
GM ShadowLord |

By the looks of the runes on the cage, Kadosh picks up that this prisoner, who he correctly identified as Nukiak, is near death. Worse yet, she's contained inside a soul-draining cage. Anything that touches the cage bars, door or lock will trigger a burst of negative energy that would surely kill the prisoner.

GM ShadowLord |

As Hakata leans in to examine one of the severed hands on the shelf, a soft scratching noise fills the chamber. To his horror, the hands twitch violently, fingers flexing as if waking from some nightmare. Suddenly, they spring to life, launching themselves from the shelves, the tables, and the floor. A wave of crawling hands scuttles across the ground, their grotesque forms gathering together to form a writhing, skittering mass.
Before Kadosh or Hakata can react, the swarm of severed hands overtakes them, crawling up their legs and torsos with terrifying speed. The hands form into tight, powerful fists, pummeling them relentlessly, while others scratch and tear with jagged nails, digging deep into flesh. A few of the hands clamp onto their throats, squeezing with unnatural strength, while two more pry at their mouths, trying to force their way inside.
Hakata Damage: 3d6 + 11 ⇒ (6, 2, 5) + 11 = 24 DC20 Reflex for half. Failure also knocks you prone.
Hakata Damage: 3d6 + 11 ⇒ (5, 5, 2) + 11 = 23 DC20 Reflex for half. Failure also knocks you prone.
Kadosh Damage: 3d6 + 11 ⇒ (3, 2, 3) + 11 = 19 DC20 Reflex for half. Failure also knocks you prone.
Kadosh Damage: 3d6 + 11 ⇒ (6, 1, 3) + 11 = 21 DC20 Reflex for half. Failure also knocks you prone.
Valda: 1d20 + 4 ⇒ (17) + 4 = 21
Hakata: 1d20 + 7 ⇒ (9) + 7 = 16
Strong Jaw: 1d20 + 2 ⇒ (15) + 2 = 17
Veshka: 1d20 + 5 ⇒ (5) + 5 = 10
Kadosh: 1d20 + 5 ⇒ (4) + 5 = 9
Baddies: 1d20 + 11 ⇒ (16) + 11 = 27

Kadosh |

Reflex (expert): 1d20 + 12 ⇒ (19) + 12 = 31
Reflex (expert): 1d20 + 12 ⇒ (3) + 12 = 15
HP 53/74
AC 23
Fort +13, Ref +12, Will +10
Hero points: 3
Effects:
"What did you do?!" Kadosh cries as he flees from the first group of hands -- right into the second, which knock him down.
He climbs back to his feet, sizing up the enemy before retreating to put some space between himself and his companions. Hoping to move to a spot that a swarm can't get me and more than one other person -- but also where I may be able to Reactive Strike if they move onto me/someone else.[/oocc]
[ooc]Stand, Exploit Vulnerability, Stride
Lore (esoteric) (trained) to Exploit Vulnerability vs. standard DC of creature's level: 1d20 + 12 ⇒ (6) + 12 = 18
React to Implement's Interruption if target of Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Battleaxe: 1d20 + 13 ⇒ (9) + 13 = 22
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (8) + 5 + 4 = 17

Strong Jaw |

Strongjaw merely winks at Kadosh's inquiry. The Witch begins to lift his Staff of Healing but then the disturbing distraction of disgustingly determined severed hands begins to descend of decent folk!
Well Dat happens.
The Goblin screams at the crawling hands!
Intimidation(T) to Demoralize: 1d20 + 12 ⇒ (19) + 12 = 31
The Songsinger is backing away as Tanngrisnir promptly places them far away away from those creepy things, Strongjaw calls on a Personal Blizzard to hide those nasty crawling hands!
Personal Blizzard Fortitude DC 22: 1d6 + 1d6 ⇒ (6) + (4) = 10 Persistent
The Witch then calls a Guidance on Valda!

