
DM Stylz |

Round 2
Branthis: swing misses
Zeta: attacks red for 20
Shenendril: summons dog
Illarien: slumber blue
DDK Blue (3 damage + shaken + asleep 6 rounds)
DDK Yellow (6 damage + shaken) miss Zeta
DDK Green (shaken) miss Zeta
Andrelis
The two remaining doomsday knights each attack Zeta as their comrade is passed out on the ground. Both miss their target as they are still shaken.
yellow then green: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 161d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13

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Andrelis grins, Guess its now or never! he says, sprinting toward the frontline and attempting to dive over the dog, and land behind the greenish one...
Acrobatics: 1d20 + 11 ⇒ (17) + 11 = 28

DM Stylz |

Andrelis manages to roll through the square of one of the intersections thus and position themselves for a future attack.
Ilarien then tries to use her slumber hex on the knight that wasn’t targeted by Branthis. The knight’s willpower is stronger as it fights off the witch’s hex.
will green: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
Round 3
Branthis: 8 damage to yellow
Zeta:
Shenendril:
Illarien: slumber green
DDK Blue (3 damage + shaken + asleep 6 rounds)
DDK Yellow (14 damage + shaken)
DDK Green (shaken)
Andrelis

Summoned Dog |

The dog cocks its head in curiosity as one of it's opponents suddenly falls asleep in the middle of combat. It continues to focus on the enemy in front of it, though.
Melee bite: 1d20 + 4 ⇒ (14) + 4 = 18
Melee damage: 1d4 + 3 ⇒ (1) + 3 = 4

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Mwk Halberd (PA): 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 231d10 + 10 ⇒ (5) + 10 = 15 vs GREEN
While the dragon distracts with jabs of his little spear, Zeta puts a really deep blow with her halberd.

DM Stylz |

Round 3
Branthis: 8 damage to yellow
Zeta:
Shenendril: arrow misses, dog bites green for 4
Illarien: slumber green
DDK Blue (3 damage + shaken + asleep 4 rounds)
DDK Yellow (14 damage)
DDK Green (19 damage)
Andrelis
Vellestir isn’t able to connect with its spear on one of the knights, it provides ample distraction to allow Zeta to deliver a powerful blow to the same knight. The knight is clearly feeling the pain, but presses onward. Both knights, attack the clearly biggest threat in Zeta. Both are still to shaken to focus their rage and anger as they both make as their intended target.
1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 71d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13

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Andrelis, having established himself in the right spot, stabs forward with both swords, trying to end green quickly. Take that!
Attack sword 1: 1d20 + 9 ⇒ (7) + 9 = 16
Damage+Sneak attack: 1d6 + 4 + 2d6 ⇒ (6) + 4 + (1, 3) = 14
Sword 2: 1d20 + 9 ⇒ (11) + 9 = 20
Damage+Sneak attack: 1d6 + 2 + 2d6 ⇒ (5) + 2 + (1, 6) = 14
If the Target takes sneak attack damage: Disorientation -2 to hit penalty for 1 round, with an additional -2 penalty against Andrelis

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Mwk Halberd (PA): 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 241d10 + 10 ⇒ (6) + 10 = 16 vs Yellow
The pattern repeats. The light and agile dragon flies around from behind and inflicts a sensitive prick in the neck, which distracts from the main - terrible - blow with Zeta's halberd.
Thank God! Finally, good dice rolls!

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Feeling the tide of the battle turning their way, Branthis pushes the advantage with an aggressive assault.
MW Longsword against yellow (again) 1d20 + 5 ⇒ (20) + 5 = 25
damage 1d8 + 3 ⇒ (7) + 3 = 10
confirm1d20 + 5 ⇒ (16) + 5 = 21
damage 1d8 + 3 ⇒ (7) + 3 = 10

DM Stylz |

Zeta and Vellestir combine their attacks. The dragon manages to jab the knight with a spear, allowing Zeta deliver the final blow to their adversary. The lone knight left is the one that is asleep on the ground. The group delivers a coup-de-gras on the helpless opponent. After the final blow is delivered, the mines fall silent, except for your labored breathing after the battle.
I’m calling the fight as I presume Branthis would have waited on Zeta to get a free critical hit in since the enemy is helpless.

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"Search them." Ilarien murmurs a cantrip and looks for magical auras on the bodies. Her scorpion emerges from somewhere under her neckline and clacks its pincers together in a way that sounds mocking. "Is anyone hurt?"

