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I'm picturing the portal on the mast 20 feet above the deck.
Òxọ́lé moves onto the ship to get a better look around.
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
"Hacking through is likely our only choice. Not the most pleasant idea in these conditions."
@GM, what terrains are we on now?

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Drelluandast bundles himself up tighter in his equally-oversized coat and follows after the others.
(Did we ever pick someone to carry the lantern? If nobody else does, Drelluandast will.)

Yours is mined |

Korlis has the lit lantern at present
Khorshid points out a slippery staircase which leads down into another ‘ice cave’ at the rear deck of a ship.
Please move your tokens onto the Updated Map.
More braziers keep the worst of the cold at bay, but a wall of solid ice blocks access to the foredeck. A large drum stands on the deck, and behind it is a trapdoor leading down into the hold.

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Òxọ́lé examines the drum mundanely and with detect magic.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Spellcraft: 1d20 + 11 ⇒ (3) + 11 = 14
It is definitely a drum.

Yours is mined |

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Kai follows Òxọ́lé down the stairs onto the main deck. He taps out a short rhythm on the the drum head and looks around for any other instruments.
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
"Huh, where's the rest of the band's gear?" he wonders.

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Before leaving the portal behind, Kolris makes a trial of extinguishing the lantern to see what the effect of that is.

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Khorshid moves to the stairs and listens and looks down.
perception : 1d20 + 5 ⇒ (9) + 5 = 14

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"Best get below then, mates. Doesn't seem to be much of anything up here."
Assuming Kai playing drums didn't trigger anything of course.
"Everybody ready? It probably isn't a good idea to get too far separated."

Yours is mined |

Before leaving the portal behind, Kolris makes a trial of extinguishing the lantern to see what the effect of that is.
As the magical lantern’s ❄cold❄ fire is extinguished, the portal on the upper mast leading back to Skëlg’s manor *snaps* shut as if it was never there.
♨
1d20 + 4 ⇒ (2) + 4 = 6
As Kai begins playing the drum (poorly ... ;)

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Perception: 1d20 + 6 ⇒ (6) + 6 = 12
"I hope you can get that lit again."

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perception: 1d20 + 8 ⇒ (17) + 8 = 25
"I hear something below, mates. A moaning sound. Some unquiet spirit, I should think. There's gonna be a ruckus!"

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Perception: 1d20 + 5 ⇒ (12) + 5 = 17
“You sure?” Drelluandast asks hesitantly.

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Before leaving the portal, Kolris attempts to relight the lantern. If he gets it lit again, he extinguishes it finally, satisfied that he has control over its operation. He then joins the others at the drum.
Perception: 1d20 + 12 ⇒ (16) + 12 = 28
"Oh, yes. Can confirm."

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Kai finishes drumming and turns around in a circle trying to hear the moaning.
"So, something down below. Cha, dudes, guess we gotta go face it. That the hatch there?" he asks as he points to the grating in the middle of the deck by Lucky's feet. "Who's gonna open it, and who goes first?"

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"I'll go first. The rest of you just make sure you follow, right?" Lucky smiles grimly.
"Got any preparations to make? I'm ready now."

Yours is mined |

Before leaving the portal, Kolris attempts to relight the lantern. If he gets it lit again, he extinguishes it finally, satisfied that he has control over its operation.
Kolris relights the lantern successfully.
Nothing happens until the lantern’s light is trained on the original portal location on the mast, at which point the *glowing* gate to Skëlg’s drawing room returns.
The portal *SNAPS* shut again when Kolris extinguishes the icy flame.
Though obviously, it won’t use up any oil while it isn't lit.
Everyone gathers on the main deck, and once everyone is ready, Lucky opens the hatch.
The smell of death and rot wafts from the lower deck, even with the cold. There is no light source below.