Hakata |

Reflex: 1d20 + 12 ⇒ (11) + 12 = 23
Reflex: 1d20 + 12 ⇒ (7) + 12 = 19
The waves of hands crawl over Hakata, knocking him to the ground and doing quite a bit of damage.
He stands up and scrambles back, then gestures for the earth to erupt onto the hands!
Stand, Stride, Cast earth's bile
fire: 2d4 ⇒ (2, 2) = 4 & bludgeoning: 2d4 ⇒ (2, 3) = 5 plus 2 p. fire
DC 22 Reflex, 10-foot area

Veshka. |

"I was going to have to lend her some strength in any case."
Veshka clenches her long, sharp claw-nails into her palms, bleeding strength out to all living things surrounding her.
HHHeal: 3d8 ⇒ (5, 3, 8) = 16 DC 22 Basic Will for the hands (assuming they're undead and not constructs)

Catamoch |

Catamoch trots over, excited to stamp the hands into a bloody smear.
If he's in reach, attack, if not, Stride to be next to the hands, but hopefully not clumped up with friendlies
Hoof: 1d20 + 15 ⇒ (14) + 15 = 29
Bludgeoning: 2d6 + 4 ⇒ (3, 1) + 4 = 8

Valda |

Valda attacks the hands! Her immanence moves to her laurel, which blooms and gleams brightly!
Mirror Strike: 1d20 + 15 ⇒ (2) + 15 = 171d20 + 12 ⇒ (20) + 12 = 32
Spirit Damage: 2d12 + 8 ⇒ (10, 4) + 8 = 22
Allies within 15 feet gain a +1 status bonus on attack rolls.

GM ShadowLord |

The swarm of severed hands might have been a terrifying sight, but the Broken Tusks quickly rise to the challenge, turning the tide of the battle within seconds. Kadosh, with a sharp swing of his battleaxe, cleaves through a section of the writhing mass, scattering several of the hands in all directions. Strongjaw casts a personal blizzard that swirls violently around the hands, biting at them with icy persistence.
Though knocked down, Hakatta calls upon the earth itself, unleashing a surge of fire and bludgeoning force into the mass of hands crawling over him.
Meanwhile, Veshka channels her divine energy, her nails digging into her palms, bleeding strength into her companions. Her healing magic spreads like a warm embrace, not only restoring the vitality of the Broken Tusks but also extending to the imprisoned Nukiak. The injured woman staggers to her feet, though her gaze darkens when she sees the bloody stump where her hand once was. Her sorrow-filled wail echoes through the chamber, but her resolve hardens as she witnesses the destruction of the crawling hand swarm.
Catamoch stomps forward eagerly, trampling the remaining enemies beneath his hooves.
Valda steps forward last, unleashing a final, devastating blow that rips through the remaining hands.
Out of combat. Nukiak is injured, but up. The trapped cage persists.

Strong Jaw |

Strongjaw shakes his head.
Dat was disgustings! Wees needs ta Refocus ourselves forms dat yucks!
Strongjaw, The White Rabbit and Tanngrisnir are seen playing cards in the corner ....

GM ShadowLord |

It's a trapped cage, necromantic energy spilling from it. You can try to drain the runes harmless with thievery or use dispel magic.
Searching the room you find that the shelves contain a scroll of bone spray, a scroll of boneshaker (3rd level), a scroll of blood vendetta, a scroll of enervation, and expanded healer’s tools.

GM ShadowLord |

With steady hands and a sharp eye, Hakata carefully studies the necromantic runes carved into the bone cage. He takes a deep breath, his fingers deftly moving over the magical symbols, working to dismantle their deadly power. With a final, precise motion, he drains the energy from the runes, harmlessly dissipating the trap.
The bone cage creaks open, and Nukiak staggers forward. Her strength spent, she collapses into Hakata’s waiting arms. Her body trembles from exhaustion, her face pale and drawn from the torment she’s endured.
But despite her relief, there is a resolve in her eye that speaks of unfinished business and a desire for vengeance. "We have to... kill ... Turkek." she whispers hoarsely.

Hakata |

Hakata gently lays the woman down on a cloak and tries to make her comfortable. He looks across the room to Veshka and raises an eyebrow, wondering if the scarred warrior would be able to help.
"We're here to stop Turkek," he assures the former prisoner.

