
GM Valen |

Lem is affected by the venom, but does manage to get free of the web trap.
DEATH BY A LOT OF LEGS! - Round One Cont'd/Round Two Cont'd!
PCs in bold may act
Mandy the Monkey (immobilized; Fort save)
Round Two
Siyokoy Sa Lupa
Vamasu
Lem (poisoned)
Spider (red)
Mandy the Monkey

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Vamasu will turn back to the group, spy the mess and say "We are not going to be anyone's dinner tonight" and will hustle over to the last spider ◆ stride ◆ stride and ◆ strike, bringing his katana down across the spider trying to slash it away from the wall
Katana (Deadly d8, Two-Hand d10, Uncommon, Versatile P), CA: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16 for 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7 S

GM Valen |

bringing his katana down across the spider trying to slash it away from the wall
The tengu's blad cuts deep, but fails to fell the arachnid from its strike position on the cave wall.
DEATH BY A LOT OF LEGS! - Round One Cont'd/Round Two Cont'd!
PCs in bold may act
Mandy the Monkey (immobilized; Fort save)
Round Two
Siyokoy Sa Lupa
Vamasu
Lem (poisoned)
Spider (red) -7 HP
Mandy the Monkey

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Siyokoy once more bring his cold water to blast the remaining spider on the wall. "Not my friend!" he exclaims.
Elemental Blast: 1d20 + 7 ⇒ (17) + 7 = 24 vs Red Spider
Damage: 1d8 ⇒ 8 cold damage
He blasts it again!
Elemental Blast, MAP: 1d20 + 7 - 5 ⇒ (20) + 7 - 5 = 22 vs Red Spider (Crit)
Damage: 1d8 ⇒ 6 cold damage x2
He then recalls the cold water back to himself and forms a shield shaped into a disk. The water returns that surrounds him for protection.
◆ Elemental Blast
◆ Elemental Blast
◆ Hydraulic Deflection (+1 to AC)
↺ Deflecting Wave (if he would take acid, bludgeoning, fire or slashing damage)

GM Valen |

The hydrokineticist dispatches the spider and washes away its remains with a pair of watery blasts.
COMBAT OVER
Having been bit, both Mandy the Monkey and Lem must deal with the effects of the spider venom.
Mandy needs to make a Fortitude save (DC 16). On a failure, she is at Stage 1. Lem is already at Stage 1. I need saves from each until the venom runs its course.
Dream Spider Venom (poison) Saving Throw DC 16 Fortitude; Maximum Duration 4 rounds; Stage 1 stupefied 1 (1 round); Stage 2 1d6 poison damage plus stupefied 1 (1 round)
"I suppose I that I now owe you more than once." Uzgrin concedes. "If it is not too much to seek another favor, will you assist me in recovering my backpack?"
There are four areas of interest within the cave network that have yt to be explored by the party. I have revealed them all and marked each area with a number "1" through "4" on Map on Slides.
Where to Pathfinders?

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”Yes we can help out. Let’s start with the cave we bypassed on the way in.”
so a vote for starting at 2, and then on to 1,3, and 4.

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Fort: 1d20 + 6 ⇒ (10) + 6 = 16
Apologies for the silence. Too much going on last week.

GM Valen |

Applying the Rule of Two, it ooks like there is a a vote to head to "2" and two abstentions, resulting in a "majority" of one.
The party retraces its steps to investigate a previously unexplored passage.
Location of party now updated on Map (applying previously determined marching order.)
Siyokoy Sa Lupa, Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Vamasu, Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Mandy the Monkey, Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Lem, Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Vamasu enters the area first, but it is Mandy the Monkey that spots another large mushroom, which was previously identified as a shrieker.
No backpack is in sight.
That being said, if all three of the player's PCs had failed the check, then I probably would have had the shrieker activate because the result would not solely have been based on a predetermined order.
However, all of the above is a style choice. I personally would not find fault with any GM who chose to have the shrieker trigger.
If a PC wishes to approach, a DC 18 Survival check required to carefully approach and cut the mushroom’s air sac without triggering the shrieker.
All PCs within 30 feet of the shrieker take sonic damage (DC 16 basic Fortitude save; creatures that critically fail this saving throw are deafened for 1 minute) in the amount of: 1d6 ⇒ 1
Otherwise, there is nothing of else of interest in this area. Where to next, Pathfinders?

