
GM Bret |

As Chance and Scratch enter the chamber, five creatures start to stand up from the piles of bones.
Huh! That is surprising, they don’t look like skeletons.
Alseil Geodekeeper's Initiative Using Detect Magic (Arcana): 1d20 + 6 ⇒ (5) + 6 = 11
Caitlin Berrigan's Initiative Using Search: 1d20 + 8 ⇒ (9) + 8 = 17
Looni Burni's Initiative Using Avoid Notice (Stealth): 1d20 + 8 ⇒ (16) + 8 = 24
Scratch Steeltoe's Initiative Using Avoid Notice (Stealth): 1d20 + 12 ⇒ (11) + 12 = 23
Xathel's Initiative Using Investigate and Scout, Incredible initiative: 1d20 + 12 ⇒ (1) + 12 = 13
Chance Sarava's Initiative Using Avoid Notice, After You (acts last): 1d20 + 9 ⇒ (5) + 9 = 14
Dwarf One: 1d20 + 8 ⇒ (18) + 8 = 26
Dwarf Two: 1d20 + 4 ⇒ (7) + 4 = 11
Dwarf Three: 1d20 + 4 ⇒ (7) + 4 = 11
Dwarf Four: 1d20 + 4 ⇒ (12) + 4 = 16
Dwarf Five: 1d20 + 4 ⇒ (10) + 4 = 14
Two: 1d20 + 6 ⇒ (10) + 6 = 16
Three: 1d20 + 6 ⇒ (14) + 6 = 20
Four: 1d20 + 6 ⇒ (9) + 6 = 15
Five: 1d20 + 6 ⇒ (11) + 6 = 17
It looks like dwarf one might be hurt a little bit. Creatures Abated Condition
Dwarf One stands and in a gruff voice, the one behind the line slams his maul into the ground and shouts something.
He then casts Shield to protect himself.
Round 1:
Society to identify the not-skeleton creatures.
The area with broken bones is difficult terrain.
Dwarf One Shield
Looni
Caitlin 0 damage -1 to Cha based checks
Dwarf Four Prone Undetected by Looni
Scratch Steeltoe
Dwarf Five Prone Undetected by Chance, Looni
Xathel
Dwarf Two Prone Undetected by Chance, Looni
Dwarf Three Prone Undetected
Alseil and Goldirox 0 damage Goldirox -1 status to Cha based checks
Chance 0 damage -1 to Cha based checks

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Looni scampers into the doorway next to his friend Scratch and wiggles his fingers in front of his nose towards the not-friend dwarf. "Burn you good and burn you hot, make you all the things you're not!"
Intimidate to Demoralize vs #1: 1d20 + 11 ⇒ (19) + 11 = 30 (Intimidating Glare)
Stride [A], Demoralize [A], and cast shield [A].

GM Bret |

The dwarf seems shaken by Looni’s actions.
Round 1:
Society to identify the not-skeleton creatures.
The area with broken bones is difficult terrain.
Dwarf One Shield Frightened 2
Looni
Caitlin 0 damage -1 to Cha based checks
Dwarf Four Prone Undetected by Looni
Scratch Steeltoe
Dwarf Five Prone Undetected by Chance, Looni
Xathel
Dwarf Two Prone Undetected by Chance, Looni
Dwarf Three Prone Undetected
Alseil and Goldirox 0 damage Goldirox -1 status to Cha based checks
Chance 0 damage -1 to Cha based checks

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Caitlin ◆ moves so she can see, ◆ Hunts Dwarf One and fires a pair of◆ Hunted Shots at him
Hunted Shot 1: 1d20 + 10 ⇒ (12) + 10 = 221d8 ⇒ 1
Hunted Shot 2: 1d20 + 5 ⇒ (1) + 5 = 61d8 ⇒ 6
Precision: 1d8 ⇒ 6

