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”Ha! Thank you, Mister Smee. Such a reliable guy you have here, Don Jurri. How you two find each other, if I may ask.” Tandang is grateful for what the hireling just did. His armor is squeaky clean again.
---
As he continue to follow Don Jurri, and the others follow them, they find themselves near a chasm. ”Hmmm. How to cross this thing?” Tandang ponders. He also begins to look around for things that can be used or something. Perception +8

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"I could, perhaps, jump across it, but we would need a plan for the rest of you" Zenith pauses and then adds, "And the mood would need to be a little more daring, I think"
Flamboyant Athlete/powerful leap would let Zenith cross with a DC 15 athletics check, but that would require entering panache in some manner. Wtihout panache Zenith would need to remove their heavy armor and do a DC 25 athletics check. Their athletics is +11.
Zenith looks at the metal contraption trying to understand what it is. Perception+7

Moken Troll |

Mister Smee watches as his master makes an absolute fool of himself, nearly falling into the pit, waving his arms backwards, and reeled in by Screech or Zenith, then listens to his excuse explaining away his misapplied expectations.
He turns to Tandang "I had the duty and pleasure, Master Dwarf, of raising Master Don Jurri from a babe, and have been in the employ of the family since as far back as I can remember. Sewed his first jumper I did, tailored his first boots, and smelt his first belt buckle" he remembers the deeds with pride "Even while he was away, the manor was kept, and when he took it back over as Master, we were yet there, kept at the wishes of the family, even as the funds began to nearly deplete..." his face turns a note sour "...but that was before the revolution, as it were. Things are different now..."
As if having spoken too much, the good hireling falls quiet once more, but only for a beat, and turns to Harsk "Do you need help, Master Dwarf, with securing that rope?"
Crafting (Trained) +6

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Screech looks at the whole thing. "Anyone have a grappling hook? Maybe we try and pull the bridge over. Couldn't hurt to try!"

GM Farol |

Zenith: 1d20 + 7 ⇒ (5) + 7 = 12
Tandag: 1d20 + 8 ⇒ (11) + 8 = 19
Don Jurri: 1d20 + 6 ⇒ (1) + 6 = 7
Screech: 1d20 + 7 ⇒ (6) + 7 = 13
Ithuriel: 1d20 + 7 ⇒ (4) + 7 = 11
Harsk: 1d20 + 9 ⇒ (3) + 9 = 12
Zenith takes a few steps back and wonders if he would be able to jump to the other side. Some of you look around, some take out rope and believe that you can tie it to Zenith and if he fails the jump he will just swing on it. Crashing into a chasm wall, but that should not hill them, hopefully.
Then it is Tandang who finds a hand crank in the alcove. However, the crank seems to be stuck.
You can continue to try and jump through the chasm or to repair the bridge, any skills like crafting to fix it, thievery to reposition some of the parts, athletics to brute force the problem, or relevant Lore would do. This would be an open check (do them yourself).

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Hm, Actually I made a miscalculation-- If the chasm itself is 30 feet, Zenith needs to Leap 35 feet to safely cross. Since they cannot leap further than their speed, there is no way For Zenith to do this without Panache. Zenith will try anyway
Quick Jump - no running start needed to Long Jump
Powerful Leap - increase distance by 5ft
Removing heavy armor makes speed 30ft (and AC down to 20)
If Zenith gets panache, then their speed increases to 35', and with Flamboyant Athlete Zenith gains a swim/climb speed of 15', and DC to Long Jump decreased by 10
"Grappling Hook! Great idea Harsk!" You see a glint in their eye as they take off their adventurer's pack and begin to make preparations for their stunt-- First producing two ropes, and a grappling hook of their own. Zenith fastens the grappling hook to one of the ropes and then removes their heavy armor to reveal their padded armor armor underneath. Once the breastplate is removed, Zenith takes the two ropes and ties both around themself. The non-grappling hook rope is then tied to the metal contraption. The end result is Zenith standing in their padded armor, attached to the metal contraption via a rope, and a second rope attached to them with a grappling hook on the other end.
I could really use a cape.... they think, making a mental note for their next purchase.
"Well, having a rope between the chasm may help. And from the other side I can help secure any grappling hooks, etc." Zenith says as they begin to climb the metal contraption hoping that the additional height will make for a successful jump.
Zenith looks at the gap, This probably will fail...but what if it didn't? they muse.
"I bet when they built this place they didn't anticipate someone jumping across..." Zenith says casually as they stand perfectly still on the metal contraption and then jump....
DC 25 athletics to Leap 30': 1d20 + 11 ⇒ (15) + 11 = 26 Success, but still 5' short unless the metal contraption gave a height advantage
Zenith soars through the air...
Approximately half way across the chasm, Zenith attempts to throw their grappling hook towards the metal glints....Just in case their jump falls short.
Throw Grappling Hook (athletics?): 1d20 + 11 ⇒ (18) + 11 = 29
Definitely needed a cape... still lingering in their thoughts in the final moment of uncertainty. They hold on tight to the grappling hook's rope in case it latches onto something.
And if daring enough....panache? (for climbing and/or easier subsequent jumps)

