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[What do you think, dear? Can you turn that crank?]
{It will require skills that I do not possess}
[Looks like a little brute force might do the trick]
{Or it might damage it beyond repair}
[Don't be such a pessimist, my love. Give it a try]
{Very well, but don't say I didn't warn you}
Libitina marches up to the hand crank, and after banishing her scythe, grabs it with both her skeletal hands and slowly starts pulling on it. It creaks ominously as she slowly increases the pressure, and...
Libitina Athletics vs DC ??: 1d20 + 8 ⇒ (20) + 8 = 28
...(I'm pretty sure) it suddenly starts turning easily.
[See? I knew you could do it]
{It was easier than I expected. Even you would have succeeded}
[Those dwarves really do know how to make things that last]
{Apparently}

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"Just a bit of elbow grease was all we needed! Thank you, Mister Mandoo."
And if more than elbow grease was needed ...
Crafting: 1d20 + 13 ⇒ (6) + 13 = 19
BAH!

GM Farol |

Only one try per PC I am afraid
Mrs. Perkins and Sindarin try to fix the mechanism but they miss something. It takes Dorgen to come by and show them how it is done.
Then Libitina stops by and begins to turn the crank with ease.
After passing the bridge you keep going, and 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 make 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 means: 'Repose', soon a skull flies off the ground and shrieks at you.
Aleksandr Ostenoff, Search: 1d20 + 7 ⇒ (4) + 7 = 11
Dorgen, Investigate: 1d20 + 8 ⇒ (8) + 8 = 16
Potipher Perkins, Detect Magic: 1d20 + 7 ⇒ (6) + 7 = 13
Granitt, Defend: 1d20 + 7 ⇒ (3) + 7 = 10
Mandoo, Search: 1d20 + 9 ⇒ (16) + 9 = 25
Sindarin Elesar, Search: 1d20 + 7 ⇒ (11) + 7 = 18
Init skull yellow: 1d20 + 9 ⇒ (17) + 9 = 26
Init skull green: 1d20 + 9 ⇒ (3) + 9 = 12
Init undead red: 1d20 + 9 ⇒ (2) + 9 = 11
Flaming skull flies forwards and spits fire at Granitt
Spit fire: 1d20 + 10 ⇒ (19) + 10 = 29
Damage, fire: 1d12 + 2 ⇒ (7) + 2 = 9
Granitt's yells in pain. Hit -9
★★★
Hedga's doorsteps Round 1
Terrain: Cave
Battlemap
──────────
BOLD IS UP!:
──────────
Skull yellow (- HP) │ Religion to recall knowledge
➤ Mrs. Perkins (32/32 HP)
➤ Sindarin (30/30 HP)
➤ Brook (24/24 HP)
➤ Mandoo (30/30 HP)
➤ Dorgen (42/42 HP)
Undead red (- HP) │ Religion to recall knowledge
Skull green (- HP) │ Religion to recall knowledge
Aleksandr (41/41 HP)
Granitt (49/58 HP)

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Since Aleksandr and Granitt don't get to go yet, I would like to delay on Mrs. Perkins, Sindarin, Brook and Dorgen's turns in the faint hope that some sort of flanking can be provided for Libitina's strike. If not, then no big deal.
Action (◇): Delay until the end of Mrs. Perkins, Sindarin, Brook and Dorgen's turns.
{These creatures all smell of undeath}
[Yes. The flying skulls are a bit of a giveaway]
{They must be destroyed}
[Quite. Let's get started then]
Once again, the dynamic duo go into battle. Libitina closes with the enemy and strikes with her scythe as Mandoo casts his spells.
"ହାଡକୁ ହାର୍ଡେନ କରନ୍ତୁ."
Mandoo Action 1 (◆): Cast a Spell: Protect Companion vs Libitina - she's now at AC 19
Life Block (↺) Trigger The spell's target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike
ବ୍ଲେଡ୍କୁ ତୀକ୍ଷ୍ଣ କର and "ଏହାକୁ ତୀକ୍ଷ୍ଣ ରଖନ୍ତୁ."
Mandoo Action (◇): Cast a Spell: Extend Boost
Action 2 (◆): Act Together
- Mandoo Action 2 (◆): Cast a Spell: Boost Eidolon vs Libitina
- Libitina Action 2 (◆): Stride (25 feet)
Religion (Extend Boost) vs DC 16?: 1d20 + 7 ⇒ (13) + 7 = 20
A success, so the spell extends the duration of Boost Eidolon to 3 rounds.
Libitina Action 3 (◆): Strike (+1 Ghost Touch Vanth Scythe) with Boost Eidolon and Spirit Touch vs Skull Yellow
Libitina Scythe Attack: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Libitina Scythe Damage: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 positive damage

