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Tandang offers Miss Sorbet a berry he just imbued with the bounty of nature. He then refocuses. "Take this, you'll feel better." he says to her good-naturedly. Goodberry: 1d6 + 4 ⇒ (4) + 4 = 8 HP for Miss Sorbet.

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The half elf looks at Eltis with admiration.
Do you really have so many spells that you can spend them so easily? I meant before that the ones knowing how to treat wounds should make it.

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The only room left with anything of import is the one to your South East, and it is not combat.
Stone shelves built into the walls here store books, ledgers, and other documents. A desk with an oil lamp provides space for a solitary researcher to investigate the materials.
The records the dwarves brought with them on their journey proved to be too heavy to continue carrying, and so the dwarves created a repository in this hall. While many of the materials crumble when touched, what remains provides a picture of a life disrupted.
You uncover a a picture of the calamity that affected the city. Several ledgers remain that show bustling trade in both Raseri Kanton and Jernashall prior to 3980 ar. Diaries speak of a well-functioning, thriving society with little mention of unrest until a volcano erupted and forced the inhabitants to flee.
In 3980 ar, the volcano Torag’s Crag erupted in a sudden, cataclysmic event that came to be known as the Rending. The volcano had begun to show signs of impending eruption in the early 3900s, but the dwarven kingdom of Tar Khadurrm around and under the mountain ignored the warning. Tar Khardurrm’s underground capital city Jernashall was overwhelmed by magma flows, and its sister city of Raseri Kanton, on the surface, was destroyed when it fell into the open earth. This led to a great decline for Tar Khadurrm, which descended into bickering and fractured alliances until it finally collapsed almost 500 years later.
The dwarves of the Five Kings Mountains would go on to rename the mountain Droskar’s Crag, after the reviled god of cheating and endless toil. Over the following centuries, the caverns beneath became home to exiles and wandering monsters, and the mountain picked up another ominous name: the Pallid Peak.

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Academia Lore: 1d20 + 7 ⇒ (18) + 7 = 25
Shuddering a bit at the thought of all that fire, Miss Sorbet gives a brief lecture about volcanic history. Spoiler open.

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On our way to the Sunken Halls. You take another 8 hour rest on the way.
The Sunken Halls
At the bottom of a lake, the entrance to the Sunken Halls offers underwater passage to a worked stone room beyond. Before you enter the water, the Society provides each of you with a potion of water breathing. Past Society expeditions have placed a guide rope that leads directly to the entrance to the mapped chambers, enabling you to reach this area without rolling a skill check.
You see a passage leading South.

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I added a slide with a quick summary of the Underwater Combat rules, for no reason whatsoever.

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Tandang also drinks the potion of water breathing provided to them. He also helps Plantina drinks her own from a tiny bottle. They proceed underwater. "Woah." is all he can say as he can see himself breathing underwater. "This is so cool. My first time really." he says while looking at Plantina swimming and floating aimlessly. He grabs him before she could wander farther from them. "You better stick with me. Ha!" He puts her into a loose pocket in which the leshy hides, only revealing her head. He also draws his weapon shield, though not sure if it is actually needed. How deep are we underwater?

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The group is currently 20 feet underwater. Bioluminescent algae flourishes
in these areas, shedding dim light.
Do you bring any light with you?

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Miss Sorbet drinks the potion and heads into the water with a shudder. "I'll be going through the wringer - literally - after this is over." She has darkvision, so does not carry a light source.