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"A crank? Lemme take a look!" giggle Screech.
He rushes over, and starts playing with the crank. A vial of oil comes out, as he lubricates, and small mismatched strips of lovingly maintained scrap metal follow, as he starts tinkering with the mechanism, attempting to "fix" it.
Thievery: 1d20 + 9 ⇒ (8) + 9 = 17
Hero point it!
Thievery: 1d20 + 9 ⇒ (18) + 9 = 27
"Got it! Oh, you jumped?"

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Ithuriel tries to help Screech along by handing the goblin parts and tool. unfortunately Ithuriel is absolutely daft when it comes to the correct tools or parts as Zenith chucks a grappling hook a few times until it catches. He hears one final tang. "Did you make it across?"
Crafting (Untrained): 1d20 + 4 ⇒ (5) + 4 = 9
Hero Point: 1d20 + 4 ⇒ (5) + 4 = 9
HP 26/26 (+10 Temp HP)
AC 17 (+1 Mage Armor; +1 Shield)
Focus Point 0/1
Spells Used:
(1) Burning Hands
(2) Magic Mouth, False Life
Wand of Heal (1st) 1/1
Drain Bonded Item 0/1
Hero Point 2/3

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Watching Zenith's aerodynamics drops Don Jurri's jaw nearly to the dungeon floor!

GM Farol |

Zenith aims for the bushes attempts to jump accross.
He prepares the grappling hook and removes his armor. He is able to use metal contraption to get some height advantage and mitigate his to short jump. Just to be safe he throws the grappling hook which anchors on the other side. Don Jurri watches that with his mouth open, just like everything else in the passage, rats stop in place to see if he will make it, and bats hang on the ceiling to have a better view.
Zenith flies through the chasm and lands right on the edge. His one foot slips just slightly sending stones down. But he regains his balance.
Nicely done @Zenith! Slow clap!
While Zenith practices short flights, Screech and Harsk repair the mechanism of the bridge, despite Ithuriel's best efforts to make it impossible.
Soon using the crank you get the bridge to the other side, where Zenith is waiting.
After passing the bridge you keep going, after 10 minutes you walk into the cave.
The natural cavern here was, at one point, shaped into a roughly rectangular room, but the volcano has started to reclaim it, and little of its former glory remains. From the southern wall, three tunnels lead further into the dark. Their arched shape and even distribution makes it clear they were painstakingly crafted by the dwarves who once dwelled here, but curtains of thousands of dangling animal and humanoid bones show that someone or something else has taken up residence in the chambers beyond. Above the middle tunnel, a large Dwarven rune is carved into the wall. The rune mean: 'Repose', soon a skull flies off the ground and shrieks at you.
Zenith, Scout: 1d20 + 7 ⇒ (19) + 7 = 26
Tandang Boreas, Defend: 1d20 + 8 ⇒ (6) + 8 = 14
Ithuriel, Search: 1d20 + 7 ⇒ (9) + 7 = 16
Don Jurri, Detect Magic: 1d20 + 9 ⇒ (6) + 9 = 15
Screech, Search: 1d20 + 7 ⇒ (17) + 7 = 24
Harsk, Search: 1d20 + 9 ⇒ (7) + 9 = 16
Forged Bones, red: 1d20 + 10 ⇒ (8) + 10 = 18
Forged Bones, blue: 1d20 + 10 ⇒ (8) + 10 = 18
Skull, green: 1d20 + 9 ⇒ (7) + 9 = 16
Skull, yellow: 1d20 + 9 ⇒ (4) + 9 = 13
★★★
Hedga's doorsteps Round 1
Terrain: Cave
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Zenith (56/56 HP)
➤ Screech (46/46 HP)
Bones Red (- HP) │ Religion to recall
Bones Blue (- HP) │ Religion to recall
Skull Green (- HP) │ Religion to recall
Harsk (36/36 HP)
Don Jurri (52/52 HP)
Ithuriel (36/36 HP)
Tandang (32/32 HP)
Skull yellow (- HP) │ Religion to recall