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As soon as the skulls start flying, Dorgen remembers that he's on the front lines, a place where he does not want to be.
Yep, this seems like danger all right. I think I'm better off in a supporting role, way over there."
Dorgen pushes back into the tunnel and ends up behind Sindarin. There's no space on the map, so I've put him in the wall.
"Looks like you could use a boost. Here you go."
Dorgen casts a spell and touches Sindarin's weapon of choice. It starts humming with magical power.
As promised, a Magic Weapon. +1 to hit, one extra damage die. Used my Drain Bonded Item for the day.

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Mrs. Perkins drops her tome of The Acts of Iomedae as the skull comes forward.
"Book, please show that skull the power of Iomedae."
◆◆ Spirit Object: 1d20 + 10 ⇒ (9) + 10 = 19
Bludgeoning: 2d4 + 4 ⇒ (1, 4) + 4 = 9
"Mister Granitt, I'm counting on you to protect me."
◆ Life Boost vs Grannitt (fast healing 4 for 4 round)

GM Farol |

Dorgen moves towards Sindarin and enhances his weapon.
Mrs. Perkins animates her book which strikes at the skull, leaving a dent. Hit yellow -9
Sindarin moves out of the corridor, designates the skull as his pray and sends an arrow
Arrow@yellow: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Damage, piercing: 2d8 + 1 ⇒ (6, 1) + 1 = 8
Arrow strikes the skull. Hit Yellow -8
Mandoo empowers Libitina who moves closer and strikes but misses.
Undead grows even bigger and begins to shine, air around it has a distinct foul smell. This undead was supposed to be large ;) He casted a spell whoever enters his aura need to do Fortitude save DC17
Then he moves forwards.
The other skull flies forwards and spits at Granitt
Flame spit@Granitt: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d12 + 2 ⇒ (10) + 2 = 12 Hit Granitt -12
★★★
Hedga's doorsteps Round 1
Terrain: Cave
Battlemap
──────────
BOLD IS UP!:
──────────
Skull yellow (-9 HP) │ Religion to recall knowledge
Mrs. Perkins (32/32 HP)
Sindarin (30/30 HP) │ Magic weapon on bow
⠀⠀Brook (24/24 HP)
Mandoo (30/30 HP) │ Protect Companion
Dorgen (42/42 HP)
Undead red (- HP) │ Religion to recall knowledge
Skull green (- HP) │ Religion to recall knowledge
➤ Aleksandr (41/41 HP)
➤ Granitt (37/58 HP) │ fast healing 4 (4 more rounds)

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I'll bot Granitt. I'll leave Aleksandr for someone who's more familiar with Summoners.
I also see he has fire resist 2.
Granitt grunts a thank you to Mrs. Perkins for the healing, then interposes himself between Green skull and the group. ◆ Stride He holds his war axe firm and tries to thwack it out of the air. ◆ Strike
Granitt's War axe vs Green: 1d20 + 10 ⇒ (13) + 10 = 23
Slashing damage: 2d8 + 3 ⇒ (6, 6) + 3 = 15
Then, careful of the wounds it inflicted, he raises his shield. ◆ Raise Shield

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Aleksandr boost Imelia as she moves up. She tries to skewer the floating head once as Aleksandr protects her from counterattack.
◆ Act Together
Aleksandr ◆ Cast a Spell (Boost Eidolon)
Imelia ◆ Stride
◆ Imelia Strike
Attack: 1d20 + 10 ⇒ (5) + 10 = 15Piercing: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5
◆ Aleksandr Cast a Spell (Protect Companion)