GM Bret |

While Steeltoe is still trying to figure out if this is a friend or foe, Caitlin puts an arrow into the one that stood up.
As this happens, another figure stands up, says something, and throws something at Steeltoe. It misses but Scratch, Chance and Looni are caught in the splash. Looni is unaffected by the fire.
Bomb: 1d20 + 8 ⇒ (4) + 8 = 12
Fire damage: 1d8 ⇒ 3
Fire Splash damage: 1 = 1
Round 1:
Society to identify the not-skeleton creatures.
The area with broken bones is difficult terrain.
Dwarf One Shield Frightened 2 7 damage
Looni
Caitlin 0 damage -1to Cha based checks
Dwarf Four
Scratch Steeltoe 1 damage
Dwarf Five Prone Undetected by Chance, Looni
Xathel
Dwarf Two Prone Undetected by Chance, Looni
Dwarf Three Prone Undetected
Alseil and Goldirox 0 damage Goldirox -1 status to Cha based checks
Chance 1 damage -1 to Cha based checks

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Recall: Society Untrained: 1d20 ⇒ 17
"HEY! I was tryin' to give yas the benefit of a Dwarf!"
Assuming his check doesn't tell him they are likely to be friendly old mountain dwarves, he blasts #4 in return.
He draws out his rifle and returns fire before hugging the corner as he reloads.
+1 Striking Arquebus: Concussive, Fatal d12, Kickback: 1d20 + 13 ⇒ (8) + 13 = 21 Damage (P/B): 2d8 + 2 ⇒ (8, 5) + 2 = 15
Replace Damage with Fatal Damage if a Crit (P/B): 2d12 + 2 ⇒ (12, 9) + 2 = 23Extra Fatal Dice Damage (P/B): 1d12 ⇒ 2
One Shot, One Kill (Precision): First Strike, Stealth for Initiative: 1d6 ⇒ 6
One Shot One Kill, Recall Knowledge, Ranged Strike vs 4, Covered Reload +2AC

GM Bret |

Now that he sees them more clearly, Steeltoe realizes they are DUERGAR! The one giving all the orders is carrying a holy symbol to Droskar.
No friends of his!
Steeltoe hits #4 in the chest, severely hurting him.
Dang things are like moles, another one pops up!
Duergar Five stands and lobs two long shot at Goldirox. The first hits the ceiling and doesn’t hurt anyone. The second only splashes Goldirox, Xathel and Caitlin.
Bomb, Range: 1d20 + 8 ⇒ (2) + 8 = 10
Fire damage: 1d8 ⇒ 1
Fire Splash damage: 1 = 1
Bomb, Range, MAP: 1d20 + 8 - 5 ⇒ (11) + 8 - 5 = 14
Fire damage: 1d8 ⇒ 8
Fire Splash damage: 1 = 1
Round 1:
Society to identify the not-skeleton creatures.
The area with broken bones is difficult terrain.
Duergar One Shield Frightened 2 7 damage
Looni
Caitlin 1 damage -1 to Cha based checks
Duergar Four 15 damage
Scratch Steeltoe 1 damage
Duergar Five
Xathel 1 damage
Duergar Two Prone Undetected by Chance, Looni
Duergar Three Prone Undetected
Alseil and Goldirox 1 damage Goldirox -1 status to Cha based checks
Chance 1 damage -1 to Cha based checks

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Xathel scowls when he hears the speech in Undercommon, clearing understanding it and suspecting what lies ahead. He moves into the room, studies the obvious leader, and shoots at them.
◆ Stride, ◆ Devise a Stratagem (Recall Knowledge as part of the same action), ◆ Strike vs. #1
Devise a Stategem: 1d20 ⇒ 17
Society (Recall Knowledge): 1d20 + 12 ⇒ (1) + 12 = 13
Shortbow +1, with Devise a Stratagem: 17 + 11 = 28, Range 60 ft, Reload 0, Deadly d10
Piercing damage: 1d6 ⇒ 6
Strategic strike adds precision: 1d6 ⇒ 4
On crit, add Deadly: 1d10 ⇒ 2
I can't move my token while doing this on my phone, so please move me to the space NW of Looni.