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Zenith rolls forward to put as much distance from themself and the chasm. Fabulous!
After the bridge is extended Zenith replies, "Probably better long term solution, but now we know you can jump across it!" and ends with a laugh. Zenith dons their breastplate once again and replays the stunt in their mind a few times as they continue searching the cave.
--------
Upon entering the cavern, Zenith surveys the battlefield and waits for a daring act! Delay until after Red/Blue/Green (all 3 for simplicity of block init)

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"Bony skull does shriek and cry,
Screech's party knows not why!
Dwarves of bone stand and fight,
Kill them now? They just might!
Lastwall's hero stands up tall,
Shouts out loud 'We will not fall!',
Prepare ourselves for evil dead,
Defend, Defend! Don't run instead!"
lingering performance DC19: 1d20 + 13 ⇒ (9) + 13 = 22 3 rounds
He then decides not to run out and make himself vulnerable, but does draw his rapier, and casts guidance on Zenith.
So many of Screech's spells will not help him against undead!

GM Farol |

Screech signs a bony song, gets his rapier and casts guidance on Zenith
Two undead creatures exnted their hands and a grim light emanates from them. Even from the distance, you can feel the dark energy emanating from them. Then they walk forwards.
Casting spell that surrounded the undead, whoever gets into it need to make Fort save DC17.
The flaming skull moves closer to the bipedal undead and spits fire at Don Jurri
Spit fire: 1d20 + 10 ⇒ (8) + 10 = 18
Damage, fire: 1d12 + 2 ⇒ (4) + 2 = 6
Spit fire: 1d20 + 10 - 4 ⇒ (2) + 10 - 4 = 8
Damage, fire: 1d12 + 2 ⇒ (8) + 2 = 10
But the fire hits the wall next to him.
★★★
Hedga's doorsteps Round 1
Party Conditions: Inspire Courage till round 4
Terrain: Cave
Battlemap
──────────
BOLD IS UP!:
──────────
Screech (46/46 HP)
Skull green (- HP) │ Religion to recall
Bones Red (- HP) │ Religion to recall
Bones Blue (- HP) │ Religion to recall
➤ Zenith (56/56 HP) │ Religion to recall
➤ Harsk (36/36 HP)
➤ Don Jurri (52/52 HP)
➤ Ithuriel (36/36 HP)
➤ Tandang (32/32 HP)
Skull yellow (- HP) │ Religion to recall

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Ithuriel moves into the chamber and sends a small screen of lightning into the undead pile of bones. "Pure foulness."
Electric Arc (Red and Blue): 2d4 + 4 + 1 ⇒ (3, 4) + 4 + 1 = 12 DC 19 Basic Reflex.
◆ Stride
◆◆ Electric Arc
HP 26/26 (+10 Temp HP)
AC 17 (+1 Mage Armor; +1 Shield)
Focus Point 0/1
Spells Used:
(1) Burning Hands
(2) Magic Mouth, False Life
Wand of Heal (1st) 1/1
Drain Bonded Item 0/1
Hero Point 2/3

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Zenith runs towards Harsk's target and enters some kind of dark energy
Fort DC 17: 1d20 + 9 ⇒ (18) + 9 = 27 Crit Success
They pay no attention to it and then Zenith attempts to tumble through the bony creature's space.
Tumble Through Blue (Vs Reflex DC): 1d20 + 10 ⇒ (1) + 10 = 11
Zenith momentarily is frozen with fear looking at the creature's green flames. Coming back to their senses, Zenith tries to trip the creature
Trip Blue (Vs Reflex DC): 1d20 + 11 ⇒ (20) + 11 = 31 Crit-> panache + falls prone and B Dmg: 1d6 ⇒ 4
"Don't worry about the dark energy!" Zenith shouts triumphantly.
Actions: ◆Stride ◆Tumble Through (provokes) ◆ Trip Blue
Reaction ↺ Opportune Riposte if enemy crit fails a strike against Zenith then Zenith melee strikes back!

