
![]() |

Raphaeleos quickly Stabilizes the dying dwarf. He then raises his Shield.
◆◆ Cast a Spell, Stabilize Harsk
◆ Cast a Spell, Shield

![]() |

The goblin's brave foray proves fruitful yet costly, as one of the wolves goes down after a vicious stab. Caitlin nearly empties her quiver but the great wolf's hide is too thick. Judge Dred empties his guns into the other wolf and it drops too. Raphaeleos brings the dwarf back to the edge of life once again. The lone wolf loses interest in the great goblin warrior and lunges for Ozaril instead.
Yellow avenging wolf bite (piercing) vs Zibini: 1d20 + 13 ⇒ (8) + 13 = 211d8 + 6 ⇒ (4) + 6 = 10
Orange avenging wolf bite (piercing) vs Zibini: 1d20 + 13 ⇒ (6) + 13 = 191d8 + 6 ⇒ (3) + 6 = 9
red will save: 1d20 + 8 ⇒ (9) + 8 = 17
Round 3 - Bold can act
Purple Wolf -15 damage
Zibini -18 damage
Caitlin -20 damage <light>
Judge Dred
Raphaeleos -11 damage <shield, life link with Harsk>
Yellow Wolf -56 damage <dead>
Red Wolf
Lindevaile
Harsk -60 damage <0 hp, unconscious, prone, wounded 2>
Orange Wolf -63 Damage <dead>
Iolite Squad Alpha Hobgoblins

![]() |

Lindevaile Tindome repeats the graceful hand dance, collecting air, and sending the glowing wind toward Harsk, calling: "Envinyata", and runs a bit closer.
◆◆ Heal 2 action lvl 2 Damage: 2d8 + 16 ⇒ (4, 1) + 16 = 21 At Harsk.
◆ Stride
"Now, they are focused elsewhere, get up fast, and to the back row! You can't take another barrage like that!" she shouts at Harsk.
For area heals, was it so that downed enemies don't get up as the heroes do? Common enemies just die, they don't use dying?

![]() |

Lindevaile Tindome brings the dwarf back around, this time free of lupine peril.
Round 3 - Bold can act
Purple Wolf -15 damage
Zibini -18 damage
Caitlin -20 damage <light>
Judge Dred
Raphaeleos -11 damage <shield, life link with Harsk>
Red Wolf
Lindevaile
Harsk -39 damage <prone, wounded 2>
Iolite Squad Alpha Hobgoblins

![]() |

Harsk recovers and the hobgoblins try to strike back. Gintka tosses a hissing grenade at the big wolf, filling its eyes with smoke, forcing it to strike out indiscriminately.
purple fort save: 1d20 + 13 ⇒ (2) + 13 = 151d4 ⇒ 2
Round 4 - Bold can act
Purple Wolf -15 damage <blinded>
Zibini -18 damage
Caitlin -20 damage <light>
Judge Dred
Raphaeleos -11 damage <shield, life link with Harsk>
Red Wolf
Lindevaile
Harsk -24 damage <wounded 2>
Iolite Squad Alpha Hobgoblins

![]() |

Raphaeleos quickly patches the wounds of Zibini.
DC 20 Battle Medicine w Healer's Gloves: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Healing: 2d8 + 10 ⇒ (8, 1) + 10 = 19 HP for Zibini
He then visits Harsk to heal him too.
DC 20 Battle Medicine w Healer's Gloves: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Healing: 2d8 + 10 ⇒ (6, 8) + 10 = 24 HP for Harsk
He also visits Caitlyn for medical assistance.
DC 15 Battle Medicine w Healer's Gloves: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
Healing: 2d8 ⇒ (7, 7) = 14 HP for Caitlyn
◆ Battle Medicine
◆ Doctor's Visitation
◆ Doctor's Visitation

![]() |

Zibini starts laughing as he glares at the wolf in front of him. "Bad doggy!" he sings, as he whips a jagged stone at the beast.
At least, that' what he thinks is about to happen. It barely even wiggles.
* Demoralize Red Intimidation: 1d20 + 10 ⇒ (4) + 10 = 14 (Intimidating Glare, so no penalty for lack of language)
** Telekinetic Projectile Flat Check: 1d20 ⇒ 3 - fails to cast the spell at all