GM ShadowLord |

Nukiak’s breath is ragged as she lies on the cloak, Hakata gently tending to her.
"Turkek... she’s... not like the others. She’s dhampir... half-dead, half-alive... a necromancer... her power comes from blood... the blood of others."
Nukiak grimaces, her hand instinctively moving toward the stump of her arm. "She... revels in pain... your pain. She’ll bleed you dry if you let her. It’s not just magic with her... she’s got these, these fangs... she’ll tear into you, rip your life away and heal herself with it."
"She can smell blood, like a predator. Her aura... it makes wounds worse, makes you bleed more. It’s like the air around her... it slows healing, makes every cut deeper, every drop of blood flow faster. And if you’re bleeding... she’ll take it. She’ll siphon your blood to heal herself."

Veshka. |

Veshka's mouth thins in displeasure. I'll have to keep my distance
Carefully she examines Nukiak's wounds; her magic has likely stemmed any immediate concerns, but even aside from the loss of her hand, there may be other injuries that will take time to care for.
"She won't feed for long."

GM ShadowLord |

The scouts charge up the rocky path and make their way to the cliff's pinnacle. As they reach the top, four hulking zombie brutes, each lumbering with a twisted, unnatural strength, turn to face you with hollow, lifeless stares. You waste no time, swiftly dispatching the undead monstrosities with coordinated strikes. The final brute crumbles to the ground, its rotten form collapsing into a heap as the scouts press forward. Skipping a zombie fight to get to the good stuff!
Stepping into the yurt, you find a dimly lit chamber thick with the scent of incense and decay. To one side, shelves laden with bone symbols and necromantic tools cast eerie shadows against the hide walls. Two necromancers, their faces twisted in cruel amusement, stand ready, murmuring arcane words. From behind a thick curtain, another figure emerges: a gaunt dhampir with pale, bloodless skin and a dark, piercing gaze. She bears an unsettling aura, her very presence making the air feel heavier, as though blood itself would be unwilling to clot in her presence.
Her crimson eyes scan the scouts, a sinister smile playing across her lips. "So... you are the so-called heroes who think they can disrupt my work?" She sneers, her voice dripping with contempt. "Do you have any idea what you've walked into? This valley is mine, its pulse beats under my command. I've woven death into every crevice, every shadow. And you-you’re nothing more than fleeting sparks, soon to be snuffed out."
She raises her wand, the darkness around her deepening as her sanguine aura pulses with sinister energy. "I can already hear the faint, sweet rhythm of your hearts. I wonder ... whose blood will spill first? Perhaps I’ll start with you." she says, her eyes narrowing on Valda.
The necromancers beside her cackle in unison.
R1: Veshka, Hakata, Baddies, Valda, Strongjaw, Kadosh
Valda: 1d20 + 4 ⇒ (4) + 4 = 8
Hakata: 1d20 + 7 ⇒ (12) + 7 = 19
Strong Jaw: 1d20 + 2 ⇒ (5) + 2 = 7
Veshka: 1d20 + 5 ⇒ (17) + 5 = 22
Kadosh: 1d20 + 5 ⇒ (1) + 5 = 6
Baddies: 1d20 + 11 ⇒ (5) + 11 = 16

Veshka. |

Rousing Splash before coming in: 4d4 ⇒ (1, 4, 1, 4) = 10
Valda or some other fool will rush after the Bloodwitch. Catamoch, cull the herd.
Suiting action to words, she lashes the lesser necromancer with wrathful lightning, urging Catamoch on, ever on.
Electric Arc: 4d4 ⇒ (4, 4, 4, 1) = 13 Basic Ref DC 22

Catamoch |

Catamoch hurtles into the yurt, picking whichever necromancer seems most hurt to plant his tusks into. Trying to be adjacent to as many casters as possible
Tusk: 1d20 + 14 ⇒ (1) + 14 = 15 Nope! Not again!
Hero Point: 1d20 + 14 ⇒ (19) + 14 = 33
Piercing: 2d6 + 4 ⇒ (5, 2) + 4 = 11
If it's a Crit?: 5d10 + 8 ⇒ (5, 8, 2, 9, 6) + 8 = 38
Slashing: 2d6 + 4 ⇒ (2, 6) + 4 = 12