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"It isn't gentlemenly to kick a man when he is down. But. You are no gentleman. And. You are no man!"
Don Jurri prances across the battlefield and shanks Blue Bones!
◆) Dueling Parry (AC to 23)
◆) Stride
◆) Strike
+
↺) Opportune Riposte
Delicate Rapier Strokes (P) w/ Inspire (+1/+1) w/ Deadly (d8) vs Blue Bones (Prone): 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 252d6 + 1 ⇒ (5, 1) + 1 = 71d8 ⇒ 2
Pushing forward with his pelvis, a subtle shift of weight places him in a position of unyieldiness, his thin blade whirling with whistling sounds, ready to parry any blow from fist or flying flame "Are you thirsty down there?" eying his satchel of holy water tentatively...
↺) Opportune Riposte w/ Rapier (P) w/ Inspire (+1/+1) w/ Deadly (d8) vs Foe: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 212d6 + 1 ⇒ (5, 3) + 1 = 91d8 ⇒ 7

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Tandang quickly moves beside Ithuriel to see what is happening. Floating skulls a piles of bones. He quickly form a magical ball of acid and directs it to one that is not crowded by his allies.
Spell Attack vs Bones Red: 1d20 + 8 ⇒ (9) + 8 = 17
Spell Damage: 1d6 ⇒ 1 acid damage + 1 splash acid damage
He feels meh with that attack. Maybe he is in a hurry to hit them.
◆ Stride
◆◆ Cast a Spell, Acid Splash

GM Farol |

Harsk moves forwards and feels somehow affected by the magic, but he is not sure yet how. Failed save
Then he swings but misses.
Ithuriel moves forwards and sends electric arc at two foes
Reflex save, DC19, red: 1d20 + 9 ⇒ (20) + 9 = 29
Reflex save, DC19, blue: 1d20 + 9 ⇒ (20) + 9 = 29 Two crit saves, no damage
But the undead moves with great agility and dodge the lightning.
Zenith moves forwards and tries to tumble through the enemy but fails, then he trips the undead who smashes into the ground Blue prone -4, Zenith panache. Crit success of fort save
Don Jurri moves towards the prone enemy
Fort save, Don Jurri, DC17: 1d20 + 9 ⇒ (8) + 9 = 17
He barely withstands the magical effect, and strikes the undead. Crit hit blue -11 (due to resistance)
Tandang moves closer and sends an acid spell that hits both enemies. Red-3 (due to IC being applied to acid splash dmg), green -1
The other skull flies towards Zenith and head buts them
Forehead@Zenith: 1d20 + 10 ⇒ (12) + 10 = 22
Damage, bludgeoning, fire: 1d6 + 3 + 1d6 ⇒ (4) + 3 + (2) = 9
Forehead@Zenith: 1d20 + 10 - 5 ⇒ (15) + 10 - 5 = 20
Damage, bludgeoning, fire: 1d6 + 3 + 1d6 ⇒ (5) + 3 + (4) = 12
Two times Zenith is surprised with the head strike. Two hits due to flanking -21
★★★
Hedga's doorsteps Round 1
Party Conditions: Inspire Courage till round 4
Terrain: Cave
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Screech (46/46 HP)
Skull green (-1 HP) │ Religion to recall
Bones Red (-3 HP) │ Religion to recall
Bones Blue (-15 HP) │ Religion to recall, prone
Zenith (35/56 HP) │ Religion to recall
Harsk (36/36 HP) │ failed fort save
Don Jurri (52/52 HP) │ success fort save
Ithuriel (36/36 HP)
Tandang (32/32 HP)
Skull yellow (- HP) │ Religion to recall

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...just as the sound of goblin song begin to dies down, Don Jurri's ears receive the shortest of respite, and he finds himself exhaling audibly, pulling his soiled pinky from his despoiled ear a moment to bask in the momentary lapse in audio pollution...

