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Griss glares at red before moving over and repeatedly striking him.
◆Intimidation, Demoralize: 1d20 + 17 ⇒ (3) + 17 = 20
◆Stride
◆War Flail: 1d20 + 16 ⇒ (2) + 16 = 18 -- Damage: Bludgeoning+Negative: 2d10 + 6 + 7 ⇒ (5, 4) + 6 + 7 = 22
◆War Flail: 1d20 + 16 - 5 ⇒ (8) + 16 - 5 = 19 -- Damage: Bludgeoning+Negative: 2d10 + 6 + 7 ⇒ (1, 2) + 6 + 7 = 16

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**HOUSE GM ANNOUNCEMENT**
The crackle of flame and cries of pain echo down the street as panicked townsfolk flee from invaders. A swarm of small, winged fiends dangle a man in fine clothing by his ankle above a horse trough. Four horses, still harnessed to the remnants of a smashed carriage, careen by, their eyes wild with fear. With a loud crack, a water tower atop a nearby building collapses and falls, the torrent of water overturning carts and sweeping fleeing elves from their feet.
“Pathfinders!” Fola Barun calls out, quickly gathering all the agents at hand. “The defenses have fallen, and the people of Folien need our help! Spread out and do what you can to drive off these fiends. Try to find out what they’re after and put a stop to that too, if you can. Whatever it is, it can’t be good!”
”Your hard work trying to keep Nathatel and his forces out of the town is not without benefit, though, as Nathatel’s servants are finding the going harder than they would like”.
Table GMs, Defense Events 1-4 are now available and the Know Your Enemy condition (carried over from Part 2) is now in effect.

GM Super Zero |

Spry as ever, the elf evades all attacks and rolls away from the surrounding enemies. Moving back a little farther he turns--and whips a dagger at Nagaikaze that none of them even saw him draw. Even so, the blade is far off-target.
Nagaikaze/Griss/Flame: 1d3 ⇒ 1
* Step, * Stride, * Hidden Blade Dagger (flat-footed): 1d20 + 12 ⇒ (7) + 12 = 19
All PCs' turns.
Initiative:
Griss (96/120, Raging, Quickened)
Red Ambush Spy (-20, Anjo's Prey)
Nagaikaze (106/106)
Anjo (92/92)
Crafty Herb (41/41)
> - Flame (28/42)
BakBat (62/62)

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Anjo, having switched prey, unloads a flight of arrows.
Hunted Shot 1: 1d20 + 16 ⇒ (6) + 16 = 22 Dmg wGW: 2d8 + 7 ⇒ (7, 1) + 7 = 15
Hunted Shot 2: 1d20 + 13 ⇒ (14) + 13 = 27 Dmg: 2d8 + 3 ⇒ (6, 4) + 3 = 13
Strike 3: 1d20 + 10 ⇒ (8) + 10 = 18 Dmg: 2d8 + 3 ⇒ (5, 4) + 3 = 12
Strike 4: 1d20 + 10 ⇒ (5) + 10 = 15 Dmg: 2d8 + 3 ⇒ (8, 4) + 3 = 15

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"You are brave, little Eel, or maybe mad, but you must stop now."
Action 1 ◆ Stride (NE, E)
Action 2 ◆ Grapple(with Guidance)
Athletics#1 vs Red: 1d20 + 18 + 1 ⇒ (8) + 18 + 1 = 27
Action 3 ◆ Flurry of Blows
Falling Stone Strike#2 vs Red: 1d20 + 11 ⇒ (6) + 11 = 17 forBludgeoning, Nonlethal, Forceful: 2d8 + 6 ⇒ (7, 3) + 6 = 16
Falling Stone Strike#3 vs Red: 1d20 + 6 ⇒ (5) + 6 = 11 forBludgeoning, Nonlethal, Forceful: 2d8 + 6 + 2 ⇒ (3, 7) + 6 + 2 = 18
Damage combines. If either hits and damages I will attempt to use Stunning Fist - Fort save DC 23