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After scanning around from the entrance for the backpack, Vamasu will pronounce "There doesn't seem much reason to risk the shrieker this time. We should ignore it." and then move on towards location 1.

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Siyokoy nods in agreement. "It would be risky, right." he comments and presses on to their next location by following Vamasu.

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"Not worth it," Mandy agrees, still shuddering from the spiders.

GM Valen |

Leaving the recently-found shrieker undisturbed, the party ventures elsewhere within the tunnels.
There are three areas of interest within the cave network that have yet to be explored by the party. Each is on the map and marked with a number "1", "3", or "4" on Map on Slides.
Siyokoy Sa Lupa, Perception for 3: 1d20 + 5 ⇒ (7) + 5 = 12
Vamasu, Perception for 3: 1d20 + 7 ⇒ (16) + 7 = 23
Mandy the Monkey, Perception for 3: 1d20 + 6 ⇒ (18) + 6 = 24
Lem, Perception for 3: 1d20 + 6 ⇒ (10) + 6 = 16
Siyokoy Sa Lupa, Perception for 4: 1d20 + 5 ⇒ (18) + 5 = 23
Vamasu, Perception for 4: 1d20 + 7 ⇒ (12) + 7 = 19
Mandy the Monkey, Perception for 4: 1d20 + 6 ⇒ (4) + 6 = 10
Lem, Perception for 4: 1d20 + 6 ⇒ (4) + 6 = 10
A PC who succeeds at a DC 15 Crafting check or DC 12 Nature check to Recall Knowledge may open the spoiler below:
There is nothing else of interest in this area.
If a PC wishes to approach without setting off the shrieker, a DC 18 Survival check required to carefully approach and cut the mushroom’s air sac without triggering the shrieker.
If a PC fails this Survival check or approaches without first cutting the mushroom's air sac, open the spoiler below:
All PCs within 30 feet of the shrieker take sonic damage (DC 16 basic Fortitude save; creatures that critically fail this saving throw are deafened for 1 minute).
The shrieker deals sonic damage in the amount of: 1d6 ⇒ 2
To the south the cave leads to a tunnel that ascends upwards, likely leading to an area near the cave mouth where the party first met and assembled.
If a PC wishes to approach without setting off the shrieker, a DC 18 Survival check required to carefully approach and cut the mushroom’s air sac without triggering the shrieker.
If a PC fails this Survival check or approaches without first cutting the mushroom's air sac, open the spoiler below:
All PCs within 30 feet of the shrieker take sonic damage (DC 16 basic Fortitude save; creatures that critically fail this saving throw are deafened for 1 minute).
The shrieker deals sonic damage in the amount of: 1d6 ⇒ 4
Please indicate where you have explored and what you wish to do next, Pathfinders.

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Vamasu will move next to area 1, keeping a careful eye out for more of the shriekers which seem to be prevalent here.
DC 15 Nature: 1d20 + 5 ⇒ (19) + 5 = 24
"Hmm, looks like those spiders had a feast of rats here. Hopefully we won't see any more of the spiders down here."
After investigating area 1, Vamasu will move on to area 3, "Aha there's the backpack, looks like we will need to deal with this shrieker." and, after a short pause for anyone who wants to to back away, Vamasu will carefully approach
DC 18 Survival: 1d20 + 5 ⇒ (7) + 5 = 12
(hero pointing that roll)
DC 18 Survival: 1d20 + 5 ⇒ (7) + 5 = 12
but he misses the air sac and the shrieker screeches regardless!
DC 16 basic Fortitude save: 1d20 + 6 ⇒ (11) + 6 = 17 against the screech, so Vamasu takes 1 hp sonic damage but is not deafened.
As the mushroom emits its cry, Vamasu will snatch up the backpack and scurry quickly away, his crest flattened against his head. He will hand it back to Uzgrin saying "Your backpack ma'am." and glancing back to the shrieker with a grimace "Sorry about the noise."
Looking around at the group and Uzgrin he will ask "Is there anything else we need to do here or should we get back to the surface? Oh, are there any passages you haven't explored Uzgrin?"