Moken Troll |

Mister Smee watches as Screech closes into the melee, and hurls a nearby rock at the fallen Blue Bones!
◆) Stride
◆◆) Telekinetic Projectile
spell attack, IC: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
telekinetic projectile B, IC: 2d6 + 4 + 1 ⇒ (4, 4) + 4 + 1 = 13
"Very good Master Goblin" he yells from his off-screen hiding place, jamming his finger in his ears when the subject of his praise suddenly spouts a short haiku:
"Was it a day dream?
Screech not remember!
Only that he wake ups now..."

GM Farol |

I usually don't bot folks during weekends, but thanks. If Screech is fine with it I am too
Screech moves and sends a piece of stone at the creature, it crashes its head and leaves the body on the floor. Crit blue -26 and dead
Skull moves and spits fire at Harsk
Spit@Harsk: 1d20 + 10 ⇒ (3) + 10 = 13
Damage, fire: 1d12 + 2 ⇒ (3) + 2 = 5
Spit@Harsk: 1d20 + 10 - 5 ⇒ (17) + 10 - 5 = 22
Damage, fire: 1d12 + 2 ⇒ (1) + 2 = 3 Miss and hit -3
The other undead moves and strikes at Zenith
Axe@Zenith: 1d20 + 10 ⇒ (12) + 10 = 22
Damage, slashing: 1d8 + 7 ⇒ (8) + 7 = 15
Axe@Zenith: 1d20 + 10 - 5 ⇒ (7) + 10 - 5 = 12
Damage, slashing: 1d8 + 7 ⇒ (2) + 7 = 9 Hit -15 and crit miss
Zenith returns the favor by smashing the undead with his fist. Riposte hit -10
★★★
Hedga's doorsteps Round 2
Party Conditions: Inspire Courage till round 4
Terrain: Cave
Battlemap
──────────
BOLD IS UP!:
──────────
Screech (46/46 HP)
Skull green (-1 HP) │ Religion to recall
Bones Red (-13 HP) │ Religion to recall
➤ Zenith (20/56 HP) │ Religion to recall
➤ Harsk (33/36 HP) │ failed fort save
➤ Don Jurri (52/52 HP) │ success fort save
➤ Ithuriel (36/36 HP)
➤ Tandang (32/32 HP)
Skull yellow (- HP) │ Religion to recall

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Tandang examines the nearest skull from him, trying to recall what could it be and could he easily defeat it. He then issues forth a strong gust of winds out of his outstretched arm, in an attempt to knock those affected, or at least prevent them going into their direction, hopefully.
"Take that!"
◆ Recall Knowledge, Religion +5
◆◆ Cast a Spell, Gust of Wind, DC 19 Fortitude Save

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Zenith winces as the axe slices into them. "Well then..." they begin as they attempt trade blows and punch red with as much force as they can.
Confident Finish Red: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
B dmg: 2d4 + 3 + 1 ⇒ (1, 4) + 3 + 1 = 9 | +Precision: 2d6 ⇒ (5, 6) = 11 half precision on miss
Zenith then tactfully repositions themself and produces their lesser healing potion in their free hand.
Actions: ◆Confident Finish Red (or yellow if red is dead) ◆Stride ◆Draw lesser healing potion
Reaction ↺ Opportune Riposte if enemy crit fails a strike against Zenith then Zenith melee strikes back!
S dmg: 2d4 + 3 + 1 ⇒ (3, 2) + 3 + 1 = 9

