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Frustrated that her spell did not work, the elven wizardress begins to chant again, and commanding words of power and arcane jesters, focuses on the arcane energy to cloud the mind of the orange cultist Dreare sreer dre hoping that the alternative words and inflections will work
CASTING DAZE: DC 18 WILL
You cloud the target's mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.
5 Mental damage.

GM NovelEnigma |

will save: 1d20 + 8 ⇒ (17) + 8 = 25
The cultists have strong willpower and continue to resist Avonathalanthalasa's mental intrusion, though even that proves stressful to their brains causing the orange cultist to collapse.
Since we forgot the +1 damage on a spell earlier, I'm going to add it to this one so the cultist isn't awake with 1 hp left.
The fire-face yells again, "IDIOT, AT LEAST STAB THEM WHEN YOU DIE!"
Following orders the orange cultist swings his dagger at Haast once more as he falls. dagger: 1d20 + 7 ⇒ (18) + 7 = 25 damage: 1d4 + 4 ⇒ (2) + 4 = 6
He manages to stab into the bird, knocking it from the air and causing it to start bleeding out on the sand.
The two remaining cultists look between you and fire-face but still decide that it's better to fight you than run while fire-face is watching.
Initiative Order, Bold May Go!
Map Slide
Orange Cultist, unconscious, stable
Black-Outlined Cultist, unconscious, dying
Grey Cultist, shield, unconscious, dying
Mandower, -15 real hp, -7 temp hp
Hui, -7hp
Red Cultist, -8hp, shield
Blue Cultist
Vellir
Haast, -18hp, dying 1
Aravon
Avonathalanthalasa
Perian
Prisoners, In water for 3 rounds

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Vellir was about to make a crack at Avonatha for stealing his kill, despite the fact he had barely scratched his target. Then Haast goes down. The halfling grimly advances, reloading and firing again, the better to get the bird some quick help.
Recovery Check: 1d20 ⇒ 12
Thankfully, Haast should be fine for as long as this fight takes. The prisoners, though...
◆ Stride
◆ Reload
◆ Light Crossbow vs. Blue: 1d20 + 8 ⇒ (20) + 8 = 28
Piercing: 1d10 + 2 ⇒ (1) + 2 = 3

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Mandower still step and attack orange, and then use his sweep trait to attack red next.
hit: 1d20 + 11 ⇒ (18) + 11 = 29 dmg: 2d10 + 8 ⇒ (5, 7) + 8 = 20 vs orange
hit: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16 dmg: 2d10 + 8 ⇒ (9, 10) + 8 = 27 vs red

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Good that red and blue are still within Hui Kong's reach.
While still keeping his staff spinning in the air, Kong concentrates momentarily, infusing himself with arcane power, and his attacks become a blur, first striking one then almost immediately the other in quick succession.
Spend 1 Focus Point to cast Spinning Staff, essentially 2 attacks with 1 action, also recharge Spellstrike.
Level Bump, Arcane Cascade
vs red: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26 bludgeoning: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8 +1 Cold
vs blue: 1d20 + 7 + 1 - 5 ⇒ (17) + 7 + 1 - 5 = 20 bludgeoning: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12 +1 Cold
In the midst of the attacks, while still twirling around, he starts chanting and sweeps his staff overhead, calling forth a arc of lightning to strike the two.
vs blue and red: electric arc: 1d4 + 4 ⇒ (2) + 4 = 6 Basic Ref DC16+1
Spinning Staff (1), Electric Arc (2)

GM NovelEnigma |

Mandower and Hui feel the pressure is on as they unleash their most potent attacks! Mandower deals massive damage to one cultist and instantly kills him while Hui knocks out the other.
I'm guessing you were swinging at Red or Blue because Orange is already down.
Even while dying, both are forced to swing their daggers at you one last time due to the orders of fire-face, "JUST STAB THEM ALREADY!"
dagger vs Mandower: 1d20 + 7 ⇒ (10) + 7 = 17
dagger vs Hui: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d4 + 4 ⇒ (2) + 4 = 6
Mandower knocks the dagger out of the cultist's dying hands, but Hui gets stabbed by the flailing blade!
Combat Over!
Mandower, -15 real hp, -7 temp hp
Hui, -12hp
Haast, -18hp, dying 1
Orange Cultist, unconscious, stable
Black-Outlined Cultist, unconscious, dying
Grey Cultist, shield, unconscious, dying
Red, unconscious, dying
Blue, died from Mandower's massive damage