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Siyokoy follows Vamasu in area 1. "I hope so. I just want to get out of here once we find her bag," he shares his thoughts on their situation. His mind is now preoccupied with the thought of more spiders lurking, ready to ambush them or something worse. He shakes his head to dispel those thoughts.
In area 3, Siyokoy keeps his distance while Vamasu is working on the shrieker where the bag sits nearby. He winces as the shrieker lets out a shrill cry.
DC 16 Fortitude save: 1d20 + 9 ⇒ (7) + 9 = 16
Siyokoy gets a slight headache from that shriek.
"Maybe we can leave now that we have your bag?" Siyokoy awkwardly grins at the lorekeeper while posing the question.
"And there is another shrieker over there (area 4), let us not try to disable it, I suggest?" he advises while he massages his headache away.

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Glancing over the cavern (area 4), Vamasu will reply to Siyokoy "Yes a good plan - no need to disturb this mushroom. I've heard plenty of those for one day."
and then will look around to Uzgrin with head tilted to one side "Is that all?"

GM Valen |

As the mushroom emits its cry, Vamasu will snatch up the backpack and scurry quickly away, his crest flattened against his head.
Some moss has already started growing on the retrieved backpack.
He will hand it back to Uzgrin saying "Your backpack ma'am." and glancing back to the shrieker with a grimace "Sorry about the noise."
Uzgrin's face lights up when the tengu offers the backpack and she eagerly grabs ahold of it. "No need to apologize about the noise. When I heard that earsplitting noise just now, I instanttly realized that that was the sound that I had heard before. At the time, I had thought it the sound of some fearsome monster. I rushed out of the cave, not even realizing that I must have dropped my back pack. Unfortunately, in my unnerved state, I managed to get lost. I found the cave with the underground pool and it was there that I was set upon by one of those giant spiders."
Looking around at the group and Uzgrin he will ask "Is there anything else we need to do here or should we get back to the surface? Oh, are there any passages you haven't explored Uzgrin?"
"To be honest, I was so disoriented when I heard the noise, that I can't say for certain where I have already been." Uzgrin admits somewhat sheepishly.
"Maybe we can leave now that we have your bag?" Siyokoy awkwardly grins at the lorekeeper while posing the question.
"I am reluctant to leave potential research left undone, but there is no need for you to remain here any longer." The woman concurs.
"And there is another shrieker over there (area 4), let us not try to disable it, I suggest?" he advises while he massages his headache away.
Glancing over the cavern (area 4), Vamasu will reply to Siyokoy "Yes a good plan - no need to disturb this mushroom. I've heard plenty of those for one day."
Uzgrin nods her head in agreement. "For several days," she adds.
"Is that all?"
"That is all for you adventurers," Uzgrin confirms. "My quest to uncover whatever secrets these caves may have once held is mine. You have done plenty for me already and, I must admit, I could use a break before I continue."
"I assume that you know a way out of here," she says, slinging her backpack over her shoulder. "One of you can take point and lead the way." Uzgrin sticks close to Vamasu, trusting him the most for returning her backpack to her.
There are two exits from the cave system that the party has found. One exit, identified as "Exit #1" on the Map is located to the northwest and is the way the party entered the cave system. It can be approached from an entrance from a passage from the south or from an entrance from a passage to the north. The other exit, identified as "Exit #2" on the Map is located to the south and can only be approached from an entrance from a passage from the north or from an entrance from a passage to the west.
Please place your tokens on the Map on Slides within the passage the party is using to approach an exit.
GM Thoughts: This adventure has horror themes, so by all means, feel free to use the old "you go that way, I'll go this way" trope and have the party split up and approach both exits from different passages at the same time!