GM Farol |

Granitt moves forwards and strikes with his axe leaving big dent in the skull. Hit -15
Aleksandr boost and protects Imelia who moves forwards and strikes but misses.
The other skull flies away and spits fire at Libitina
Spit fire@Libitina: 1d20 + 10 ⇒ (20) + 10 = 30
damage, fire: 1d12 + 2 ⇒ (12) + 2 = 14 Ouch! Crit -28
Spit fire@Libitina: 1d20 + 10 - 5 ⇒ (17) + 10 - 5 = 22
damage, fire: 1d12 + 2 ⇒ (1) + 2 = 3 Hit -3 => that would be dying unless you use Life Block
Libitina is hit twice with fire which leaves massive burns on her.
★★★
Hedga's doorsteps Round 2
Terrain: Cave
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Mandoo: Will you use Life Block
──────────
BOLD IS UP!:
──────────
Skull yellow (-9 HP) │ Religion to recall knowledge
➤ Mrs. Perkins (32/32 HP)
➤ Sindarin (30/30 HP) │ Magic weapon on bow
⠀⠀➤ Brook (24/24 HP)
➤ Mandoo (-1/30 HP) │
➤ Dorgen (42/42 HP)
Undead red (- HP) │ Religion to recall knowledge
Skull green (-15 HP) │ Religion to recall knowledge
Aleksandr (41/41 HP) │ Protect Companion
Granitt (41/58 HP) │ fast healing 4 (3 more rounds)

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A nat-20 to hit followed by a max-12 for damage. Soooo, yeah, Mandoo will use his Life Block (↺) reaction against the first hit. That means that 28-10+5+3 = 26hp of net damage was inflicted, which takes Mandoo/Libitina down to 4/30 hp. Still upright, but only barely. Unfortunately, it means that Protect Companion is now unavailable to them for the rest of this encounter.
{That could have gone better}
[That's a paragon of understatement my love. That first hit almost sent you back to the Boneyard]
{It was an unexpectedly efficient attack}
[Personally, I think the demented little carnium got lucky]
{Perhaps. Nevertheless, they are not to be taken lightly}
[Let's see what I can do to patch you up before it's too late]
Mandoo quickly applies some ointment to himself and funnels the resulting healing to Libitina as she strides over to flank and then slice twice at the skull attacking Granitt.
Action 1 (◆): Act Together
- Mandoo Action 1 (◆): Battle Medicine (Medic Dedication & Assurance:Medicine) on Mandoo vs DC 15
- Libitina Action 1 (◆): Stride (25 feet)
Assurance: Medicine (Battle Medicine) vs DC 15: 10 + 6 = 16
Battle Medicine Healing vs DC 15: 2d8 ⇒ (8, 7) = 15 hit points healed
That's the second time that Mandoo has applied Battle Medicine to himself today. That means that he can't do it to himself again until he rests. He can still do it to Libitina though, but it will require him to be adjacent to her.
Libitina Action 2 (◆): Strike (+1 Ghost Touch Vanth Scythe) with Boost Eidolon and Spirit Touch vs Flat-Footed Skull Green
Libitina Scythe Attack: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 vs Flat-Footed
Libitina Scythe Damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 positive damage
Libitina Action 3 (◆): Strike (+1 Ghost Touch Vanth Scythe) with MAP1, Boost Eidolon and Spirit Touch vs Flat-Footed Skull Green
Libitina Scythe Attack: 1d20 + 8 + 1 - 5 ⇒ (4) + 8 + 1 - 5 = 8 vs Flat-Footed
Libitina Scythe Damage: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 positive damage

