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**HOUSE GM ANNOUNCEMENT**
”That’s it, Pathfinders!” Eando Kline shouts over the din. ”The area is almost secure!”
Table GMs, this is your 8-hour warning before we move to Part 2.

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A much drier Pip runs back towards you. "Oh, great! You got the stairs open!" She shivers as an icy breeze comes down the stairs. "I better warn Armeline about that temperature drop."
She rushes back the way she came, clipboard in hand.

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Down the hallway, you hear a distant gnomish laugh. "So what... I'm a verb now? Awesome!'

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**HOUSE GM ANNOUNCEMENT**
The stranded Pathfinder has been saved!
Table GMs, the Pathfinder Found condition on page 9 is in effect.

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**HOUSE GM ANNOUNCEMENT**
With the lower levels of the ruins secure, Venture-Captain Armeline Jirneau calls the Pathfinders together once again. “Excellent work, Pathfinders! The area’s secure and the path to the upper levels is now clear. What’s more, we have news.” she says, gesturing at the glowing arch. “We’ve discovered that this potent artifact is called the Eternity Arch. It’s resonating with some sort of magical focus nearby, and this resonance is what’s causing the Maze of the Open Road to malfunction. Using this connection, we determined that the focus is somewhere above us, higher in the ruins. We must find the focus and sever its connection to the arch.”
“It’s cold in the upper levels. We’re distributing warm clothing now. Remember, we don’t know what the focus is, so leave no stone unturned. Be safe and stay in touch. Let’s move, Pathfinders!”
Table GMs, please begin Part 2.

GM Hmm |

Welcome to Part III
Led by several groups of Scouts, assorted Pathfinder teams ascend the stairs that you cleared. Before your group ascends with them, Zendel’s supply train hands out cold weather outfits to those who don’t have them. While all these outfits are functional, your group gets offered some of the outfits rejected by other Pathfinders. Some of the ones that you see have ugly patterns, pompoms and pockets in odd places, disconcerting blood stains or were clearly intended for someone of a different body shape than yourselves.
If you grabbed one of these communal cold weather outfits, feel free to describe what your outfit looks like as you head out.
★ --- ★ --- ★ --- ★
As everyone fans out looking for the focus, you find yourselves exploring chambers that were once part of the residential wing of the ruins, which functioned as communal living spaces. Then Eando Kline, leader of the Vigilant Seal faction, seeks you out. He paces with worry. “We dispatched scouts to the east, but we haven't heard from them yet. Go check it out. See if they need help!”
The walls on the east side of this area are partially collapsed, revealing ice tunnels that wind off into the distance. These ice tunnels are difficult terrain and uneven ground (DC 22 Acrobatics check to Balance).
As you head towards the East, you hear growling and chewing noises. There must be more wild animals in those tunnels. What do you do?
- Slide 16 -
As you move forward, please move yourself on the slide too. Chulyin, want to give Wild Empathy a go again? Or y'all can fight these creatures... whatever they are! I am assuming that you all have your weapons out.

Bot Buddy 2000 |

**HOUSE GM ANNOUNCEMENT**
The stranded Pathfinder has been saved!
Table GMs, the Pathfinder Found condition on page 9 is in effect.
Gloma and Topaz warn you that they've found a lot of predator scat in the area. "Watch out! Whatever creatures are here, it's a large pack!"
This condition grants you all +2 on your next Initiative Check!

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Before ascending, Patrick spends the money for a proper cold weather outfit (4sp) and two Lesser Thunderstones (6gp).
Patrick moves down to the entrance to the tunnel and, if it is dark in there, casts Darkvision on himself.

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Zendel whistles as he makes a sale and starts packing away the extra outfits. Those unfortunate freebies get them to pony up cash every time!

GM Hmm |

Patrick purchases himself a clean and well-made set of winter clothing and some thunderstones, then casts darkvision because it is indeed dark in these ruins.

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Grum places a second hand on his weapon as he goes to investigate the noise.
acrobatics: 1d20 + 11 ⇒ (16) + 11 = 27
Grum heads down cautiously and attempts to see what these creatures are all about.
He waits for the druid to approach, they have better understandings of creatures then he does.

