecting such a good roll on that first one. Can I opt to ignore the second roll to save it for later? In real life, I would of rolled it one at a time, which is what I should of done here but I know the forum is touchy with re-edits sometimes.

| DoubleGold | 
 
	
 
                
                
              
            
            Yeah, you could have used one.
Sand gusts into the building through the open door to the west and the southwest corner of the canvas roof, where the broad tarpaulin has broken free at one end. The canvas strains violently in the wind as the rest of the bindings begin to pull loose. Only half of the building’s original floor still exists to the south. A ladder descends ten feet to a ledge below, and another ladder descends further into a jagged crack in the ground. A campsite sprawls across both ledges, and several bloodied corpses are scattered throughout. The Sandstorm is slowing down, but it blocks out the sun, thus raising the dead in the process.
You also see some skeletons Roll init Normally the DM rolls init for the players, I don't like doing that cause many people get a circumstance bonus. Also, place yourselves on the map, you can start within 5 feet of the nearest skeletons. but not 5 feet within the back one.

|  Radiarch Eklesya | 
 
	
 
                
                
              
            
            Radiarch knocks an arrow, peering intently at their new adversaries.
Initiative: 1d20 + 3 ⇒ (1) + 3 = 4 peachy.

|  Lara Evangeline PFS | 
 
	
 
                
                
              
            
            Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
"What the--" Lara exclaims, caught utterly off-guard.

|  Eldon García | 
 
	
 
                
                
              
            
            Init: 1d20 + 7 ⇒ (20) + 7 = 27
Eldon is a dungeon dweller, when he smells skeleton, he is already with his rapier ready at hand "Undead!"
He steps forward, loading the cold iron weapon with arcane magic and stabbing with as much precision as he can at the skeleton's right leg.
arcane pooled cold iron rapier-PA: 1d20 + 11 - 1 ⇒ (14) + 11 - 1 = 24
Magical/Cold iron/Piercing damage+PA+sneak attack: 1d6 + 7 + 2 + 2d6 ⇒ (2) + 7 + 2 + (4, 5) = 20
HP 41/41 AC 23 TAC 17
Arcane pool 4/5

| DoubleGold | 
 
	
 
                
                
              
            
            Eldon moves up to a skeleton and kills it as he pierces the bones into many pieces. I had to make sure undead weren't immune to sneak attack, in a certain edition they are, but not in Pathfinder 1e.
One of the skeletons moves towards Eldon
The other moves towards Lara, they all have masterwork longswords
hit: 1d20 + 7 ⇒ (14) + 7 = 21 vs Eldon
hit: 1d20 + 7 ⇒ (9) + 7 = 16 vs Lara oh, looks like that does hit you dmg: 1d8 + 3 ⇒ (3) + 3 = 6
All hereos are up
 
	
 
     
    