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Athletics ,DC15: 1d20 + 5 ⇒ (11) + 5 = 16
Thorn looks down, and seems to be not impacted by the darkness. He clears his throat and scratch his beard. Then he begin to descend

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Grimmylow knows slightly more about medicine than Buzz but when he sees that the sprite is trying, he just gives advice and lets him keep trying. Sarenrae preaches that you should guide people to their redemption and not do it for them, after all.
When they get to the hole, he frowns and looks down, munching on a fish that tumbled out of one of the barrels.
Athletics (untrained): 1d20 ⇒ 12
Athletics (untrained): 1d20 ⇒ 14
Athletics (untrained): 1d20 ⇒ 18
It takes him several tries and he clearly doesn't know what he's doing (it's only on the second try that he holds the fish with his mouth and doesn't try to climb down one handed) but eventually he gets down safely.
Depending on the Darkvision over here.

GM Watery Soup |

The tunnel continues deeper underground, eventually opening into a large chamber. Patches of glowing blue fungus cling to the ceiling and provide dim light. You can just barely make out vast strands of webbing across the floor and walls of this cavern, stretching between stalactites like shimmering curtains.
The webs aren’t sticky enough to make anyone who touches them unable to move, but they do slow characters down. Each square that has webbing in it is difficult terrain, or, you can attempt a DC 15 Acrobatics check to weave your way through.

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"Looks sticky here. Stay close"
Not being particularly lithe or flexible- Kzem insteads steps forward cautiously into the webbed room.
◆ Raise Shield
◆ 10ft move

Meadow the Archer |

acrobatics: 1d20 + 7 ⇒ (2) + 7 = 9
"Eeeww gross."
Meadow moves forward and tries to slip past the webs but is unable to find an opening. She pulls out her dagger and prepares to cut her way through.

GM Watery Soup |
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In a shocking turn of events, as soon as someone enters the webbed area, the weaver of the web appears, ready to hunt its prey.
Search (Thorn): 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Scout (Buzz): 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Search (Kzem): 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Search (Grimmylow): 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Search (Meadow): 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Initiative (Spider): 1d20 + 7 ⇒ (6) + 7 = 13
Fortunately, Thorn, Grimmylow, and Meadow are prepared and get to react quickly.
--Round 1
Grimmylow (20/20)
Thorn (21/21)
Meadow (18/18) / Silence (11/11)
Spider
Kzem (22/22)
Buzz (14/14)

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"Sorry, mister or misses spider but we need to get through and I don't think you're going to let us so..." Grimmylow says before walking up and sending a beam of good energy at the arachnid.
Divine Lance: 1d20 + 6 ⇒ (8) + 6 = 14
Good Damage: 1d4 + 3 ⇒ (4) + 3 = 7

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Thorn grabs his weapon as soon as the creature shows up and he takes a shot
Arquebus@Spider: 1d20 + 8 ⇒ (7) + 8 = 15
Damage, p or b: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Then he reloads and fires again
Arquebus@Spider: 1d20 + 8 - 5 ⇒ (14) + 8 - 5 = 17
Damage, p or b: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6

GM Watery Soup |

Grimmylow's beam passes right through the spider. Technically, it missed, but even if it had hit, the spider isn't evil.
Thorn fires a warning shot into the floor. The spider isn't fazed, so he fires a second shot into its maw.
--Round 1
Grimmylow (20/20)
Thorn (21/21)
Meadow (18/18) / Silence (11/11)
Spider (-6)
Kzem (22/22)
Buzz (14/14)

Meadow the Archer |

Meadow moves into range and takes careful aim before throwing her dagger at the oversized spider.
strike-thrown dagger: 1d20 + 7 ⇒ (16) + 7 = 23
piercing: 1d4 ⇒ 3
deadly?: 1d10 ⇒ 8
precision: 1d8 ⇒ 5 extra damage on the first hit.
◆ Stride, ◆ Hunt prey, ◆ strike
"Ugh it's awful. Look at it squiggle it's mouth bits."