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Moving things forward, you move into the room to the South.
Faintly glowing algae tints jagged stone walls in a green light.
A fine silt that clouds the water with every movement covers the bottoms of the chamber, though it settles seconds later.
Clearly manufactured steps start at the base of the floor and sink to deeper waters in the flooded room to the east.
This room is 20 feet tall, but all but a sliver of air near its ceiling is filled with still water (DC 10 Athletics to Swim). The rough stone wall provides natural handholds that you can use, so long as you are careful not to grab onto anything sharp. While adjacent to the walls, you can use the handholds to Climb instead of Swimming (the DC of the Athletics check to Climb along these handholds is 10).
Well-crafted but oversized steps lead down from this area to another cavern to the east.
Each step goes down by 5 feet.
The jagged walls have been sharpened to an edge from the teeth of the creatures that live here. Any creature or object Pushed into the walls takes 1d6 piercing damage.
Tandang Boreas, Defend: 1d20 + 9 ⇒ (8) + 9 = 17
Miss Sorbet, Scout: 1d20 + 6 ⇒ (20) + 6 = 26
Elduin Nerifiel, Avoid Notice: 1d20 + 6 ⇒ (18) + 6 = 24
Lendaru, Avoid Notice: 1d20 + 5 ⇒ (6) + 5 = 11
Dalea Obova, Defend: 1d20 + 3 ⇒ (1) + 3 = 4
Eltis, Avoid Notice: 1d20 + 7 ⇒ (17) + 7 = 24
Big Lobster thing 1: 1d20 + 8 ⇒ (11) + 8 = 19
Big Lobster thing 2: 1d20 + 8 ⇒ (20) + 8 = 28
Big Lobster thing 3: 1d20 + 8 ⇒ (20) + 8 = 28
PuffyFish 4: 1d20 + 4 ⇒ (8) + 4 = 12
Big Lobster thing 2 moves over and swipes at Miss Sorbet
◆ Stride
◆ Strike
Claw Strike : 1d20 + 9 ⇒ (17) + 9 = 26
slashing damage plus reefclaw venom and Grab: 1d6 + 1 ⇒ (5) + 1 = 6
I believe that since Miss Sorbet is flat-footed from being underwater, making her AC 15 and this strike a Crit for 12 damage.
◆ Grab Miss Sorbet
Reefclaw Venom (poison) Saving Throw DC 17 Fortitude
Maximum Duration 4 rounds;
Stage 1 1d6 poison damage and enfeebled 1 (1 round) Damage on failure: 1d6 ⇒ 1
Stage 2 1d6 poison damage and enfeebled 2 (1 round) Damage on failure: 1d6 ⇒ 4
Big Lobster thing 3 moves over and swipes at Lendaru
◆ Stride
◆ Strike
Claw Strike : 1d20 + 9 ⇒ (1) + 9 = 10
slashing damage plus reefclaw venom and Grab: 1d6 + 1 ⇒ (6) + 1 = 7
◆ 2nd Strike at Lendaru
Claw Strike : 1d20 + 9 - 5 ⇒ (17) + 9 - 5 = 21
slashing damage plus reefclaw venom and Grab: 1d6 + 1 ⇒ (2) + 1 = 3
Reefclaw Venom (poison) Saving Throw DC 17 Fortitude
Maximum Duration 4 rounds;
Stage 1 1d6 poison damage and enfeebled 1 (1 round) Damage on failure: 1d6 ⇒ 3
Stage 2 1d6 poison damage and enfeebled 2 (1 round) Damage on failure: 1d6 ⇒ 4
Initiative
Round 1
Bold may act
Big Lobster thing 2
Big Lobster thing 3
Miss Sorbet (-12 HP & DC 17 Fort save or Reefclaw Poison)
Eltis
Elduin Nerifiel
Big Lobster thing 1
Tandang Boreas
PuffyFish 4
Lendaru (-5 HP & DC 17 Fort save or Reefclaw Poison)
Dalea Obova

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Fortitude Save DC 17: 1d20 + 7 ⇒ (1) + 7 = 8
That's straight to stage 2, right? If so, I defnintely need to hero point that.
Fortitude Save DC 17, Hero Point, Promotional Vestments: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Today is not going well for Miss Sorbet. She intends to make it equally unpleasant for her attacker.
◆ Escape
Unarmed Attack: 1d20 + 5 ⇒ (14) + 5 = 19
◆ Overdrive
Crafting DC 15: 1d20 + 7 ⇒ (2) + 7 = 9
◆ Strike
Halberd: 1d20 + 5 ⇒ (19) + 5 = 24
Piercing Damage: 1d10 + 2 ⇒ (1) + 2 = 3