![]() |

Caitlin fires two more arrows at the big wolf
Hunted Shot 1, P: 1d20 + 11 ⇒ (18) + 11 = 292d8 + 4 ⇒ (7, 5) + 4 = 16
Hunted Shot 2, P: 1d20 + 11 - 5 ⇒ (15) + 11 - 5 = 212d8 ⇒ (7, 5) = 12
Precision if anything hits: 1d8 ⇒ 1
She then moves to Zibini and tries to patch him up.
Caitlin's Medicine (T): 1d20 + 7 ⇒ (13) + 7 = 20

![]() |

@Raphaeleos With the flourish trait, I believe Doctor's Visitation can only be done once a round but Caitlin can then battle medicine herself with her check

![]() |

@Raphaeleos With the flourish trait, I believe Doctor's Visitation can only be done once a round but Caitlin can then battle medicine herself with her check
Oh, yes, you're right, I missed that, sorry. Please disregard the second one. I will stride close to her instead for my last action.

![]() |

Dredd reload his weapon again and concentrate fire over Big Wolf
◆ Dual reload weapon
◆◆ Paired Shot
+1 striking Duel Pistol1: 1d20 + 16 ⇒ (17) + 16 = 33
+1 striking Duel Pistol2: 1d20 + 16 ⇒ (5) + 16 = 21
damage1 if normal: 2d6 + 1 ⇒ (4, 5) + 1 = 10
damage1 if critical: 4d10 + 2 + 1d10 ⇒ (6, 1, 8, 5) + 2 + (9) = 31
damage2: 2d6 + 1 ⇒ (1, 4) + 1 = 6

![]() |

Zibini can't quite encore the heroism. Caitlin and Dred each get a shot in while the oracle races around to aid. The smaller wolf breaks free to rejoin what is left of the pack in the wilderness.
Round 4 - Bold can act
Purple Wolf -62 damage <blinded>
Zibini
Caitlin -15 damage <light>
Judge Dred
Raphaeleos -11 damage <shield, life link with Harsk>
Red Wolf
Lindevaile
Harsk <wounded 2>
Iolite Squad Alpha Hobgoblins

![]() |

"Well done, everyone looks much better!" Lindevaile Tindome thanks her teammates for the healing.
"Now, defeat the monster quickly, when it can't defend!" she encourages everyone, and follows her own advice. She runs closer to get a clear line of sight, waves her hands in ball-shaped movements and finishes with a throwing motion toward the big wolf and the word: "Coronvilin!".
◆ Stride
◆◆ Produce Flame (air) Attack: 1d20 + 10 ⇒ (8) + 10 = 18 Damage (bludgeon): 2d4 + 4 ⇒ (4, 2) + 4 = 10 At purple.

![]() |

The sorcerer's blast cannot quite harry the wolf.
Round 4 - Bold can act
Purple Wolf -62 damage <blinded>
Zibini
Caitlin -15 damage <light>
Judge Dred
Raphaeleos -11 damage <shield, life link with Harsk>
Red Wolf
Lindevaile
Harsk <wounded 2>
Iolite Squad Alpha Hobgoblins

![]() |

Harsk gets some measure of revenge as he combines with Sergeant Drussem to down the great wolf.
Harsk attack: 1d20 + 12 ⇒ (14) + 12 = 261d8 + 3 ⇒ (4) + 3 = 7
Harsk attack: 1d20 + 12 - 3 ⇒ (11) + 12 - 3 = 201d8 + 3 ⇒ (8) + 3 = 11
Hobgoblins attack: 1d20 + 15 ⇒ (15) + 15 = 301d8 + 6 ⇒ (3) + 6 = 9
Combat Over!
Purple Wolf -78 damage <dead>
Zibini
Caitlin -15 damage <light>
Judge Dred
Raphaeleos -11 damage <shield, life link with Harsk>
Red Wolf
Lindevaile
Harsk <wounded 2>
Iolite Squad Alpha Hobgoblins
One of the dead wargs wears a war harness studded with onyx gems and reinforced with mithral links, a device crudely fashioned from a noble warrior’s cast-off armor that nonetheless has great value.
As the great wolf releases its final breath, the true nature of situation becomes apparent.
A man stumbles out from his hiding place near the campfire to ascertain whether his caravan guards are still alive. He is a man from Magnimar with simple, conservative traveling clothes that suggest an austere lifestyle. His Garundi partner huddles with two youths near the fire to console them and shield their gaze from the carnage.
Sergeant Drussem wipes and sheathes her sword (and having been tasked with representing the better aspects of Oprak and hobgoblin cooperation and recognizing the potential benefit of helping distressed travelers), orders Gintka and Akrag to help the injured guards while she and Ozaril address the man.
As the Iolite Squad approaches, the man retreats in fear, shouting that he doesn’t want any more trouble. Sergeant Drussem turns her head to see your reaction.
Calm the man? Diplomacy check.
Helping the Injured? Medicine check.