GM NovelEnigma |

With the combat over, you rescue the two people shoved into the water and loot the cultists' camp.
You find two potions, a tome, and several weeks worth of provisions. The woman you rescued offers you a shawl decorated with sapphires, "Thank you for saving me! Please, take this as a sign of my gratitude!."
The man offers information, "We were on our way to Seda's parents to celebrate our wedding when they attacked us. I'm ashamed to say I almost let my wife die...I need to be stronger to protect her..."
The woman comforts the man, "This oasis is frequently visited. We can wait here for the next caravan to take us home."
You notice a tattoo on one of the fallen cultist’s arms. It depicts a stylized blue eye ringed with fangs that you recognize as the head of an aghash div.
This is Parvad’s Calamities, an Osiriani history of the wars with the Jistka Imperium. This gives you a bonus later.
Meanwhile, fire-face continues to glare at all of you!

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Avonatha will look through the book, after casting detect aura to see if it is a spellbook.
As she looks through it she begins to recognize some of what is written. [b] This is ,Paravides Calamaties, an Osiriani history of the wars with the Jistka Imperium
Society check 1d20 + 10 ⇒ (11) + 10 = 21

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LOL, fire face
Do you want me to see if I can identify what is going on with fireface?

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Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Society: 1d20 + 6 ⇒ (20) + 6 = 26
Vellir runs over as soon as the threat has abated to scoop up Haast. When it's clear the bird will live, his good demeanor starts returning.
Treat Wounds @ Haast, DC 15: 1d20 + 6 ⇒ (11) + 6 = 17
Healing: 2d8 ⇒ (8, 7) = 15
"I think these guys worked with or worshipped divs," Vellir says idly during his fiddling about with some healers' tools. "One has the tattoos to show it. Not sure how the talking campfire factors into that." He also nods when Avonatha checks the book. "Never read that, but one of my Lodgemates was complaining about it. Oh, the joys of being field-commissioned."

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Avonatha will cast detect aura on fire face and then attempt to figure out what it is all about
1d20 + 10 ⇒ (8) + 10 = 18 Arcana

_Pregen_ |

Aravon looks at the fire face and tries to identify it
Religion/Nature +7, Occultism +4
He looks at the fireface and asks the two people that they saved
"Was it here the whole time?"

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It likely doesn't matter since we are going out of combat healing, but Hui Kong was possibly out of reach from both red and blue for the retaliatory attack? He was using a reach weapon.
After taking down the cultist, Hui Kong brings his spinning motions finally to a rest, breathing hard to catch his breath.
He also turns, joining his team to examine the face in the fire, keeping his weapon up just in case.
Arcana, Occultism +6
Would Vellir be able to treat Mandower and Hui Kong as well?

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Gladly!
Vellir beckons the others over while the mystery is being unraveled. "As long as we're staying here for a bit, let's get everyone back in fighting shape."
Treat Wounds @ Mandower: 1d20 + 6 ⇒ (8) + 6 = 14
Treat Wounds @ Hui Kong: 1d20 + 6 ⇒ (13) + 6 = 19
Healing: 2d8 ⇒ (1, 4) = 5
Not as good as the bird got, sadly. We're probably on enough of a timer it wouldn't be wise to wait another hour.

GM NovelEnigma |

The woman responds to Aravon, "They set it up after they attacked our caravan. They said they wanted to sacrifice 'something beautiful to strengthen Sezmath' or something like that."
The group determines that the fire is somewhat magical, but it's more similar to a scrying sensor than anything else. You can tell that it uses the fire as an energy source to sustain the spell.
@Hui, sorry, if you weren't within 5ft then no, they didn't take their free attacks. I assumed you were within 5ft to strike them, but you do have Reach when two-handing. Regardless, you can all assume full health as you have many days to travel again.

GM NovelEnigma |

Mandower puts out the fire, dissipating fire face, "CURSE YOU, MORTALS! YOU WILL FEEL MY WRA-"
With that, it's time to continue your journey through the desert now that the camels are refresh from the oasis water.
easy Desert Lore check, a moderate Survival check, or a hard Perception check
The Journey of 37 and 54 miles
Day 1: 8 miles
Day 2: 0 miles (8 total)
Day 3: 16 miles (24 total)
Day 4: 8 miles (32 total)
Day 5: 16 miles (48 miles total)
Day 6: ??
Day 7: ??