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Survival: 1d20 + 6 ⇒ (3) + 6 = 9
Òxọ́lé draws his sword and peers down into the hold.
Perception, Darkvision 60 ft.: 1d20 + 6 ⇒ (14) + 6 = 20

Yours is mined |

Apart from a fine view of the top of Lucky’s head, Papa Òxọ́lé can’t make out anything of interest in the hold from his vantage point on the main deck gazing down.
👀
At the bottom of the steep ladder, Lucky makes out the first row of rowing benches. Bodies sit huddled at the benches.
As he takes in his surroundings, it becomes apparent the occupants of the benches are all dead, though not all of them seem aware of that fact.
Standing beside a ladder at the longship’s bow is larger, stronger undead, whose twisted features bear a family resemblance to those of the late Bengeirr.
Kai Initiative: 1d20 + 7 ⇒ (5) + 7 = 12
Khorshid Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Kolris Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Lucky Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Papa Òxọ́lé Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Better, Stronger, Faster: 1d20 + 1 ⇒ (9) + 1 = 10
dead rowers, modifier added off screen: 1d20 ⇒ 15
For every 5 over the DC you may ask one question from >>this table<<
For every 5 over the DC you may ask one question from >>this table<<
The ladder is steep and narrow, so coming down requires either:
1) DC 15 Acrobatics check to drop in; this costs no movement, but failure results in landing prone and taking 1d6 damage.
2) Squeeze down. This costs 10' of movement to descend from the upper to lower deck.
Lucky is already on the lower level.
Lucky
Drelluandast
--
Rowers
--
Kai
Khorshid
--
Orange
--
Kolris
Papa Òxọ́lé
Lucky & Drelluandast lead us off!
The Battle Map is also at the top of the page.

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Survival DC 15/20, inspiration: 1d20 - 2 + 1d6 ⇒ (19) - 2 + (6) = 23
Will wait for more checks once Kolris moves down the ladder.

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Lucky cracks a sunrod for light before descending into the hold.
know.religion DC13: 1d20 + 5 ⇒ (3) + 5 = 8
know.religion DC10: 1d20 + 5 ⇒ (2) + 5 = 7
His mind wholly on the imminent battle, Lucky doesn't recognise the foes - other than their essential nature.
"Uh, mates? There's a lot of undead here!"
Lucky enters his fighting stance and levels his hammer. "I'll hold the line, but you'd best get down here fast!" He steps forwards, his arms flickering with sulphurous fire.
hammer vs yellow rower, rage, crane: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18bludgeoning dmg: 1d10 + 6 ⇒ (2) + 6 = 8
AoO1: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24bludgeoning: 1d10 + 6 ⇒ (9) + 6 = 15
AoO2: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9bludgeoning: 1d10 + 6 ⇒ (2) + 6 = 8
AoO3: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12bludgeoning: 1d10 + 6 ⇒ (10) + 6 = 16
AoO4: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27bludgeoning: 1d10 + 6 ⇒ (7) + 6 = 13
If he somehow makes 4 aoos:
confirm?: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9crit damage: 1d10 + 6 ⇒ (1) + 6 = 7

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Knowledge (religion) vs DC 13: 1d20 + 7 ⇒ (20) + 7 = 27
Knowledge (religion) vs DC 10: 1d20 + 7 ⇒ (4) + 7 = 11
Let’s go with special abilities and special defenses for the wight.
“Watch out, Lucky - that’s a wight!” Drelluandast peers down from the deck, his big blue eyes wide with worry. “And zombies!” Small fingers plunge into a bag of glitter, twitching in anticipation.
Readying to cast glitterdust (Will 16) when the wight gets within 15 ft of an ally.

Yours is mined |

Drelluandast, you are going to have to move into the hold to get line of sight/effect for your readied action.
Because you have a move action left in Round #1, you can retcon this now if you like.
Drelluandast readies a spell against the wintery wight, while Lucky braces himself for the upcoming zombie apocalypse.
❄
The zombies lurch forward to rush 'dawdle' Lucky, mindlessly moving into AoO range of his weapon.
A double-tap of Lucky’s hammer crushes Yellowbeard’s ribs and internals, exploding the zombies heart in a spray of ‘l♡ve juice.’
The next swing misses, but the fourth *pops* Blackbeard’s head like one of Kai’s rotten watermelons.
His final blow sweeps through Green Gills’ pelvis/abdomen, puddling the hold with green excreta and reducing the Walker to a pile of growling bones.
⚒
Lucky concludes that his hammer did all of the damage he would normally expect.
He also notices all of the zombies bear tattoos similar to Bengeirr’s, honoring the Ulfen god Loki.
All of them – except for the pink-eyed Walker – which sports a tattoo of a crown over crossed longaxes.
Round #1:
The ladder is steep and narrow, so going down requires either:
1) DC 15 Acrobatics check to drop in; this costs no movement, but failure results in landing prone and taking 1d6 damage.
2) Squeeze down. This costs 10' of movement to descend from the upper to lower deck.
Lucky is already on the lower level.
Lucky
Drelluandast May take a move action if he wishes
--
Yellow, Black, Green dead again
Pink
Blue
Red
--
Kai
Khorshid
--
Orange
--
Kolris
Papa Òxọ́lé
Kai & Khorshid are go! Drelluandast may take a move action if he wishes.
The Battle Map is also at the top of the page.

