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Poog stands up and heals himself with a potion.
Thoralox snorts as he notices four pathfinders in his area of effect, and hawks a massive green, glowing loogie at the group...
Reflex Kito: 1d20 + 8 - 4 ⇒ (11) + 8 - 4 = 15 Fail, but for no effect
Reflex Manahath: 1d20 + 3 ⇒ (2) + 3 = 5 Fail, can use hero point reroll if you'd like
Reflex Poog: 1d20 + 4 ⇒ (1) + 4 = 5 Crit fail, can use hero point reroll if you'd like
Reflex Kralgang: 1d20 + 8 ⇒ (7) + 8 = 15 Fail, can use hero point reroll if you'd like
acid damage: 3d6 ⇒ (3, 1, 5) = 9
Pending rerolls, Kito is still out, Manahath is out, and Kralgang is at 5hp. All have persistent acid damage
Thoralox then moves to get into a more strategic position.
They’ve been slimed!
Kralgang, Morgan, Two-Eye is/are up.
Universal Adjustments:
- => Two-Eye
- x Kito [unconscious] [persistent acid 1d6]
- x Manahath [unconscious] [persistent acid 1d6]
- x Poog [unconscious] [persistent acid 1d6]
- x Thoralax
- => Kralgang [persistent acid 1d6]
- => Morgan
U = Unconscious a
S = Surprised
D = Delay
Conditions:
Two-Eye: 4/15
Kito: 0/17 (was 0)
Kralgang: 5/18 (was 14)
Manahath: 0/18 (was 8)
Morgan: 15/15
Poog: 0/22. (Was 7)
Enemies;
Thoralox: -39
Round to progress 2021-3-30 1700 CDT (UTC-5)

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Hero Point reroll on Reflex Save: 1d20 + 8 ⇒ (20) + 8 = 28
Woot!
Kralgang knows this may be the last chance to end this beast. He strides and then tries to Devise a Stratagem.
Devise a Stratagem: 1d20 ⇒ 10
Knowing he can't hit it, he does his best to draw its fire away from the others.
Actions: Stride, Devise a Strat, Stride

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Two-Eye books it over to duck behind a different pillar, then reloads his hand crossbow.
Stride x2, Interact action to reload.

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Free: Drain Bonded Item
Action 1-3: Animate Dead
Skeleton Action 1-2: Stride, Strike
Morgan slams the butt of her staff against the arena floor, drawing the stored energy within and fueling her mind with recalled memories. She then begins the complex necromantic spellcasting that she favours. Moments later, a skeleton holding a bow appears!
Move closer and strike the beast down, my minion," she commands. Mindless, it obeys.
Strike vs Drake: 1d20 + 6 ⇒ (14) + 6 = 20
Damage (P): 1d6 ⇒ 2

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While Kralgang strategically does not shoot, and Two-Eye hides again, Morgan summons another undead, who shoots at, and hits, the drake!
The drake, Thoralax, chuckles, and flies down between Kralgang and the undead. He then goes into a frenzy of strikes!
fangs vs Kralgang, AC18: 1d20 + 11 ⇒ (5) + 11 = 16
tail vs Kralgang, AC18: 1d20 + 10 - 5 ⇒ (1) + 10 - 5 = 6
tail vs Kralgang, AC18: 1d20 + 10 - 5 ⇒ (5) + 10 - 5 = 10
Somehow, the overconfident drake misses with all attacks.
The RNG has turned!!
Kralgang, Morgan, Two-Eye is/are up.
Universal Adjustments:
- => Two-Eye
- x Kito [unconscious] [persistent acid 1d6]
- x Manahath [unconscious] [persistent acid 1d6]
- x Poog [unconscious] [persistent acid 1d6]
- x Thoralax
- => Kralgang
- => Morgan
U = Unconscious a
S = Surprised
D = Delay
Conditions:
Two-Eye: 4/15
Kito: 0/17
Kralgang: 14/18
Manahath: 0/18
Morgan: 15/15
Poog: 0/22
Enemies;
Thoralox: -41
Round to progress 2021-4-2 1700 CDT (UTC-5)

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Gurgle.
That's a free action. ;-)
Two-Eye tries to hide...
Stealth vs. Thoralax's Perception DC: 1d20 + 6 ⇒ (16) + 6 = 22
...and then jumps out from behind the pillar and fires!
hand crossbow: 1d20 + 6 ⇒ (16) + 6 = 22
piercing: 1d6 ⇒ 6
plus sneak attack: 1d6 ⇒ 6
Stealth, Step (or Stride, depending on GM rule), Strike.

