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Emoubu moves to block the easiest path of the southern creature, while glaring it down and then striking at it.
Stride, Demoralize attempts, then a strike.
Demoralize: 1d20 + 9 ⇒ (6) + 9 = 15
Strike: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
"Great Dragon Marshal Emoubu strikes you down!"

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Sorry, I've been ill and sleeping for most of the past few days.
◆ Rage
◆◆ Sudden Charge, using all movement to loop around and Flank Red
Damage: 1d10 + 7 ⇒ (9) + 7 = 16
If Crit:
Damage: 1d12 + 7 ⇒ (4) + 7 = 11 Doubled
Fatal: 1d12 ⇒ 11

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The elven wizard moves forward and casts a spell, causing his staff to fly at the running yellowish creature and then return to his hand.creature.
◆ Move
◆◆ Cast force spell, hand of the apprentice
Spell Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
I really like being a wizard in 2e! So many more options, it seems.

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Sold!
Arandel reacks his brain to recall anything he can about these creatures.
Recall Knowledge (Academia Lore, Lore or Arcana all +6): 1d20 + 6 ⇒ (1) + 6 = 7
Doh! I wonder what misinformation I'll be giving everyone here...

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Jiki starts his preformance and moves up but the little fay to too fast for him.
Honeysuckle does come around and in one swing smashes the creature back to the first world.
Emoubu does frighten the other one, and steps up stabing the creature critically.
With blinding speed the yellow fey creature dashes up to Emoubu and stabs twice
Fey Stab: 1d20 + 11 ⇒ (17) + 11 = 28 v FF
Stabby Damage w/Sneak: 1d6 + 2 + 1d6 ⇒ (1) + 2 + (5) = 8 plus sv v poison
Critically stabbing the kobold
Fey Stab: 1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10 v FF
Arendel's flying staff misses the Quickling. Which he recall that they unlike other Fey they are weak to silver due to their blazing speed.
The remaining Milfit, embolden with its master helping it, strikes with its sword at Emoubu with vengeful anger.
Milfit sword: 1d20 + 8 ⇒ (20) + 8 = 28 v FF
Sword Damage: 1d6 - 1 + 2 ⇒ (1) - 1 + 2 = 2
Milfit sword: 1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 16 v FF
Milfit sword: 1d20 + 8 - 8 ⇒ (16) + 8 - 8 = 16 v FF
Critically stabbing once, then missing with its remaining strikes
Bold May now act
I also adjusted for everyone having 5 tmp HP at the start of this combat
The Final Assualt
Group conditions:
Round 2Honeysuckle - dmg; +5 tmphp
Emoubu - 15 dmg;
Jiki the Flatulist - dmg; +3 tmphpQuickling, yellow
Arendel Grimfoe - dmg; +5 tmphp
Milfits -- R: DEAD -- B: 6 dmg

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"And I took this cold iron arrow from the quartermaster. Bad luck."
Jiki goes for a long walk.
Stride x3

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"Marshal Emoubu not go down that easily!"
Emoubu strikes out quickly, hoping to disable the enemy with a flurry of movement.
Strike, Strike, then Parry
Strike 1: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Strike 1: 1d20 + 9 - 5 ⇒ (15) + 9 - 5 = 19
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

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quick map retcon. The Quickling should have been next to Emoubu. But then it does a thing
Emoubu finishes off the Milfit in one strike. He turns to strike at the quickling, but as he does so it speeds away back to the other side of the road and waits. Emoubu is unable to connect with the quick moving fey.
Jiki then stides across to catch up with the creature.
Map is now correct and there is just the qiuckling to deal with

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Honeysuckle bounds up but is unable to connect with the fast moving fey
It the turns it attention to the Jiki stabbing twice then moving around the Flatulist
Fey Stab: 1d20 + 11 ⇒ (12) + 11 = 23
Stabby Damage : 1d6 + 2 ⇒ (5) + 2 = 7
Fey Stab: 1d20 + 11 - 4 ⇒ (11) + 11 - 4 = 18
Stabby Damage : 1d6 + 2 ⇒ (3) + 2 = 5
Everyone May now act
The Final Assualt
Group conditions:
Round 2Honeysuckle - dmg; +5 tmphp
Emoubu - 15 dmg;
Jiki the Flatulist - 9 dmg;
Arendel Grimfoe - dmg; +5 tmphpQuickling, yellow
Milfits -- R: DEAD -- B: 6 dmg

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Emoubu run quickly and cuts of the quickling, assuming a defensive stance as he runs.
Stride, Stride, Parry. Thank you Panache, as I would have needed a third move to get there without it.