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Acrobatics (T): 1d20 + 12 ⇒ (9) + 12 = 21
Acrobatics (T): 1d20 + 12 ⇒ (3) + 12 = 15
Chulyin illuminates his wayfinder and prepares to attempt to calm whatever predators may be ahead, but he finds the ground impossible to move upon for the time being. It is all he can do to keep from falling, holding his staff out for balance and shifting his weight.
Interact, Balance, Balance
Well, this is going to be... slow.

GM Hmm |

Until we get into combat, the acrobatics rolls do not matter. Let's speed this up for those wild empathy checks. Get yourselves where you wish to be, and put down arrows on the map to show me where you are headed. I will worry about the acrobatics if and when you trigger combat.
I will quote GM Bret here:
The Uneven Ground is going to require the Balance action to move. That means you often will not move full speed and it is possible you will fall down.
Anyone without Steady Balance will be flat footed.
Note that the Difficult Terrain also modifies the movement cost.
If you have questions on this, please ask here.
In exploration mode, we don’t need the Balance checks. I’m putting it here because I expect to soon enter encounter mode.

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Sideon slides into a parka that hangs loosely from his boney frame and produces a newsboy cap from somewhere about his person. "Cold as the Path of Aganhei around here. Now, is it the 'with-bears' or 'without-bears' type of cold? I suppose we'll see."

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Diplomacy (T), Wild Empathy: Make an Impression: 1d20 + 10 ⇒ (16) + 10 = 26
Chulyin advances cautious across the icy ground until he finds the creatures responsible for the noises they hear. He prepares to convey his will to the creatures.

GM Hmm |

Chulyin manages to soothe a large cat wearing antlers and one of her young kitfawns. The two growl a bit, but go back to their meal. They were clearly gnawing on a pair of Pathfinder scouts that are clearly dead. There also is also the dead body of what looks to be a hylki human dressed in furs. The rest of the scouting party is still unaccounted for.
This group is soothed, and will not attack you later. Consider them defeated!
Patrick's Nature (T): 1d20 + 12 ⇒ (18) + 12 = 30
Sideon's Nature (T): 1d20 + 11 ⇒ (14) + 11 = 25
Grum's Nature (T): 1d20 + 10 ⇒ (15) + 10 = 25
Because they are calm, you all have a moment to study them out of combat. Chulyin and Patrick realize that these antlered cats are an akitonian predator called the Arabuk. Even the young ones are very fast when enraged, and can pounce and do sonic damage with their antlers. As the party progresses further into the icy tunnel, slipping and sliding a bit on the uneven terrain. They encounter a group of three kitfawns guarding a large pile of bodies. They growl a bit in warning.
I will be asking Chulyin to do a wild empathy roll for each Arabuk group. So... One for these three kitfawns and then one last one for the other adult on this map. I have placed you all near the small group of kitfawns on Slide 16. If one of the rolls fails, we'll enter combat with the remaining Arabuks.

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"Arabuk? Are we still in the demiplane of the Maze or have we been transported to the world of Akiton?" Chulyin wonders aloud to his companions. As the encounter even more arabuk, he tries to soothe them enough to allow his party to pass.
Diplomacy (T), Wild Empathy: Make an Impression: 1d20 + 10 ⇒ (3) + 10 = 13
Diplomacy (T), Wild Empathy: Make an Impression: 1d20 + 10 ⇒ (6) + 10 = 16
...he may come off too threatening.

GM Hmm |

Chulyin fails to soothe the remaining arabuks! The kitfawns warning growl turns into an aggressive snarl as they flatten their ears and lower their antlers in preparation to attack!
Chulyin, Search: 1d20 + 15 ⇒ (2) + 15 = 17
Patrick, Detect Magic: 1d20 + 12 ⇒ (4) + 12 = 16
Sideon, Avoid Notice: 1d20 + 19 ⇒ (1) + 19 = 20
Greezgux, Avoid Notice: 1d20 + 13 ⇒ (19) + 13 = 32
Grum, Search: 1d20 + 12 ⇒ (19) + 12 = 31
Kitfawns: 1d20 + 9 ⇒ (1) + 9 = 10
Mature Arabuk: 1d20 + 15 ⇒ (4) + 15 = 19
The plus 2 the party receives makes no difference in the actual order of initiative, as monsters go first on a tie.
Fortunately, Greezgux, Sideon and Grum were expecting something like this, and are ready to act!
★ --- ★ --- ★ --- ★
These ice tunnels are difficult terrain and uneven ground (DC 22 Acrobatics check to Balance).
Greezgux
Grum
Sideon
Black Arabuk
Chulyin
Chulyin's Jaguar
Kitfawns
Red
Yellow
Orange
- Slide 16 -