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Kralgang assesses the drake, praying to Pharasma for help.
"Lady of Bones, I know this mock combat offends you but please allow me to prove your favour through victory!"
Devise a Stratagem: 1d20 ⇒ 6
Lol. My kingdom for a hero point.
Desperate, and knowing this attack will fail, he tries to shoot the drake anyway
6+6=12 to hit.
He then shoots the drake with his final action, hoping his luck may change.
Twang!: 1d20 + 1 ⇒ (19) + 1 = 20
Praise Pharasma!
Damage: 1d6 ⇒ 1
Lol, part two
Actions: Devise a Stratagem, Strike, Strike

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Action 1: Sustain a Spell (Strike, Strike)
Action 2: Step
Action 3: Interact
Morgan concentrates, he mind focused on the magical tether between her and the skeleton. The negative necromantic energy fights for control, for dominance, but she holds sway... for now.
The skeleton continues to fire arrows at the drake.
Minion vs Drake: 1d20 + 6 ⇒ (8) + 6 = 14
Damage (P): 1d6 ⇒ 6
Minion vs Drake: 1d20 + 1 ⇒ (14) + 1 = 15
Damage (P): 1d6 ⇒ 4
She then steps closer to Poog and Manahath, retrieving a vial with a red liquid from her belt pouch.

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Correction to Two-Eyes actions noted in slack
Two-Eye tries to hide from the beast, and then sneaks out. As he fires, he notices Thoralax eying him, but his shot still hits. With that, Thoralax falls to the ground, unconscious!
With the defeat of the river drake, the Sewer Dragons (of which there are now a couple of dozen) boo and hiss! However, Marcos Farabellus stands and claps, "Good job! Good job! I knew you could do it!"
Everyone is woken up and all are given time to heal up as you walk back to the Grand Lodge. Marcos offers the team dinner and drinks at the Grand Lodge tomorrow.
When you arrive at the Grand Lodge, he excuses himself stating that he sees another team of rookie Pathfinders in need of some practice!
Hero Point to the crit-master Kralgang!
You then make your way to the well-kept office of Sorrina Westyr, the Master of Spells. After greeting you, she escorts them through Skyreach to a nearby training hall.
An odd array of magical fixtures fill this spacious chamber: a wooden platform floats in the air halfway down the hall, a fountain spewing violet water sits in one corner, a wooden scaffolding holding fake walls in place creates a miniature room within the larger chamber, and several doors leading out the sides of the hall have glowing runes upon their surfaces.
“What I have here for you is essentially an obstacle course,” says Sorrina, sounding rather proud. “Each part of the course represents a different sort of challenge you’d possibly encounter in an actual mission. I’ll only award your final scoring for this trial when everyone has overcome the challenges. So, think of this as a group assignment.”
Sorrina gestures to a long table holding several closed satchels. “You aren’t expected to take on all the tasks we have available here. I’ll be assigning you three of them. Your group can also pick one of the supply satchels. Each satchel contains a different set of tools, including some magical items you would otherwise be unable to access from our storerooms. There should be an item or two in each that can help overcome all of the possible challenges. Your task is to decide which of these tools suits your group in besting the challenges you’ve been given. Some tools might be more appropriate in certain challenges than others, and some might seem useless for your particular tasks, but there’s no ‘correct’ answer here. I’m observing and grading your creativity and success, not seeing if you’d do something the same way that I might in the same circumstances. Any questions?”
There are three satchels... please roll a d6 when you pick one up. One satchel total for the party

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"No sense waiting. Go I forth like Cayden into the Starstone!" Manahath, apparently completely over getting knocked out twice, gladly picks one up. 1d6 ⇒ 6

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Manahath goes up to the bench and grabs a satchel. It contains:
- 100 feet of rope
- four vials of lesser alchemist’s fire
- a standard-grade adamantine dagger
- two scrolls of sleep
- a decanter of endless water
- two moderate eagle eye elixirs
- bottled air
- two immovable rods
- two potions of negate aroma
- scroll of wall of stone
- skeleton key
“For the first challenge: sooner or later, you’ll need to ascend somewhere you can’t climb, or battle a flying opponent. Test your skills on a tall platform.”
Sorrina leads you to a section of the room where a wooden platform sits overhead, suspended by four pillars of wood. She explains that the challenge is for the entire party to make it on top of the platform, using their own skills and the tools they have drawn. The platform is 15 feet off the ground, 10 feet below the room’s ceiling, and no walls of the room are closer than 15 feet to any of its edges. It is surrounded by a railing on all sides.