GM Bret |

Xathel recognizes the leader as a Draugr, a type of undead that died by drowning. Strange, even if it was filled with water he doesn’t think there would be that much chance of drowning in this pool. They have a resistance to fire and weakness to positive energy.
He fires at the leader and hits. The frightened creature cowered right into the shot! Critical after accounting for frightened and soft cover
The creature falls dead.
Duergar Two stands, moves to where he will have a better shot, and throws an alchemist fire at Xathel. Instead it hits the ceiling behind everyone and doesn’t hurt anyone.
Bomb, special: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Fire damage: 1d8 + 1 ⇒ (3) + 1 = 4
Fire splash damage: 1 = 1
Duergar Three stands and throws two alchemist fires at Xathel. The first hits, the second just splashes many in the party. Chance, Xathel, and Scratch all take some fire damage. Looni is also splashed but doesn’t seem to be burned by it.
Bomb, special: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Fire damage: 1d8 + 1 ⇒ (8) + 1 = 9
Fire splash damage: 1 = 1
Bomb, special, MAP: 1d20 + 8 + 1 - 5 ⇒ (13) + 8 + 1 - 5 = 17
Fire damage: 1d8 + 1 ⇒ (3) + 1 = 4
Fire splash damage: 1 = 1
Round 1:
Society to identify the not-skeleton creatures.
The area with broken bones is difficult terrain.
Duergar Four 15 damage
Scratch Steeltoe 3 damage
Duergar Five Prone Undetected by Chance, Looni
Xathel 12 damage
Duergar Two
Duergar Three
Alseil and Goldirox 1 damage Goldirox -1 status to Cha based checks
Chance 3 damage -1 to Cha based checks
Round 2:
Duergar One Shield Frightened 2 25 damage
Looni
Caitlin 1 damage -1 to Cha based checks

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Looni cackles with delight and snatches some still-burning hairs from Scratch's beard. In his hands, the cinders flare with new life and streak like shooting stars towards the grey dwarf in front of him!
Produce Flame vs #5: 1d20 + 10 ⇒ (10) + 10 = 20
Fire damage, Burn It!: 2d4 + 4 + 1 ⇒ (1, 3) + 4 + 1 = 9
Casting produce flame [AA] and shield [A].

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Chance moves forward and searches for an opening in the hurt duergar defence.
Stride <1>
Strike <1>
+1 Rapier vs #4 AC: 1d20 + 10 ⇒ (16) + 10 = 26
Piercing, Damage, Precise Strike: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Deadly: 1d8 ⇒ 8
Dueling Parry <1>
Will use reaction for Opportune Riposte as usual.
+1 Rapier vs AC: 1d20 + 10 ⇒ (9) + 10 = 19
Piercing, Damage, Precise Strike: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Deadly: 1d8 ⇒ 8

GM Bret |

Looni takes their attack and turns it back on them! It seems these Duergar burn just fine! It drops into the pile of bones, dead.
With his original target already down, Chance strikes Three with his rapier.
Round 1:
Society to identify the not-skeleton creatures.
The area with broken bones is difficult terrain.
Duergar Five Prone Undetected by Chance, Looni
Xathel 12 damage
Duergar Two
Duergar Three 5 damage
Alseil and Goldirox 1 damage Goldirox -1 status to Cha based checks
Chance 3 damage -1 to Cha based checks, +2 AC, riposte
Round 2:
Duergar One Shield Frightened 2 25 damage
Looni
Caitlin 1 damage -1 to Cha based checks
Duergar Four 24 damage
Scratch Steeltoe 3 damage