![]() |

"Go for it, Drussem"
"Hi there, I'm Caitlin." she says softly to the man. "We're Pathfinders. These guys are our new associates. We are going to help you."
Turning back to the Hobgoblins, "You guys can take the lead here, I'm sure."
Diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28

![]() |

"And I am Caradrian. I see what you all have done to the wolves and I thank you...but they are hobgoblins...?"
It appears you will need to convince the merchant that the hobgoblins are trustworthy. Society (the error of prejudice) or Religion (tolerance and second chances) might be best suited.
For those of you that are medically inclined, the guards are still severely hurt...Medicine check still needed.

![]() |

Lindevaile Tindome can heal only with her spells, of course she can spare a spell slot but skill might be better.
Lindevaile Tindome joins Caitlin's and Caradrian's discussion. "Yes, we have many ways of healing among us. How were you hurt?" On the issue of hobgoblins, she is genuinely surprised: "Yes, hobgoblins, and they said they want to be friends with us, is there something strange in it? We already have several races in our group, and all is going well."
She thinks a moment, then remembers: "Oh the war! But now that there is peace, we should talk and trade, to show everyone it's better."
No society or religion either. Caitlin probably got what can be done with diplomacy, with the nat 20. Lindevaile Tindome could do an interpretive dance about tolerance, or improvise a solo theater act.

![]() |

Raphaeleos turns his focus on healing his allies and the hobgoblins. "Let's treat your wounds while I am working on mine." he offers Caitlin medical treatment.
DC 20 Medicine to Treat Wounds of Caitlin and Raphaeleos, Ward Medic w Healer's Gloves: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
Healing w Medic Dedication: 2d8 + 10 + 5 ⇒ (4, 7) + 10 + 5 = 26 HP for Caitlin and Raphaeleos
He calls also the injured guards. "You are wounded too, let me help you with that."
DC 20 Medicine to Treat Wounds of Injured Hobgoblins, Ward Medic w Healer's Gloves: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Healing w Medic Dedication: 2d8 + 10 + 5 ⇒ (3, 1) + 10 + 5 = 19 HP for Injured Hobgoblins
I have Religion +9.
While working on their wounds, he speaks to the merchant who is having a problem with hobgoblins. "These hobgoblins here are not necessarily bad. If they have done something wrong in the past and have repented for it, we can give them a second chance to change for the better, right? And having a bad one in the bunch doesn't mean the others are bad too."
Religion: 1d20 + 9 ⇒ (18) + 9 = 27

![]() |

"Hah! If you think hobgoblins are bad, you should see some of the nasty human bad guys I've fought!"
Zibini sends soothing magic towards the most injured of the guards.
No Medicine training--how about a 2nd-level soothe spell?

![]() |

My second healing should have been to the injured guards, not to the hobgoblins. I have confused myself about them with the guards.

![]() |

Raphaeleos begins the process to administer first aid to the guards.
To help, Akrag pulls out a set of healer’s tools while Gintka pulls out her field alchemy kit, lays out an impressive array of reagents on a tattered blanket and begins to mix salves.
As Zibini moves closer and begins to concentrate on the healing thoughts, Akrag nudges him. "Brother, I appreciate you can bend magic to your will. But let us use our expertise in field medicine to prove my squad's desire to help this merchant. It would go a long way, I think." he insists.
Anyone who wishes to aid Akrag and Gintka in treating the guards more comprehensively can try a Crafting or Nature check to help Gintka prepare antiseptics and wound sealants, or a Medicine check to help Akrag apply the treated bandages.
Caradrian listens to Lindevaile and Raphaeleos' entreaties. He takes a long moment to ponder their reasoning. "You all did work like one big team to take down those dastardly wolves. So impressive, really. Perhaps I still have much to learn about hobgoblins. Thanks to you all and I shall endeavor to have more faith in your kind in the future." He addresses the Sergeant directly.

