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Mavenee DC 18 Reflex Save: 1d20 + 8 ⇒ (17) + 8 = 25
Mavenee DC 18 Reflex Save: 1d20 + 8 ⇒ (1) + 8 = 9

Character Emulation BOTT |

Mavenee has mixed success in dodging the fiery breath, leaving them somewhat injured.
Junior moves to one side a throws a couple of Javelins at Fasiel.
◆ Stride
◆ Strike at Fasiel
+1 Javelin (Thrown, 30'): 1d20 + 9 ⇒ (5) + 9 = 14
Piercing Damage: 1d6 ⇒ 2
Flat check for concealment, DC5: 1d20 ⇒ 15
◆ Strike at Fasiel
+1 Javelin (Thrown, 30'): 1d20 + 9 - 5 ⇒ (5) + 9 - 5 = 9
Piercing Damage: 1d6 ⇒ 1
Flat check for concealment, DC5: 1d20 ⇒ 8
Fasiel continues to rant as he moves through the party, attacking seemingly at random.
target selection 1 mavenee 2 Hui Kong 3 Nic: 1d3 ⇒ 3
◆ Stride
◆ Frightening Rant
Yellow Will save DC 22: 1d20 + 6 ⇒ (16) + 6 = 22
Green Will save DC 22: 1d20 + 6 ⇒ (17) + 6 = 23
Red Will save DC 22: 1d20 + 6 ⇒ (9) + 6 = 15
Yellow and Green shake off the tirade, but Red starts to shake.
◆ Punishing Strike
antler at Nic (magical): 1d20 + 15 ⇒ (19) + 15 = 34
piercing Damage plus Knockdown: 2d10 + 9 ⇒ (7, 7) + 9 = 23
Unfortunately, any way I slice it, that is a Crit on Nic for lots of damage (46 by may calculation) so Nic drops to Dying 2
FASIEL ATTACKS : Round 2
Bold may act
Nic Blackwillow 0/28 HP, Dying 2
Fasiel -26 HP, Off Guard, Sickened 1
Martin Amblecrown 36/60 HP, Sickened 1, DC 22 Will save or become frightened 1 (frightened 2 on a critical failure) for both Martin and Mavenee
Smoky Rat- Yellow - HP
Hui Kong 21/38 HP, Frightened 1
Green - HP
Red - HP, Frightened 1
Junior 33/33 HP, DC 22 Will save or become frightened 1 (frightened 2 on a critical failure)
Slipp 48/48 HP, DC 22 Will save or become frightened 1 (frightened 2 on a critical failure), Item bonus Will saves +1, or +2 vs fear

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Martin quickly performs a healing spell on Nic and another spell on Mavenee. The eidolon then moves to flank.
Martin Will Save: 1d20 + 10 ⇒ (14) + 10 = 24
Mavenee Will Save: 1d20 + 9 ⇒ (19) + 9 = 28
Heal Lv2: 2d8 + 16 ⇒ (1, 6) + 16 = 23
◈◈Heal, ◈Act Together(◈Lifelink Surge, ◈Stride)

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Martin heals Nic, mostly healing the massive damage Fasiel had caused to the Halfling.
The Yellow smoky rat moves next to the wall and attack Fasiel and then Mavenee.
◆ Stride
◆ Attack Fasiel
jaws (finesse): 1d20 + 10 ⇒ (3) + 10 = 13
fire Damage plus 1d4 persistent fire: 1d8 + 4 ⇒ (2) + 4 = 6
◆ Attack Mavenee
jaws (finesse): 1d20 + 10 - 5 ⇒ (11) + 10 - 5 = 16
fire Damage plus 1d4 persistent fire: 1d8 + 4 ⇒ (1) + 4 = 5
The smoky rat is very ineffective but is providing concealment to Fasiel and Mavenee in addition to itself.
FASIEL ATTACKS : Round 2
Bold may act
Nic Blackwillow 23/28 HP, Wounded 2, Prone, weapons dropped
Fasiel -26 HP, Off Guard, Sickened 1
Martin Amblecrown 36/60 HP, Sickened 1
Smoky Rat- Yellow - HP
Hui Kong 21/38 HP, Frightened 1
Green - HP
Red - HP, Frightened 1
Junior 33/33 HP, DC 22 Will save or become frightened 1 (frightened 2 on a critical failure)
Slipp 48/48 HP, DC 22 Will save or become frightened 1 (frightened 2 on a critical failure), Item bonus Will saves +1, or +2 vs fear