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"With these immovable rods and some rope we should be able to do this easily enough. We can use the adamantine dagger as a piton at the top to anchor the rope."

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Morgan whistles appreciatively at the scroll. "Potent magic. Yes, I can easily form a set of stairs with this scroll. The standard texts for this kind of magic even mention stairs explicitly. Better to use a single resource instead of multiple items too. I would save the rod for another test?"
"Are we time-bound for this task? I would like to study some what we have, and take notes."

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Figuring silence as her answer, Morgan holds out the scroll and begins to recite the arcane syllables written upon it. As each letter fades stone forms, itself shaping into a set of steep stairs. The top butts up against the platform, wide enough for two to stand abreast. "There you have it. Problem solved."

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"The rods were reusable, but stairs are pretty easy to climb. Poog approves of easy. Especially after Poog's humiliating defeat to the drake in the arena. Oh Poog will become stronger and kill all of the drakes in Her Ladyship's name. What? What's that? Her Ladyship does not approve of mass genocide of a species in her name? Poog is confused but appreciates Her guidance."
Poog starts to climb the stairs.
"What if it is done in Poog's name? Still no? So many rules. Poog will simply kick every drake he sees. Stupid smelly drakes. Hmmm, Poog wonders what drakes would taste like pickled..."
Poog continues to mutter to himself as he climbs the stairs.
"Good point, Her Ladyship. Drake would probably taste like everything else that is pickled: Pickles."
Poog takes this as a ringing endorsement and makes a note to go back and pickle the drake.
"WHAT?! Her Ladyship says to not do this either? Her Ladyship is really punishing Poog for his arena failures."
Poog furiously scratches out his note.

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Sorrina Westyr watches patiently as first Morgan activates the scroll, and then Poog and Kralgang walk up the stairs. She waits for the others to make their way up to the top.

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Sorry, wasn't expecting my weekend to be THAT busy.
"Ha! Cayden provides, and I abide!" Happy with his selection, Manahath makes his way up. "Little crowded up here. Also, didn't he say "fight"? This is going to hurt, isn't it?"
If no one objects, Manahath will quaff an eagle eye elixir and start looking around for the inevitable fall from grace...

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Kito and Manahath make their way up the stairs without incident, and are able to look down to see
On the platform
- Poog
- Kralgang
- Kito
- Manahath
On the ground
- Morgan
- Two-Eye

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Moving on, since this is a no-brainer.
After a moment's hesitation, Morgan and Two-Eye climb up the stairs to join the others.
"Very good. That is probably exactly how I would have solved the problem, but any solution that would have gotten you all to the top of the platform would have been acceptable!" says the Master of Spells. "So, what should your next challenge be? I wonder..." She reaches her hand into a small pouch at her waist.
1d4 ⇒ 3
She pulls out a small slip of paper. She reads, “It seems like there’s always an underwater area to deal with, even in ruins that are in the middle of the desert. Find your way to the end of the aquatic corridor.”
Sorrina opens the door, revealing a well-lit corridor completely filled with water, top to bottom. The water forms a wall at the doorway, as though an invisible barrier prevents it from spilling out, but creatures can pass in without any resistance. Sorrina tells you that your challenge is to travel down the corridor and through the doorway on the opposite end, 100 feet away. succeed at this challenge when the entire group makes it through the far door. Anyone drowning fails the test for the entire group. She quickly adds that magical monitors are ready to pull out anyone in actual danger of drowning, but should those prove necessary, you will fail the test. Sorrina points out that a current is pushing from the far door to this end, so it isn’t just a still pool.

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Kito looks around for the strongest swimmer as he explains his plan
"Well the Bottled Air should keep us out of trouble, especially if we go one at a time.... If the strongest swimmer went first and attached the rope to one of the rods at the far end that should make following easy enough especially if we find a good way to bring the bottled air back..."