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Kai taps the drum in a rapid staccato beat and begins a lively song about warm tropical isles and the beautiful women that inhabit them. It certainly inspires him to think about something other than the biting cold and the bitey undead below.
He peers skeptically at the ladder and decides to shimmy down instead of trying something fancy. As he maneuvers his flukes across the deck, he slips his wand of healing from his belt, too.
Standard action to start Inspiring Courage song, (+1 attack and weapon damage, and versus Fear); move action and draw with 10' accounted for to enter the hold.
FWIW, he has burning hands, which could be good in Round 2 if the tactical positioning allows for it.

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"Behold my presence and power you weak stinking things!!" Khorshid shouts.
In case anybody tries to hit him he will activate mesmeric mirror as a free action so 1 mirror image appears with the chance to prevent the attack. This can be activated six times but only once per round.
Khorshid rides and the dog has 40 ft speed. So standard action remaining for dog after movement.
Khorshid then tries to make his riding dog attack the creature in pink but the dog doesn’t understand.
Khorshid move action: handle animal DC 10: 1d20 + 5 ⇒ (3) + 5 = 8

Yours is mined |

Their aggressive behaviour towards you returns once the drumming stops.
Kai beats the drum for summer in the beautiful South Arcadian isles, before fluking a trip down-under, wand at the ready.
Khorshid, may I ask you to please read my note in Discussion, and let me know what you’d like to do?
Round #1:
Party Buffs: bard song +1/+1, attack/damage
The ladder is steep and narrow, so going down requires either:
1) DC 15 Acrobatics check to drop in; this costs no movement, but failure results in landing prone and taking 1d6 damage.
2) Squeeze down. This costs 10' of movement to descend from the upper to lower deck.
Lucky
Drelluandast May take a move action if he wishes
--
Yellow, Black, Green still dead
Pink
Blue
Red
--
Kai bardsong up
Khorshid
--
Orange
--
Kolris
Papa Òxọ́lé
Khorshid may want a re-do? Drelluandast may take a move action if he wishes.
The Battle Map is also at the top of the page.

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"HEY UP THERE! KEEP THAT DRUM BEAT GOING, IT PUTS THE DEAD ROWERS BACK TO SLEEP!"
Lucky shouts up to his companions above.

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acrobatics riding dog, damage? : 1d20 + 6 ⇒ (20) + 6 = 261d6 ⇒ 1

Yours is mined |

Khorshid and Drelluandast both make it safely below deck.
The wight advances 25 feet, where it stops behind the Winter Walker Wall.
Round #1/2:
Party Buffs: bard song +1/+1, attack/damage
The ladder is steep and narrow, so going down requires either:
1) DC 15 Acrobatics check to drop in; this costs no movement, but failure results in landing prone and taking 1d6 damage.
2) Squeeze down. This costs 10' of movement to descend from the upper to lower deck.
Lucky
Drelluandast
--
Yellow, Black, Green still dead
Pink
Blue
Red
--
Kai bardsong up
Khorshid
--
Orange
--
Kolris
Papa Òxọ́lé
Kolris, Papa Òxọ́lé, Lucky + Drelluandast are go!
The Battle Map is also at the top of the page.