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Think Hui Kong's frightened 1 would be gone by now?
Ignoring his wounds for now, Hui Kong grins to himself as his target moves right up to him. He first calls out a word of power, twisting the threads of fate around him to guide his attack. Swinging his staff over head as he chants a spell, he charges his staff with electricity as he brings it down upon Fasiel.
◆ Cast Spell (True Strike)
◆◆ Spellstrike (Shocking Grasp, L2)
(True Strike ignores concealment)
vs Faisel, Flank: +1 Staff (2H): 1d20 + 10 ⇒ (14) + 10 = 24 (+1 if Fasiel wearing metal armor)
True Strike: 1d20 + 10 ⇒ (9) + 10 = 19
bludgeoning: 1d8 + 4 ⇒ (8) + 4 = 12 + electricity (shocking grasp, L2): 3d12 ⇒ (7, 8, 3) = 18 + cold (arcane cascade) 1 + cold (rime crystal): 1d4 ⇒ 4
(+1d4 persistent electricity if wearing metal armor)

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Hui Kong, Fasiel is not wearing metal armor. Your True Strike hits regardless of whether you were Frightened or not.
Hui Kong generates a charge and hits Fasiel with a combination of Cold and Electricity that makes Fasiel scream in pain and anger.
Green moves in to try to strike Fasiel and Nic.
◆ Stride
◆ Strike at Fasiel
claw (agile, finesse): 1d20 + 9 ⇒ (1) + 9 = 10
Slashing Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Flat Check for concealment, DC 5: 1d20 ⇒ 13
◆ Strike at Nic
claw (agile, finesse): 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Slashing Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Red moves in to try to strike Fasiel and Mavenee.
◆ Stride
◆ Strike at Fasiel
claw (agile, finesse): 1d20 + 9 - 1 ⇒ (17) + 9 - 1 = 25
Slashing Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Flat Check for concealment, DC 5: 1d20 ⇒ 17
◆ Strike at Mavenee
claw (agile, finesse): 1d20 + 9 - 4 - 1 ⇒ (18) + 9 - 4 - 1 = 22
Slashing Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Flat Check for concealment, DC 5: 1d20 ⇒ 2
Green manages to catch Nic with a claw and Red catches Fasiel with a claw.
FASIEL ATTACKS : Round 2 into 3
Bold may act
Nic Blackwillow 16/28 HP, Wounded 2, Prone, weapons dropped
Fasiel -68 HP, Off Guard, Sickened 1
Martin Amblecrown 36/60 HP, Sickened 1
Smoky Rat- Yellow - HP
Hui Kong 21/38 HP
Green - HP
Red - HP
Junior 33/33 HP, DC 22 Will save or become frightened 1 (frightened 2 on a critical failure)
Slipp 48/48 HP, DC 22 Will save or become frightened 1 (frightened 2 on a critical failure), Item bonus Will saves +1, or +2 vs fear

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will, beer: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Fasiel's continuing tirade starts to worry Slipp a bit.
The mask of Urxehl seems to writhe as flames spring from the gnomes hands.
scorching ray vs Fasiel: 1d20 + 10 ⇒ (19) + 10 = 29
F damage: 4d6 ⇒ (6, 6, 6, 2) = 20
flat check DC5: 1d20 ⇒ 17
They then move around to stay out of the fight.
** scorching ray 2 action cast.
* stride.
(I'm guessing the red and green creatures are immune to fire, and as they seem to be mostly mad at Fasiel anyway, I'll not fire the second ray at anyone.)