Strong Jaw |

Stepping into the yurt, Strongjaw finds a dimly lit chamber thick with the scent of incense and decay. To one side, shelves laden with bone symbols and necromantic tools cast eerie shadows against the hide walls.
Dis places bees smells like da teen spirit. Must bees emo teens.
The Witch's blue eyes turn mischievously to the pair of emo Necromancers and smile.
Where's bees Youses hall passes?
As the figure emerges: a gaunt dhampir with pale, bloodless skin and a dark, piercing gaze, the goblin begins to laugh!
You're mom bees dressed likes Elvira!
The Trio seems to be quite amused by this Halloween special!
Wees did forgets our costumes fer da contest!

Hakata |

Hakata weaves stupifying magic around the necromancers, hoping to take them out of the fight.
"Time to die; you'll find your punishment with the tortured souls you have tried to enslave."
Hunt Prey, cast embodyiment of ancient battles, Hunted Shot
+1 striking shortbow: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21 for piercing: 2d6 + 1 + 1 ⇒ (5, 4) + 1 + 1 = 11, deadly?: 1d10 ⇒ 10
+1 striking shortbow: 1d20 + 13 + 1 - 5 ⇒ (19) + 13 + 1 - 5 = 28 for piercing: 2d6 + 1 + 1 ⇒ (4, 5) + 1 + 1 = 11, deadly?: 1d10 ⇒ 6

GM ShadowLord |

Catamoch charges in with ferocity, burying his tusks into one of the necromancers in the front. He his tusk pierces with such force and it goes through the creature, killing him instantly.
That was a great use of a hero point!
Hakata focuses on the other necromancer, landing both of his arrows and injuring his target partially.
Seeing what Catamoch just did to their fellow necromancer, the other one takes a safe step away from the boar god and unleashes a powerful bolt of lightning into him.
Electricity Damage - Reflex DC21: 4d12 ⇒ (5, 7, 9, 8) = 29
From the rear of the room, Turkek intertwines her pale hands and weaves a spell that unleashes a cloud of foul, blood-sucking fog that emerges overtop of everyone other than Catamoch.
Each living creature in the area takes Negative damage : 6d6 ⇒ (5, 5, 5, 2, 2, 6) = 25 with a basic Fortitude save DC25. Creatures in the area are concealed, and all creatures outside the cloud become concealed to creatures within it.
Full party up! Go get 'em!
N2: 22

Kadosh |

Reflex (expert): 1d20 + 12 ⇒ (11) + 12 = 23
HP 49/74
AC 23
Fort +13, Ref +12, Will +10
Hero points: 3
Effects:
Kadosh charges in, ignoring the closes necromancer to reach Turek.
Stride (x2?), Exploit Vulnerability, Strike if possible!
Lore (esoteric) (trained) to Exploit Vulnerability vs. standard DC of creature's level: 1d20 + 12 ⇒ (13) + 12 = 25
If I can strike
Battleaxe: 1d20 + 13 ⇒ (13) + 13 = 26
Slashing, with implement empowerment: 1d8 + 5 ⇒ (5) + 5 = 10 +4 if she has no weaknesses
React to Ring Bell if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally (DC 22) or to Implement's Interruption if target of Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Battleaxe (Reactive Strike, if it triggers): 1d20 + 13 ⇒ (13) + 13 = 26
Slashing, with implement empowerment: 1d8 + 5 ⇒ (5) + 5 = 10 +4 if she has no weaknesses

Veshka. |

Catamoch's Reflex: 1d20 + 10 ⇒ (6) + 10 = 16
Veshka's Fort: 1d20 + 12 ⇒ (5) + 12 = 17
Veshka flings herself out of the mist as Catamoch hunts the other retainer from its outskirts. The god-caller provides the boar god a little extra illumination by flinging lightning in after her foes as well.
Electricity: 4d4 ⇒ (3, 3, 2, 1) = 9 Basic Ref 22
Concealment vs. Turkek: 1d20 ⇒ 9
Concealment vs. Necromancer: 1d20 ⇒ 13