![]() |

Lindevaile Tindome goes to look at Gintka's reagents. First, she looks at the collection. Then, she starts suggesting the choices. She picks up two, sniffs both and suggests: "This one. Fresher." Then she picks up two herbs, waves them near her ears and suggests one: "This sounds faster, it will help on a leg wound." Then she lays her hands on two, concentrates for a moment, then points one. "This feels friendlier, it will heal better."
Nature: 1d20 + 7 ⇒ (10) + 7 = 17
Rolling also Herbalism Lore as this sounds pretty much like it.
Herbalism Lore: 1d20 + 7 ⇒ (19) + 7 = 26

![]() |

"I dunno achlemy," says Zibini, "but if you tell me what to mix I can make it."
Crafting: 1d20 + 6 ⇒ (5) + 6 = 11

![]() |

He tries to help prepare wound treatment.
Nature: 1d20 + 1 ⇒ (19) + 1 = 20
Then looks at his own wounds.
"Anyone got anymore healing?"
He tries to bandage himself.
Medicine: 1d20 + 10 ⇒ (5) + 10 = 15

![]() |

The guards are now stable but remain unconscious as their bodies recover from blood loss and fight off infection.
As their bodies are placed onto the wagon and the children lifted aboard, Caradrian steps back over to your group. "You all have my gratitude for all you have done, and I will mind my manners in the future. Here take these, it is the least I can do to repay you for saving our lives."
He hands you a clinking satchel, then takes the reins of the wagon and departs.
Two moderate acid flasks and a moderate mistform elixir.
-------------------------------
You are able to rest at the homestead and fully recover overnight. Your journey continues to the southeast on less-traveled paths for nearly two more days. During this time, the stoic Iolite Squad members remain vigilant, knowing now that danger could come from hungry monsters and distrusting humanoids alike.
Along the way, Ozaril hangs back from his scouting duties and muses. "You all spoke of getting along with others in the Society. It's clear you treat Zibini as one of your own. Is this unique in the Society or do the Absalom-folk all see these same horizons?"

![]() |

"Zibini is nice and fun, and even saved my life! What's there not to like?" Lindevaile Tindome says to Ozaril.
"Absalom..." she collects her memories for a moment, "Well they took me in quite easily, but I guess elves are quite common. I haven't actually lived there for long, just few years. But from places I have been, Absalom is probably the most diverse. And it's in the middle of the sea, so any local disagreements and past wars don't affect their opinion that much. Worth a visit, at least, to see and feel for yourselves."

![]() |

Zibini laughs, but it fades out uncharacteristically.
"My experiences have been mixed."

![]() |

Raising his eyebrows in a display of hopefulness, Ozaril nods to Lindevaile "Then there is hope that we can integrate into society there..." he states before proudly adding "...should we desire.
"We will talk more, my friend." He whispers to Zibini, before bounding to the fore to scout ahead.
-----------------------------------------
The road from Kaer Maga continues south and east through the foothills. The group’s next destination is a small valley containing a training ground that the Society has prepared for the Pathfinders in advance. Checking your maps that were provided - the training ground is about four miles from the abandoned dig site that the Iolite Squad is tasked with exploring.
The Iolite Squad seems comfortable in the rocky terrain, and they grow more relaxed as the path takes the group farther away from the more crowded main roads. After a few miles, the winding path descends into a shallow, shrub-strewn valley. Soon, the path becomes obscured with foliage, but a small stream leads the way to a large cleared area. Small tables and a few crates of supplies stand neatly at the center of the area, and four nearby patches of flattened earth ring a sizable bonfire pit. To the south, a ramp leads into a labyrinth of trenches that stretches across the valley floor. About six feet deep, the trenches are blocked with a sign that reads “DANGER: for Pathfinder Society training purposes only. Keep Out!”
The Iolite Squad sets up camp in a matter of minutes. They move with efficiency and obvious eagerness to begin their joint training. Sergeant Drussem barks a few orders in guidance, and a minute later the four hobgoblins stand at the ready near the bonfire pit.
Drussem addresses the squad in Common. “Here begins your real training! We have fought together many times. This is something new. These Pathfinders have seen things that would surprise us. We know how to fight, how to scout, how to use every tactic to gain the slightest advantage."
She paces a bit to let her words sink in.
"We are the Iolite Squad! But soon, we will be more. To become Pathfinders, we must learn from Pathfinders. But we are not lazy students who wish to sit and read books in a dusty building. We will learn through experience. These Pathfinders are part of our team now, but there is much we can teach them as well. Let us show them what the Iolite Squad can do!”
There is about six hours to train with the Squad, and several activities to partake in. Each of the activities will take about three hours, so each of you can each try any two of them. Choices are...
DC 22 Acrobatics or Thievery check
Attempt a Strike against AC 20 using your highest proficiency with a weapon or magical tradition
DC 22 Arcana, Occultism, or Religion check or a DC 21 Lore check with an especially relevant Lore skill
DC 22 Crafting or Medicine check