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BakBat moves to get within range of Red.
Pointing at Red, BakBat shouts, "Schick Fayeer!"
Casting Produce Flame: 1d20 + 15 ⇒ (11) + 15 = 26for: 4d4 + 4 + 3 ⇒ (4, 3, 1, 2) + 4 + 3 = 17 fire damage

GM Super Zero |

The last elf desperately cuts most of the arrows from the air. He fends off Flame, but Nagaikaze is able to grab him. He twists away from his fists, though.
BakBat's spell is a direct hit, though, and he winces at the flames.
One hit from Anjo. Flame misses. Nagaikaze successfully grapples, but his strikes both miss. BakBat's spell hits and bloodies him.
Griss's turn.
Initiative:
Griss (96/120, Raging, Quickened)
Red Ambush Spy (-50, bloodied, Grabbed by Nagaikaze, Anjo's Prey)
Nagaikaze (106/106)
Anjo (92/92)
Crafty Herb (41/41)
> - Flame (28/42)
BakBat (62/62)

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Letting out a mighty roar red moves over to Red and swings at him.
◆Intimidation, Demoralization: 1d20 + 17 ⇒ (2) + 17 = 19
◆Stride
◆War Flail: 1d20 + 16 ⇒ (17) + 16 = 33Damage: Bludgeoning+Negative: 2d10 + 6 + 7 ⇒ (7, 7) + 6 + 7 = 27

GM Super Zero |

"You'll never beat me," the attacker says, unfazed, "I'll stand for Nath--"
Whether he's afraid of it or not, Griss's flail still hits him hard across the face, which ends his declaration abruptly.
Failed Demoralize, but that crit takes him down.
Defense Success reported.

GM Super Zero |

The Pathfinder team doesn't have long before they encounter more trouble as they return to town.
No 10-minute rest this time, though anything you can do quickly on the run can be done.
A group of fiends surround a terrified family huddled against a wall, the monsters laughing and screeching as they advance. Suddenly, a bolt of lightning crackles through the fiends, accompanied by a cacophonous peal of thunder. As the smoke clears, most of the fiends lie dead. Venture-Captain Ciobanu points to those remaining and says “Oh good. Pathfinders, finish them off, would you?” before rushing away.
The reddest demon howls in fury, a terrifying howl that cuts into Crafty. It then reaches towards the family--but ignores them for now as they cower, scooping up a broken brick which it hurls at Nagaikaze.
** Cast fear (DC 20 Will save for Crafty Herb), * Hurled Debris Strike that hits Nagaikaze for 12 bludgeoning damage.
Initiative:
Red Demon
Crafty Herb (41/41, DC 20 Will vs fear)
>- Flame (28/42)
Anjo (92/92)
Green Demon
BakBat (62/62)
Nagaikaze (94/106)
Griss (96/120)
Blue Demon
Purple Demon
Blue: 1d20 + 10 ⇒ (20) + 10 = 30
Green: 1d20 + 10 ⇒ (20) + 10 = 30
Purple: 1d20 + 10 ⇒ (17) + 10 = 27
Anjo: 1d20 + 16 ⇒ (8) + 16 = 24
BakBat: 1d20 + 10 ⇒ (9) + 10 = 19
Griss: 1d20 + 11 ⇒ (6) + 11 = 17
Nagaikaze: 1d20 + 12 ⇒ (4) + 12 = 16
Crafty Herb: 1d20 + 13 ⇒ (11) + 13 = 24
Crafty/Flame/Anjo/BakBat/Nagaikaze/Griss: 1d6 ⇒ 4
Griss/Nagaikaze: 1d2 ⇒ 1
Attack: 1d20 + 11 ⇒ (12) + 11 = 23 for bludgeoning damage: 2d6 + 4 ⇒ (5, 1) + 4 = 10

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Anjo hunts prey on the lead demon (red) Triggers Monster Hunter +10 Religion +7 Occult
Anjo fires two quick arrows.
HS 1: 1d20 + 16 ⇒ (12) + 16 = 28 Damage: 2d8 + 3 ⇒ (6, 7) + 3 = 16
HS 1: 1d20 + 13 ⇒ (13) + 13 = 26 Damage: 2d8 + 3 ⇒ (8, 4) + 3 = 15
Anjo then moves backwards, keeping his distance.