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I assume Miss Sorbet is attacking the Lobster thing that had grabbed her.
Miss Sorbet feels like the poison is starting to affect her, but then she get s a strange feeling of Deja Vu and the poison clears her cotton filled veins.
She ducks out of the lobsters claws and attacks the creature that had held her, hitting it slightly.
Initiative
Round 1
Bold may act
Big Lobster thing 2 (-3 HP)
Big Lobster thing 3
Miss Sorbet (-12 HP)
Eltis
Elduin Nerifiel
Big Lobster thing 1
Tandang Boreas
PuffyFish 4
Lendaru (-5 HP & DC 17 Fort save or Reefclaw Poison)
Dalea Obova

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Elduin steps forward and mentally yanks a piece of sharpened stone off the wall and impales Big lobster thing 3.
Initiative
Round 1
Bold may act
Big Lobster thing 2 (-3 HP)
Big Lobster thing 3 (-9 HP)
Miss Sorbet (-12 HP)
Eltis
Elduin Nerifiel
Big Lobster thing 1
Tandang Boreas
PuffyFish 4
Lendaru (-5 HP & DC 17 Fort save or Reefclaw Poison)
Dalea Obova

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Eltis lets out a sound... something like "glub glub' since he's underwater. He then heals and boosts Miss Sorbet
heal, 2 action: 2d10 ⇒ (8, 6) = 14
Last action Guidance also on Miss Sorbet.

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Eltis heals Miss Sorbet. It's a good thing you are getting 8 hour rests between the areas.
Big Lobster thing 1 moves over into the only gap they can see and swipes at Lendaru
◆ Stride
◆ Strike
Claw Strike: 1d20 + 9 ⇒ (14) + 9 = 23
slashing damage plus reefclaw venom and Grab: 1d6 + 1 ⇒ (3) + 1 = 4
◆ Grab Lendaru
Reefclaw Venom (poison) Saving Throw DC 17 Fortitude
Maximum Duration 4 rounds;
Stage 1 1d6 poison damage and enfeebled 1 (1 round), Poison Damage: 1d6 ⇒ 1
Stage 2 1d6 poison damage and enfeebled 2 (1 round) Poison Damage: 1d6 ⇒ 5
Initiative
Round 1
Bold may act
Big Lobster thing 2 (-3 HP)
Big Lobster thing 3 (-9 HP)
Miss Sorbet
Eltis
Elduin Nerifiel
Big Lobster thing 1
Tandang Boreas
PuffyFish 4
Lendaru (-9 HP, Grabbed & 2* DC 17 Fort save or Reefclaw Poison)
Dalea Obova

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Tandang blasts Big Lobster Thing 1 that is grabbing Lendaru with an icy ray. He then raises his shield.
Ray of Frost vs: 1d20 + 8 ⇒ (15) + 8 = 23
Spell Damage: 1d4 + 4 ⇒ (2) + 4 = 6 cold damage
◆◆ Cast a Spell, Ray of Frost
◆ Raise a Shield

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Tandang hits one of the lobster-esque creature with a chilling ray, perhaps trying to chill it for later use in a bisque?
The puffy fish moves up but does not see an opening to attack the party.
Initiative
Round 1
Bold may act
Big Lobster thing 2 (-3 HP)
Big Lobster thing 3 (-9 HP)
Miss Sorbet
Eltis
Elduin Nerifiel
Big Lobster thing 1 (-6 HP)
Tandang Boreas
PuffyFish 4
Lendaru (-9 HP, Grabbed & 2* DC 17 Fort save or Reefclaw Poison)
Dalea Obova

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◆Dalea moves around to flank #2 with Lendaru (provoking if the lobster has an AoO) I don't know how you're counting the partial squares, but I took an extra 5' to squeeze through that space
◆She enters Tiger Stance
◆She flurries against #2
Tiger Claw 1: 1d20 + 7 ⇒ (14) + 7 = 21
Slashing: 1d8 + 4 ⇒ (4) + 4 = 8
Tiger Claw 2: 1d20 + 3 ⇒ (14) + 3 = 17
Slashing: 1d8 + 4 ⇒ (7) + 4 = 11