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Slipp's ray hits Fasiel in the center of his chest, causing massive damage.
Fasiel’s wound is fatal. That much is clear even as he clings to it, dragging himself along the ground. “Safa! Heal me! Return me to my lair, so I may plot my revenge!”
You are all completely healed as Safa reappears and all the Elemental creatures disappear.
Safa appears out of nowhere, descending through the air without bothering to hide their glee. “Of course.” They snap their fingers, summoning a flash of white-hot flames that cauterize Fasiel’s wound. He howls with pain, rolling in the dirt and cursing Safa’s name. The genie pins him to the ground with one foot and casts a hasty glance around the courtyard.
“His wounds will heal... with time.” Safa flashes a wicked grin, but it lasts only a moment. “Fasiel has encountered the Society before, in the home of Corvius Vayn. He believes your agents prevented him from becoming a genie binder. A cruel genie twisted his wish for confidence and power by transforming him into the creature he is today. The wretched skelm is hateful and cruel, but also shortsighted—he could never match the Pathfinders. Your true foe, the one who gave him my seal, is far more powerful. They hold deep hatred in their heart and have long dreamt of the Society’s downfall. They would trade anything, even me, to further their goals. They’re angry, sinister, loathsome—your newest nemesis. Please don’t ask for a name. Just know that they’re out there, and this... man... is hardly their only puppet.”
Safa stoops, hoists the mewling Fasiel over their shoulder, and salutes. “Good game, Pathfinders. I hope we meet again.” With a snap of Safa’s fingers, they both vanish.
In the next blink, you find yourselves back in the real Sedeq Lodge courtyard.
The crowd is eager to speak with you and congratulates you on a successful party, expressing how much they’re looking forward to the coming feast.
Agdal Karga approaches you and congratulates your group for hosting a successful event. Khayrat adds to the congratulations with a bottle of fine elven wine. Casira doesn’t approach you, but she’s among the crowd and happy to tell anyone who asks about your help in the library.
The adventure ends with Danya Ben-Abn calling the assembled to dinner, a feast which should serve as quite the pleasant reward for a job well done.
PRIMARY OBJECTIVES:The PCs complete their primary objective by defeating Fasiel in combat. Doing so earns each PC 2 Reputation with their chosen faction.- Success
SECONDARY OBJECTIVES The PCs complete their secondary objective if they accomplish any three of the following five tasks:
Calm the guests following Event 1: Safa’s Arrival,
defeat the rampaging roast before it escapes area A4,
guide at least one NPC across the illusory lava without allowing them to take any damage in area A7, disable the singing statue in area A9, and
free Khayrat from the illusory prison in area A12 without humiliating him.
Doing so earns each PC 2 Reputation with their chosen faction.Success
FACTION NOTES The PCs complete their faction mission by improving the attitudes of at least two of the three notable NPCs (Casira bint Meji, Agdal Karga, and Khayrat al-Maren) to friendly or helpful. Doing so earns each PC 1 additional Reputation with the Envoy’s Alliance faction, or 2 additional Reputation if they improved all three NPCs’ attitudes to friendly or helpful.- Success with all three, so 2 Reputation
Thank you for playing. Chronicle sheets will be sent in a couple of days from RPGChronicles. I have noticed the Chronicles sent via RPG Chronicles tend to end up categorized as SPAM, so please check your SPAM folders for them.
If you would like me to include any Earn Income rolls on your Chronicle Sheets, please roll them here and I will add them. You are under no obligation to do so since they made Downtime the player’s responsibilities.
I'm planning to start the next scenario in the middle of next week to give people a chance to shop and/or level their characters.

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In a blink Junior goes from preparing for a fight, to hearing Safa's words, to an after party of sorts.. not bad! "Well yes, it was quite a day, I'd be happy to enjoy another chilled wine." He does his best to reconstruct the battle in his head, if not to at least get his report straight with the other's.
My timing wasn't great, but thanks everyone for the carry at the end! An interesting final battle for sure.

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After a short downtime, you have been called to the Sedeq Lodge. While you are waiting to speak with Venture-Captain Esmayl ibn Qaradi (NG male human aristocrat), a scholarly hijabi halfling enters the lodge, burdened with a carefully wrapped package, peering out from behind it to catch her bearings. She leans her face against the silk wrapping to straighten her glasses before noticing anyone. “Ah, hello? Is Esmayl ibn Qaradi here? I brought a gift to welcome you all.”
Casira bint Meji (N female halfling scribe), who you rescued from the lava-filled library in Pathfinder Society Scenario #3-12: Fury’s Toll, greets you all by name.

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Slipp wanders it, looking a little distracted and perhaps a little unsure of exactly where they are... or why they are there.
When Casira bint Meji calls them by name however the gnome seems to shrug off whatever was affecting them, blinks twice and then smiles.
"I hope you have been a bit kinder to flies since that other one saved you!" they grin, obviously not really expecting an answer.

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Martin and Mavenee both give simultaneous bows as they greet Casira. "Greetings, Casira. How nice to see you here. As Nic mentioned, we are awaiting the Venture-Captain at the moment. Do you need assistance with that package?"