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Scratch surveys the fish in the barrel, eyes settling on one laying in the weeds still. Sneaky? I think not!
He takes aim and fires twice into the prone Duergar.
BOOM!
+1 Striking Arquebus: Concussive, Fatal d12, Kickback: 1d20 + 13 ⇒ (5) + 13 = 18Damage (P/B): 2d8 + 2 ⇒ (2, 3) + 2 = 7
Replace Damage with Fatal Damage if a Crit (P/B): 2d12 + 2 ⇒ (2, 7) + 2 = 11
Extra Fatal Dice Damage (P/B): 1d12 ⇒ 7
BOOM!
+1 Striking Arquebus: Concussive, Fatal d12, Kickback: 1d20 + 13 - 5 ⇒ (12) + 13 - 5 = 20Damage (P/B): 2d8 + 2 ⇒ (5, 1) + 2 = 8
Replace Damage with Fatal Damage if a Crit (P/B): 2d12 + 2 ⇒ (11, 10) + 2 = 23
Extra Fatal Dice Damage (P/B): 1d12 ⇒ 8
Ranged Strike vs 5, Covered Reload +2AC, Ranged Strike vs 5

GM Bret |

Oops, Duergar Five had stood up, I just missed updating his status. Sorry.
Scratch’s first shot misses, but the second hits his target,
Round 1:
Society to identify the not-skeleton creatures.
The area with broken bones is difficult terrain.
Duergar Five 8 damage
Xathel 12 damage
Duergar Two
Duergar Three 5 damage
Alseil and Goldirox 1 damage Goldirox -1 status to Cha based checks
Chance 3 damage -1 to Cha based checks, +2 AC, riposte
Round 2:
Duergar One Shield Frightened 2 25 damage
Looni
Caitlin 1 damage -1 to Cha based checks
Duergar Four 24 damage
Scratch Steeltoe 3 damage +2 AC

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"I will...provide aid." Goldirox says as he moves forward and strikes quickly. With only one Duergar in reach, both of Goldirox blows aim at Duergar 5.
◆Stride
◆Primary Attack: 1d20 + 11 ⇒ (9) + 11 = 20Damage: Bludgeoning: 2d6 + 4 ⇒ (4, 1) + 4 = 9
◆Secondary Attack: 1d20 + 11 - 4 ⇒ (12) + 11 - 4 = 19Damage: Fire: 2d6 + 4 ⇒ (1, 2) + 4 = 7
"Hey don't leave me behind again you big oaf!" Alseil calls out as she moves forward.
◆Stride

GM Bret |

With two mighty blows, Goldirox finishes five off.
Round 1:
Society to identify the not-skeleton creatures.
The area with broken bones is difficult terrain.
Duergar Two
Duergar Three 5 damage
Alseil and Goldirox 1 damage Goldirox -1 status to Cha based checks
Chance 3 damage -1 to Cha based checks, +2 AC, riposte
Round 2:
Duergar One Shield Frightened 2 25 damage
Looni
Caitlin 1 damage -1 to Cha based checks
Duergar Four 24 damage
Scratch Steeltoe 3 damage +2 AC
Duergar Five 24 damage
Xathel 12 damage

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Xathel moves further into the room to get a clearer shot at the duergar, and to get out of easy grenade formation. He aims at the duergar engaged with Chance.
◆ Stride
◆ Devise a Stategem: 1d20 ⇒ 2 vs. #3.
he decides there's something not quite right about his angle, so he shoots at the other duergar (#2) instead.
◆ Shortbow +1: 1d20 + 9 ⇒ (12) + 9 = 21, Range 60 ft, Reload 0, Deadly d10
Piercing damage: 1d6 ⇒ 1

GM Bret |

Xathel hits his target.
Round 1:
Society to identify the not-skeleton creatures.
The area with broken bones is difficult terrain.
Duergar Two 1 damage
Duergar Three 5 damage
Alseil and Goldirox 1 damage Goldirox -1 status to Cha based checks
Chance 3 damage -1 to Cha based checks, +2 AC, riposte
Round 2:
Duergar One Shield Frightened 2 25 damage
Looni
Caitlin 1 damage -1 to Cha based checks
Duergar Four 24 damage
Scratch Steeltoe 3 damage +2 AC
Duergar Five 24 damage
Xathel 12 damage