GM Watery Soup |
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Meadow's dagger hits the spider right in the mouth bits.
Enraged, the spider races down the web, chomping at Meadow.
Fangs: 1d20 + 9 ⇒ (20) + 9 = 29
Piercing: 1d6 + 2 ⇒ (1) + 2 = 3 plus DC 16 Fortitude
It bites Meadow right on the neck!
Fangs, MAP: 1d20 + 9 - 5 ⇒ (17) + 9 - 5 = 21
Piercing: 1d6 + 2 ⇒ (6) + 2 = 8 plus DC 16 Fortitude
And then again on the shoulder.
--Round 1
Kzem (22/22)
Buzz (14/14)
--Round 2
Grimmylow (20/20)
Thorn (21/21)
Meadow (4/18, Fort save vs poison, Fort save vs poison) / Silence (11/11)
Spider (-14)

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"Bad spider! Bad, bad spider!" Grimmylow shouts as the spider bites Meadow twice.
He reaches out and channels the healing light of Sarenrae through her.
◆◆Heal: 1d8 + 8 ⇒ (4) + 8 = 12
"Thorn, show the bad spider what happens to bad spiders!"
◆Guidance on Thorn.

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Seeing the spider appear, Kzem considers the creatures nature before he lifts his free and and light glints off of the mirror held within it. A burst of light shoots across the room and as it dissipates a second, identical Kzem is left standing in front of the spider.
E.L. vs Standard DC Creature Level: 1d20 + 6 ⇒ (5) + 6 = 11
The newly formed image slams out its shield at the spider, activating its personal antithesis- as small glowing bead that looks like flame.
Shield Boss: 1d20 + 6 ⇒ (2) + 6 = 8 Damage (b): 1d6 + 5 ⇒ (6) + 5 = 11+ weakness of 2 (if EL wasn't a critical failure)
◆ Exploit Vulnerability Flat-footed on a critical failure
◆ Mirrors Reflection 15 ft teleport
◆ Strike- Shield Bash (B)

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Buzz crawls along the thick webbed floor. Reaching into a satchel he draws a small vial shakes it and tosses it outward at the spider.
Bomber so splash damage to the primary target only.
Alchemist's Fire: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d8 + 1 ⇒ (3) + 1 = 4 +1 Persistent Fire
Sting Shot: 1d20 + 6 - 5 ⇒ (11) + 6 - 5 = 12
Poison: 1d4 ⇒ 2
HP 14/14
AC 18
Infused Alchemical Items 5/5
1x Lesser Acid Flask 2/2
2x Lesser Alchemist's Fire (Signature Item) 5/6
1x Lesser Blight Bomb (Signature Item) 3/3
1x Minor Elixir of Life 2/2

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Thorn reloads his rifle and moves to the side to have a clear shot!
Arquebus@Spider: 1d20 + 8 ⇒ (9) + 8 = 17
Damage, p or b: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9

Meadow the Archer |

Meadow draws her rapier and strikes.
Hunted Shot-rapier: 1d20 + 7 ⇒ (20) + 7 = 27
piercing: 1d6 + 1 ⇒ (3) + 1 = 4
deadly?: 1d8 ⇒ 3
Hunted Shot-rapier: 1d20 + 7 - 5 ⇒ (18) + 7 - 5 = 20
piercing: 1d6 + 1 ⇒ (1) + 1 = 2
deadly?: 1d8 ⇒ 6
precision: 1d8 ⇒ 6 extra damage on the first hit.
[ooc]Draw weapon, strike, strike[/dice]

GM Watery Soup |

Between the splash damage of Buzz's bomb, a thundering gunshot from Thorn, and Meadow's rapier, the adventurers' home invasion is complete.
--End of Combat!
Kzem (22/22)
Buzz (14/14)
Grimmylow (20/20)
Thorn (21/21)
Meadow (16/18) / Silence (11/11)
The heroes examine the spider's lair, free to loot it of all the valuables now that they've murdered the occupant.

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Once it stops twitching, Grimmylow goes up to the spider and pats its head gently. "It's ok, bad spider. You weren't such a bad spider. I'm sure Sarenrae would take you into her warm bosom of forgiveness if you had a soul. But you don't so you're just dead now."
Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Meadow the Archer |

perception: 1d20 + 7 ⇒ (1) + 7 = 8
Meadow points at the passage to the north.
"Look everyone. There's another passage. It might not have been the icky spider eating all the fish. There might be something else. Or maybe the something else drove the spider into the basement. Either way we should check it out."
She retrieves her dagger from the spider's mouth bits with a shudder and wipes the goo off on some nearby webs.
"Eeww."

GM Watery Soup |

Kzem and Thorn can retcon some Perception checks later, I'll press forward since this is part of the convention.
After the web-infested cave, the passageway leading deeper underneath the streets of Otari appears to be mostly natural, but someone, or something, has worked to open the cavern and level out the floor, making the passage easily traveled. A crude barricade made from old wooden planks and part of a barrel blocks the entrance to a side tunnel, while the main passage continues off into the gloom.
You have a few choices here. You can smash the barricade with a weapon or unarmed Strike, or you can attempt Crafting or Thievery to dismantle the barricade. You can also ignore the barricade and just keep heading up the main passage.