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Lucky holds his position, guarding his allies against the undead. To keep his lucerne hammer available to fend off the wight, he strikes at the ice zombie in front of him with a series of crane-kicks.
unarmed flurry vs pink, rage, defensive crane, inspire courage: 1d20 + 5 + 2 - 2 + 1 ⇒ (15) + 5 + 2 - 2 + 1 = 21damage: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9
unarmed flurry vs pink, rage, defensive crane, inspire courage: 1d20 + 5 + 2 - 2 + 1 ⇒ (19) + 5 + 2 - 2 + 1 = 25damage: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9
"STAY BEHIND ME MATES! OI, WHAT ABOUT THOSE DRUMS?!"
AoO1, rage, defensive crane, ic: 1d20 + 7 + 2 - 2 + 1 ⇒ (13) + 7 + 2 - 2 + 1 = 21damage: 1d10 + 6 + 1 ⇒ (4) + 6 + 1 = 11
AoO2, rage, defensive crane, ic: 1d20 + 7 + 2 - 2 + 1 ⇒ (20) + 7 + 2 - 2 + 1 = 28damage: 1d10 + 6 + 1 ⇒ (6) + 6 + 1 = 13
AoO3, rage, defensive crane, ic: 1d20 + 7 + 2 - 2 + 1 ⇒ (2) + 7 + 2 - 2 + 1 = 10damage: 1d10 + 6 + 1 ⇒ (1) + 6 + 1 = 8
AoO4, rage, defensive crane, ic: 1d20 + 7 + 2 - 2 + 1 ⇒ (11) + 7 + 2 - 2 + 1 = 19damage: 1d10 + 6 + 1 ⇒ (5) + 6 + 1 = 12
confirm? AoO2: 1d20 + 7 + 2 - 2 + 1 ⇒ (4) + 7 + 2 - 2 + 1 = 12crit damage: 1d10 + 6 + 1 ⇒ (7) + 6 + 1 = 14

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Òxọ́lé will take the safe way down, which I believe lets him get to Blue without suffering an attack of opportunity by staying near the northern wall.
He then hacks at the enemy.
Masterwork Longsword: 1d20 + 5 ⇒ (16) + 5 = 21
Slashing Damage: 1d8 + 3 ⇒ (7) + 3 = 10

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I'm sorry GM, I still don't understand the movement around this 3D map. After his last post, Kolris was next to the drum. How much movement does it take to get down to the action, and where does he emerge? Please bot that movement and take control of my token; I think that's easier and quicker than trying to explain it again.
If, after moving, Kolris still has a standard action remaining this round, let me know.

Yours is mined |

With a double kick through its rotting abdomen, Lucky *snaps* Pink-eyes’s lower spinal column, sending the zombie to the deck in a broken pile of guts and bones.
Papa Òxọ́lé hacks half the face off blue, though the zombie maintains a congealed-blood gurgling growl through its ruined nose and missing jaw.
Kolris drops 30 feet of move-equivalents into the hold.
Kolris still has a standard action to take if he wants to.
Round #1/2:
Party Buffs: bard song +1/+1, attack/damage
The ladder is steep and narrow, so going down requires either:
1) DC 15 Acrobatics check to drop in; this costs no movement, but failure results in landing prone and taking 1d6 damage.
2) Squeeze down. This costs 10' of movement to descend from the upper to lower deck.
Lucky
Drelluandast
--
Yellow, Black, Green, Pink dead again
Blue -10
Red
--
Kai bardsong up
Khorshid
--
Orange
--
Kolris
Papa Òxọ́lé
Drelluandast! Kolris may take a std action.
The Battle Map is also at the top of the page.

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Kolris quickly drinks his extract of shield, then instinctively takes up a ready position with his blade.
Standard: drink extract of shield
+1 rapier, parry: 1d20 + 8 ⇒ (14) + 8 = 22 1 panache if used
+1 rapier, riposte: 1d20 + 8 ⇒ (10) + 8 = 18 if parry successful
damage, P: 1d6 + 4 ⇒ (6) + 4 = 10

Yours is mined |

Delaying Drelluandast
As Korlis finishes his extract, Red steps up with delicious elven brains on her mind.
Red icy touch on Korlis: 1d20 + 4 ⇒ (13) + 4 = 17
cold damage: 1d6 + 4 ⇒ (6) + 4 = 10
The swash’ parries the thrust, and punctures the zombie’s bloated belly with his rapier.
*PFFFFFFHHTTTTT*
The RAPID expulsion of its gassy innards, collapses the undead like a gas spore mistaken for a beholder. Though dead again, a heady reminder of Red hangs in the ships hold for a while longer.
👃
Cold Blue stands her ground and swipes at Papa Òxọ́lé.
Blue icy touch on Papa Òxọ́lé: 1d20 + 4 ⇒ (6) + 4 = 10
cold damage: 1d6 + 4 ⇒ (1) + 4 = 5
Round #2:
Party Buffs: bard song +1/+1, attack/damage
Lucky
--
Yellow, Black, Green, Pink, Red dead again
Blue -10
--
Drelluandast
Kai bardsong up
Khorshid
--
Orange
--
Kolris
Papa Òxọ́lé
Drelluandast, Kai & Khorshid are go!
The Battle Map is also at the top of the page.

