
Cherry Berry |

Cherry slaps a frond to their head. "We forgot to get anti-ghost things didn't we? You'd figure she would be corporeal or something like that. Probably hard to command as a ghost."

GM Kwinten |

You heal up the little splash damage inflicted by Lough and continue. There's a door to the south that looks interesting.
These massive double doors are made of black and green stone. An oxidized bronze lock has a keyhole but no handles.
Kvit tries to pick the door open with his thieves' tools, but gets nowhere. Looks like the lock is too complex for him. Lough tries bashing in the doors, but all he gets in return is a sore shoulder. The door don't even budge a millimetre.
You continue clockwise. You pass past the entrance to the creepy spider-thing's lair, and eerie click-clacking sounds of its legs and chomping and slurping sounds of its mouths emanate from within. Sounds like it is the one who recently took down the roper.
Further down is the slime cave.
Hanging streamers of mold dangle from the ceiling here. Several coins protrude from a shelf of stone to the north.
Kvit's spying eye went through here previously (as well as the spider-cave above), and found no real treasure inside. The coins are silver pieces, and are deeply embedded in the slime. You could get them out, but it seems like a lot of effort for only a handful of silver.
Further south is the cave to the dragon's lair. You're not sure if you want to get too close.
So, where are you gonna go? Your options are:
- The cauthooj and the lens.
- The trapped door near the cauthooj.
- The urdefhan camp.
I know I roughed you up in the first fight with the fish, but how are you on resources now? This could maybe still be a one-day dungeon level if you're not too drained, though I don't blame you if you want a rest somewhere in between.

Cherry Berry |

Cherry has most of their spells, but the ones left are pretty specialized and is down to about half their healing reserves (and most of what's left there is low level.)
"We really do need to get the lens. How is everyone else feeling though? That encounter with Belcorra was kind of scary."

Kvit the Ruin Delver |

Kvit has very few spell slots left. I have a few uses of drain bonded item left, but I need to go back and double check what I've used there. I think I only have ranks 1,2,3 left for that. I have a few charges on the staff for rank 1/2 spells. Cantrips are more powerful at that point. Kvit can help, but he'll likely be relatively ineffective in a direct fight.
"After facing Belcorra again, and sending her back, again, facing a dumb bird seems less of a problem. Let's get to it. And hope the fish still is nursing its wounds."

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"Fish for dinner, then"

Dorianna Menhemes |

Dorianna nods her head "I think I am ready...."
She has one spell slot of level 4: Heroism, Fear or winning streak, soothe and nothing much, but it seems that Aesephna is doing the damaging in fights, so she can pull out one more if it will not be very hard encounter

GM Kwinten |

You hop back in the boats and paddle back to the cauthooj. The cauthooj is warbling nervously as you approach. It clearly doesn't trust you and is making ready to attack if you provoke it.
I'd like a Nature check and a Diplomacy check to know how to calm it down, and to actually do the calming. Doesn't have to be done by the same person.
Or other creative solutions, of course. But I'd like to see at least two different skills.

Cherry Berry |

While it isn't the kind of creature Cherry is specialized in, they hope that their druidic training will still apply.
Nature: 1d20 + 15 ⇒ (15) + 15 = 30
"Hey buddy. We don't want to bother you, much I guess. We just want one little thing, can we trade you for it?"
Cherry offers a few gold coins and points towards the lens.
Diplomacy: 1d20 + 20 ⇒ (20) + 20 = 40

GM Kwinten |

Cherry Berry gently approaches the cauthooj. They use the glint of shiny coins to distract the bird so the others can approach.
You see that the cauthooj has stockpiled several bodies of drow, urdefhan, and caligni and thrown them onto a pile. As you get closer, you see why, as the bird is guarding two eggs. You think that if you manage to find the right buyer for these eggs, you could earn quite a bit of coin.
Cherry Berry keeps the bird occupied while the rest search the island. With Detect Magic, you find a brownish-orange glass disc buried underneath a lot of mud on the eastern shore of the island. You dig it out and quickly retreat back to your boats before the cauthooj has second thoughts about your presence.
After identifying it, you figure out it's an Ochre Fulcrum Lens.
Not using AoN because it lists all the lenses on the same page, and spoilers. :)

Cherry Berry |

Cherry hums as they hear the results. "That sounds very useful. Do you think any of us should wield for now?"