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"All right, let's get back on the trail. As fast as we can!" Vellir can't keep up the same optimism or stamina all day, but can hopefully find a good route.
Survival: 1d20 + 6 ⇒ (2) + 6 = 8

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When we wake up the next day, Perian takes a moment to have a buzzing chit-chat with Barty, and the corgi starts snuffling around before leading the group off into the desert.
Desert Lore: 1d20 + 6 ⇒ (19) + 6 = 25

_Pregen_ |

Aravon heads after the others taking care of the camels. He makes sure that they are fed and watered well.
He does not mind walking through the desert, it is first for him, but he enjoys it way more than being in some stinking city.
He looks at the tiny sprite taking the lead with his corgi. He has a lot of doubts about that dog to lead them through the desert, but so far it was going well.

GM NovelEnigma |

The corgi leads the way using its keen senses to determine the more efficient routes. It proves exceptionally effective as you practically race across the desert!
keep it going: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12+2 from a critical success
keep it going: 1d20 + 6 ⇒ (19) + 6 = 25
The Journey of 37 and 54 miles
Day 1: 8 miles
Day 2: 0 miles (8 total)
Day 3: 16 miles (24 total)
Day 4: 8 miles (32 total)
Day 5: 16 miles (48 miles total)
Day 6: 16 miles (64 miles total)
Day 7: 16 miles (80 miles total)
Day 8: 11 miles (91 miles total)
After three more days of traveling, you arrive at what is marked on the map as the Inspiriting Wellspring. Unfortunately, the only entrance into these ruins takes you directly through an encampment.
Unless otherwise noted, the ruins are in darkness. Interior hallways are 8 feet high, and rooms are 15 feet high, and interior surfaces are made from quarried limestone
Filthy bedding, open crates, and a smoldering campfire fill one corner of the spacious vestibule. Several bodies molder near a dusty passageway to the east. A set of stairs sits opposite the entrance. A pile of smashed pottery and broken art objects sits in the center of the chamber while recent damage mars the ancient murals and reliefs on the chamber walls.
The room is dimly lit while the door is open during the day. You can secure the door against the storm outside with a successful Crafting check to Repair it
When you make your next post, please include exploration activity. If no activity is selected, I'll assume you're searching (perception) at half speed to look for traps, secret doors, etc.

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Hui Kong stares at the bodies and quips with a crooked grin, "Now that is ominous."
Before heading further though, the examines the door to see if it can be repaired.
Crafting, Level Bump: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Exploration activity: Scouting if no one else is scouting, otherwise Search (Perception +4)

GM NovelEnigma |

Hui repairs the door quickly, allowing the light from outside to filter in. Low-light and a bonus to other checks here. There is no map for this area.

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"Not following careful archeological procedures, are they? The deans would have a fit."
Perian and Gerald (whom he will summon) will both search, at Perception +5. Gerald has scent.

GM NovelEnigma |

Let me try a slightly different format for what they give here. The DCs will be nested, so only open the first spoiler after you roll.
DC 16 (14 with scent)
You locate evidence of recent traffic on the stairs, footprints from the last few days, and dried blood leading down the eastern corridor.
DC 18
These people died from severe bludgeoning damage
DC 28 or natural 20 (DC 18)
The bodies were rapidly withered, clear evidence of some unusual undead attacks.
DC 18
You notice intact wall carvings and murals showing water flowing froth from the sands and creating verdant surroundings, with travelers of multiple cultures coming together in peace. You also notice that the inhabitants show minor features of elemental water ancestry and evidence of architecture inspired by the styles of the Jistka Imperium.
DC 17
You locate a small cedar box containing two vials of liquid and a pendent of a crying angel. Among the destroyed relics you find a beautiful golden angel statuette of Sarenrae worth 5 gp
The eastern corridor winds down a spiraling ramp.

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Vellir will Track for the moment. Might switch to Avoiding Notice later on but probably not.
Survival: 1d20 + 6 ⇒ (13) + 6 = 19 + 2 if I can Hunt Prey
"Fight here, obviously," Vellir adds, indicating the bodies. He then gestures a bit beyond them, towards the ramp. "But it looks like they took it further east, too. We'll find more trouble that way when we inevitably head down."