![]() |

Raphaeleos nods at the inspiring word of Sergeant Drussem and begins training with the hobgoblins.
He starts by teaching them the Explore of the Pathfinder motto, sharing with them what artifacts to look for and what dangers might entail such artifacts.
DC 21 Religion to Understanding Artifacts and Lore: 1d20 + 9 ⇒ (15) + 9 = 24
He then practices with the skilled hobgoblins in smoke-working, trying hard not to burn himself in the process.
DC 22 Medicine to Learn the Art and Science of Smoke-Working: 1d20 + 11 ⇒ (4) + 11 = 15 (+1 if Healer's Glove applies)

![]() |

Zibini demonstrates his skills with obstacle avoidance. He's pretty good at it, but maybe not as good as they are...
Acrobatics: 1d20 + 9 ⇒ (3) + 9 = 12
He's also eager to show off his skills with a dogslicer, even if they are all in his head!
Spell Attack: 1d20 + 10 ⇒ (20) + 10 = 30
That first one is a critical failure, so let's try a Hero Point: 1d20 + 9 ⇒ (20) + 9 = 29. Acceptable.

![]() |

Lindevaile Tindome looks at the obstacle course, thinking. "Well. I could just use my scroll and jump over all of that, or blow them away with my wind, but you can't always do that in a real situation." She opens her butterfly fan, and waves it, saying: "Maybe Desna guides my steps. Hilyani." With the blessing, she tries to avoid the traps.
◆ Guidance on self, if allowed.
◆ Acrobatics: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
After finishing the obstacle course, she tries the hand-to-hand tactics. Again, she calls her goddess's blessing to guide her actions, then starts the exercise. "My tactics have a lot of air between us, so it's hand-to-fan tactics? Anyway, here goes!" she flicks her hand and fan toward the target.
◆ Guidance on self, if allowed.
◆ General air elemental attack Attack: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15

![]() |

Caitlin tries to show off her little-seen skills.
"You may have noticed I fight extensively with the bow. That comes, in part, from my elven upbringing. I am also well-versed in hand-to-hand combat and the destruction of the undead."
Exchange of Hand-to-Hand Tactics
Elegant, yet vicious, unarmed combat: 1d20 + 10 ⇒ (11) + 10 = 21
Understanding Artifacts and Lore
Ghost or Skeleton Lore: 1d20 + 8 ⇒ (20) + 8 = 28

![]() |

were we able to rest?
Harsk shows how to use his axe. He swings at a dummy.
"All you recruits watch this"
attack: 1d20 + 12 ⇒ (6) + 12 = 18
He frowns.
He tries to bind a wound.
Medicine: 1d20 + 10 ⇒ (7) + 10 = 17
using a hero point
attack: 1d20 + 12 ⇒ (13) + 12 = 25

![]() |

@Harsk Since the fight, yes. Overnight at the homestead. Fully healed.

![]() |

@Lindevaile It is a continual application of your skills over the period, so no guidance unfortunately.
Lindevaile reroll: 1d20 + 8 ⇒ (12) + 8 = 20
Dred Shot: 1d20 + 16 ⇒ (6) + 16 = 22
Dred Acroabtics: 1d20 + 11 ⇒ (3) + 11 = 14
Zibini, Lindevaile, and Dred are able to complete the obstacle course and teach the Iolite Squad a few new things about the sort of traps that are likely to appear in ancient ruins. Additionally, their explanations and feedback are swift, accurate, and clear. As a result, the Iolite Squad has plenty of time to practice the techniques demonstrated.
After a few bouts, the Pathfinders and the hobgoblins size each other up and determine exactly how best to complement one another’s fighting abilities. With a few more rounds, you each learn something new and the Iolite Squad gains a newfound respect for how you all handle yourself in a fight. They are particularly impressed with Zibini's strange faux weapon.
During their time discussing handling of great items, Caitlin and Raphaeleos explain the practical use of ancient artifacts and lore in such a way that the hobgoblins begin connecting this knowledge to their own experiences and recognizing situations in which thorough documentation and extensive research (as per usual in the Society) might have helped them.
Unfortunately, Harsk and Raphaeleos receive a few minor burns for their time dabbling around in the smoke pits, and their eyes won’t stop watering for a few hours.
Time for another hero point and we will gift it to Lindevaile for doing her best to establish a rapport with the Squad.
-------------------------------
As you are taking a short respite after training, Ozaril makes sure to subtlety isolate Zibini from his companions - out of earshot. He speaks low - and in Goblin.