Kvit the Ruin Delver |

Kvit inspects the lens as the boat is paddled away back to drier shores. He strokes his whiskers thoughtfully as he examines the qualities and potential uses of the lens. He seems to be half talking to himself. "Hmm, yes. Quite powerful indeed."
He looks up at Cherry as if only hearing part of what they said. "Hmm? Yes, I will be holding onto this. It's too dangerous to just pass around."
Goodness, it's 2 bulk?! When I added it to Pathbuilder, it says it's only 1 bulk though. Can I/we get clarification on that? Crimson Fulcrum lens on Demiplane says 1 bulk, so I'd expect them to be the same. Also if anyone OOC thinks it would go better to someone else, I'm up for it. It just seems to fit Kvit decently.

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Lough strokes the Whispering Reeds in his breast pocket.
He watches the Ochre Fulcrum Lens with some envy...

GM Kwinten |

Nope, 2 bulk is correct. Just checked, they all have different weight classes, from L to 3. Not sure why, but it seems intentional.

Dorianna Menhemes |

Dorianna looks at Cherry "Well, nicely done. I was thinkin gthat it would gonna attack us, but you changed it's mind completely"
Than she looks interested at the lens

Kvit the Ruin Delver |

Kvit seems a little distant or indifferent, ignoring Dorianna looking at the lens.
"We're, fortunately, running out of options of creatures to fight. Though there's an impenetrable fortress and a whole encampment to sort out."
He seems to consider a few things and takes stock of his resources.
"I may need to do some research to figure out the exploding building. And we should rest and come up with a plan if we plan on kicking the hornets' nest."
Not sure what else we want to try to accomplish before going topside. Maybe back to the building that we knocked and then left?

GM Kwinten |
3 people marked this as a favorite. |

Without any other input, I'm going to assume you're going for a night's rest, either up top or in the drow encampment, and will start a new day tomorrow.

GM Kwinten |

You go back to Otari to heal up and recover your spells. The next day, you go back down, and just as you leave the drow encampment, a whole horde of urdefhan come pouring out of their camp. They spot you, and make ready to attack!
"There they are! Lady Belcorra told us to kill them, so let's have some fun! You can eat whatever's left of them!"
Cherry Berry: 1d20 + 17 ⇒ (20) + 17 = 37
Dorianna: 1d20 + 17 ⇒ (10) + 17 = 27
Kvit: 1d20 + 15 ⇒ (5) + 15 = 20
Lough: 1d20 + 15 ⇒ (5) + 15 = 20
Urdefhan troop: 1d20 + 20 ⇒ (4) + 20 = 24
Cherry Berry 98/98
Dorianna 134/134
Urdefhan troop
Kvit 60/60
Lough 107/107
Cherry Berry and Dorianna are up!
Information about troops in the Discussion in a moment.

Aesephna Menhemes |

"Look kid, we are facing some decent troop here, try to blast them with energy, just like we prac..." says the Spirit looking at Dorianna

Dorianna Menhemes |

"Look kid, we are facing some decent troop here, try to blast them with energy, just like we prac..."
Dorianna only half listens and reaches for the magic, the darkest kind that she knows, and blasts them with sonic energy
[url=https://2e.aonprd.com/Spells.aspx?ID=1666&Redirected=1]Shadow balst[/urr] 15 ft burst, sonic damage Will or reflex save (your choice) DC27
Shadow blast, sonic: 6d8 ⇒ (5, 4, 3, 7, 4, 5) = 28
Than she protects Aesephna
"Go frowards!"

GM Kwinten |

Botting Cherry Berry to keep things going.
Troop's Reflex save: 1d20 + 21 ⇒ (3) + 21 = 24
Dorianna blasts the troop with shadow magic. Despite them being quite nimble, it catches them off-guard and they take quite a hit. Several individuals crumple, but there's still enough people standing to pick up the slack. Aesephna then strides forward.
Cherry Berry throws a beam of divine energy into the troop, but misses. They then cast Shield on themselves.
Best 30+ ft range cantrip attack they have available.
Divine Lance attack: 1d20 + 17 ⇒ (7) + 17 = 24
The urdefhan remain at distance, draw their shortbows and javelins, and rain down a volley of pointy death at you. 10 ft burst catches everyone.
Everyone, please make me a basic DC 27 Reflex save or take 5d6 ⇒ (1, 5, 4, 2, 1) = 13 piercing damage.
Cherry Berry 98/98
Dorianna 134/134
Urdefhan troop, 38 damage
Kvit 60/60
Lough 107/107
Everyone is up! Please make me a basic DC 27 Reflex save or take 13 piercing damage.