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Crafting: 1d20 + 7 ⇒ (7) + 7 = 14
Hero Point: 1d20 + 7 ⇒ (11) + 7 = 18
Buzz gently clibs on the barricade and sets to work dismantling it little by little to try and see if there is anything interesting within.

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perception: 1d20 + 5 ⇒ (11) + 5 = 16
”Looks like this poor lizard folk didn’t fair as well as we did.” he says with a half laugh/half snort. ”Flashy gear can only get you so far in these parts”
He holds up the pommeled short sword, and extends the potion.
”Anyone want these?” offering the goods out. If no one takes the healing potion, he will pocket it.
perception: 1d20 + 5 ⇒ (13) + 5 = 18
Buzz, we might need to be careful. There is something clattering on the far side of that barricade. I am not sure how far, but everyone should at least be ready before you tare it down”
Can I use athletics to help the dismantling?
athletics (if allowed): 1d20 + 6 ⇒ (11) + 6 = 17

GM Watery Soup |

You can Aid, but usually only the skill used as the primary. Also, the DC for Aiding is typically 20 in PF2, and higher than the actual DC in many cases at lower levels.
Kzem and Buzz identify and remove key pieces of the barricade so that the group can slip through.
Beyond the barricade, an old cavern corridor winds down into the earth, ending in an ancient burial vault lit by a strange torch with a blue flame. Alcoves line the walls, each one containing a rotten wooden coffin, while the center of the room has a raised platform holding a stone sarcophagus.
As soon as the stench of life fills the vault, the lids from the sarcophagi begin moving aside, and five skeletons and a zombie begin rising from their coffins. Because you were quiet, the undead begin in their coffins. Mechanically, they're prone.
Search (Thorn): 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Scout (Buzz): 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Search (Kzem): 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Search (Grimmylow): 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Search (Meadow): 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Initiative (Skeletons): 1d20 + 2 ⇒ (19) + 2 = 21
Initiative (Zombies): 1d20 + 0 ⇒ (17) + 0 = 17
Meadow and Thorn jump into action!
--Round 1
Meadow (18/18) / Silence (11/11)
Thorn (21/21)
Red Skeleton (-0, prone)
Yellow Skeleton (-0, prone)
Green Skeleton (-0, prone)
Cyan Skeleton (-0, prone)
Blue Skeleton (-0, prone)
Kzem (22/22)
Grimmylow (20/20)
Magenta Zombie (-0, prone)
Buzz (14/14)

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Thorn steps inside looking around the room and shoots the skeleton to his right
Shoot@red: 1d20 + 8 ⇒ (19) + 8 = 27
Damage, p or b: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7 arquebus has Concussion trait making it bludgeoning damage. And fatald12 trait if this is a crit
Damage if crit, b: 2d12 + 2 + 2 ⇒ (6, 1) + 2 + 2 = 11

Meadow the Archer |

"Eeeek!" Meadow screams when she sees the undead. She rushes forward and attempts to close the lid of the coffin nearest to her.
I'm going to assume this to be some sort of athletics check if not we can correct it later.
athletics to close yellow's lid: 1d20 + 4 ⇒ (6) + 4 = 10
◆ Stride, ◆ stride, ◆ interact-close lid