Catamoch |

Catamoch squeals with triumph as his prey seeks to hide, but with a slash of his tusks he quickly busies himself searching through the entrails of his foe for his favorites.
Tusk: 1d20 + 15 ⇒ (18) + 15 = 33
Concealment: 1d20 ⇒ 16
Piercing: 2d6 + 4 ⇒ (6, 1) + 4 = 11
If Crit: 5d10 + 8 ⇒ (4, 4, 3, 7, 8) + 8 = 34

Valda |

Fortitude: 1d20 + 14 ⇒ (20) + 14 = 34
Ignoring the fog, Valda surges forward and follows Kadosh into the breach, slashing at Turkek!
Stride up to 30 ft., or cast Athletic Rush and move up to 40 ft., then Mirror Strike. If she's more than 40 feet away, ignore the second attack.
Mirror Strike: 1d20 + 15 ⇒ (13) + 15 = 281d20 + 13 ⇒ (13) + 13 = 26
Damage: 2d12 + 8 ⇒ (7, 9) + 8 = 242d12 + 8 ⇒ (8, 11) + 8 = 27
If Mirror Strike goes off, shift immanence to wreath. All allies within 15 feet gain a +1 status bonus on attack rolls and saves against fear.

Hakata |

Hakata continues to fire on his target, filling the necromancer with arrows!
Sustain, Hunted Shot, Strike
shortbow: 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32 for piercing: 2d6 + 1 + 1 ⇒ (5, 6) + 1 + 1 = 13, deadly?: 1d20 ⇒ 20
shortbow: 1d20 + 13 + 1 - 5 ⇒ (3) + 13 + 1 - 5 = 12 for piercing: 2d6 + 1 + 1 ⇒ (2, 3) + 1 + 1 = 7, deadly?: 1d20 ⇒ 5
shortbow: 1d20 + 13 + 1 - 10 ⇒ (18) + 13 + 1 - 10 = 22 for piercing: 2d6 + 1 + 1 ⇒ (6, 1) + 1 + 1 = 9, deadly?: 1d20 ⇒ 12
If the necromancer I'm hunting goes down, I'll Hunt Prey on a new one instead of shooting a 3rd time.

Strong Jaw |

The Loud Singer begins singing a song about Asshat Cultists being scared of them!
Performance(E) for Goblin Song!: 1d20 + 15 ⇒ (8) + 15 = 23
Targets each of them.
Strongjaw decides to put the Fear of the Broken Tusks Tribes into these goofballs!
Fear(3) Will DC 22 for everyone of them!
If necessary, Tanngrisnir will Stride then closer.

GM ShadowLord |

Kadosh bursts towards Turkek, closing the distance quickly and buries his battleaxe into the pale-skinned foe. The thaumaturge doesn't believe she has any known weaknesses, so he devises an attack to exploit their personal antithesis instead.
Veshka's electrical blast lashes out against the necromancers. The closer one can't react close enough and the blast scorches them badly. Turkek is ready for this however, dodging the spell completely.
Catamoch continues necromancer-annihilation, critically injuring and finishing off the lesser (and closer) necromancer.
Valda surges ahead towards Turkek, landing both of her mirror strikes on the necromancer and granting her allies a slight bonus in their attacks.
Stronjaw first sings a culstist song, but Turkek seemingly pays it no notice. Next, the goblin attempts to make Turkek very afraid and fear the Broken Tusks, but unfortunately the necromancer finds the goblins antics pitiful and shrugs them off without a second thought as well.
Hakatata shifts his focus to Turkek and lands the first arrow, narrowly missing a critical strike.
With too many melee combatants near her, Turkek turns to her fangs. Facing Kadosh, the necromancer buries her fangs into his neck. He tries to use his disrupting harmony, but she seems prepared and shrugs off his counterattack.
Kadosh Damage P: 1d6 + 5 ⇒ (2) + 5 = 7 + 2d6 persistent bleed, DC16 Flat to stop (instead of 15).
With her fangs firmly embedded in his Kadosh's neck, he wraps her hands around his neck and pulls him closer to her mouth and begins to drink her blood. As she does so, some of her wounds begin to heal from Kadosh's blood.
She finally rips her mouth away from the half-orc in violent fashion, raking her fangs across Kadosh's arteries in the proces. Kadosh Damage S: 1d6 + 5 ⇒ (2) + 5 = 7
Turkek's face covered is covered in Kadosh's blood and she wears an unnerving grin as she licks her lips.
Party up!
DC22: 1d20 + 12 ⇒ (1) + 12 = 13 CF
DC22: 1d20 + 16 ⇒ (20) + 16 = 36 CS
A: 1d20 + 16 ⇒ (16) + 16 = 32 CS
DC22: 1d20 + 16 ⇒ (16) + 16 = 32 CS
1d20 + 16 ⇒ (11) + 16 = 27
T: 58