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I'm a little hurt, right. Vellestir lands on Zeta's shoulder and together they begin to wipe their weapons of blood.
I have both wands of infernal healing & CLW.

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"Don't waste charged, friend," Shenendril says as she approaches Zeta.
Flesh Mend: 1d8 + 3 ⇒ (3) + 3 = 6
Flesh Mend: 1d8 + 3 ⇒ (7) + 3 = 10
"Anyone else? Andrelis?"
Is your HP tracker right, Andrelis? Are you down to 7?

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Andrelis shakes his head in the negative, I'm fine thanks, they didn't land a shot on me. the elf says as he helps to gather up the valuables from the knights.
That needs updating. Completely uninjured in this fight! Sorry!

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"I am also uninjured."
Branthis distributes the healing and antitoxin out to the group.
We can go random by the initiative order. Who doesn't ger a CMW potion: 1d5 ⇒ 5, no antitoxin: 1d5 ⇒ 5 Sad Trombone for Andrelis! Double whammy doesn't really seem fair, sorry.

DM Stylz |

Branthis tosses the glowing stone and sees a large patch of brown mold across the southern wall stretching the length of the wall. Branthis k owns that as long as there is no heat source such as an open flame, it’s actually harmless. If exposed to open flame the brown mold spreads quickly and will cause those nearby to take no lethal cold damage.
You go up the passage, you spot an unremarkable cavern were it not for the metal tower that occupies most of the space and pushes against the fractured ceiling. It doesn’t take much to know that the tower is keeping the cavern from collapsing on top of you all.
You are staring at an instant fortress

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"I wonder if that tower caused the structural weakness that it's now counteracting or if it was just put in to deal with the structural weakness it's counteracting," Shenendril comments.
"Should we see what's inside?"

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Shenendril opens her mouth to answer then pauses and looks around at the group gathered with her. Her brow furrows as she tries to summarize the people here without just listing them all out.
"Pathfinders," she finally answers, honestly, if a bit lamely.
"Are you one of the bandits of this camp or a prisoner of the bandits?" she asks.
Diplomacy: 1d20 + 10 ⇒ (3) + 10 = 13

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Zeta comes closer. If you're a friend of the Rovagug cultists, you should give up, they're all dead. We will spare you. But if you are their prisoner, then know that salvation has come.
Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18

DM Stylz |

After Zeta speaks, you hear silence for a few moments. Whomever was speaking seems to listen to the words spoken by Zeta and Shenendril. The door begin to open. Upon your entrance, you see a Dwarven monk along with five survivors. All six of them are famished, and none appear to be really able to provide much help beyond getting out of the mines.

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"Oh you poor things!" Shenendril exclaims, moving amongst the prisoners to deal with any injuries.
"Let's get you something to eat!" she continues, beginning to search the camp for the bandits' food supplies.

DM Stylz |

all I know is that deeper in the mine is where they were taking those it be sacrificed. I could t let that happen to others so I fought. The four knights you fought earlier were the ones trying to break down the fortress. I guess they were just planning on waiting out our demise due to starvation, but luckily you showed up. The air is foul down that way, I can I it imagine what lies in wait.

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"Oh, that's terrible. Starving prisoners? Sacrificing people," Shenendril tuts.
She squares her shoulders resolutely. "Let's go find the rest of these guys and make sure they can't cause any more harm," she says, drawing her bow and an arrow.

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Andrelis adjusts his filter scarf, Okay, let's go deeper and see what we can find there. Time to rescue some prisoners. he says, spinning his blades in hand and proceeding the indicated way slowly and carefully...
Stealth: 1d20 + 10 ⇒ (10) + 10 = 20

DM Stylz |

You group head out of the fortress as Bergrag helps to escort the prisoners out of the fortress and out of the mine to freedom and safety. You begin to head down the only path you’ve yet to take, as it slowly descends 500 or so feet. You carefully progress as you check each short tunnel offshoot, dead end, squeezing through tight spots and making sure you don’t miss something.
After the 500 or so feet, you enter a larger cavern. The conditions in the cavern are significantly worse compared to the area you just came from. The fumes wafting from the water cause your stomach to churn violently as your body debates if it too much to handle. You fear that getting closer will just cause this feeling to get worse. if in/adjacent the water make a Fort save please