GM Watery Soup |

Thorn takes aim, and with one shot, blows the skeleton to bits. Crit!
Meadow runs in and tries to close the lid. Interesting! This was unanticipated, and Meadow gets a Hero Point! I'm going to rule an automatic success to keep the lid from opening, and mechanically, the skeleton is Restrained. On its turn, it'll need to Escape or Force Open in order to stand up, and can't attack until it does. Meadow will need to make an Athletics check to sustain on her turn (DC 12).
Red stands up, climbs out of its sarcophagus and claws at Thorn.
Red Claw: 1d20 + 6 ⇒ (1) + 6 = 7 vs Thorn
Slashing: 1d4 + 2 ⇒ (3) + 2 = 5
Sorry, guys. I forgot to take the icon off the map, and processed all the turns forgetting Red was down. If I delete this now, all the rolls get screwed up, so the first skeleton attack next round will be a nat 1.
Yellow attempts to Force the sarcophagus lid open.
Athletics: 1d20 + 2 ⇒ (3) + 2 = 5 vs DC 14
Athletics, MAP: 1d20 + 2 - 5 ⇒ (10) + 2 - 5 = 7 vs DC 14
Athletics, MAP: 1d20 + 2 - 10 ⇒ (16) + 2 - 10 = 8 vs DC 14
It can't force the lid, and makes some disparaging remarks about Meadow in Necril.
Green stands and moves towards Thorn. When it sees Kzem, it decides all those predead look the same, and takes a swipe.
Green Claw: 1d20 + 6 ⇒ (2) + 6 = 8 vs Kzem
Slashing: 1d4 + 2 ⇒ (1) + 2 = 3
Cyan stands and moves towards Thorn, taking a swipe when it gets close.
Cyan Claw: 1d20 + 6 ⇒ (6) + 6 = 12 vs Thorn
Slashing: 1d4 + 2 ⇒ (1) + 2 = 3
Blue stands and meanders into the fray, but doesn't get there in time to make any attacks.
--Round 1
Kzem (22/22)
Grimmylow (20/20)
Magenta Zombie (-0)
Buzz (14/14)
--Round 2
Meadow (18/18) / Silence (11/11)
Thorn (21/21)
Red Skeleton (-22)
Yellow Skeleton (-0, prone, restrained)
Green Skeleton (-0)
Cyan Skeleton (-0)
Blue Skeleton (-0)

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Wow GM, I thought I was the only person who ever rolled like that! I appreciate the company!
Kzem looks about the creatures, examining the green one for some weakness or other deep and forgotten lore.
E.L. vs Standard DC Creature Level: 1d20 + 6 ⇒ (16) + 6 = 22
Weaknesses and resistances first, please
Seeing an opportunity to catch these creatures off guard, Kzem brandishes his mirror and a copy of himself appears on the other side. Swinging his attack from behind the flat-footed creature- he is able to avoid the cover of the wall and doorway from his original positioning!
Shield Boss vs FF: 1d20 + 6 ⇒ (16) + 6 = 22 Damage (B): 1d6 + 5 ⇒ (1) + 5 = 6 + either highest weakness, or weakness of 2 (if EL wasn't a critical failure)
If he learns that the creature is resistant to Bludgeoning, he will instead bite with his tusks (Damage for either is a d6, same attack modifiers
Esoteric Lore Tags: Concentrate
Exploit Vulnerability
Mirror's Reflection Magic, illusion, manipulate

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"These guys are almost definitely evil! And beyond redemption...I think. Do you want to hear about Sarenrae's forgiveness? No? Ok, you can feel it instead!"
Divine Lance vs. Blue: 1d20 + 6 ⇒ (12) + 6 = 18
Good Damage: 1d4 + 3 ⇒ (4) + 3 = 7
He then pats Buzz on the shoulder. "Hit them in the gooter!" he advises.
Guidance on Buzz - +1 status bonus to one attack roll, Perception check, saving throw, or skill check

GM Watery Soup |

Kzem is well-versed in the dark archives in which skeletons are described as "immune towards damage of the haed mental and of the blood poison, and cannot be rendered unconscious; thae are partial immune resistance towards damage from cold, electricaety, fire, paercing, and slashing." He smashes - or does his mirror smash? - the Green skeleton, and it flies apart.
Grimmylow casts a spell, and a rush of light flies through Blue. As it moves through the skeleton, the magic joining all the bones dissipates, and the bones fall harmlessly to the ground.
The zombie stands and moves towards Kzem (Kzem's reflection?), but does so very slowly. Zombie is permanently slowed 1.
--Round 1
Buzz (14/14, Guidance)
--Round 2
Meadow (18/18) / Silence (11/11)
Thorn (21/21)
Red Skeleton (-22)
Yellow Skeleton (-0, prone, restrained)
Green Skeleton (-8)
Cyan Skeleton (-0)
Blue Skeleton (-7)
Kzem (22/22)
Grimmylow (20/20)
Magenta Zombie (-0)

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Thorn raises his gun, grunts and shoots the skeleton in front of him
Arquebus@Cyan: 1d20 + 8 ⇒ (1) + 8 = 9
Damage, b: 1d8 + 2 ⇒ (7) + 2 = 9
But his gun fires when he was raising it, then he pushes the skeleton away while reloading his rifle
Athletics, shove@cyan vs fort DC: 1d20 + 5 ⇒ (16) + 5 = 21
Then he moves to stand back to back with Meadow