Hakata |

"I'll put a stake right through your heart, creature," Hakata threatens.
Sustain, Hunted Shot, Strike
shortbow: 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17 for piercing: 2d6 + 1 + 1 ⇒ (6, 4) + 1 + 1 = 12, deadly?: 1d10 ⇒ 8
shortbow: 1d20 + 13 + 1 - 5 ⇒ (11) + 13 + 1 - 5 = 20 for piercing: 2d6 + 1 + 1 ⇒ (6, 1) + 1 + 1 = 9, deadly?: 1d10 ⇒ 6
shortbow: 1d20 + 13 + 1 - 10 ⇒ (17) + 13 + 1 - 10 = 21 for piercing: 2d6 + 1 + 1 ⇒ (2, 1) + 1 + 1 = 5, deadly?: 1d10 ⇒ 6

Kadosh |

HP 18/74
AC 23
Fort +13, Ref +12, Will +10
Hero points: 3
Effects: 2d6 persistent bleed (DC 16 to stop)
"Get off me!" Kadosh cries as he falls into his fighting stance. He chops into the necromancer again, spraying her blood this time, before missing with his follow-up attack as he begins to go pale from loss of blood.
Enter marshal stance, Strike x2
Diplomacy (expert) to enter stance: 1d20 + 14 ⇒ (15) + 14 = 29
Battleaxe: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (8) + 5 + 4 = 17
Battleaxe, iterative: 1d20 + 13 - 5 + 1 ⇒ (8) + 13 - 5 + 1 = 17
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (8) + 5 + 4 = 17
Bleed: 2d6 ⇒ (6, 1) = 7
Flat (DC 16): 1d20 ⇒ 6
Marshal Stance: You're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies within the aura a +1 status bonus to saving throws against fear.

Strong Jaw |

Strongjaw pouts.
The White Rabbit kicks him.
Tanngrisnir chews on grass.
The Witch (still pouting) cast Heal on Kadosh.
Heal(3): 3d8 + 24 + 1 ⇒ (7, 1, 2) + 24 + 1 = 35
The Goblin (still pouting) Hexes the cheater!
Clinging Ice Hex Ref DC 22: 3d4 ⇒ (4, 1, 2) = 7
Mees hates hers.

Veshka. |

Boost Eidolon (Religion): 1d20 + 13 ⇒ (14) + 13 = 27
As the blood mist ebbs, Veshka urges Catamoch in after their foe. "Spill as much blood as you can! Don't give her an instant to recover!"

Catamoch |

Catamoch though, tickled by the necromancer's bloodlust, barely makes any efforts to stop her delightful performance.
Stride into a flank
Tusk: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17
Hoof: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Catamoch, I can't just keep throwing Hero Points at you!!

Valda |

Valda shifts her immanence to her sword and attacks Turkek again. Her wreath blooms brightly once more.
Mirror Strike: 1d20 + 15 ⇒ (12) + 15 = 271d20 + 13 ⇒ (19) + 13 = 32
Damage: 2d12 + 8 ⇒ (9, 3) + 8 = 202d12 + 8 ⇒ (11, 6) + 8 = 25
All allies within 15 feet gain a +1 status bonus on attack rolls and saves against fear.