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Don Jurri pirouettes through the yellow skull's space, on his tip-toes and projecting his chest without arching his back!
Tumble Through (Acrobatics, Expert) vs Yellow Skull (Reflex DC): 1d20 + 12 ⇒ (7) + 12 = 19
Flanking (w/ Harsk) and Attacking Red Bones if Success; else just attacking Yellow Skull
◆) Dueling Parry (to 23 AC)
◆) Tumble Through
◆) Strike
+
↺) Opportune Riposte
Delicate Rapier Strokes (P) w/ Inspire (+1/+1) w/ Deadly (d8) vs Red Bones (Flanked) or Yellow Skull: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 202d6 + 1 ⇒ (2, 3) + 1 = 61d8 ⇒ 1
+2 damage w/ Precise Strike if Don Jurri gains Panache!
↺) Opportune Riposte w/ Rapier (P) w/ Inspire (+1/+1) w/ Deadly (d8) vs Foe: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 282d6 + 1 ⇒ (5, 1) + 1 = 71d8 ⇒ 2
+2 damage w/ Precise Strike if Don Jurri gains Panache!

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Ithuriel calmly walks his way around the battlefield, watching the controlled chaos. As he walks he sends a small jolt into the undead.
Electric Arc (Red and Green): 2d4 + 4 + 1 ⇒ (2, 2) + 4 + 1 = 9 DC 19 Basic Reflex.
◆ Stride
◆◆ Electric Arc
HP 26/26 (+10 Temp HP)
AC 17 (+1 Mage Armor; +1 Shield)
Focus Point 0/1
Spells Used:
(1) Burning Hands
(2) Magic Mouth, False Life
Wand of Heal (1st) 1/1
Drain Bonded Item 0/1
Hero Point 2/3

GM Farol |

Tandang sends a blast of wind at skull and the undead creature
Fort save, DC19: 1d20 + 5 ⇒ (1) + 5 = 6
Fort save, DC19: 1d20 + 12 ⇒ (8) + 12 = 20
The undead creature stands steadily and does not move, but the skull falls to the ground and rolls with the wind. Damage: 2d6 ⇒ (5, 6) = 11
Tandang recognizes the skull as the flaming skull, it is vulnerable to positive damage but also explodes when destroyed.
Harsk moves and strikes the undead hitting them Hit red -4 due to resistance to slashing
Zenith punches the undead with all the strength that he had Hit -20
Don Jurri tumbles through the undead and strikes the other undead with his rapier. His rapier hits in between bones but it is still enough to take them down. Hit red for -3 and killing them.
Ithureil sends electric arc at skulls
Reflex save, DC19, yellow: 1d20 + 9 ⇒ (16) + 9 = 25 Save yellow
Reflex save, DC19: 1d20 + 9 ⇒ (2) + 9 = 11 Fail green -9
Yellow skull flies towards HArsk and strikes him
Skull@Harsk: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d6 + 3 + 1d6 ⇒ (2) + 3 + (2) = 7
Skull@Harsk: 1d20 + 10 - 5 ⇒ (14) + 10 - 5 = 19
Damage: 1d6 + 3 + 1d6 ⇒ (5) + 3 + (1) = 9
Skull hits once. Harsk -7
Delaying Screech for initiative simplicity
The other skull gets up from the floor and strikes Zenith
Skull@Zenith: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (5) = 14
Skull@Zenith: 1d20 + 10 - 5 ⇒ (11) + 10 - 5 = 16
Damage: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (5) = 14
But misses both times.
★★★
Hedga's doorsteps Round 3
Party Conditions: Inspire Courage till round 4
Terrain: Cave
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Screech (46/46 HP)
Skull green (-21 HP) │ Religion to recall
➤ Zenith (20/56 HP) │ Religion to recall; prone
➤ Harsk (26/36 HP) │ failed fort save
➤ Don Jurri (52/52 HP) │ success fort save
➤ Ithuriel (36/36 HP)
➤ Tandang (32/32 HP)
Skull yellow (-4 HP) │ Religion to recall

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”Be careful with those flaming skulls, they explode when destroyed.” Tandang warns the others. He moves his stubby self before he lances Skull Yellow with some positive energy to damage it.
◆ Stride
◆◆ Cast a Spell, Disrupt Undead, DC 19 basic Fortitude Save vs Spell Damage, IC: 1d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12 positive damage