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Botting Caitlin as requested.
Caitlin ◆ moves so she can see #2, ◆ Hunts Dwarf #2 and fires a pair of◆ Hunted Shots at him
Hunted Shot 1: 1d20 + 10 ⇒ (11) + 10 = 21
Piercing, Magical: 1d8 ⇒ 6
Deadly: 1d10 ⇒ 4
Hunted Shot 2: 1d20 + 5 ⇒ (5) + 5 = 10
Piercing, Magical: 1d8 ⇒ 8
Deadly: 1d10 ⇒ 5
Precision, dealt if any hit: 1d8 ⇒ 2
No idea how she avoids the volley penalty, maybe she was out of range last round?

GM Bret |

Even with the -2 for Volley, the first shot hit.
Caitlin hits with her first arrow, misses with the second.
Duergar Two decides to switch it up, draw an acid flask and throw it at Caitlin. They follow it up by throwing a tanglefoot at Goldirox but that misses. Finally, they draw their warhammer.
Bomb: 1d20 + 8 ⇒ (20) + 8 = 28
Acid damage: 1 = 1
Acid splash damage: 1 = 1
Bomb, MAP: 1d20 + 8 - 5 ⇒ (14) + 8 - 5 = 17
Duergar Three decides it must be time to melee. Drawing their warhammer, they try to smash Chance with it. The second strike is so badly aimed that Chance is able to turn it around to his advantage.
Warhammer: 1d20 + 4 ⇒ (14) + 4 = 18
Bludgeoning: 1d8 + 1 ⇒ (4) + 1 = 5
Warhammer, MAP: 1d20 + 4 - 5 ⇒ (1) + 4 - 5 = 0
Bludgeoning: 1d8 + 1 ⇒ (7) + 1 = 8
Having been hurt by his own attack, Duergar Three backs away from Chance.
Round 2:
Society to identify the not-skeleton creatures.
The area with broken bones is difficult terrain.
Duergar Two 9 damage
Duergar Three 9 damage
Alseil and Goldirox 2 damage Goldirox -1 status to Cha based checks
Chance 3 damage -1 to Cha based checks
Round 3:
Looni 1 damage
Caitlin 4 damage -1 to Cha based checks 2d6 persistent acid
Scratch Steeltoe 4 damage +2 AC
Xathel 12 damage

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Chance get closer to the duergars and tries to pass his rapier through one of them.
Stride ◆ 35 ft of movement, moved 2 squares in the difficult terrain.
Confident Finisher ◆
+1 Rapier vs Duergar 3 AC: 1d20 + 10 ⇒ (2) + 10 = 12
Piercing magic damage: 1d6 + 1 ⇒ (3) + 1 = 4
Precision damage: 2d6 ⇒ (2, 5) = 7
Deadly: 1d8 ⇒ 7
Half precision damage due to the failure.
Dueling Parry ◆
+1 Rapier vs AC: 1d20 + 10 ⇒ (19) + 10 = 29
Piercing magic damage: 1d6 + 1 ⇒ (4) + 1 = 5
Deadly: 1d8 ⇒ 6

GM Bret |

Although not his most accurate attack, Chance hurts Duergar Three.
Round 2:
Society to identify the not-skeleton creatures.
The area with broken bones is difficult terrain.
Duergar Two 9 damage
Duergar Three 12 damage
Alseil and Goldirox 2 damage Goldirox -1 status to Cha based checks
Chance 4 damage -1 to Cha based checks +2 AC, riposte
Round 3:
Looni 1 damage
Caitlin 4 damage -1 to Cha based checks 2d6 persistent acid
Scratch Steeltoe 4 damage +2 AC
Xathel 12 damage

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Xathel usually remains pretty cool during combat, but fighting yet another band of duergar beneath the Pallid Peak is stirring up some more visible emotions in the elf scholar. "Joyless Droskaran filth," he mutters darkly in Undercommon as he lines up a better shot on the closest foe.
◆ Devise a Stategem: 1d20 ⇒ 18
Recall Knowledge as part of the same action: Society: 1d20 + 12 ⇒ (1) + 12 = 13
◆ Strike vs. #3: Shortbow +1, with DAS: 18 + 11 = 29, Range 60 ft, Reload 0, Deadly d10
Piercing damage: 1d6 ⇒ 5
Strategic strike adds precision: 1d6 ⇒ 2
On crit, add Deadly: 1d10 ⇒ 7
◆ Stride
He then resumes circling the fight.