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Dorgen gasps as the skull nearly knocks out Libitina, but luckily Mandoo stays upright and patches himself up.
"I don't think we're ready for the big guy just yet. Let's see if I can delay it for a bit."
Dorgen rushes forward and weaves a spell, and suddenly a huge stream of water shoots forth from his hands. Dorgen nearly gets knocked back by the sudden pressure, but he carefully aims it at the big skelly.
Level 2 Hydraulic Push. Technically Imelia is in the way, so I guess that's lesser cover, but it shouldn't impact the spell otherwise.
Hydraulic Push: 1d20 + 10 ⇒ (7) + 10 = 17
Ah, I can do better. Hero Point!
Hydraulic Push: 1d20 + 10 ⇒ (18) + 10 = 28
Bludgeoning damage: 5d6 ⇒ (6, 6, 2, 6, 2) = 22
If that's a crit, the spell works a little weird. The interaction between the heightened version and a crit is unclear. Do you apply the crit first, then heighten it (6d6, plus the 2d6 for heightening)? In that case, I should add 3d6 more. But if you heighten first, the crit would only add a singe d6 (3d6 base, plus 2d6 is 5d6, but the crit simply says roll 6d6). And it would mean a level 3 crit deals less damage than a regular level 3 hit (if you assume a crit always deals 6d6, regardless of spell level). I'll leave that up to the GM.

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"Mister Mandoo, you look like you could use a kind word."
◆◆ Soothe (2nd): 2d10 + 8 ⇒ (10, 10) + 8 = 28
"That kind word would would be 'booyakasha.'"
"And, Book, please go help Mister Grannitt."
◆ Moving the Acts of Iomedae (large print version) to flank with Grannitt.

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"Get it, Brook!" Sindarin points at the skull closest to him, then returns his attention to the other skull and fires twice at it. Brook runs and jumps, snapping at the skull, but isn't able to connect.
Arrow 1: 1d20 + 5 + 2 + 1 ⇒ (4) + 5 + 2 + 1 = 12 Damage: 2d8 + 1 ⇒ (2, 3) + 1 = 6
Arrow 2: 1d20 + 5 + 2 + 1 - 3 ⇒ (11) + 5 + 2 + 1 - 3 = 16 Damage: 2d8 + 1 ⇒ (1, 4) + 1 = 6
Brook attack: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11 Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Sindarin: ◆ Strike, ◆ Strike, ◆ Cue Brook
Brook: ◆ Move, ◆Strike
He'll stay on yellow since that's where he has hunt prey. He'll send Brook to green, though.

GM Farol |

Mandoo heals himself while Libitina moves and strikes twice the skull, but hits only once. Mandoo +15, Green -16 (actually skulls have weakness vs positive, darn it mb.
Skull explodes, bone shrapnels flies towards Libitina, Imelia and Granitt.
Explosion, piercing and fire, basic Reflex save DC18: 2d6 ⇒ (1, 5) = 6
Vs Libitina, Imelia, Granitt
Dorgen sends a blast of water hitting the undead and pushing them away. Crit -22 and 10 ft push
Mrs. Perkins heals Mandoo and moves the book. Heal Mandoo to full, moving book to yellow since green was dead.
Sindarin sends two arrows but misses, Brook tries to bite the creature but also couldn't find the right angle. Redirected Brook at green.
Large undead moves and swings at Brook
Axe: 1d20 + 10 ⇒ (17) + 10 = 27
Damage, slashing: 1d8 + 7 ⇒ (1) + 7 = 8
It leaves a massive wound Crit -16 + Fort save DC17
Then it increases the size of its aura.
★★★
Hedga's doorsteps Round 2
Terrain: Cave
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Brook: Fort save DC17
Mandoo: Reflex save DC18 s 6 dmg
Aleksandr: Reflex save DC18 s 6 dmg
Granitt: Reflex save DC18 s 6 dmg
──────────
BOLD IS UP!:
──────────
Skull yellow (-9 HP) │ Religion to recall knowledge
Mrs. Perkins (32/32 HP)
Sindarin (30/30 HP) │ Magic weapon on bow
⠀⠀Brook (8/24 HP)
Mandoo (30/30 HP)
Dorgen (42/42 HP)
Undead red (-22 HP) │ Religion to recall knowledge
➤ Aleksandr (41/41 HP) │ Protect Companion
➤ Granitt (41/58 HP) │ fast healing 4 (3 more rounds)

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Reflex: 1d20 + 9 ⇒ (11) + 9 = 20
The wounds were small but perhaps caution was advised.
"Let us not be so hasty to confront them directly"
Aleksandr moves to his companions side as she fires a ray at the large undead.
◆ Act Together
Aleksandr ◆ Stride
Imelia ◆ Strike
Radiant Bolt: 1d20 + 10 ⇒ (7) + 10 = 17
Positive: 1d4 + 1 ⇒ (4) + 1 = 5
Aleksandr then heals Sindarin's wounded companion.
◆◆ Aleksandr Cast a Spell (Soothe)
Healing: 1d10 + 4 ⇒ (8) + 4 = 12 +2 status bonus to save against mental effects for 1 minute.