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Martin, thank you for your assistance. The package contains The Bones of Paresh, a contemporary Qadiran perspective on the Taldan counter-offensive across the Plains of Paresh in 4324 ar, with details on ancient battlefields. Since you are also waiting to speak with the Venture-Captain, please deliver the package while I peruse the library and wait for you to finish. Casira hands Martin the package and heads toward the library.
Shortly after, two agents talking about chartering a boat to Okeno exit the meeting room and send you inside.
A dozen plain wooden chairs surround the room’s long central table, piled high with scrolls and tomes. Venture-Captain Esmayl ibn Qaradi smiles and stands in welcome. “Welcome, my friends and colleagues. Please, join me and partake of some refreshment to wash the dust from your throats so we may speak comfortably.” He gestures to several enchanted carafes of cold beverages and trays of fruit and cheese, all carefully separated from the documents.
“We at last can explore the vast opportunities our new position in Sedeq offers. There’s quite the surplus of leads, and I hope to impose on your help looking through these documents for where we should venture first. And I see you have brought a gift as well. I thought I overheard Casira’s kind voice in the hall. She has gone to plunder our archives further no doubt— what a commendable curiosity. Let us see what she has brought so I may thank her properly.”
The venture-captain carefully unfolds the cloth, revealing a centuries-old tome embossed with ornate Kelish writing. More remarkable is the intricate haath phool resting atop the book, its fine golden threads decorated with diamonds.
“Magnificent, but quite unexpected from our friend Casira. What do you make of it?”
Image on the new slide 5. Anyone examining the haath phool can make a Arcana, Crafting or Nature check to know more.

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"Oooh," Hui Kong exclaims, staring at the book with interest. "What's in it?"
arcana: 1d20 + 8 ⇒ (19) + 8 = 27

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Junior heads inside the VC's office, one of the last to arrive back at the Lodge after their last venture's downtime. He wears his collar undone at the top, its been recently cleaned and pressed. "Greetings Captain. We'll be happy to help find some leads, there's an entire country here to explore, best we get started before they change their minds!"
He joins in examining the box's contents with Hui, but only superficially.
Arcana: 1d20 + 8 ⇒ (4) + 8 = 12

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Martin and Mavenee again give polite bows to Venture-Captain before the eidolon goes to have some fruits and cheese. Martin, however, examines the uncovered tome.
Nature: 1d20 + 8 ⇒ (10) + 8 = 18

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Slipp seems to quickly lose interest as the gift turns out to be yet another book. They do however appear more interested in the haath phool.
nature: 1d20 + 7 ⇒ (8) + 7 = 15
"Curious.."

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Luz makes the cloth the subject of an investigation.
Recall Arcana wPursue a lead: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32

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Martin, Luz and Hui Kong notice the gold is smithed in swirling whorls like gusts of wind and the diamonds would aid in binding an air-affiliated elemental creature.
Hui Kong and Luz also notice that the diamonds are flawed, useful for summoning, but not controlling.
Strong winds blow the doors closed, though barely fluttering the papers. The sudden rush of air coalesces into an elegantly dressed djinni wearing multi-colored silks, their azure skin draped with jewelry of gold and bright lapis lazuli. The djinni’s arms are bare, decorated only with barely visible cerulean scars.
“Well met once again, Pathfinders! But today, I come to you as Safa the unbound! I am at last free of that wretched skelm, Fasiel ibn Sazadin. Neither he nor... any other... can long contain one as clever as I. But he still poses a threat to you, while I desire his capture and that he see mortal justice. Perhaps if there were some heroic Pathfinders willing to see this done, we would all get what we want.” Safa gives the room a grin, floating effortlessly in the air.
Esmayl stands in formal greeting. “You honor us with your presence, noble Safa. Let our hospitality be your pleasure in this time we have together.” The djinni smiles at the formal welcome and respectfully accepts an offered cup. “Perhaps you might explain the situation further? This Fasiel has certainly proved our enemy, and you spoke of one behind him when you last appeared, our true foe.”
The djinni raises their hands in warning. “If only the matter were so simple! Don’t ask me of them, but know their influence stretches across the city. They find Fasiel useful still, and before I managed my daring escape, I learned this enemy shall move their puppet to a new hidden lair before the sun rises tomorrow. He, and those he has captured, genie and mortal alike, will vanish. His patron would slow the city’s response, so I come to you. I can guide you to the skelm’s lair, where I leave it to you to ensure his capture.”
Esmayl considers Safa’s words, "I recommend you go along with Safa’s plan to remove Fasiel as an enemy and further improve the Society’s reputation in Sedeq. Do you have any questions? "

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"Congratulations on attaining your freedom, noble Safa. I'd be glad to work towards freeing the skelm's other captives." Nic stifles a grin with the ease of long habit.