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Under the assumption that I can only move at half speed regardless. Also, oof, did not realize you have to make the check every time you are hit as well.
move, acrobatics: 1d20 + 11 ⇒ (12) + 11 = 23
Grum moves cautiously over the ice. and strikes one of the cute fluffy animals.
attack: 1d20 + 16 ⇒ (18) + 16 = 34
magical slashing power attack: 3d12 + 6 ⇒ (7, 5, 3) + 6 = 21

GM Hmm |

Grum crits and nearly slays the red kitfawn, who shrieks in distress! The sound is answered to the north by an angry low bellow!
★ --- ★ --- ★ --- ★
These ice tunnels are difficult terrain and uneven ground (DC 22 Acrobatics check to Balance).
Greezgux
Grum
Sideon
Black Arabuk
Chulyin
Chulyin's Jaguar
Kitfawns
Red (-42)
Yellow
Orange
- Slide 16 -

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Greezgux shields himself as he reaches down into the ice, turning a large patch of it into a greasy pool beneath the beasts. "First you add a little marinade."
Swamp of Sloth Damage (Poison): 1d6 ⇒ 1 DC 26 Basic Fort Save.
◆ Shield
◆◆ Swamp of Sloth
HP 82/82 | (Vital Beacon Active)
AC 26 (27 w/ Shield; Clumsy 1)
Resistances (Resist Fire 5 | Self and Adjacent Allies Resist Evil 3)
Spells (1) 4/4
Spells (2) 3/4
Spells (3) 3/4
Spells (4) 2/4
Focus 1/2
Hero Point 3/3
Mosquito Witch Doll
HP 40/40
AC 26
Items: Necklace of Fireballs II
Decanter of Endless Water

GM Hmm |

Greezgux creates a poisonous swamp under the kitfawns!
Red Fort: 1d20 + 12 ⇒ (9) + 12 = 21
Yellow Fort: 1d20 + 12 ⇒ (8) + 12 = 20
Orange Fort: 1d20 + 12 ⇒ (14) + 12 = 26
They shriek some more!
★ --- ★ --- ★ --- ★
These ice tunnels are difficult terrain and uneven ground (DC 22 Acrobatics check to Balance).
Greezgux
Grum
Sideon
Black Arabuk
Chulyin
Chulyin's Jaguar
Kitfawns
Red (-43)
Yellow (-1)
Orange
- Slide 16 -

Bot Buddy 2000 |

Acrobatics: 1d20 + 14 ⇒ (20) + 14 = 34
Sideon moves across the ice easily.
+1 striking ghost touch cold iron dagger: 1d20 + 17 ⇒ (17) + 17 = 34
piercing: 2d4 + 6 ⇒ (1, 1) + 6 = 8
sneak attack: 2d6 ⇒ (2, 4) = 6
He crits the Red kitfawn and brings it down the rest of the way with a single strike! Electing not to step into the poisonous swamp for now, he intimidates Yellow in the hopes that it will flee!
Intimidate: 1d20 + 12 - 4 ⇒ (17) + 12 - 4 = 25

GM Hmm |

The big daddy Arabuk comes around the corner, not slowed by the ice at all! Seeing his red kitfawn lying dead at Sideon and Grum's feet, the arabuk pounces and attacks Sideon!
Antler: 1d20 + 18 ⇒ (11) + 18 = 29
Piercing: 1d12 + 6 ⇒ (6) + 6 = 12
plus Sonic: 1d8 ⇒ 4
Even with Sideon's cover from the cave wall, that hits.
Sideon needs to give a DC 22 Reflex or be knocked prone!
Then he reverberates his antlers to do a ranged attack on Grum, but his reverberation misses, echoing along the icy tunnels!
Antler reverberation (range increment 30 feet): 1d20 + 16 - 5 ⇒ (9) + 16 - 5 = 20
Sonic: 2d12 ⇒ (1, 11) = 12
◈ Stride
◈ Pounce (stride + strike)
◈ Strike
★ --- ★ --- ★ --- ★
These ice tunnels are difficult terrain and uneven ground (DC 22 Acrobatics check to Balance).
Greezgux
Grum
Sideon (-16, DC 22 Reflex needed)
Black Arabuk
Chulyin
Chulyin's Jaguar
Patrick
Kitfawns
Red (-43)
Yellow (-1)
Orange
- Slide 16 -