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Fortitude:1d20 + 7 ⇒ (6) + 7 = 13
Fortitude:1d20 + 7 ⇒ (11) + 7 = 18
The inventor tries Overdrive.
Crafting:1d20 + 9 ⇒ (14) + 9 = 23
He strikes twice the Big Lobster thing 3.
Greatpick:1d20 + 8 ⇒ (15) + 8 = 23
Damage, overdrive:1d10 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Greatpick:1d20 + 8 - 5 ⇒ (18) + 8 - 5 = 21
Damage, overdrive:1d10 + 3 + 2 ⇒ (2) + 3 + 2 = 7

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Dalea successfully maneuvers to distract one of the Lobster creatures. Her first strike hits the creature, wounding it.
Lendaru fails to resist the first lot of poison from his wounds, but manages to fight off the second.
Then Lendaru charges his Greatpick and lashes out at Lobster thing #3, striking it twice. It drifts toward the surface, lifeless.
Target selection, 1=Lendaru, 2= Miss Sorbet, 3=Dalea: 3d3 ⇒ (2, 2, 2) = 6
As a stuffed animal, Miss Sorbet seems particularly inviting as a target for the Lobster creature.
◆ First strike at Miss Sorbet
Claw Strike: 1d20 + 9 ⇒ (13) + 9 = 22
slashing damage plus reefclaw venom and Grab: 1d6 + 1 ⇒ (3) + 1 = 4
◆ Grab Miss Sorbet
◆ Constrict Miss Sorbet, DC 17 Fort save to avoid
Bludgeoning Damage from Constrict: 1d6 ⇒ 3
Reefclaw Venom (poison) Saving Throw DC 17 Fortitude
Maximum Duration 4 rounds;
Stage 1 1d6 poison damage and enfeebled 1 (1 round), Poison Damage: 1d6 ⇒ 4
Stage 2 1d6 poison damage and enfeebled 2 (1 round) Poison Damage: 1d6 ⇒ 5
Initiative
Round 2
Bold may act
Big Lobster thing 2 (-11 HP)
Big Lobster thing 3 (-9 HP)
Miss Sorbet (-4 HP DC 17 Fort save or Reefclaw Venom, DC 17 Fort save or 3 constrict damage)
Eltis
Elduin Nerifiel
Big Lobster thing 1 (-6 HP)
Tandang Boreas
PuffyFish 4
Lendaru (-9 HP, Grabbed & Reefclaw Poison Stage 1)
Dalea Obova

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The half elf casts a spell creates a violent axis of motion in the PuffyFish and Big lobster thing 1 spaces. He can't involved the last one because of the presence of Dalea.
Telekinetic rend, slashing:1d6 ⇒ 4
Fort DC 17
Then he strikes the Big lobster thing 1 with his weapon.
Elven Branched spear, reach:1d20 + 6 ⇒ (14) + 6 = 20
Damage:1d6 + 1 ⇒ (6) + 1 = 7

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Fort vs. poison: 1d20 + 7 ⇒ (8) + 7 = 15
Fort vs. hug: 1d20 + 7 ⇒ (14) + 7 = 21
"I prefer my hugs from people a bit less... clawful"
◆ Escape
Unarmed Attack: 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11
◆ Overdrive
Crafting DC 15: 1d20 + 7 ⇒ (17) + 7 = 24
◆ Strike
Halberd: 1d20 + 5 - 1 ⇒ (4) + 5 - 1 = 8
Piercing Damage: 1d10 + 2 + 2 ⇒ (10) + 2 + 2 = 14

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Miss sorbet, if it helps, I cast Guidance on you, you can make that 11 a 12...
Seeing the beasties seeming preference for toy like objects Eltis moves up and sends some positive protective energy her way.
Sanctuary on Miss Sorbet. DC 17 will save. You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a hostile action, the spell ends.
Critical Success Sanctuary ends.
Success The creature can attempt its attack and any other attacks against the target this turn.
Failure The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn.
Critical Failure The creature wastes the action and can't attempt to attack the target for the rest of sanctuary's duration.