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"Ow! What have I ever done to you? Or about to do to you, more like..."
Step, Strike, Strike
+1 Shortsword: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
+1 Shortsword: 1d20 + 8 + 1 - 4 ⇒ (1) + 8 + 1 - 4 = 6
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Time to use some of those condition bonuses from earlier encounters?

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If were are not PbP I would have the quickly keep using its reaction in a more annoying way for everyone but now just to keep away from Emoubu. It can move up to 50 feet with its reaction. But that just prolongs this combat.
Emoubu moves up and gets ready to strike, then Jiki swing and the fey does its quick dodge and move again. Not before getting hit by the Bard's Blade. Before running to the other side of Jiki.
Jiki's second strike misses
Bold May still act
The Final Assualt
Group conditions: Inspire Courage
Round 2Honeysuckle - dmg; +5 tmphp
Emoubu - 15 dmg;
Jiki the Flatulist - 9 dmg;
Arendel Grimfoe - dmg; +5 tmphpQuickling, yellow - 2 dmg
Milfits -- DEAD

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Botting both Honeysuckle and Arendel
Arendel goes with the old stand-by of magic missle.
Magic missle: 3d4 + 3 ⇒ (4, 4, 1) + 3 = 12
The missles pelt the creature seriously
Since the creature has done its reaction Honeysuckle pushes though the terrain and strikes twice.
Attack: 1d20 + 8 ⇒ (18) + 8 = 26 v FF
Damage: 1d10 + 7 ⇒ (8) + 7 = 15
And with one solid hit finishes off the quick moving fey.
At this point we are waiting for some more table to report successes. You have the option of doing another wave of other creatures, or we can just wait for everyone else finish in a few days.

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Jiki heals Emoubu's wounds.
Soothe: 1d10 + 4 ⇒ (6) + 4 = 10 HP
I'm getting low on resources, so my vote is to wait.

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Which is good since we just ticked over the threshold. Will be seeing the House GM message soon

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**HOUSE GM ANNOUNCEMENT**
There is a strange sensation throughout the demiplane of tension being released. It’s as though the plane itself had been holding its breath for a long time and finally exhaled. The Thorned Monarch has fallen. Gregaro Voth, now freed from his planar prison, stands before the assembled group.
“Pathfinders, there are no words to thank you for coming to my rescue. I have talked with Venture-Captain Tolal, and I understand I’ve been trapped here for a great many years. Unfortunately, I cannot return with you to Absalom. If I leave this place, the weight of time would suddenly bear down upon me, and I would immediately die. So, I shall remain here, though I imagine I can make this a more palatable prison.”
Voth, still wearing the crown, looks around him, and the landscape suddenly changes. In an instant, where before there was a copse of trees, there now stands a brand-new Pathfinder lodge with sprawling grounds. The scene is beautiful, with dozens of small buildings dotted across a verdant landscape complete with tall trees, colorful flowers, and chirping birds. “I suppose the adventure can come to me! Please, Pathfinders, stay and enjoy a well-deserved rest. Tell me of all the journeys you’ve taken and the discoveries that you’ve made!”
---
After a full night’s rest, though perhaps with a few odd dreams, Oraiah Tolal and Gregaro Voth ask everyone to meet the next morning. Agents assemble in a garden on the new lodge’s grounds.
Gregaro Voth begins, “Pathfinders, you have done amazing work, defeating the Thorned Monarch and his forces after making the arduous journey out here.” Oraiah Tolal continues, “But if Aleta smiles upon our work, you will have a much easier journey home.” Together, they cast a spell, and a shimmering archway appears. After a few moments, Master of Spells Sorrina Westyr and Decemvirate member Eliza Petulengro walk through. Westyr exclaims happily, “Well done, Pathfinders, all of you!” Petulengro explains more. “We’ve established a link between this new lodge and the Maze of the Open Road, a hedge maze and portal network that used to be carefully restricted by the Decemvirate. The Decemvirate is planning to add new nodes to the maze, allowing Pathfinders to swiftly travel to places far from the Society’s current reach. And so, if you are ready to go home, please follow me. You have more than earned a swift trip home!” Petulengro and Westyr lead the way through the portal, into the maze, and through another archway that leads straight back to the Grand Lodge.
That’s the end! Thank you for all your hard work, GMs, and thanks to everyone for playing!