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Will DC20: 1d20 + 13 ⇒ (10) + 13 = 23
Crafty's mind resist to the worst effect of the fear, still shaken, he commands Flame to attack the demon.
He tries to remember something useful about the creature. Recall Knowledge Religion +10
Then moves.
(◆) Command Animal
(◆) Recall Knowledge
(◆) Stride

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**HOUSE GM ANNOUNCEMENT**
Above the cacophony of the battle, Fola cries out, “We’re holding our own, but they aren’t slowing down! Keep pushing back!”
The Inspired Defense condition is now in effect (GMs see note in Discord).

GM Super Zero |

Anjo's arrows both hit home, thudding into the demon's thick flesh. He isn't sure what they are, beyond some kind of demon.
While Flame isn't as effective at attacking, Crafty recognizes them as abrikandilus--wrecker demons. They despise beautiful things and do everything in their power to destroy both people and objects regarded as such, and the only thing one of them despises more than beauty is their own visage. He knows that, like most demons, they're vulnerable to both cold iron and good damage.
Initiative:
Red Demon (-31)
Crafty Herb (41/41)
>- Flame (28/42)
Anjo (92/92)
Green Demon
BakBat (62/62)
Nagaikaze (94/106)
Griss (96/120)
Blue Demon
Purple Demon
Crafty: 1d20 + 10 ⇒ (11) + 10 = 21

GM Super Zero |

The demon with the most greenish horns moves up to Flame. After closing with the kitty, it tries to bite him with mangled teeth.
Flame quickly evades the attack, but then gets hit by raking claws.
* Stride, * Strike Jaws: 1d20 + 14 ⇒ (5) + 14 = 19, * Strike Claws (MAP): 1d20 + 10 ⇒ (12) + 10 = 22 for slashing damage: 2d6 + 4 ⇒ (3, 3) + 4 = 10
BakBat, Nagaikaze, and Griss's turns.
Initiative:
Red Demon (-31)
Crafty Herb (41/41)
>- Flame (18/42)
Anjo (92/92)
Green Demon
BakBat (62/62)
Nagaikaze (94/106)
Griss (96/120)
Blue Demon
Purple Demon

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Hoping to block the route to Anjo, and bearing in mind his Goblin allies liking for fireballs, Nagaikaze moves forward to stand at Flame's side and strike at the Red demon. He doesn't see much point in trying to take a demon alive.
Action 1 ◆ Enter Mountain Stance (AC increases to 27, movement decreases to 40 feet)
Action 2 ◆ Stride (SW, W, W, W, S)
Action 3 ◆ Flurry of Blows
Falling Stone Strike#1 vs Red: 1d20 + 16 ⇒ (1) + 16 = 17 forBludgeoning, Forceful: 2d8 + 6 ⇒ (4, 2) + 6 = 12
Falling Stone Strike#2 vs Red: 1d20 + 11 ⇒ (19) + 11 = 30 forBludgeoning, Forceful: 2d8 + 6 + 2 ⇒ (7, 3) + 6 + 2 = 18
Damage combines. If either hits and damages I will attempt to use Stunning Fist - Fort save DC 23

GM Super Zero |

Fort: 1d20 + 15 ⇒ (17) + 15 = 32
The demon guffaws as it evades the first blow, but the second leaves it reeling.
17 is a miss, but 30 is a crit. That bloodies it.
BakBat and Griss's turns.
Initiative:
Red Demon (-67, bloodied)
Crafty Herb (41/41)
>- Flame (18/42)
Anjo (92/92)
Green Demon
BakBat (62/62)
Nagaikaze (94/106)
Griss (96/120)
Blue Demon
Purple Demon