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Slipp eyes up the djinni with interest. "How did you escape?" they ask, seemingly unaware of the slightly wider question currently before the group.
Looking around they note the conversation seems to have moved on, think back over what has been said and add "And where is Fasiel now?"

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Junior takes a step back as the winds whip into the building "Not again.." His fears quickly quenched as Safa the Unbound appears. "Well done Safa, may your wrists never be bound again." He offers up a toast to the newly liberated.
He echoes Slipp's poignant questions, especially the second. "Is this lair in the city or out in the desert?"

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"Hurrah for freedom!" Martin exclaims as Mavenee gives off a joyful growl.
"It's true that we still have some unfinished business with Fasiel. Is there anything or anyone that we should look out for before we set out to confront them once again?"

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Nic, thank you for your well wishes.
"Slipp, As if a fool like Fasiel could hold me! The skelm is cruel, but short-sighted, and it was easy to plant the idea of ‘improving’ his control over me with flawed diamonds.”
“The skelm’s ego led him to a now-abandoned museum in the city where genie-binding was once celebrated. It lies hidden within subtle illusions, but not so subtle I can’t guide you through them.”
“He has gathered others like him. Mortals who spread misery and fear or steal from the weak. They have stolen people and treasures from the city for him. His master also granted him a cohort of bound genies, and Fasiel used their power to seal himself in safety and opulence. Their lives are tied to this barrier. You will need to earn their trust or steal some part of their elemental nature to open the way. Remember, Fasiel gives little thought to his orders. Few are as brilliant as I at outwitting him, but you Pathfinders show promise!”

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"What are some of the things we might do to aquire their elemental natures?" asks the interested Slipp.
"Or earn their trust. I assume that most of her servants... would prefer to not be?"

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It would be preferred if the genie-kin gave gifts of their elemental natures willingly, but in some cases it might be taken by force.
It is true that many of Fasiel's servants would rather not be in that situation, but some may be controlled by Fasiel.

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It will depend on the situation and the entities involved.

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Hui Kong's Arcana (T): 1d20 + 8 ⇒ (16) + 8 = 24
Junior's Arcana (T): 1d20 + 8 ⇒ (17) + 8 = 25
Luz Lumino's Arcana (T): 1d20 + 10 ⇒ (2) + 10 = 12
Slipp's Nature (T): 1d20 + 7 ⇒ (17) + 7 = 24
Junior's Nature (T): 1d20 + 6 ⇒ (10) + 6 = 16
Martin Amblecrown's Nature (T): 1d20 + 8 ⇒ (7) + 8 = 15
Luz Lumino's Nature (T): 1d20 + 8 ⇒ (5) + 8 = 13
Genies are connected to the elemental planes, with djinn (air), shaitans (earth), efreet (fire), marids (water),and jann comprised of all four elements. Binding these incredibly powerful creatures was a lucrative practice in Qadira until recently when the Church of Sarenrae’s influence led to its ban.
You each have one Hero Point.
Safa directs your group through Sedeq. The neighborhood you arrive
in has fallen into disrepair, and the inhabitants react to strangers with
suspicion, anger, and fear. Your destination is a dilapidated museum that once showcased the art of genie-binding but fell out of favor after a few
accidents and as genie-binding became unpopular. Magic and the skelm’s unpleasant presence divert people from investigating. An ancient iron archway states in Kelish, “The Grand Binders Museum.”
Safa manifests in the swirling sands blowing through the empty street. “The skelm’s hateful influence is a blight on everything near him. But
while he delights in other’s misery, he desires only the finest for himself.” They snap their fingers, and a sudden sandstorm tears away the illusion around the grand museum, revealing its true glory. Lush gardens and fountains fill the courtyards, while banners bearing Fasiel’s antlered visage adorn the walls. Safa makes a sweeping gesture toward the structure. “I’ve announced us. Let’s not keep him waiting.”

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Slipp peers through the gateway, looking around for guards.
"Well, the forest fire is hardly a presence unnoticed." they note philosophically. But they don't take the first step in.