GM Bret |

Xathel’s expert shot kills Three. He notes that he will have to check later, these don’t look like normal duergar.
Crit on attack, crit fail on ID.
Round 2:
Society to identify the not-skeleton creatures.
The area with broken bones is difficult terrain.
Duergar Two 9 damage
Duergar Three 33 damage
Alseil and Goldirox 2 damage Goldirox -1 status to Cha based checks
Chance 4 damage -1 to Cha based checks +2 AC, riposte
Round 3:
Looni 1 damage
Caitlin 4 damage -1 to Cha based checks 2d6 persistent acid
Scratch Steeltoe 4 damage
Xathel 12 damage

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Looni claps and dances, still nursing one of Scratch's burning beard hairs from smoldering ember to blazing fury. "Smith burn bones, make better steel, don't you wonder how it feel?"
Intimidate to Demoralize vs #2: 1d20 + 11 ⇒ (12) + 11 = 23
Produce Flame vs #2: 1d20 + 10 ⇒ (13) + 10 = 23
Fire damage, Burn It!: 2d4 + 4 + 1 ⇒ (2, 1) + 4 + 1 = 8
Demoralize [A] and cast produce flame [AA].

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Scratch reloads before moving into the room for a better line of sight on the target, #2, and to save any remaining beard hairs from Looni's grip.
"We got things ta do fella, no time fer drinks and stories."
BOOM!
+1 Striking Arquebus: Concussive, Fatal d12, Kickback: 1d20 + 13 ⇒ (15) + 13 = 28
Damage (P/B): 2d8 + 2 ⇒ (7, 8) + 2 = 17
Replace Damage with Fatal Damage if a Crit (P/B): 2d12 + 2 ⇒ (5, 4) + 2 = 11
Extra Fatal Dice Damage (P/B): 1d12 ⇒ 7

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Once the last duergar falls, Xathel moves closer to examine the bodies, looking for any useful gear, interesting cultural artifacts, and clues about their purpose here.
"Toil for toil's sake is a miserable way to live," the elf muses as he performs his inspection. "I will never understand the appeal of Droskar's cult. They stain the honor of all dwarves."
He will submit to healing (or treat himself) after a minute or two of searching.

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Scratch reloads and then shoulders his rifle. "Snag up as many of those bombs you can find. I've got a fitting use for them..." He grins.
Scratch fixes up his own burns to start with, clearing away the burns easily.
Natural Medicine DC15: 1d20 + 8 ⇒ (18) + 8 = 26
Once the healing is complete Scratch makes a beeline back to the Droskar altar and rigs up some explosives. "One good turn deserves another, Looni, keep yer eyes on this."
Demolition Charge: Feat 4: Archetype Demolitionist
You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area. As an activity that takes 1 minute, you attach between one and four bombs to an inanimate object within your reach, such as a chest, door, wall, or column. This creates a hazard in one square occupied by or adjacent to the inanimate object, and the hazard's Stealth DC to detect it and Thievery DC to disable it are equal to your class DC. The hazard has the following reaction, which you can also trigger as a single action so long as you are within 30 feet of the hazard. The hazard retains its potency until it's triggered, until the inanimate object moves from its space, or until you make your next daily preparations, whichever comes first.
↺ Fire in the Hole; Trigger: A creature moves into the hazard's space; Effect The hazard explodes, dealing the bombs' damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, similarly combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply.