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Chulyin curses in Mwangi as the bull arabuk arrives right next to him. He looks around, finding his martial companions out of reach. "Defend us," he instructs his jaguar friend. He then begins to draw an eldritch sign in the air, saying, "Tha mi a 'gairm sìos an dealanach!" An arc of lightning springs from his staff.
Command, Cast (V/S): electric arc @ Black and Yellow
Electric Basic Reflex DC 25: 4d4 + 4 ⇒ (1, 3, 3, 1) + 4 = 12

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The jaguar pounces upon the arabuk bull with a snarl, smoldering claws splayed.
Strike, Strike
◆ Jaws: 1d20 + 13 ⇒ (19) + 13 = 32
Piercing: 2d6 + 3 ⇒ (5, 3) + 3 = 11 + Fire: 1 = 1
+ Precision: 1d4 ⇒ 4
◆ Claw (agile): 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25
Piercing: 2d4 + 3 ⇒ (4, 4) + 3 = 11 + Fire: 1 = 1
+ Precision: 1d4 ⇒ 3

GM Hmm |

Chulyin commands his jaguar and then sends out a bolt of electric energy at both Black and Yellow! Yellow yelps in surprise!
Black Reflex: 1d20 + 16 ⇒ (10) + 16 = 26
Yellow Reflex: 1d20 + 10 ⇒ (3) + 10 = 13
Black evades part of the electric arc, but the electricity hits the yellow kitfawn especially hard! Then Chulyin's jaguar bites the bull arabuk twice! The bull grunts as the jaguar bites down!
★ --- ★ --- ★ --- ★
These ice tunnels are difficult terrain and uneven ground (DC 22 Acrobatics check to Balance).
Greezgux
Grum
Sideon (-16, DC 22 Reflex needed)
Black Arabuk (-37)
Chulyin
Chulyin's Jaguar
Patrick
Kitfawns
Red (-43)
Yellow (-25)
Orange
- Slide 16 -

GM Hmm |

Red should be marked DEAD in my tracker, not -43.

GM Hmm |

Zot!
The electric arc jolts between the Black and Yellow Arabuks.
Black Reflex: 1d20 + 16 ⇒ (2) + 16 = 18
Yellow Reflex: 1d20 + 10 ⇒ (14) + 10 = 24
Both fail their reflexes, then flee out of the swamp and attack!
Orange bites Grum!
Jaws: 1d20 + 12 ⇒ (18) + 12 = 30
Piercing Damage: 2d8 + 4 ⇒ (3, 3) + 4 = 10
Jaws: 1d20 + 12 - 5 ⇒ (18) + 12 - 5 = 25
Piercing Damage: 2d8 + 4 ⇒ (6, 3) + 4 = 13
Yellow bites Sideon!
Jaws: 1d20 + 12 ⇒ (20) + 12 = 32
Piercing Damage: 2d8 + 4 ⇒ (4, 3) + 4 = 11
Jaws: 1d20 + 12 - 5 ⇒ (18) + 12 - 5 = 25
Piercing Damage: 2d8 + 4 ⇒ (1, 2) + 4 = 7
All four attacks hit because the whole party is flat-footed on the ice!
If you wish to stay up, both of you will need to give me a DC 22 Reflex save for each time you have been hit. That is twice for Grum and three times for Sideon!
★ --- ★ --- ★ --- ★
These ice tunnels are difficult terrain and uneven ground (DC 22 Acrobatics check to Balance).
Greezgux
Grum (-23, DC 22 Reflex)
Sideon (-45, DC 22 Reflex needed)
Black Arabuk (-49)
Chulyin
Chulyin's Jaguar
Patrick
Kitfawns
Red (Dead)
Yellow (-35)
Orange
- Slide 16 -