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Bracing himself, Griss charges forward and strikes.
◆Rage
◆Stride
◆War Flail: 1d20 + 16 ⇒ (6) + 16 = 22Damage: Bludgeoning+Negative: 2d10 + 6 + 7 ⇒ (3, 10) + 6 + 7 = 26

GM Super Zero |

BakBat hurls a bead of flame into the center of the demons, which bursts into a great fireball.
fire damage: 8d6 ⇒ (2, 6, 3, 6, 1, 1, 4, 3) = 26
Red Reflex: 1d20 + 9 ⇒ (13) + 9 = 22 26 damage, dead
Blue Reflex: 1d20 + 9 ⇒ (16) + 9 = 25 13 damage
Green Reflex: 1d20 + 9 ⇒ (19) + 9 = 28 13 damage
Purple Reflex: 1d20 + 9 ⇒ (6) + 9 = 15 52 damage, bloodied
Griss's flail smacks the second demon solidly over the head.
Hit, and bloodied.
The next demon moves forward, circling around Nagaikaze. The cook lashes out at is as it moves. He hits, but doesn't stop it from getting behind Flame. He does manage to attract its ire, splitting its attention between himself and Flame.
Nagaikaze's Stand Still: 1d20 + 16 ⇒ (9) + 16 = 25 for bludgeoning damage: 2d8 + 6 ⇒ (4, 8) + 6 = 18
Nagaikaze/Flame: 1d2 ⇒ 1
Jaws: 1d20 + 14 ⇒ (13) + 14 = 27 Hits Nagaikaze for piercing damage: 3d6 + 4 ⇒ (2, 4, 4) + 4 = 14 and make a DC 21 Fort save against its Mutilating Bite. On a failure, take a -1 penalty to Charisma-based checks, reduced by 1 every 24 hours.
Claws: 1d20 + 10 ⇒ (9) + 10 = 19 Hits Flame while flanking for slashing damage: 2d6 + 4 ⇒ (5, 2) + 4 = 11
The remaining demon moves up to Nagaikaze as well. This one also manages to bite him with cursed mangled teeth that seem to twist and warp flesh. He does avoid its claws, though.
Jaws: 1d20 + 14 ⇒ (13) + 14 = 27 Hits for piercing damage: 3d6 + 4 ⇒ (1, 2, 1) + 4 = 8 and make a DC 21 Fort save against Mutilating Bite. If both saves are failed, the penalty is cumulative.
Claws: 1d20 + 10 ⇒ (12) + 10 = 22 Miss[/ooc]
Crafty Herb and Anjo's turns.
Initiative:
Crafty Herb (41/41)
>- Flame (7/42)
Anjo (92/92)
Green Demon (-39, bloodied)
BakBat (62/62)
Nagaikaze (72/106, DC 21 Fort vs Mutilating Bite, DC 21 Fort vs Mutilating Bite)
Griss (96/120)
Blue Demon (-31)
Purple Demon (-52, bloodied)

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Fort Save: 1d20 + 16 ⇒ (6) + 16 = 22
Fort Save: 1d20 + 16 ⇒ (4) + 16 = 20
Nagaikaze looks hopefully at Flame, thinking that if they flank Blue they might be able to finish it off together while it is distracted by trying to flank with Purple.

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Anjo watches the fireball and can't help but smirk. "Goblins really do love their fire."
Anjo focuses on the demon with the green horns and fires a flurry of arrows Triggers Monster Hunter again.
HS 1: 1d20 + 16 ⇒ (3) + 16 = 19 Damage: 2d8 + 3 ⇒ (3, 2) + 3 = 8
HS 1: 1d20 + 13 ⇒ (19) + 13 = 32 Damage: 2d8 + 3 ⇒ (5, 7) + 3 = 15
Crit?: 1d10 ⇒ 3
If dead, Anjo Hunt's Prey on pink...which triggers another Recall Knowledge.