Meadow the Archer |

"Aaaahh! He's trying to get out."
athletics: 1d20 + 4 ⇒ (1) + 4 = 5
The young ranger tries hurling her body atop the coffin to keep the undead trapped but it turns out to be too slick and she slides off.
"Oh no! He's gonna get out. We can't let them gang up on us. Silence, help! Get that one with the meat on him."
◆ Athletics-hold lid closed, ◆ Hunt prey, ◆ Command an Animal

Silence the Egotistical Owl |

"Screech!" Silence utters a piercing battle cry and launches himself at the meaty undead.
Jaws vs pink Flat footed maybe? I dunno: 1d20 + 6 ⇒ (4) + 6 = 10
Piercing: 1d6 + 2 ⇒ (2) + 2 = 4
precision: 1d8 ⇒ 6 extra damage on the first hit.
◆ Fly, ◆ Strike
from the token I suspect that the skelly that Silence flies past can take AoOs and Silence does indeed provoke from him.

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Buzz flits into the room tossing Acid flasks at the undead. "These bones seem brittle."
Lesser Acid Flask: 1d20 + 6 ⇒ (13) + 6 = 19
1 splash damage to blue and pink and 1d6 persistent Acid to blue
HP 14/14
AC 18
Infused Alchemical Items 5/5
1x Lesser Acid Flask 1/2
2x Lesser Alchemist's Fire (Signature Item) 5/6
1x Lesser Blight Bomb (Signature Item) 3/3
1x Minor Elixir of Life 2/2

GM Watery Soup |

Thorn fires his gun and then shoves the skeleton to reload - or was it shove the skeleton to reload and then fire? OH CRAP HE ALMOST SHOT HIMSELF IN THE FACE.
The skeleton got pushed back, though.
Meadow is unable to keep the lid from opening, and Silence rushes into the room. It flanks with Kzem (Kzem counts as being in both places until the beginning of his next turn) but squawks in confusion as it is confused by Kzem's magic, and misses its attack.
Buzz throws a very tiny, but very potent bottle of acid at Blue, which splashes all over. Will rule it splashes Pink but not Kzem since you posted before I could move Cyan. Also your attack had +1 from guidance
Yellow, freed from its coffin, stands and swipes at Meadow in retaliation for its unjust detention.
Claw: 1d20 + 6 ⇒ (6) + 6 = 12
Slashing: 1d4 + 2 ⇒ (3) + 2 = 5
Claw, agile: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14
Slashing: 1d4 + 2 ⇒ (3) + 2 = 5
Cyan slashes at Kzem['s mirror image].
Claw: 1d20 + 6 ⇒ (20) + 6 = 26
Slashing: 1d4 + 2 ⇒ (3) + 2 = 5
Claw, agile: 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21
Slashing: 1d4 + 2 ⇒ (3) + 2 = 5
Claw, agile: 1d20 + 6 - 8 ⇒ (6) + 6 - 8 = 4
Slashing: 1d4 + 2 ⇒ (3) + 2 = 5
It makes two viscious slashes across Kzem's face.
Persistent Acid: 1d6 ⇒ 3
The acid dissolves the sinew holding it together, and the skeleton collapses.
--Round 2
Kzem (7/22)
Grimmylow (20/20)
Magenta Zombie (-1)
Buzz (14/14, guidance)
--Round 2
Meadow (18/18) / Silence (11/11)
Thorn (21/21)
Red Skeleton (-22)
Yellow Skeleton (-0)
Green Skeleton (-8)
Cyan Skeleton (-4)
Blue Skeleton (-7)

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"Ok! I have had enough!" Grimmylow declares as Kzem gets scratched up. He summons up Sarenrae's healing light and releases it in a scaldingly hot burst of soothing energy.
◆◆◆Heal: 1d8 ⇒ 4
DC16 basic Fort save for the undead and 4HP back to Kzem.

GM Watery Soup |

Zombie Fortitude: 1d20 + 6 ⇒ (7) + 6 = 13
Skeleton Fortitude: 1d20 + 2 ⇒ (7) + 2 = 9
Positive energy ripples through the air, healing Kzem. The energy passes through the skeleton, and the dark light in its eyes goes out. Skeleton goes down. The energy also passes through the zombie, it it writhes in pain, more so than it "should" have. Weakness to positive.
--Round 2
Kzem (11/22)
Grimmylow (20/20)
Magenta Zombie (-5, -weakness)
Buzz (14/14, guidance)
--Round 2
Meadow (18/18) / Silence (11/11)
Thorn (21/21)
Red Skeleton (-22)
Yellow Skeleton (-4)
Green Skeleton (-8)
Cyan Skeleton (-4)
Blue Skeleton (-7)