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Hui Kong seems to notice something on the walls. Curiosity piqued, he draws closer...
Society: 1d20 + 6 ⇒ (20) + 6 = 26
Fascinated, he gestures to the still intact wall carvings and murals, pointing out the water flowing froth from the sands and creating verdant surroundings, with travelers of multiple cultures coming together in peace. "Hmm, if my eyes don't deceive me, the inhabitants show minor features of elemental water ancestry and evidence of architecture inspired by the styles of the Jistka Imperium."

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Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
"What a dump," Gerald hisses as he leans against one of the walls.

_Pregen_ |

Investigate then: medicine. Aravon has da
Aravon listens to what Vellir is saying and would walk next to the bodies.
He kneels next to them and begins to look through them
Medicine, level bump: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
"They all died from bludgeoning wounds. It is like something have crushed them with hammer or club of some sorts."

GM NovelEnigma |

After some trial and error of moving things in and out of range, Avonathalanthalasa determines that the crying angel is magical, but nothing else seems to be.
As you hang around the entrance investigating, a fierce sandstorm descends with a furious shriek of lashing winds, blasting sand into the room with you. It almost seems like the storm is looking for you specifically! Unfortunately, the winds are far too strong to get to the door and close it at this moment.
Each PC needs a moderate Acrobatics, Athletics, Crafting, Medicine, Nature, Survival, or appropriate Lore check to avoid the worst of the storm (such as by finding cover, constructing a barrier, or the like)

_Pregen_ |

Medicine, level bump: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Aravaon first tries to fight the wind, but then he looks for a way to minimize the damage. At first he tries to find cover behind the bodies that he investigated...
"It didn't look like the storm would hit..."

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Athletics, Level Bump: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Hui Kong rushes for the door, but he is too late. All he can do is hunker down, bracing himself against the strong wind.
"Grab onto something! Even me!"

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"Whoa!" Vellir tumbles into as secluded an alcove as he can find, jamming Haast close to his padded gloves.
Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9
Hero Point!
Acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20
Haastcrobatics (if necessary): 1d20 + 7 ⇒ (8) + 7 = 15

GM NovelEnigma |

Avonathalanthalasa quickly constructs a barrier sturdy enough to protect themselves from the sand and avoids any real injuries.
Perian, Mandower, Vellir, Haast, and Hui avoid most of the sandstorm's wrath but still get injured from the lashing winds.
piercing damage: 2d4 ⇒ (1, 1) = 2
Aravon is caught off-guard and doesn't have time to avoid much of the biting sand.
piercing damage: 3d4 ⇒ (2, 2, 4) = 8
Good use of the hero point; if you critically, you become fatigued.
After spilling your blood on the sand, the storm vanishes as quickly as it arrived.
With the sandstorm gone, Avonathalanthalasa identifies the crying angel pendant as none other than a Crying Angel Pendant. Avonathalanthalasa is positive in their identification. Critical success

_Pregen_ |

Medicine to heal wounds, level bump: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
heal: 2d8 ⇒ (1, 8) = 9
Aravon hides behind Avonathas's barrier and takes out his healing tools. He begins to patch his cuts and bruises. "Who would have thought that sand can do so much..."
I can try to heal others if +7 is the best that we can do.

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"Same here," Vellir says. He spins Haast around in search of injuries and the bird takes off indignantly. "Don't waste any time on us two, another storm'll probably kick up by then."
I forgot about your level bump, your Medicine's better than mine.

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"Agree. Appreciate the offer, but really, save your healing for when we need it most." Hui Kong pauses here, then adds with a wry smile, "But of course, with my luck, that would be my famous last words."

_Pregen_ |

Avonatha will tell the party, especially the healers, what the angel pendant can do.
I guess that is me :D
Aravon will take his time to affix the talisman to his armor. "Could be handy..."
Are we going in?

GM NovelEnigma |

As you patch each other up, a shudder passes through the structure causing dust to spill from the ceiling.
The eastern corridor winds down a spiraling ramp and through excavated corridors of a collapsed marketplace for about 10 minutes, eventually leading to an intact stone archway. You notice numerous bloodstains and two more battered Usij corpses on the way.
A faded mural of masked birds leading spectral figures inward in a spiral to the chamber’s center adorns the cracked and broken ceiling. Statues are shattered and defaced in alcoves. A twisted corpse lies near the hallway. Old bones sit further inside, many pinioned with rusted blades
DC 16
recognize the masked, four-winged birds as nosoi psychopomps and the imagery of Pharasma’s spiral.