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"No need to apologize about the noise. When I heard that earsplitting noise just now, I instanttly realized that that was the sound that I had heard before. At the time, I had thought it the sound of some fearsome monster. I rushed out of the cave, not even realizing that I must have dropped my back pack. Unfortunately, in my unnerved state, I managed to get lost. I found the cave with the underground pool and it was there that I was set upon by one of those giant spiders."
"I see - I was wondering how the backpack came to rest under the shrieker."
"While we are close to that other exit, let's get back to where we know" and Vamasu will start back to exit #1.

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Siyokoy keeps himself behind the tengu who seems to be brave enough to lead them out. His mind now races with thoughts of what if the exit is not there as expected, almost thinking they would be trapped inside the ruins forever.

GM Valen |

Rule of Two (and per GM Thoughts above...
The party takes the northwest passage back the way the adventurers entered. The tengu leads the way. "Thank you again for leading us out of here. I am afraid that I'm still somewhat weakened by the events of the past few days and the last thing I think anyone would want to do is die down here, somewhere within these caves." Uzgin declares. "Besides, I am beginning to think my research may have been wrong and that any dwarves fleeing Koldukar may have never have even been down here."
As the party heads for an exit, a pile of dust, broken shards of pottery, and bones lies across the cave floor, blocking the exit from the cave.
"Those must be the remains that I was searching for!" Uzgrin exclaims. Her elation soon turns to a frown. "But, I don't remember them being here the last time I passed this way!"
Siyokoy Sa Lupa, Perception w/Scout: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Vamasu, Stealth w/Scout: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Mandy the Monkey, Perception w/Scout: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Lem, Perception w/Scout: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Dust, Stealth: 1d20 + 7 ⇒ (16) + 7 = 23
Having taken lead, Vamasu realizes that the pile of dust, broken shards of pottery, and bones are spectral in nature, having just now materialized from the ground and begun blocking the exit tunnel!
A pile of dust and bone meal, several inches deep and 10 feet across on each side, blocks the tunnel to the surface.
BURIED BELOW! - Round One Begins!
PCs in bold may act
Vamasu
?
Siyokoy Sa Lupa
Mandy the Monkey
Lem

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"You are right, Uzgrin, that wasn't there before" Vamasu will say holding up his hand to caution the others to stop
"But what is it? It seems spectral so I'm not sure if I can attack it or just sweep it out of the way. Let's keep an eye on it" and Vamasu will delay to see what it does.

GM Valen |

"But what is it? It seems spectral so I'm not sure if I can attack it or just sweep it out of the way. Let's keep an eye on it"
"What is it, then, indeed?" Uzgrin inquires.
As if in response, a series of spectral hands reach up from the cave floor as if trying to grasp for any creature within reach and pull it down into the depths of the stone.
BURIED BELOW! - Round One Cont'd!
PCs in bold may act
Vamasu
?
Siyokoy Sa Lupa
Mandy the Monkey
Lem
Dealing with these haunting hands of slow death requires speaking the proper burial rights, exorcise the lingering souls, or scaring the fearful souls away.
Disable Religion DC 15 (trained), Occultism DC 15 (trained), or Intimidation DC 17. These actions have the verbal trait. Each check to disable the hazard requires 2 actions, and two total successes are required to disable the haunt.