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Fort save Pufferfish 4 DC 17 or 4 damage: 1d20 + 5 ⇒ (9) + 5 = 14
Fort save Lobster thing 1 DC 17 or 4 damage: 1d20 + 7 ⇒ (8) + 7 = 15
Elduin telekinetically damages the Puffy Fish and Lobster thing 1, and they aren't strong enough to resist.
He then stabs at Lobster thing 1 with his spear. It appears the spear catches the Lobster thing in a vital organ, as it momentarily shudders and begins to float upward lifelessly.
The poison settles in to Miss Sorbet's stuffing? but she manages to squirm enough to avoid the squeeze.
She struggles to get out of the Lobster thing's claws, but can't quite get away. She does manage to energize her invention, but misses with her attack.
Eltis casts a spell on Miss Sorbet to make her less appetizing.
Initiative
Round 2
Bold may act
Big Lobster thing 2 (-11 HP)
Big Lobster thing 3 (-9 HP)
Miss Sorbet (-8 HP Reefclaw Poison Stage 1 and grabbed by Lobster thing 2, Sanctuary DC 17 Will save to attack her)
Eltis
Elduin Nerifiel
Big Lobster thing 1 (-13 HP)
Tandang Boreas
PuffyFish 4 (-4 HP)
Lendaru (-9 HP, Reefclaw Poison Stage 1)
Dalea Obova

GM Numbat |

A crowd of drenched Pathfinders is pleased to report that the Sunken Halls is cleared!
A courier arrives bearing a message: “All agents are to report back to base camp.”
Once the remaining teams have returned to camp, Venture-Captain Luna Aldred calls the Pathfinders together, “With everyone’s work, we’ve uncovered two new areas in the ruins. One follows an old caravan route through the mountain, while the other goes through an abandoned temple. Choose whichever route you prefer, but keep your eyes peeled, as we’re getting closer to Raseri Kanton. However, the Aspis Consortium is closing in. We’ll return to the ruins tomorrow and beat those snakes to the city. Rest up tonight and prepare for a long day tomorrow.”
Table GMs, begin Act 2.

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OK Pathfinders, the staff at the Pathfinder Base camp will cure your wounds and resolve any remaining Poison issues overnight.
You saw the entrances to both ways forward earlier. Please review what you learned and let me know which path you wish to take, the Temple Route or the Caravan Route.
And no more underwater combat.

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Miss Sorbet spends the evening squeezing water, poison and whatever else out of her armor and herself, then sets to reviewing the information available.
No overwhelming preference on route, so maybe half a vote for temple?

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"Going to a Temple sounds exciting." Tandang says enthusiastically, hoping it is related to what he learned from the previous expedition that is related to Torag.

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The Temple Route it is.
This is a dark area with 10 foot ceilings, so some of you need lights.
After passing a number of empty rooms in the Northern part of the temple,
Something has torn the stone tiles from this room, exposing red-streaked white soil beneath. Sections of the wall have collapsed or been torn apart, changing the room from the typical, straight lines of worked stone to a more organic shape almost like that of a skull. A sickly green altar radiates light from a fire etched into it.
There are several hostile creatures here.
Tandang Boreas, Defend: 1d20 + 9 ⇒ (10) + 9 = 19
Miss Sorbet, Scout: 1d20 + 6 ⇒ (15) + 6 = 21
Elduin Nerifiel, Avoid Notice: 1d20 + 6 ⇒ (7) + 6 = 13
Lendaru, Avoid Notice: 1d20 + 5 ⇒ (7) + 5 = 12
Dalea Obova, Defend: 1d20 + 3 ⇒ (14) + 3 = 17
Eltis, Avoid Notice: 1d20 + 7 ⇒ (17) + 7 = 24
Fiend 1 Initiative: 1d20 + 8 ⇒ (3) + 8 = 11
Fiend 2 Initiative: 1d20 + 8 ⇒ (8) + 8 = 16
Wet Fiend 3 Initiative: 1d20 + 6 ⇒ (12) + 6 = 18
Initiative
Round 1
Bold may act
Eltis
Miss Sorbet
Tandang Boreas
Wet Fiend 3
Dalea Obova
Fiend 2
Elduin Nerifiel
Lendaru
Fiend 1

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Such a lovely explode formation, too far away.
◆ Stride
◆ Stride
◆ Strike
Halberd: 1d20 + 5 ⇒ (19) + 5 = 24
Piercing Damage: 1d10 + 2 ⇒ (4) + 2 = 6