GM Farol |

I need to bot Brook's fort save to resolve Aleksandr healing
Brook fort save, DC17: 1d20 + 6 ⇒ (18) + 6 = 24 Yay made it!
Aleksandr moves and heals Brook +12 healing and +2 status bonus vs mental effects
Imelia sends a bolt that strikes undead. Hit red -5 (no vulnerability to positive from big undead)
Reflex save, DC18: 1d20 + 6 ⇒ (2) + 6 = 8
Granitt fails to dodge the damage and charges at the large undead
Fort save, DC17: 1d20 + 10 ⇒ (18) + 10 = 28
Strike: 1d20 + 10 ⇒ (20) + 10 = 30
Damage, slashing: 2d8 + 3 ⇒ (2, 3) + 3 = 8 Crit red -11 (resistance to slashing applies)
Then he raises his shield.
Yellow skull flies towards Granitt. He blocks the first strike, taking only some of the damage. Granitt -3 shield -3
Head slam: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 2d6 + 3 ⇒ (3, 2) + 3 = 8
Head slam: 1d20 + 10 - 5 ⇒ (4) + 10 - 5 = 9
Damage: 2d6 + 3 ⇒ (4, 3) + 3 = 10
★★★
Hedga's doorsteps Round 3
Terrain: Cave
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Mandoo: Reflex save DC18 s 6 dmg
──────────
BOLD IS UP!:
──────────
Skull yellow (-9 HP) │ Religion to recall knowledge
➤ Mrs. Perkins (32/32 HP)
➤ Sindarin (30/30 HP) │ Magic weapon on bow
⠀⠀➤ Brook (20/24 HP)
➤ Mandoo (30/30 HP)
➤ Dorgen (42/42 HP)
Undead red (-33 HP) │ Religion to recall knowledge
Aleksandr (38/41 HP) │ Protect Companion
Granitt (33/58 HP) │ fast healing 4 (2 more rounds), made fort save, shield -3

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So Libitina kills the skull and it explodes on the way out, possibly doing damage to her (and Imelia and Granitt). Mrs Perkins then Soothes Mandoo/Libitina to the tune of 28hp, which would erase any damage incurred from the explosion, even if Libitina were unlucky enough to crit fail, which she...
Libitina Basic Reflex Save vs DC 18: 1d20 + 6 ⇒ (16) + 6 = 22
... does not. The explosion only does 3 hp of damage which the Soothe immediately wipes away, along with any remaining damage from the earlier hits, leaving Mandoo/Libitina at full strength.
[Very nice, dear. You hit it so hard it blew up]
{I cannot take the credit for that. I believe a terminal explosion to be feature of these creatures}
[Good job dodging the shrapnel, though, but it looks like you picked up a couple of nicks there]
{Mere scratches. We can polish them out later}
[Whoops! Hold on there my love; I feel a soothing presence flowing through me]
{I feel it too. I believe the Irriseni witch is to blame}
Mandoo turns to Mrs Perkins. "I take it we have you to bla..., uh, I mean, thank for that timely boost of energy, Mrs Perkins. Libitina very much appreciates everything you're doing for us."
{Nice save}
[You set me up for that, didn't you?]
{I don't know what you're referring to}
[I bet you don't]