Aesephna Menhemes |

Aesephna Relfex, reinforce eidolon, DC27: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 19
Dorianna Relfex, DC27: 1d20 + 18 ⇒ (8) + 18 = 26 With eidolon it is roll twice take worse right? ;)
Aesephna is hit with all of the arrows that she could have ... and then some more "I will protect you! Hide behind me!" the spirit yells not connecitng that their bond make pain be felt on the child as well.
She walks forwards and punches some of the troops
Punch@troop: 1d20 + 18 ⇒ (2) + 18 = 20
Damage, b: 2d8 + 6 ⇒ (8, 7) + 6 = 21
But she misses...
Save, Tandeem Movement (both move 1 action), Attack

Dorianna Menhemes |

Dorianna yells in pain, feeling every arrow that hits Aesephna
"Bloody ghost! You can protect me from being hit! "
She moves forwards right after Aesephna and yells at the troops
Hunting Hymn, basic fort DC27, sonic: 3d8 ⇒ (5, 3, 3) = 11
Tandem Movement + Casting Hunting Hymn

GM Kwinten |
1 person marked this as a favorite. |

Ah, should've specified. Aesephna was out of the burst, so only you needed to save. But I'm gonna be a hardass and say that I'll take the first roll, which is unfortunately the nat 1.
If I then transpose your attack to the 8, it's still a miss, sadly.
Forgot to mention, everyone gets a Hero Point!

Cherry Berry |

Cherry gestures with their staff, creating a mintuere, but see through, version of Lough which attacks the troop.
Edit: I need to get closer◆Stride
◆◆Pernicious Poltergeist In Telekinetic Storm mode, making this a AOE. I should be able to hit three of the troops with it.
Force Damage: 4d8 ⇒ (6, 2, 4, 8) = 20 Basic Reflex to resist
"Please consider what you are doing. We got down here so we are obviously very capable and Lady Belcorra does not have your pest interest in mind. To her, everyone is disposable."

Kvit the Ruin Delver |

↺ Interposing Earth, standard cover
reflex: 1d20 + 18 + 2 ⇒ (14) + 18 + 2 = 34
Damage is also reduced by 2 and the barrier is destroyed.
As the arrows rain down, Kvit quickly gestures and seems to pull a sheet of rock and petrified mushrooms from the ground for cover.
Kvit then raises an extra arcane barrier of force and reaches out to speed Lough's movements.
↺ Interposing Earth ◆ shield ◆ ◆ haste

GM Kwinten |

Cherry Berry, you don't need to move. Poltergeist has 60 foot reach, which you easily make.
BUT.
Bon Mot doesn't work, as it targets only a single person. And you wouldn't have been in range for that.

Cherry Berry |

I'll keep the move anyway. Some of the other spells I may cast during this combat are shorter ranged.

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Reflex vs 13 piercing (DC 27): 1d20 + 15 ⇒ (15) + 15 = 30 @ 6 damage
"Alright, bubs" Super-charged by Kvit's spell, Lough races in a whirlwind of claws and tears down several men at once!
◇) Shift Immanence
~) Hasted
☀️) Hands of the Wildling (Unarmed strikes +2 spirit Splash damage; Lough immune)
◆) Hasted Stride
◆) Strike
◆◆) Transcendence - Feral Swing (Basic Reflex vs Strike damage)
~) Feral Swing w/ Abandon (Lough AC 25 for Troop -2 Reflex Save)
☀️) Gaze Sharp as Steel (+1s Perception, +2 AC vs ranged)
↺) Reactive Strike
Slag Claw (cold iron slashing) vs Green Troop: 1d20 + 18 ⇒ (10) + 18 = 282d6 + 6 ⇒ (6, 3) + 6 = 15
Splash Damage: 2 = 2
Feral Swing (blunt) w/ Splash (+2) w/ Abandon vs Green Troop (Troop -2 save vs DC 27 Basic Reflex): 2d6 + 6 + 2 ⇒ (5, 6) + 6 + 2 = 19
Slag Claw (cold iron slashing) vs Green Troop: 1d20 + 18 ⇒ (2) + 18 = 202d6 + 6 ⇒ (1, 5) + 6 = 12