GM Bret |

If I have my count correct, they used 6 Alchemical Fire and 1 Acid Flask since the start of battle.
There are 2 lesser alchemist's fires and 7 lesser acid flasks on the bodies. The guy that started it all has a religious symbol to Droskar on him. None of the rest of their equipment is interesting.
Go ahead and do the damage for your trap on the alter, Scratch.

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Scratch grimaces at bit at the volume of acid flasks over the fires "Acid doesn't make a very good explosion. Guess I'll have to pull a couple of my own outta reserves." He pockets 2 acids to replace them.
With the help of some sticky adhesives and bits of twine the backwoods demolitionist rigs up the sketchy altar, backs off and takes cover, advising the others to do the same.
"FIRE IN THE DUERGAR'S HOLE!"
Kablooey: Combined damage, ignore 4 hardness: 4d8 + 4 ⇒ (1, 1, 5, 8) + 4 = 19
The explosion isn't what he'd hoped.

GM Bret |
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Scratch Steeltoe can tell it would take multiple blasts to destroy the alter. The alter continues to glow! But the surface is defaced.
The alter would likely be somewhere between Stone and Stone Wall. Also there is nothing in the scenario that covers breaking it. Since it normally takes a ritual to undo a consecration, it is questionable if destroying it completely would end that.
I do intend to include feedback indicating dwarven players may want to destroy the alter. ;)
Someone may want to Bot Looni healing people. It only takes him 10 minutes between healing and he has assurance with Medicine.

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"Ah b&%~#*!s. Only solution is a need bigger bombs next time." He flips the altar the bird and heads out to see if the others are ready to move on.
Looni spends the next 70mins patching people up.
Medicine Assurance Healing vs Caitlin: 2d8 ⇒ (8, 1) = 9
Medicine Assurance Healing vs Xathel: 2d8 ⇒ (5, 3) = 8
Medicine Assurance Healing vs Xathel: 2d8 ⇒ (2, 5) = 7
Medicine Assurance Healing vs Chance: 2d8 ⇒ (1, 2) = 3

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Xathel is a careful archaeologist at heart, but has acquired too profound a dislike of duergar and Droskar to make any objection to Scratch's attempt to explode the altar. "It may require priestly magic, and a great deal of time, to properly purify that abomination," he says, sharing the dwarf's disappointment.
The elf handles the draugr's personal symbol of Droskar warily, unwilling to touch it with bare skin, though that caution seems to stem more from moral disgust than from fear of any harm. After wrapping it tightly in a bit of cloth, he places it inside his magic sleeves. He then pulls out a spare quiver to refill the much-lightened one he's been using.
As Looni tends to his wounds, Xathel politely thanks the goblin in his own language.

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Looni does a quick check and discovers there is a person that is still hurt. They fix that.
[dice=Looni healing Alseil]2d8
Sorry, I didn't roll for those down 1-2 hp since a minimum heal is 2. The 70mins should cover the 7 attempts. Scratch healed himself. I should have been more transparent.

GM Bret |

Five stone columns form a line through the center of the room. The once-intricate details on the columns are now dust that coats the ground.
Caitlin notices plaster crumbling from the columns and thinks that getting near them would cause them to collapse.
Caitlin has found the hazard. You have 5 columns each of which is crumbling.
You can use Crafting (trained) to stabilize the column, or a more difficult Athletics to push the column back into place.
Critical failure causes them to collapse. To disarm or aid in disarming you must be adjacent to a pillar.
Slide 40

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"Handy man time? Its not that often I fix something broken, but I can sure try. The next group behind us may not be as keen as Cait here." Scratch pulls out a repair kit and sees what he can't strengthen on the nearest pillar.
Craft: Repair Kit: 1d20 + 6 ⇒ (5) + 6 = 11

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Xathel moves to another pillar, pulls his repair kit out of his sleeve, and sets to work.
Craft (T) to Repair: 1d20 + 10 ⇒ (4) + 10 = 14
This is a stunning start. C'mon, Alseil, show us how it's done!