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With a wide-armed graceful promenade, Don Jurri invites himself over to where Zenith and Green Skull are tangoing "Mind if I cut in?" he winks at his Kayal friend.
◆) Dueling Parry (to 23 AC)
◆) Stride
◆) Confident Finisher (expend Panache)
+
↺) Opportune Riposte
Confident Rapier Strokes (P) w/ Inspire (+1/+1) w/ Panache (2d6) w/ Deadly (d8) vs Green Skull (Flanked): 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 292d6 + 1 + 2d6 ⇒ (2, 6) + 1 + (3, 3) = 151d8 ⇒ 3
Skewering the creature with a perfect stroke!
Delicate Rapier Strokes (P) w/ Inspire (+1/+1) w/ Deadly (d8) vs Foe: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 292d6 + 1 ⇒ (6, 4) + 1 = 111d8 ⇒ 4

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"They explode? Cool!"
"Skulls are burning, oh so bright!
Like a candle in the night!
Screech is gonna make 'em boom,
send the sparklies through the room!" Screech sings as he moves around.
Again, he chucks a rock with his mind at yellow.
spell attack, IC: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
telekinetic projectile B, IC: 2d6 + 4 + 1 ⇒ (5, 5) + 4 + 1 = 15
Last round of lingering

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Harsk steps towards the skull that hit him, drops his hatchet, changes his grip on the waraxe and swings.
"Have at ye beastie!"
stride, change hand position and strike
yellow
attack: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 1d12 + 3 ⇒ (12) + 3 = 15

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Zenith moves away from the green skull and then throws their returning starknife twice.
Ghost-Touch from duskwalker's Ghost Hunter, if relevant
Starknife vs Green: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26 | S dmg: 2d4 + 3 + 1 ⇒ (4, 3) + 3 + 1 = 11 | if crit, Deadly: 1d6 ⇒ 6
Starknife vs Green: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19 | S dmg: 2d4 + 3 + 1 ⇒ (3, 2) + 3 + 1 = 9 | | if crit, Deadly: 1d6 ⇒ 5
Actions: ◆Stride ◆Strike Green (or yellow if green dies) ◆Strike
Reaction ↺ Opportune Riposte if enemy crit fails a strike against Zenith then Zenith melee strikes back!

GM Farol |

Tandang blast yellow with magic
Fort save, DC19: 1d20 + 5 ⇒ (8) + 5 = 13 Yellow -15
Skull shrieks in pain as part of bones are torn apart.
Don Jurri tumbles through the other skull and strikes it with great accuracy. Crit and kill
Explode@Don Jurri: 2d6 ⇒ (6, 2) = 8 Basic Fort save DC18
Harsk, Screech and Zenith finish off yellow which explodes right next to Harsk
Explode@Harsk: 2d6 ⇒ (6, 4) = 10 Basic Fort save DC18
End of combat!
You spend a moment to heal.
You search that room and find several dead duergars along with the remains of a couple of crawling hands and flaming skulls. The duergars are badly burned. You believe that these remains account for the entire duergar raiding party.
You take a pee into the tunnels, you find that they lead to a dank, eerie, mazelike catacomb littered with discarded animal bones and covered in faded murals of long-dried blood. You take note of this location for Luna Aldred and save it for a later expedition, as instructed.
Fighting the necromancer is not part of this scenario ;)
With that information, you head back to Luna ...
Debriefing pending.

GM Farol |

This is not over yet!
You come back without any troubles and get a good night sleep in the Inn. Luna Aldred inform you that people, prospectors, lumberjacks and locals were waiting to hear about your expedition.
Luna Aldred taps her fork against a glass to call for quiet in the crowded dining area. As the conversation dies down, she motions the party toward the front of the room. "I have some wonderful news," she says. "Our Pathfinders who went into Droskar’s Crag have returned, and they assure me you are no longer in danger of being hunted by duergar raiders. But don’t take it from me. I’ll let them tell the story!"
Each one of you need to make a check (any skill would do given that you argue its use). Try to make it a tale about your journey there.