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"Ahh! Ghost hands!" Siyokoy exclaims in a pitchy voice of panic after he checks out what really is it. He quickly changes to calm composure when he realizes he is with stranger allies and then tries to identify what are those hands they are seeing, or he is seeing.
DC 16 Religion to Identify: 1d20 + 5 ⇒ (3) + 5 = 8
Failing to determine what really is it, he retreats behind the group. "They are coming after us!" he squeaks again.
◆ Stride
◆ Identify
◆ Stride

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Vamasu will try to work out what it is but fail "This is not something I have seen in my training so far."
Religion (U): 1d20 + 2 ⇒ (10) + 2 = 12
but seeing the hands come out he will swap to his bow and take a quick shot
Shortbow +7 (Deadly d10): 1d20 + 7 ⇒ (7) + 7 = 14 for 1d6 ⇒ 6 piercing damage
_______
◆ Identify
◆ Interact to swap weapons
◆ Strike

Lem an Iconic |

Lem will ◆ step up to see what the creature is and try to ◆ identify it
Occultism (T): 1d20 + 4 ⇒ (5) + 4 = 9
Halfling luck - reroll
Occultism (T): 1d20 + 4 ⇒ (20) + 4 = 24
Lenm grins at the Tengu "I've seen these before - its a haunt and by the looks of it wants to stop us leaving. We'll need to convince it to disperse! We should coordinate our attempts"
(Lem relays what is in the spoiler)
"But lets have a cheery tune to help us work." and will start up an old miners song
◇ lingering composition performance DC 15: 1d20 + 7 ⇒ (13) + 7 = 20 (anthem last for 3 rounds)
◆ courageous anthem (+1 status bonus to attack rolls, damage rolls, and saves against fear effects.)

GM Valen |

Lem will ◆ step up to see what the creature is
With a jolt, three of the spectral hands amidst the remains appear take on a more solid form. Each springs to life, its fingers propelling it forth at great speed like a deformed spider!
Hand (black), Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Hand (blue), Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Hand (red), Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Hands now appear on map.
Lem's movement triggered a reaction by the haunt (Lem came within 30 feet of the remains). Handling reactions is often tricky in PbP because posting is asynchronous. One way to handle it, as I am about to do now, is to retroactively describe what happened. Sometimes, the triggered occurrence is such that it may have meaningfully altered the player's next actions. If so, I would allow the players to "redo" their actions after the reaction occurs. In this instance, however, I don't think it necessary as the reaction doesn't seem likely to have much of an impact on the PC’s posted actions, so no “redo” appears to be necessary (but will be allowed if requested). In light of the nature of using block initiative and incorporating the reaction, I did alter initiative abit by effectively putting Mandy on Delay and moving her in initiative.
Another way I could have handled it is by anticipating a PC approaching with a spoiler, like below:
BURIED BELOW! - Round One Cont'd!
PCs in bold may act
Vamasu
Hands of Slow Death (Haunt)
Hand (black)
Hand (blue)
Siyokoy Sa Lupa
Vamasu
Hand (red)
Lem
Mandy the Monkey
Grip Throat A Medium or smaller creature that is grabbed by a crawling hand has difficulty speaking and must spend an extra action perform any action with the verbal trait.

GM Valen |

BOTTING Mandy - No post in 72+ hours
Mandy yells at the spirits.
Intimidate to Disable: 1d20 + 0 ⇒ (12) + 0 = 12
The halfling draws a weapon.
GM Thoughts: I prefer not to bot PCs and, obviously, will play lax with my 24 hour "clock" given in my GM profile. However, under the circumstances, particularly as it does not place the PC in harm, it does not place the party at risk of death or severe setback, and as there are botting instructions given, I went ahead and botted Mandy.
Spectral hands reach up to grasp at Lem.
Lem takes negative damage: 1d4 ⇒ 2
Lem basic Will save: 1d20 + 6 ⇒ (12) + 6 = 18
One of the hands (black) scrambles toward Lem.
Stride
Melee claw (agile, finesse) v Lem: 1d20 + 7 ⇒ (6) + 7 = 13
Damage slashing plus Grab: 1d4 + 1 ⇒ (2) + 1 = 3
Melee claw (agile, finesse) v Lem: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16
Damage slashing plus Grab: 1d4 + 1 ⇒ (1) + 1 = 2
It leaps at Lem, but fails to get a grip.
Another hand (blue) rushes toward Vamasu.
Stride x2
It, too, leaps with its fingers opened wide!
Melee claw (agile, finesse) v Vamasu: 1d20 + 7 ⇒ (8) + 7 = 15
Damage slashing plus Grab: 1d4 + 1 ⇒ (3) + 1 = 4
It, too, cannot get itself around the tengu.
BURIED BELOW! - Round Two Begins !
PCs in bold may act
Hands of Slow Death (Haunt)
Hand (black)
Hand (blue)
Siyokoy Sa Lupa
Vamasu
Hand (red)
Lem -1 HP
Mandy the Monkey