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"BakBat love fire!"
Because of Blood magic, one of the four demons get 4 additional fire damage. It's probably best at this point to choose one of the four randomly.
Also, because of the Burn It feat, all of them get 2 additional fire damage (halved if they made their save).

GM Super Zero |

Green/Blue/Purple: 1d3 ⇒ 1 Thank you, corrected.
Anjo's first arrow lands in the demon's chest, and the second through its eye.
He remembers that the only thing abrikandilus hate more than beautiful things is the sight of their own faces. They loathe mirrors and are compelled to destroy them, and brandishing one while threatening them can have as surprising effect. In general, they're a lot more physically sturdy than mentally.
I'm not sure the mirror thing is very practical once you're already in combat with them, so I'll also give you their worst defense: Will.
Crafty Herb, BakBat, Nagaikaze, and Griss's turns.
Initiative:
Crafty Herb (41/41)
>- Flame (7/42)
Anjo (92/92)
BakBat (62/62)
Nagaikaze (72/106, -1 status to Cha-based checks 24 hours)
Griss (96/120)
Blue Demon (-32)
Purple Demon (-56, bloodied, Anjo's Prey)
Monster Hunter: 1d20 + 10 ⇒ (10) + 10 = 20

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BakBat will move a bit closer, and target Purple with Produce Flame: 1d20 + 15 + 1 ⇒ (3) + 15 + 1 = 19
Purple will take 4 fire (bloodline) damage.
Fire damage: 4d4 + 4 + 2 ⇒ (2, 1, 4, 4) + 4 + 2 = 17 fire (and Burn It!) damage

Flame - animal companion |

Flame attacks the one his master showed Blue
Jaw vs Blue FF: 1d20 + 11 ⇒ (12) + 11 = 23
Damages, P +1F: 2d6 + 3 + 1 + 1d4 ⇒ (4, 5) + 3 + 1 + (4) = 17
Claw (agile) vs Blue FF: 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23
Damages, S +1F: 2d4 + 3 + 1 + 1d4 ⇒ (2, 3) + 3 + 1 + (4) = 13

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Nagaikaze worries that Flame is still next to 2 demons and hopes that at least one of them gets removed before they have a chance to hurt the pretty cat.
”Now you are the pretty one!” he says as he attacks the demon.
Action 1 ◆ Use Mountain Stronghold (AC increases to 29 till my next turn)
Action 2 ◆ Demoralise Blue
Intimidate: 1d20 + 12 - 1 ⇒ (7) + 12 - 1 = 18
Action 3 ◆ Flurry of Blows
Falling Stone Strike#1 vs Red: 1d20 + 16 ⇒ (15) + 16 = 31 forBludgeoning, Forceful: 2d8 + 6 ⇒ (8, 8) + 6 = 22
Falling Stone Strike#2 vs Red: 1d20 + 11 ⇒ (15) + 11 = 26 forBludgeoning, Forceful: 2d8 + 6 + 2 ⇒ (4, 7) + 6 + 2 = 19
Damage combines. If either hits and damages I will attempt to use Stunning Fist - Fort save DC 23

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That is meant to be against Blue.
Left Red in due to copy and paste.
Sorry.

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Alternatively, if part 1 drops Blue let Purple have part 2.

GM Super Zero |

If only BakBat didn't have to aim around all of these pesky allies that are far too tall for their own good.
As it is, his flames miss the mark.
Flame, on the other hand, doesn't miss. He nearly guts one of the demons, enabling Nagaikaze to finish them both off.
]BakBat misses.
Flame hits twice.
Nagaikaze Successfully Demoralizes, crits and finishes Blue, then hits and finishes Purple.
The grateful elven family gives the party an ornate prayer book to Yuelral, saying that it has always brought them luck. Tucked inside is a 3rd-level scroll of heal.
Defense success reported.