![]() |

"Oh, I forgot these, drink them if I feel I have to call the darkness," Lindevaile Tindome says and gives everyone not having darkvision a lesser elixir of darkvision.
On their rest, when Ozaril is chatting with Zibini, Lindevaile Tindome goes to the most open spot on the training area, letting the wind blow at her face. She chats with the rest of the hobgoblins, asking about their plans: "You know, we travel around a lot. Where would you like to go on a mission? North, south, deserts, forests? And what kind of things interest you the most, ancient artifacts or new friends?"

![]() |

Sergeant Drussem speaks up for the group first "Friends and allies are quite important. The Iolite Squad recently earned special recognition from General Azaersi for our impressive service record in securing allies in the fight against the Whispering Tyrant. We are proud to serve Oprak and view our new nation as a symbol of hobgoblin strength and endurance in the face of adversity. It would be an honor to spread that distinction to the four winds. Bring it on!"
With a nod to the sergeant, Akrag smiles. "Oh, but artifacts have a place too, at least to some of us. I've heard of your esteemed Chronicles and I wish to see one with my own eyes someday. The Pathfinder Society has much to offer in terms of knowledge, resources, and practical experience, and I hope that our presence can help to secure more for... he searches for the word "...posterity".
Gintka looks up, then quickly down again to avoid any eye contact. "I want to go to Alkenstar..."

![]() |

"Ha! No. Where would I be without the Pathfinders? Still in Absalom, probably. Which isn't so bad, but... the Society gives me direction and opportunities. I've been all over the world! I wouldn't have fought so many zombies or that one giant evil moth thing. And I didn't have to do it alone. I get to explore and cooperate! I tolerate reporting."
Zibini tilts his head and considers Ozaril. "Why don't you? What use is your squad, then?"

![]() |

"Well exploring and traveling does seem like it would be a life well-lived. Although, a giant moth doesn't sound like much of a challenge. I bet it must feel nice to know you have their back and they yours. I guess I judged your situation too quickly." Ozaril contemplates and breaks free to join the rest of the group.
-----------------------------------------------
The next day, you set off for the true mission at hand. Have you truly prepared the hobgoblins, rather than rushing them through their training for the sake of a quick and convenient allegiance with Oprak?
A few miles from the training grounds, a stone edifice rises against the northern slope of the valley. Thick vines drape over a fifty-foot-wide archway that leads into the structure and cover most of the rough-hewn stone around it. A cool wind carries the faint stench of dust and decay from the ruins.
The interior of the abandoned dig site is dark, though the room at the entrance is dimly lit by the morning sunlight. The ceilings are about 10 feet high in most places, though they arch to 15 or 20 feet high in the larger chambers. The floor and walls are roughly hewn stone.
Akrag takes a few moments to explore the entrance to the ruin. Rough stairs descend to the left and right and lead to multiple hallways. He holds up a hand to warn the others to halt. “Possible traps—all routes compromised. Status unclear. Request assistance locating, will attempt disposal.”
To proceed through this area, the Iolite Squad must disarm the traps or suffer their consequences. Akrag takes the lead. You can each help him to find traps with a successful DC 21 Perception check.

![]() |

Lindevaile Tindome stops to feel the cool wind for a moment. "Abandoned by civilization, but still alive. Take care, there may be something wilder around", she analyses the stench.
She carefully sneaks after Akrag, trying to look for traps. "I can help to get past them, I know something about traps and maybe some can be triggered safely by my magic from afar. But are there any, I'm not sure, maybe... could that be...?"
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Well... I got another hero point and can save us from critical failure in trap detection.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10 Hero point!
Well that was disappointing.