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The Kzem by the door vanishes as the one next to the zombie stays, ready to strike out against the Zombie- attempting to bring it down
E.L. vs Standard DC Creature Level: 1d20 + 6 ⇒ (11) + 6 = 17
Shield Boss, vs flat: 1d20 + 6 ⇒ (18) + 6 = 24 Damage (B): 1d6 + 5 ⇒ (3) + 5 = 8 + either highest weakness, or weakness of 2 (if EL wasn't a critical failure)
Shield Boss, vs flat: 1d20 + 1 ⇒ (15) + 1 = 16 Damage (B): 1d6 + 5 ⇒ (2) + 5 = 7 + either highest weakness, or weakness of 2 (if EL wasn't a critical failure)
◆ E.L to exploit vulnerability
◆ Strike
◆ Strike
Damage would be a bite if he determines it is resistant to the shield boss
Esoteric Lore Tags: Concentrate
Exploit Vulnerability
Mirror's Reflection Magic, illusion, manipulate

GM Watery Soup |

Kzem recalls they are weak to slashing (in addition to weak to positive), and his shield boss knocks the zombie into a big bag of mush.
--End of Combat!
Kzem (11/22)
Grimmylow (20/20)
Buzz (14/14)
Meadow (18/18) / Silence (11/11)
Thorn (21/21)
After the fight, the heroes have time to look around the room for treasure. The torch is an everburning torch that emits light constantly. Although it looks like fire, it emits no heat and can’t be extinguished!
In addition, one of the skeletons was buried with a polished shield carved to look like a roaring lion. It can be used as a steel shield, or the heroes can sell it for 5 gp due to its fine artistry.
Let me know how Kzem gets patched up.

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Medicine DC 15: 1d20 + 4 ⇒ (7) + 4 = 11
Buzzes bandages fall apart as he reaches into his small honeypot and draws out a good covered bottle. "Drink this."
Kzem Minor Elixir of Life: 1d6 ⇒ 6
HP 14/14
AC 18
Infused Alchemical Items 5/5
1x Lesser Acid Flask 1/2
2x Lesser Alchemist's Fire (Signature Item) 5/6
1x Lesser Blight Bomb (Signature Item) 3/3
1x Minor Elixir of Life 1/2

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Grimmylow is too busy examining the torch that won't go out to be the first to heal up Kzem. He is truly fascinated until he passes his hand through the flame. Then again, then again, slower each time.
"Stupid fire's broken!" he says, trying to light his robes on fire.
He throws it down in disgust, hard enough to make it bounce and send crazy shadows throughout the chamber.

Meadow the Archer |

Meadow pulls out her healing kit and begins to bandage Kzem's wounds.
medicine-treat wounds: 1d20 + 5 ⇒ (11) + 5 = 16
healing: 2d8 ⇒ (7, 7) = 14
"Let's see if I learned anything from Lily with the Brown Hair. Hold still Kzem. This might sting a bit."
Meadow laughs. "Ha ha! Sting a bit. That should have been your line Buzz."

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As these relative strangers start tending to Kzem's wounds- he is caught relatively off guard. "Well, uh. Thank you. I wasn't quite expecting that."
Looking around at the collected items, he shakes his head to demonstrate that he isn't interested in any of the things that were found.
"This shield is good enough for me, I think", motioning down to the one that he already holds.
Standing and stretching, he takes his chain and mirror and mindlessly wraps it back around and into the palm of his free hand.
"Where we off to next? This doesn't seem like the type of thing I would have expected in a fish markets basement, that is for sure"

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Let me know how Kzem gets patched up.
I suggest from his toes upwards ;)
Thorn looks worried at Kzem, and his bushy eyebrows are showing concern. He reloads his rifle and hangs it back at his back. He raises one of the bones and inspect it closely, but knowing nothing about bones he tosses it at the wall.
When ready he heads the corridor north.

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With no other apparent exits out of this room, Grimmylow will retrace his steps out and back through the barrier to head down the other path. He gives the broken fire an extra kick, sending it skittering across the floor along the way.

GM Watery Soup |

See Slide 4.
The corridor continues to the southwest, but the heroes spot a side passage that branches off a high ledge to the east, about 10 feet off the ground. There is a set of double doors barely visible.
DC 10 Athletics check to climb up, but I'll need to know who's going up and who's staying down.