GM Super Zero |

It isn't long before the Pathfinders again encounter a familiar face.
"No, no, you have to hold this position! Where are you going?" Eando Kline growls in exasperation as a squadron of terrified volunteer guards breaks ranks and flees. Noticing the approaching agents, he gestures to the remaining locals nervously holding defensive positions around the square. "These folks have depended on the wards that protected this place for too long. Now that things have turned sour, they're panicking." He sighs and gestures to the guards. "Do a lap around, see if you can't get their heads right. If they can't hold these positions, the whole town will be lost."
There are many ways the Pathfinders might rally the townsfolk to the town's defense, such as giving an inspirational speech (Diplomacy), breaking the tension with a joke (Deception), quickly imparting some battle-won wisdom (Warfare Lore), or helping erect barricades and other battlements (Crafting)
Describe what you're doing to help rally the defenses, and make whatever kind of check makes sense. Remember, everyone gets a +1 circumstance bonus to their skill checks from the Know Your Enemy condition allowing the PCs to be more deliberate in their choices because the enemies are slowed by the remnants of the town's defenses).

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"Listen up!" Griss shouts. "Things are frightening right now, and I get that, but if you don't pull it together you don't have a chance."
Griss then goes on to organize some of the squadron into smaller groups.
Lore, Warfare: 1d20 + 9 ⇒ (2) + 9 = 11

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Anjo refocuses while crafting wooden caltrops from the nearby woods.
Crafting: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20

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"BakBat says people should defend their stuff. Otherwise, other people get their stuff. And, the people lose their stuff.
Diplomacy: 1d20 + 16 ⇒ (4) + 16 = 20

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[plagiarism]
"Hold your ground! Hold your ground!"
"Not you...go to the Inn...fetch their big cauldron."
"Sons and daughters of Folien, of Kyonin, my brothers in arms, I see in your eyes the same fear that would take the heart of me."
"You...go help with the cauldron...bring it back with fresh, clean water."
"A day may come when the courage of elves fails, when we forsake our friends and break all bonds of fellowship, but it is not this day."
"You...go fetch fish from the Dockhouse...and whatever other meats you use...or tofu?"
"An hour of demons and shattered shields, when the age of men comes crashing down, but it is not this day!"
"You...go fetch green leafy vegetables from the Farmer's Market...and mushrooms."
"This day we fight!!"
[/plagiarism]
"You...go to the Apothecary...bring herbs and spices."
"And eat CHANKONABE!!"
"Nothing strengthens the body and bolsters the mind like good food...we'll make stew together, eat together, fight for our lives and homes together. It will be good...you'll see."
Diplomacy: 1d20 + 15 - 1 + 1 ⇒ (14) + 15 - 1 + 1 = 29

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Crafty is not a talkative person, having lived so long he learned a lot but death was the only friend that stays along him...
But he knows the forest, he knows the elf and clearly his mind and hands, even frail now, are able to help rebuild and reinforce the defenses.
Craft: 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17
Craft (HP): 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17

GM Super Zero |

One of the elf warriors bursts into tears as Griss promises them that everyone is going to die. Failure. No gain, no loss.
Anjo's traps look like they'll be effective at slowing the enemies' advance, which reassures the defenders. Crafty helps, but it's not quite enough to improve morale any more. Success and failure. 1 Bravery Point.
BakBat's assurances about the importance of protecting stuff prove more sagely wisdom. Sucess. 1 Bravery Point.
Nagaikaze's speech (and soup) really bolsters the town! +2 circumstance bonus makes this a critical success (although you didn't need it). 2 Bravery Points.
Defense success reported.