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Khorshid then rides forward and tries to make his riding dog attack the undead in orange!
Khorshid move action: handle animal DC 10: 1d20 + 5 ⇒ (1) + 5 = 6
But the dog is clearly not a great mind and does not understand Khorshid’s greatness!

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"Sorry about givin' up on the drums, there, dude. Not really my thing," Kai apologizes to Lucky in between humming stanzas of his song about buxom light-brown lassies. "Looks like you took care of all the rowers anyway."
He moseys forward, resuming the verses as he goes, then weaves magical words into the song. It conjures forth the heat of the tropical sun and send it forth in a cone to wash over the two undead, hopefully giving them more than a nice sunburn.
Free act to continue bard song, move forward, standard to cast burning hands enhanced with alchemical reagent of saltpeter for +1 damage
Reflex save DC 15 for half of fire dmg: 3d4 + 1 ⇒ (2, 1, 4) + 1 = 8

Yours is mined |

Delaying Drelluandast
Ghermez, Khorshid and his illusionary twin leap courageously over rowing benches to confront the Other, though the Chelish Mastiff does not immediately attack.
Kai sings of sun worshippers, and demonstrates the downside of Long Summers to the Winter Walker and its slave.
Slave Reflex DC 15, modifier added off screen: 1d20 ⇒ 10
Other Reflex DC 15, modifier added off screen: 1d20 ⇒ 9
The conflagration melts away the final zombie’s flesh. Its blackened bones collapse gradually to the hold bottom under their own weight.
The Other has also taken fire damage from the bardspell.
❄
The Frost Wight holds its ground and swipes at Khorshid.
Orange slam on Khorshid: 1d20 + 4 ⇒ (16) + 4 = 20 *hit*
damage: 1d4 + 1 ⇒ (1) + 1 = 2
mirror image miss chance, 1 = Khorshid: 1d2 ⇒ 1
Khorshid, Fort save please to avoid a 1 level energy drain. DC is secret
Round #2/3:
Party Buffs: bard song +1/+1, attack/damage
Lucky
--
Zombies all down
--
Kai bardsong up
Khorshid -2 hp, Fort save
--
Orange taken fire damage, hp tracked off screen
--
Drelluandast
Kolris
Papa Òxọ́lé
With all the zombies down, Entire Party up!
The Battle Map is also at the top of the page.

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fort save : 1d20 + 4 ⇒ (14) + 4 = 18 +2 vs. Death Effects, +4 vs. Diseases/Poisons
Khorshid tries to make his riding dog attack the undead!
“You dumb dog!! Bite!!“ the intimidated gnome shouts.
Khorshid move action: handle animal DC 10: 1d20 + 5 ⇒ (11) + 5 = 16
riding dog Melee bite : 1d20 + 3 ⇒ (17) + 3 = 201d6 + 3 ⇒ (1) + 3 = 4
Free trip : 1d20 + 3 ⇒ (11) + 3 = 14
@GM, yeah that Castle is a very prominent site for visitors. :-D

Yours is mined |

Khorshid’s mental fortitude repulses any thought of sacrifice to an undead inferior.
Ghermez tears the frozen left hand off the Other, which remains standing.
Its icy fingers continue to fidget in the dog’s mouth.
Round #2/3:
Party Buffs: bard song +1/+1, attack/damage
Lucky
Kai bardsong up
Khorshid -2 hp
--
Orange taken fire damage, hp tracked off screen
--
Drelluandast
Kolris
Papa Òxọ́lé
Drelluandast, Kolris, Papa Òxọ́lé, Lucky & Kai may post!
The Battle Map is also at the top of the page.