GM ShadowLord |

As powerful as Turkek is, she is no match for a full group of Broken Tusks.
Turkek stumbles backward, clutching at the deep gash in her chest as dark, sluggish blood spills from her wounds. She drops her wand, her bloodied hands trembling as she struggles to stay upright, her eyes blazing with defiance even as her body betrays her.
"This... isn’t... the end." she hisses, her voice weak but venomous. Each word grows louder and louder until she's shouting, blood gushing from her mouth and down her face. "Ashen Swale’s will... will endure! The valley… will drown in-"
Before she can finish her, radiant Valda's blade severs the necromancer's head cleanly from her shoulders. The lifeless body crumples to the ground with her head rolling to a stop at Hakata's feet.
Hero points all around for dispatching this vile foe! She had a wand of widening (2nd-level darkness). Searching the room you also find four bone religious symbols of Venexus, a candle of revealing, two scrolls of spectral hand and a skinstitch salve.
With Turkek's body lying motionless, Nukiak steps forward, her steps unsteady. She looks at the party with eyes full of gratitude, her voice trembling as she speaks.
"You have done more than I could have ever hoped for. You ended her reign of torment... not just for me, but for countless others who suffered under her cruelty. You’ve given this valley a chance to heal."
She takes a deep, shuddering breath, gathering her strength. "If my family has survived... if they are among the Broken Tusks... then I would follow you. Fight with you. Stand beside you as we carve a new future for our people."

Veshka. |

Veshka irritably picks at a scab on her scalp, glaring daggers at Catamoch who seems all too pleased with himself.
"Welcome then," she rasps. "Plenty of work to do, plenty of work to be done."

Kadosh |

"Yes, we wanted to make sure they were safe, but the Broken Tusks always have room for more people. Though you should know that we are hunted by a foe that is as bad in its own way as Turkek. And I think we're going to still have to deal with Ashen Swale -- otherwise won't he just bring Turkek back?"

GM ShadowLord |

Nukiak vows to help you fight this foe that hunts you, doing what they can to help your following.
After the grueling battle with Turkek, the scouts return to the Broken Tusks following, bringing Nukiak with them. The following greets her warmly, her family overjoyed at her return. The scouts use the opportunity to rest and recover for a few days, mending your wounds and preparing for the next leg of your journey. During this time, the camp buzzes with the story of Turkek's defeat, and the scouts are lauded as heroes for their bravery.
Once your strength is restored, the scouts set out again, this time sweeping the area south of Turkek's yurt. There, you uncover another group of necromancers and their undead minions, including a fresh batch of zombie brutes and skeletal woolly rhinos. The battle is fierce but familiar, and you, now seasoned in combating necromancers, make quick work of your foes, ensuring no trace of their dark influence remains.
--
A few days later, as you travel north through the valley and come across a group of Sutaki hunters camped in a wooded area. The group is led by Fenak, a human demon hunter with an air of quiet authority. The hunters explain that they are tracking a roru, a demon-beast, that has been driving local moose feral and wreaking havoc on the ecosystem. Intrigued by your group, Fenak invites you to join the camp for a night of shared stories and camaraderie.
As you gather around the campfire, Fenak leans forward, resting his elbows on his knees. His eyes scan your group, curiosity etched on his face. "You’re not ordinary travelers. The way you carry yourselves-the scars, the steel in your eyes-tells me you’ve seen more than your share of battles. And I’ve heard whispers of a group challenging the necromancers and standing against the chaos in this valley."
He pauses, letting his words hang in the air for a moment, then continues, a faint smile tugging at the corners of his lips. "I’d wager you’ve got stories worth telling! Stories that’d put my own demon hunts to shame. Tell me, what brings you to these lands? What beasts have you slain? What foes have you faced? And more importantly, what drives you to fight? I’d hear it all, if you’ve got the time to share."

Hakata |

Hakata, a man of few words, offers, "We don't think of ourselves as adventurers. We simply seek to clear the way for our following, even if it means fighting necromancers, spectral beasts, and the creatures of the Realm."