GM Super Zero |

Rallied by the Pathfinders, a grateful shopkeeper emerges with bags of supplies that he's gathered to distribute to groups of guards and defenders. The bag that he gives to the Pathfinder team contains four lesser elixirs of life and a lesser cold iron blanch.
"Friends! Over here!" an older elf calls (image on the Slides), waving from beside a small fountain bearing a statue of Yuelral near the center of the town square. "I'm Marilindae. Do you have a minute to help me? I'm trying to restore some of the town's magical defenses. I have a quick ritual that I think should work, but I can't do it on my own. It won't completely replace them, but it might help stop any more fiends from getting in. Would you help me?"
Marilindae is attempting to cast a modified fey abeyance ritual designed to protect against fiends instead of fey. This version of the ritual has a shortened casting time, but also a significantly reduced duration.
He quickly draws a circle inscribed with three crystal shards around the fountain in chalk. He hands the Pathfinders a bag of uncut crystals and asked them to hang them around the square.
Each PC should attempt an Occultism, Perception, or Religion check to identify appropriate places for the crystals, or a Crafting or Thievery check to affix the crystals. Success here will grant a bonus to checks made during the ritual.

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"Yes. Eando Kline said something about depending on wards. What happened to them I wonder?"
"Maybe over here?"
perception: 1d20 + 12 ⇒ (5) + 12 = 17

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Paizo
**HOUSE GM ANNOUNCEMENT**
Our forces have risen to the defense of the town and are starting to push the attackers back!
Table GMs, the Turning Tides condition is now in effect

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**HOUSE GM ANNOUNCEMENT**
All available agents! Nathatel is up to something at the southern end of town. If we don’t put a stop to whatever he’s doing, it won’t matter how many quasits we kill. Get down there as quickly as you can! If we hurry, we might be able to interrupt him before he’s ready!
GMs, please swiftly wrap up your encounters and proceed to Defense Event 5/Area G. The Evil Interrupted condition is in effect.

GM Super Zero |

The Turning Tides condition means that, once during Part 3, each of you can roll twice and take the better result on one attack roll, saving throw, or skill check. Don't worry--Part 3 is a multi-part, uh, Part, and Event 5 is part of it. Don't feel you have to use that right now.
But in the interest of "wrapping up as quickly as you can," let's also add the second round of skill checks for this encounter.
Once the crystals have been placed around the square, Marilindae explains that he needs secondary casters for the ritual, as well as guards to ensure he's not interrupted while it is underway.
He needs at least two secondary casters, though there's no limit.
Secondary casters can attempt DC 22 Crafting, Intimidation, Occultism, or Performance.
Anyone who doesn't can guard, attempting a DC 20 Perception, Acrobatics, Athletics, or Intimidation check.
Everyone gets a +2 circumstance bonus to these checks if at least two PCs succeed on the checks for placing crystals.

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Anjo attempts to affix the crystals in the proper place.
Thievery: 1d20 + 13 ⇒ (19) + 13 = 32
Anjo then stands guard.
Perception: 1d20 + 16 ⇒ (5) + 16 = 21

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Crafty tries to be better to affix the crystal than to build barricades.
Crafting: 1d20 + 13 ⇒ (12) + 13 = 25
Then he helps Marinlindae doing the ritual.
Crafting: 1d20 + 13 ⇒ (19) + 13 = 32

GM Super Zero |

The placement of the crystals is expertly done, making the ritual a little easier.
Everyone gains a +2 circumstance bonus to their checks during the ritual.
Anjo's alertness helps keep some minor demons at bay, while Crafty's help with the ritual proves invaluable.
A success and a critical success for 3 Ritual Points. That's already enough to succeed, but two more would be a critical success and grant additional benefits.
Nagaikaze, BakBat, and Griss's turns.
At least one must make a DC 22 Crafting, Intimidation, Occultism, or Performance to assist with the ritual.
Others may make a DC 20 Perception, Acrobatics, Athletics, or Intimidation check. to guard.

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Crafting or Thievery check to affix the crystals. Success here will grant a bonus to checks made during the ritual.
Thievery: 1d20 + 15 ⇒ (3) + 15 = 18
Secondary casters can attempt DC 22 Crafting, Intimidation, Occultism, or Performance.
Intimidation: 1d20 + 14 ⇒ (9) + 14 = 23