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Reflex: 1d20 + 19 ⇒ (8) + 19 = 27
Reflex: 1d20 + 19 ⇒ (15) + 19 = 34
Reflex: 1d20 + 19 ⇒ (9) + 19 = 28
Sideon keeps his feet under the onslaught and slashes at the big arabuk.
Flat-Footed due to Gang Up
dagger: 1d20 + 17 ⇒ (12) + 17 = 29 for piercing: 2d4 + 6 ⇒ (4, 2) + 6 = 12 and sneak attack: 2d6 ⇒ (2, 1) = 3
dagger: 1d20 + 17 - 4 ⇒ (9) + 17 - 4 = 22 for piercing: 2d4 + 6 ⇒ (2, 1) + 6 = 9 and sneak attack: 2d6 ⇒ (1, 5) = 6
dagger: 1d20 + 17 - 8 ⇒ (13) + 17 - 8 = 22 for piercing: 2d4 + 6 ⇒ (2, 1) + 6 = 9 and sneak attack: 2d6 ⇒ (6, 5) = 11
Opportune Backstab if black is hit by a melee attack.
dagger: 1d20 + 17 ⇒ (6) + 17 = 23 for piercing: 2d4 + 6 ⇒ (2, 1) + 6 = 9 and sneak attack: 2d6 ⇒ (6, 6) = 12

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Now that his meals are flavored Greezgux begins to grow as his shadowed jaw distends. "Should I eat the small one or the big one?" The little mosquito with pops up out of Greezgux's pack where it was likely sleeping. It drags out one of its favorite toys to steal as it falls and slides onto the ice next to the goblin.
◆ Glutton's Jaw
◆◆ Enlarge (2nd)
◆ Mosquito Witch (Independent) Draw Decanter of Endless Water
HP 82/82 | (Vital Beacon Active)
AC 26 (27 w/ Shield; Clumsy 1)
Resistances (Resist Fire 5 | Self and Adjacent Allies Resist Evil 3)
Spells (1) 4/4
Spells (2) 2/4
Spells (3) 3/4
Spells (4) 2/4
Focus 0/2
Hero Point 3/3
Mosquito Witch Doll
HP 40/40
AC 26
Items: Necklace of Fireballs II
Decanter of Endless Water

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Hooray, Pathfinders on Ice
reflex #1: 1d20 + 11 ⇒ (10) + 11 = 21 Fail, Grum goes down.
"DAMN ICE" He shouts and stands back up.
He makes a powerful overhand chop on the small orange one.
attack: 1d20 + 16 ⇒ (16) + 16 = 32
magical slashing power attack: 3d12 + 12 ⇒ (8, 8, 6) + 12 = 34
One action-stand, two actions-power attack

GM Hmm |

Sideon's wobble but he doesn't fall down! All three of his attacks on the large arabuk hit, along with an opportune strike triggered by the jaguar! Black goes down!
Greezgux's ego and jaw both grow in anticipation of another meal! Meanwhile Grum's feet slide right out from under him. He gets up and cuts Orange down in a single stroke! Yellow bleats in terror!
★ --- ★ --- ★ --- ★
These ice tunnels are difficult terrain and uneven ground (DC 22 Acrobatics check to Balance).
Greezgux
Grum (-23)
Sideon (-45)
Black Arabuk (DEAD)
Chulyin
Chulyin's Jaguar
Patrick
Kitfawns
Red (Dead)
Yellow (-35)
Orange (Dead)
- Slide 16 -

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To ascertain if we are indeed on Akiton, I would need to observe the night sky Patrick replies to Chulyn's question.
will: 1d20 + 14 ⇒ (5) + 14 = 19 Patrick takes damage from the roar. That large arabuk looks really scary so he fires heightened magic missiles at it hoping to take it out quickly.
mm: 6d4 + 6 ⇒ (3, 1, 1, 1, 2, 3) + 6 = 17

GM Hmm |

I just edited my post because Chulyin's observation that his jaguar would have triggered Sideon's opportune strike. That brought the big black arabuk down, so no roar. Do you wish to do a different action versus Yellow this turn?
Alternatively, we can call this combat if you decide to let the yellow arabuk go. At this point, he's not a serious threat and will flee at the first opportunity.

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"Let the youngling go," Chulyin suggests as senses the lone cub-fawn is not likely to fight on alone against a pack of seven.