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[Looks like Granitt has the big fellow's number. Maybe you should go after the last of the skulls]
{Very well. Let's hope its luck has run out}
[Don't forget about the final bang]
{Oh, thank you. I'd forgotten all about that}
[Now, now. No need to get testy]
Mandoo says, "ଶିଲ୍ଡ ଉଠାନ୍ତୁ," and the space around him shimmers for a moment. Libitina strides up to the flying skull and gets into flanking position with Granitt. She's immediately assaulted by the large undead's stench...
Libitina Fortitude Save vs DC 17: 1d20 + 9 ⇒ (16) + 9 = 25
...but is unaffected due to her lack of a respiratory system. Her scythe then whistles through the air as it's sharp edge slices twice at the skull.
Action 1 (◆): Act Together
- Mandoo Action 1 (◆): Cast a Spell: Shield - AC 16 (Hardness 5)
- Libitina Action 1 (◆): Stride (25 feet)
Libitina Action 2 (◆): Strike (+1 Ghost Touch Vanth Scythe) with Boost Eidolon and Spirit Touch vs Flat-Footed Skull Yellow
Libitina Scythe Attack: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 vs Flat-Footed
Libitina Scythe Damage: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 positive damage
Libitina Action 3 (◆): Strike (+1 Ghost Touch Vanth Scythe) with MAP1, Boost Eidolon and Spirit Touch vs Flat-Footed Skull Yellow
Libitina Scythe Attack: 1d20 + 8 + 1 - 5 ⇒ (20) + 8 + 1 - 5 = 24 vs Flat-Footed
Libitina Scythe Damage: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 positive damage
If that first strike was enough to take out the skull, then redirect the second one to the big guy.

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The range for Spirit Object is only 30' - the book must stay close enough for Mrs. Perkins to gently give it instructions. I don't think it matters, functionally.
Mrs. Perkins steps up and asks the Good Book to bang on Red's toe.
Spirit Object: 1d20 + 10 ⇒ (1) + 10 = 11 vs flanking
Bludgeoning: 2d4 + 4 ⇒ (3, 2) + 4 = 9
The Book doesn't know what a toe is.

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GM, you forgot to apply the crit damage to the boss for my Hydraulic Push.
Hydraulic Push crit: 3d6 ⇒ (2, 1, 4) = 7 bludgeoning damage
Dorgen whistles appreciatively at how Granitt and Libitina go to town on the enemy. He decides to attack both remaining enemies at the same time. He rubs his hands together, creating sparks, then points at the remaining skull and the big skeleton, and electricity dances between them.
Electric Arc damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7
Both may make a DC 20 basic Reflex save to avoid the damage.
He then mutters a prayer and casts his Shield cantrip, just in case.

GM Farol |

@Dorgen you are right, that is why I don't like GM'in while on vacation ;) scraps of time that have to work :|
Libitina strikes twice the skull which explodes with a bright colors and shrapnel flying around. Mr's Perkins tome strikes the undead, but mostly provides distraction.
Dorgen see that the bones crack some more as a result of his previous spell and finishes off the large undead with a arc of lightning.
Reflex. DC20: 1d20 + 9 ⇒ (11) + 9 = 20
Undead tries to dodge the spell but can't move fast enough. It falls and stay still.
Out 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 peek 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 ... If you want to head and try to disable the trap, we can make that scene, but we shall make it as a RP engagement. It is not necessary for the mission success.

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After looking through the place thoroughly, Mandoo and Libitina are a little disappointed not to have come across the necromancer called Hedga.
{It appears that the necromancer has escaped us}
[Yes. Most unfortunate really]
{She is probably down one of these tunnels}
[Quite likely, but our orders were pretty clear on the matter: We were to leave such passages for a future expedition]
{We should go after her on our own then}
[Not only would that get us kicked out of the Society, but given how powerful a necromancer she seems to be, I doubt we could take her on our own. We'll need the Society's help on this one]
{Hmm... Such evil cannot be allowed to persist. We should make sure that we're included in the next expedition}
[Indeed. I'll put in a request as soon as we get back to the Lodge. In the meantime we should take care of that trap so we don't accidently fall into it when we return]
{By "we", I presume you mean someone who is good with their hands}
[Yes. Mrs Perkins and Dorgen might fit the bill. They seem handy]
{We need to find it first though}
Mandoo speaks up. "Looks like we're pretty much done with our mission then. All we need to do now is find that trap we heard about and disable it."
Mandoo Activity: Search (Perception +7) - SECRET
Libitina Activity: Search (Perception +5) - SECRET

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"Well then, let's make this place safe for future explorers, and we can come back some other day to hold responsible the belligerent young necromancer. My goodness!"
Mrs. Perkins will help disable the trap. She has a decent Thievery modifier, but no thieves' tools, which are for criminals. She's just has decent fine motor skills from quilting.