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Junior relays what he knows on the way there "Genies are connected to the elemental planes, with djinn (air), shaitans (earth), efreet (fire), marids (water),and jann comprised of all four elements. Binding these incredibly powerful creatures was a lucrative practice in Qadira until recently when the Church of Sarenrae’s influence led to its ban."
"A little heads up would have been ok." Mumbles Junior as he moves to be a little less conspicuous. Warning the crazy genie binder they've arrived on his doorstep wouldn't have been his first choice. Junior starts by sneaking about a bit to find the entrances and exits.
Is there a map I'm not aware of?

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Once again, apologies for the delays.
You are now placed on the Map on the new slide 6. You can see some activity in the garden to the North (Map Right.)
As you approach the house:
Verdant gardens surround the museum grounds, containing radiant flowers of unearthly hues and glittering gemstone fruit. High above, a flock of white birds dances to the mournful sounds of a flute. The rippling, semi-transparent image of Fasiel appears, tall as the building and disrupting the tranquility. He wears the rich garb of an aristocrat, while two tall antlers protrude from beneath his hat. His red face twists in rage.
“Safa! And Pathfinders as well! How dare you intrude on my home. But my power has only grown since we last fought, and I no longer need this useless djinn, for I hold mastery over all genies.” The skelm shouts to the sky. “Janni! Heed me and deal with these pathetic fools. Give them a performance to die for!” The image pounds its cane and vanishes.
An invisible voice in the sky pleads. “Stay back, I beg you. I don’t want to hurt anyone.” Then the flute resumes.

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Slipp takes out their own flute.
"Thats good, because we don't want to get hurt either. Are you here of your own volition? Can we help you at all?"
Then they start to play in harmony with the existing flute.
perform: 1d20 + 10 ⇒ (13) + 10 = 23

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Nic Blackwillow's Perception (E): 1d20 + 8 ⇒ (15) + 8 = 23
Junior's Perception (E): 1d20 + 8 ⇒ (10) + 8 = 18 Trap Finder +1
Martin Amblecrown's Perception (E): 1d20 + 10 ⇒ (14) + 10 = 24 Mavenee: low-light vision
Luz Lumino's Perception (E): 1d20 + 10 ⇒ (7) + 10 = 17
Martin sees that the disturbance in the garden is a flock of paper birds that will attack if the group approaches within 10 feet of the main doors.
Adagio Disable DC 24 Crafting (trained) to create beautiful flying objects to complement the paper birds; DC 26 Acrobatics or DC 23 (19 if using a flute) Performance (trained) to perform along with the flute and paper birds (requires three successes total among Crafting, Acrobatics or Performance); or one successful attack roll against the invisible flute player (AC 24, DC 24 Perception to determine the flute player’s location)
Putting up an initiative tracker just to track who has acted.
Adagio: Round 1
Party Conditions: One Performance Success
Bold may act
Nic Blackwillow 28/28 HP
Luz Lumino 48/48 HP
Martin Amblecrown 60/60 HP
Slipp 48/48 HP
Hui Kong 38/38 HP
Junior 33/33 HP

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Martin warns the group. "Before we act, make sure we don't move closer to the main doors. It will disturb the paper birds and those would attack us."
He stays where he is and tries to locate the invisible flute player's location.
Perception: 1d20 + 10 ⇒ (1) + 10 = 11

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Martin tries to spot the hidden flutist to strike but can't find them.
Adagio: Round 1
Party Conditions: One Performance Success
Bold may act
Nic Blackwillow 28/28 HP
Luz Lumino 48/48 HP
Martin Amblecrown 60/60 HP
Slipp 48/48 HP
Hui Kong 38/38 HP
Junior 33/33 HP

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No much of a musician, Luz attempts to craft some paper birds
Crafting wClever Improviser and Untrained Improviser: 1d20 + 7 ⇒ (18) + 7 = 25

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Nic also searches for the hidden musician, but the echoes confuse them.
Kuz manages to fashion a number of paper cranes that resemble the flying paper birds but don't seem to impact the flock.
Behind the screens, I thought about whether to allow this. Untrained Improvisation specifically states it doesn't allow you to make actions that require you to be trained in the skill. The only Untrained Action listed under the Craft skill is Repair, which doesn't seem to fit creating new paper birds. The stat block for the Hazard does state Crafting needs to be trained to attempt the action. With that clarification, Luz would probably have realized this and can RETCON another action if you like.

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Following Luz's lead, Hui Kong starts to gather twigs and fallen leaves, and piece together what would appear to be leafy butterflies.
craft: 1d20 + 8 ⇒ (18) + 8 = 26