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Kralgang agrees with Kito's plan and is willing to make the swim if no one stronger volunteers.
His athletics is +4

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"Poog is very strong swimmer. Please take the 100ft of rope and give Poog one of the immovable rods. Poog will take these through and create a rope that the rest of the Pathfinders can simply pull themselves along by attaching an immovable rod at each end. The last person should be the worst swimmer and can simply hold on to the end of the rope and Poog can pull you through."
Poog doesn't even pause after thinking of this plan and heads into the water with the items in his hands. He hands the other end of the rope and other immovable rod to Manahath and dives in.
Athletics: 1d20 + 7 ⇒ (19) + 7 = 26

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swimming rules
Poog starts swimming, and makes amazing progress! [Crit success!
Poog is now 15' down the corridor, 85' left to go, 2 actions left. 6 rounds of air left.
FYI - DC15 swim check. For most of you, success will be 10', critical success 15', fail -5' (due to current), critical fail -5 feet and -1 round of breath. You have 5+CON mod rounds of breath to start.
Poog, keep making checks until you make it or fall unconscious, please

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Just keep swimming, just keep swimming: 1d20 + 7 ⇒ (14) + 7 = 21
Just keep swimming, just keep swimming: 1d20 + 7 ⇒ (9) + 7 = 16
One round down, 2 successes, 1 crit success. Progress: 35 feet.
Just keep swimming, just keep swimming: 1d20 + 7 ⇒ (16) + 7 = 23
Just keep swimming, just keep swimming: 1d20 + 7 ⇒ (12) + 7 = 19
Just keep swimming, just keep swimming: 1d20 + 7 ⇒ (11) + 7 = 18
Second round, 3 successes. Progress: 65 feet.
Just keep swimming, just keep swimming: 1d20 + 7 ⇒ (10) + 7 = 17
Just keep swimming, just keep swimming: 1d20 + 7 ⇒ (9) + 7 = 16
Just keep swimming, just keep swimming: 1d20 + 7 ⇒ (20) + 7 = 27
Third round, 2 more successes and another crit success. Progress: Done.
With the 100 feet of rope and immovable rods no holding it from both sides, does this make it easier for anyone?
Poog shouts to the other side, no idea if anyone can hear him"Poog has arrived! Poog swims very well! Not sure if longshanks can swim as well as Poog as those long legs look very clumsy to Poog, but Poog gives you Her Ladyship's blessing and wishes you good luck!"
Pauses.
"What? Or, Poog was not aware of this. Poog thanks Her Ladyship.
Shouting back again.
"Her Ladyship says luck is for drunken gods and that fate it what you make of it! Poog takes back his wishes of good luck and hopes that you are all in good standing with your gods!"
Pauses again.
"That did sound ominous, Her Ladyship. I'm sure they understood what Poog meant though."

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"This.. is the type of challenge I would prefer avoiding. I stayed away from water as a child, as it usually contained untold dangers," Morgan says, considering the challenge before them. "How strong was that current, Poog? I ask because it might be possible to use the decanter as a counter to the current, propelling someone forward even."

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Morgan thinks about the problem more and comes to a conclusion. She pulls out 50ft of rope from her backpack. "Someone else hand me their rope. If we tie these up with the rope we already have, we can form a loop around both immovable rods. This way a person need only hold onto the rope, and Poog can reel them in like a sort of clothes line. This is secure and simple. Though I would suggest that whoever comes last bring the rod on this side with them, and we pull the rope back across. It may be that we'll need this again."

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I would call this an untrained climb check (DC10), and Poog can perform an Aid Another that would help everyone on the rope
Also: Alternatively, if one PC can pass through the hall, they can use rope to pull the other characters through one by one. Doing so takes two actions and requires a successful DC 10 Athletics check to pull a character 20 feet through the water.
Morgan notes that the current is strong enough that it would push you back 5' if you fail a check.