Moken Troll |

You take a pee into the tunnels...
Zipping up, Mister Smee heads right over to "Sir, let me wipe that sludge off for you, sir!" producing another rag from his pocket, and cleaning the guts from his rapier until it shimmers and shines again "There we go. How do you feel sir?" and when Don Jurri answers in the affirmative "Very good sir. I thought so sir" and whirling here, goes to wipe down the rest of the party as well, somehow producing another clean rag for each in the party as he does so, leaving everyone (who doth not protest) spic and span!
Looking down at the burned bodies "So that was their fate. Pity. And fortunate that we were able to come out on top" he remembers his master's presence a few inches away and adds "All thanks to you sir. Well fought"
After the party finishes documenting, Mister Smee looks pleased to be taking his leave "If I never have to go spelunking again it'll be too soon" then remembering himself again "Unless, of course, that is your wish sure. In which case I shall bring better boots" which, on the ride back to town, he takes a moment to shine Don Jurri's manly high-heeled boots, fiddling with the broken strap and muttering "We'll have to do something about that..." making a mental note to followup...

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"Screech think it was quite exciting!" exclaims the bard. "First, when we get into the tunnels, we fought some deaders... and dead cave bats. We burn them up but don't eat, 'cause they were already dead and may not be any good no more. Screech was very sad about that 'cause roasted bat is the BEST!
"Then Screech sing a lot, to make Pathfinders better. Me do that a lot, 'cause Pathfinders always needs inspiration, and that is what Screech do best!
"Then we heal up, and find a statue of Kols. He dwarf god of duty. No, not that kind, me think that too.
"we search around some more, and find some maps of the caverns, which we figure out. Duergards going to dangerous place!
"We follows the path and find GYNORMOUS undead beetles and some not so huge duergar dead... all of which attack us. But, we prevail, thanks to Screech's inspiring singing!
"We then explore some more, and then we finally find more nasties, and a doorway down. There were the slimy things, which Screech no like none, but we manage to not get eaten by. Finally we find the flying skulls, and the boney undead. Screech was very helpful in inspiring, and throwing rocks with his mind. Me blew up a couple of the skulls... and then THEY blew up. Sorry, Harsk.
"Then we come home! Oh, there is a necromancer there, but we not ordered to kill him, so we come back."
performance: 1d20 + 13 ⇒ (3) + 13 = 16
I offer this hero point in tribute!
performance: 1d20 + 13 ⇒ (13) + 13 = 26

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Ithuriel nods at the pair of wonderful recountings. He holds his hands up as many of the guests look to be quite frightened by the tale. Some look visibly ill from their dinner. "It is quite alright. There were many foul undead crawling around in there. But," he seems to pause dramatically on this word. "As you can see, with myself, plucked freshly from the heavens there was not a thing to fret about. I did not receive one single scratch while in there only to prove the one true God is looking out for us all."
"Whatever remains of this Necromancer within will be routed out in short, never to be heard from again."
Deception: 1d20 + 8 ⇒ (7) + 8 = 15
Hero Point: 1d20 + 8 ⇒ (12) + 8 = 20

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"The dark dwarves have infested the once great halls. Torag's children surely must work had to rid the area of the stain of a Necromancer in the carverns!"
tell of our work and a partial history of the area
SOCIETY: 1d20 + 5 ⇒ (13) + 5 = 18

GM Farol |

That was funny typo ;)
People listen with interest and quickly begin to chat among themselves, a bartender comes to you and passes a sealed bottle of top-shelf Gold Falls Ale (worth 1gp) to Harsk, Ithuriel, Screech and Don Jurri.
Luna smiles to you "You did good there, some of the books did mention an old forge called: Forever Forge, have you found any signs of it? I am planning an expedition to those ruins, which direction should we take next: fight the necromancer or look for the forge?"
Each needs to make that choice, as this is reportable:
- Forever Forge or
- Necromancer

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”Forever Forge? Hmmm...' Tandang tries to recall if they found a forge. ”Ah! Yes, I think there is this Forever Forge. There is an altar with a hammer symbol there, its Torag's, for sure, and suddenly a voice boomed that said, 'The greatest anvils require the hottest fire. Welcome to the Forever Forge.' It's crazy! Should try to check on that.” Tandang replies to Luna.

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”Me thinks me have had enough of necromancies to last a lifetime. From back when Lastwall blew up!
“Me want forge!”

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Zenith listens amusedly at the recounting of the party's adventures. When asked what direction to take next, the duskwalker offers, "Necromancy... It is an abomination with no respect for the cycle of life and death."
Vote Necromancy