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I think our problem is that no one packed thieves' tools. We can at least set a perimiter around it and mark it so the next team going down here is given ample warning.
When the fight is over, Dorgen fusses over everyone's wellbeing, then deflates as it is clear they're not going to find Hedga anytime soon.
"Yah, let's go back. Looks like not much interesting is left down here anyway. We've done enough, I say. Let the next team worry about that necromancer. After all this gloom, I think we've all earned a holiday in the sun.
When everyone makes ready to go back, Dorgen takes the front line to banter with Granitt and hopefully catch that trap with his Dwarven senses.

GM Farol |

Aleksandr Ostenoff's Perception (E): 1d20 + 7 ⇒ (2) + 7 = 9
Dorgen's Perception (T): 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
Potipher Perkins's Perception (T): 1d20 + 7 ⇒ (4) + 7 = 11
Granitt's Perception (T): 1d20 + 7 ⇒ (2) + 7 = 9
Mandoo's Perception (T): 1d20 + 9 ⇒ (1) + 9 = 10
Sindarin Elesar's Perception (T): 1d20 + 7 ⇒ (13) + 7 = 20
This trap does not need thieves tools
You head down the tunnel that should have the trap, you go slowly keeping your eyes open for signs of any danger. Finally, you find unstable rocks on the ground that when stepped upon would cause other boulders to begin to fall.
You begin discussing how to solve that problem when Mrs. Perskins pulls out a ball of wool and stuffs it between the stones stabilizing it enough for the trap to not go off.
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.

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Aleksandr and Imelia went to work setting the scene, dimming the lights and when the moment was just right began to weave a tale that would not merely tell of their journey, but help the observers live it, just as if they were there.
Performance: 1d20 + 11 ⇒ (11) + 11 = 22

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Dorgen sits down and starts prattling on about all the magic forces at work here animating all the skeletons, and makes an educated guess at how strong Hedga could potentially be. He goes into the nitty-gritty of necromancy and probably loses a lot of people, but he uses big words that sound very impressive.
Arcana: 1d20 + 13 ⇒ (17) + 13 = 30
If you rule it's more likely Religion, that's with a +8, so 5 lower.

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As they approach the Inn, Mandoo bids farewell to Libitina.
[I think it best if you don't come in with me my love. You're likely to frighten the locals]
{Very well. I have a some catching up to do back at the office anyway}
[Your new ward?]
{Yes. She is about face danger again and I'll probably be dispatched to keep an eye on her}
[Well then, I wish her luck]
{If recent history is anything to go by, she will need it}
[Take care. I'll call you if I need you]
{Try not to get yourself killed while I'm away}
[Love you too, Tina]
Libitina fades away as they reach the Inn for a good night's sleep. The next morning, Luna presents them to the crowd in the main room. Mandoo addresses the assembled locals in turn.
"What our Venture-Captain says is true. We entered Droskar’s Crag and came back alive to tell the tale. The duergar raiders were not so lucky. We found their bodies scattered throughout the Crag. It appears that they uncovered some ancient evil during their excavations and perished at its hand. We too battled some of its minions and vanquished them, but we did not find their master; it escaped us and fled deeper into the Crag. Until we can return with another party to root out this new danger, I must insist that no one enter Droskar’s Crag. The town is in no danger as long as it is not disturbed."
"With a little luck, that should lessen their fears."
Action: Make an Impression
Mandoo Diplomacy (Make an Impression): 1d20 + 8 ⇒ (10) + 8 = 18
If that's not good enough, then I'll use my last Hero Point for a reroll.
Mandoo Diplomacy (Make an Impression): 1d20 + 8 ⇒ (10) + 8 = 18
So much for that.

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"Well said. We also blocked off a trap that we managed to avoid, but we highlighted for others that followed."
Crafting: 1d20 + 13 ⇒ (11) + 13 = 24

GM Farol |

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).
Luna smiles and nods her head "Nicely said, well done. I will prepare next mission to explore further parts of the ruins. Maybe we will go after Hedga herself."