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"KHORSHID! GET BEHIND ME, MAN, YOU'RE NO FIGHTER!"
Lucky rushes forwards, dropping his hammer in favour of his three-section-staff. He slams the staff into the undead...
sansetsukon vs orange, rage, defensive crane, ic: 1d20 + 9 - 2 + 1 ⇒ (13) + 9 - 2 + 1 = 21magic silver bludgeoning damage: 1d8 + 7 + 1 ⇒ (4) + 7 + 1 = 12

Yours is mined |

Lucky *SMASHES* his staff into the undead’s twisted form.
His opponent takes the damage on the chin, splintering its lower jaw. The shattered pieces tumble to the deck like an upturned ice tray.
Round #2/3:
Party Buffs: bard song +1/+1, attack/damage
Lucky
Kai bardsong up
Khorshid -2 hp
--
Orange bloodied, hp tracked off screen
--
Drelluandast
Kolris
Papa Òxọ́lé
Drelluandast, Kolris, Papa Òxọ́lé & Kai are green lit!
The Battle Map is also at the top of the page.

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Òxọ́lé moves around the ship and attacks the Other from behind.
Masterwork Longsword: 1d20 + 5 + 2 + 1 ⇒ (1) + 5 + 2 + 1 = 9
Slashing Damage: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7
And takes a nice size chunk out of a bench.

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"Cha, little dude, let Lucky do the smashin'," Kai seconds Lucky's advice to Korshid. The next stanza of the song is about a lovely young lassie he met on the shores of Broomtralia. A beautiful, bronze-skinned gal, but he could barely understand her because of how strangely she spoke the Common tongue. Of course, some things transcend the need for words.
As he sings of her, he focuses on a piece of rotten wood nearby and flings it at the remaining foe.
telekinetic profile, IC, into melee : 1d20 + 5 + 1 - 4 ⇒ (6) + 5 + 1 - 4 = 8
damage?: 1d6 ⇒ 5
But instead of hitting it, the ice-encrusted plank almost hits Khorshid instead.
"Maybe I should take my own advice," the merman laments as he returns his focus to the song.

Yours is mined |

Papa Òxọ́lé splits a bench behind the Frost Wight.
Upon lifting the broken bench block with his mind, Kai discovers it is still connected to its frozen bearer, resulting in a few worn planks being torn out of the ship’s bottom as the wooden mass flies between Khorshid and Lucky, to strike the starboard bulkhead.
Framed by the new portal in the bottom of the longship, the frozen ocean gleams in the hold’s limited light.
Round #2/3:
Party Buffs: bard song +1/+1, attack/damage
Lucky
Kai bardsong up
Khorshid -2 hp
--
Orange bloodied, hp tracked off screen
--
Drelluandast
Kolris
Papa Òxọ́lé
Drelluandast & Kolris what’cha got?
The Battle Map is also at the top of the page.

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"Khorshid! Watch out!" Drelluandast snaps out his trance, bits of his frozen breath falling loose from his beard. Slowly the little gnome begins to stumble forward over the crew's broken bodies, a golden light pooling around his small hand that leaps out to surround the other gnome.
Casting protection from evil on Korshid.

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Kolris moves forward, pressing the attack as it seems there's only this one foe remaining.
Move: 10'
Standard: attack orange
+1 rapier: 1d20 + 8 ⇒ (12) + 8 = 20
damage, P: 1d6 + 4 ⇒ (2) + 4 = 6
+1 rapier, parry: 1d20 + 8 ⇒ (9) + 8 = 17 1 panache if used
+1 rapier, riposte: 1d20 + 8 ⇒ (20) + 8 = 28 if parry successful
damage, P: 1d6 + 4 ⇒ (5) + 4 = 9
crit?: 1d20 + 8 ⇒ (5) + 8 = 13
crit damage: 1d6 + 4 ⇒ (6) + 4 = 10

Yours is mined |

Kolris thrusts his rapier up one of the Other's empty nostrils, the point reappearing through the crown of the abomination's hairless scalp.
This sparks a shivering fit in the creature. After Kolris removes his blade, the quivering continues on the hold's floor, until the undead strikes its head firmly on an intact bench post and lies still.
Combat Over!
The Ice Wight bears another Ulfen tattoo on its right arm.
When his wife left Loki to empty the full bowl, the serpent venom that entered his eyes caused the god such turmoil, that the very ground shook like it was alive!
This gave rise to the Ulfen golarionquake myth.
A silver and gold mask lies haphazardly at the bottom of the bow ladder, which leads upwards.

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Òxọ́lé looks at the tattoo and mask, but can't make heads or tails of either, so searches the rest of the deck.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19