GM Hmm |

The yellow kitfawn yelps and flees, leaving you with a pile of bodies. Most are Pathfinder Scouts, but there is also a giant shobhad in the pile. As you approach the bodies, you realize that you hear a moan under the shobhad corpse. It's coming from one of the scouts... you check, and she's still breathing, though will die soon without medical attention.
You are able to stabilize her, and bring her back to medical. Eando thanks you for retrieving her, and helping to locate the bodies of the others.
PREDATOR SUCCESS!

GM Hmm |

You continue to explore the icy tunnels, and have time for both medicine and refocusing if you need either. Frost-tinged stone gives way to slick ice tunnels and snow-filled passages as Pathfinders forge forward. Nearby, Janira Gavix mentors a group of novice Pathfinders in their explorations. Suddenly, she pales. “Did you hear that? Someone's in trouble! You check that passage and I'll lead my team to check the other. Hurry!”
The snow-covered ground is difficult terrain. The blue ice sheets are difficult terrain and uneven ground (DC 23 Acrobatics check to Balance.) A raised ledge on the west of the main chamber is 10 feet higher than the surrounding area.
As you travel, you hear a deep feminine voice calling for aid. Upon entering the area, the voice says, “Felise! Where are you? I don't know where I am! I don't even know when I am... Felise! Can you hear me?” The owner of the voice is nowhere to be seen.
As you walk through this wintry wonderland, you hear chittering noises, and then see four furry leech-like creatures burst out of the snow. They look at you hungrily, clicking mandibles and showing sharp, pointy teeth.
Chulyin, Search: 1d20 + 15 ⇒ (2) + 15 = 17
Patrick, Detect Magic: 1d20 + 12 ⇒ (5) + 12 = 17
Sideon, Avoid Notice: 1d20 + 19 ⇒ (15) + 19 = 34
Greezgux, Avoid Notice: 1d20 + 13 ⇒ (20) + 13 = 33
Grum, Search: 1d20 + 12 ⇒ (11) + 12 = 23
Bergworms, Stealth: 1d20 + 12 ⇒ (7) + 12 = 19
★ --- ★ --- ★ --- ★
The snow is difficult terrain and the blue ice is both difficult terrain and uneven ground (DC 23 Acrobatics check to Balance).
Sideon
Greezgux
Grum
Bergworms
Red
Yellow
Green
Purple
Chulyin
Chulyin's Jaguar
Patrick
- Slide 17 -

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Is it the same voice we heard at the beginning of the scenario?

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acrobatics to move: 1d20 + 11 ⇒ (15) + 11 = 26
Grum moves to cover the flank and readies a strike.
When a worm comes adjacent, grum will use a readied reaction to strike
strike: 1d20 + 16 ⇒ (7) + 16 = 23
magical slashing: 2d12 + 6 ⇒ (6, 3) + 6 = 15
One action-balance to move, two actions-ready to give reaction to strike

GM Hmm |

Grum repositions and readies an attack on the first worm to come towards the party. Meanwhile, Patrick wonders if the female voices are the same.... and then realizes upon reflection that they are not. The first voice was a soprano in pitch, and it called out to someone called Heraxia. This voice is a low alto, and is calling for someone named Felise.
★ --- ★ --- ★ --- ★
The snow is difficult terrain. The blue ice is both difficult terrain and uneven ground (DC 23 Acrobatics check to Balance).
Sideon
Greezgux
Grum
Bergworms
Red
Yellow
Green
Purple
Chulyin
Chulyin's Jaguar
Patrick
- Slide 17 -

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Greezgux stomps through the snow towards the largest mass of leeches. His large feet cause it to crunch beneath his weight. Once he is more out in the open his body transitions to fill that space.
◆ Stride
◆◆ Enlarge (2nd)
HP 82/82 | (Vital Beacon Active)
AC 26 (27 w/ Shield; Clumsy 1)
Resistances (Resist Fire 5 | Self and Adjacent Allies Resist Evil 3)
Spells (1) 4/4
Spells (2) 1/4
Spells (3) 3/4
Spells (4) 2/4
Focus 1/2
Hero Point 3/3
Mosquito Witch Doll
HP 40/40
AC 26
Items: Necklace of Fireballs II
Decanter of Endless Water