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Alternatively, if one PC can pass through the hall, they can use rope to pull the other characters through one by one. Doing so takes two actions and requires a successful DC 10 Athletics check to pull a character 20 feet through the water.
Once the line is set up Morgan says, "This was my theory, so I suppose should be the first to test it."
She grabs hold of the rope and calls out for Poog to start pulling.
Rolling Athletics for Poog with the +7. Morgan can hold her breath for 6 rounds
ROUND 1
Athletics (Poog) DC 10: 1d20 + 7 ⇒ (12) + 7 = 19 +20ft
Athletics (Swim - Morgan) DC 15: 1d20 ⇒ 1 -5ft and 1 round of breath
Gain: 15 of 100
Breath: 2 of 6
ROUND 2
Athletics (Poog) DC 10: 1d20 + 7 ⇒ (8) + 7 = 15 +20ft
Athletics (Swim - Morgan) DC 15: 1d20 ⇒ 13 -5ft
Gain: 30 of 100
Breath: 3 of 6
ROUND 3
Athletics (Poog) DC 10: 1d20 + 7 ⇒ (10) + 7 = 17 +20ft
Athletics (Swim - Morgan) DC 15: 1d20 ⇒ 20 +15ft
Gain: 65 of 100
Breath: 4 of 6
ROUND 4
Athletics (Poog) DC 10: 1d20 + 7 ⇒ (4) + 7 = 11 +20ft
Athletics (Swim - Morgan) DC 15: 1d20 ⇒ 18 +10ft
Gain: 95 of 100
Breath: 5 of 6
ROUND 5
Athletics (Poog) DC 10: 1d20 + 7 ⇒ (11) + 7 = 18 +20ft
Gain: 100 of 100
Breath: 6 of 6

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With the line set up Kito gets a small length of rope and ties the air bottle to the clothes line. Using one hand to hold the rope, and the other hand to swim, Kito takes his time as the rope circles around, he takes the occasional breath and helps paddle with his second hand.

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With the bottled air, Kito realizes he can just walk along the bottom... swimming isn't even required.
At this time, the wisdom of the rope around the immovable rods comes into play, as he can then send the bottled air back for the next person!
One at a time, the rest of the novice Pathfinders make their way through the corridor quite safely!
"Well done, Pathfinders! Always be ready to use all of the tools you brought with you!
“For your third challenge, remember that you don’t always have to fight your enemies. Sometimes it’s much, much wiser to sneak past them. Just be quiet as you cross the chamber of the slumbering dragon.”
A smiling Sorrina leads you to an antechamber off the main hall. Lying on the floor and occupying most of the hallway is a large, plush, stuffed dragon. Sorrina, speaking in a stage whisper, lets the party know that they need to cross the hallway without waking the dragon. If he does wake, they must appease him, lest he devour them all with his stuffed, satin, pillow-like teeth. She delivers her ominous threats quite deadpan, though she clearly enjoys describing this particular challenge. Then, quite seriously, she drops the pretenses and lets you know that if the stuffed dragon attacks them, they fail the trail. She also tells them that she will direct the plush creature’s actions to mimic those of a real dragon, so they should choose their tactics accordingly.
See slide #3

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The room is 20 feet wide, and each of you must make it across without "waking" the plush dragon.

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"Sorrina, a real dragon can be made to sleep. Since you are essentially controlling this, will it respond to magic that might incapacitate it? I am simply looking to ensure that I understand the parameters of the test."

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Upon thinking about it, Morgan remembers that dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Sorrina chuckles at Poog's question. "If you can figure out a way, I would allow it."

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Kralgang does his best to sneak past the stuffed dragon.
[dice=Stealth] 1d20+6
Kralgang is able to sneak by the sleeping plush dragon.

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Two-Eye smiles. It's easy, Poog son of Poog. Just like this!
Stealth: 1d20 + 6 ⇒ (15) + 6 = 21

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Kito whispers "We've got two potions of negate aroma, those should help the least stealthy of us move by at least. I've also got up to three quicksilver mutagens which can give a small benefit as well."
Kito eyes Poog, Morgan and Manahath... "You might be the quietest of this bunch Poog."

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Morgan nods approvingly when Two-Eye sneaks past. "I don't think I can do that. Still, I have an idea if I do wake it up. I'll drink one of potions though, and give it a try."
She drinks a potion to suppress any odour, and takes the two scrolls of sleep in her hand. As quietly as she can, she moves across.
Stealth: 1d20 + 0 ⇒ (6) + 0 = 6
And when the dragon invariably wakes up, she stands up straight and says, "Oh great and powerful wyrm, I beseech you for safe passage. My companions need to cross the way, and I offer you these magical scrolls as payment. May we pass?"
Diplomacy: 1d20 + 6 ⇒ (1) + 6 = 7
Sigh