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"Swark! Get off me" exclaims Vamasu
◆ Interact to swap his bow for his katana
◆ Strike with katana (Deadly d8, Two-Hand d10, Uncommon, Versatile P): 1d20 + 5 ⇒ (10) + 5 = 15 at the blue hand for 1d6 + 2 ⇒ (6) + 2 = 8 S damage
◆ Strike with katana, MAP (Deadly d8, Two-Hand d10, Uncommon, Versatile P): 1d20 + 5 - 5 ⇒ (3) + 5 - 5 = 3 at the blue hand for 1d6 + 2 ⇒ (3) + 2 = 5 S damage

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"Haunt, you say? Maybe I can deal with that!" Siyokoy braves himself by getting past his allies that are struggling with the handy hands and attempts to placate the source of haunted hands.
"O Handy, get back to where you belong, O Handy
Be at peace so that we also will be at ease!"
DC 15 Religion to Disable Haunt: 1d20 + 5 ⇒ (10) + 5 = 15
◆ Stride
◆◆ Disable the Haunt
Do I need to be adjacent to the haunt? If yes, will spend three actions to Stride instead.

GM Valen |
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"Swark! Get off me" exclaims Vamasu.
The Pathfinder's blade slices through undead tendons and flesh to "disarm" the hand, leaving its shape disfingered.
The first Strike was enough to destroy the undead, so Vamasu still has an action left."Haunt, you say? Maybe I can deal with that!" Siyokoy braves himself by getting past his allies that are struggling with the handy hands and attempts to placate the source of haunted hands.
"O Handy, get back to where you belong, O Handy
Be at peace so that we also will be at ease!"Do I need to be adjacent to the haunt? If yes, will spend three
actions to Stride instead.
The Hazard rules do not seem to require being adjacent, so I go with "common sense". I would require being adjacent to a Hazard to Disable a tripwire through Thievery or such, but when you can Disable by speaking words or manipulating magic, I generally don't require it.
Siyokoy Sa Lupa finds just the rite words to deliver some of the spectral hands paws pause. However, others don't quite seem to grasp what he is saying.
1 Disable Success achieved. More needed.
Another hand (red) heads for Siyokoy's neck.
Stride
Melee claw (agile, finesse) v Siyokoy: 1d20 + 7 ⇒ (19) + 7 = 26
Damage slashing plus Grab: 1d4 + 1 ⇒ (3) + 1 = 4
Athletics to Grab: 1d20 + 5 ⇒ (6) + 5 = 11
BURIED BELOW! - Round Two Cont'd!
PCs in bold may act
Hands of Slow Death (Haunt)
Hand (black)
Hand (blue) -8 HP
Siyokoy Sa Lupa -4 HP
Vamasu
Hand (red)
Lem -1 HP
Mandy the Monkey

Lem an Iconic |

Seeing Siyokoy's success, Lem will follow his lead
"Rest your weary hands, and carry the echo of the dwarven lords back to them in their afterlife."
Occultism: 1d20 + 4 ⇒ (13) + 4 = 17
and then focus back on the situation at hand and will move back from the grasping hand
◆◆ Disable the Haunt
◆ Stride

GM Valen |

Seeing Siyokoy's success, Lem will follow his lead
"Rest your weary hands, and carry the echo of the dwarven lords back to them in their afterlife."
As ghostly gloves grievously grasp and fingers of fetid flesh flail, sounds of solace softly spoken seem to soothe the seething of the sordid souls.
So, success!One of the big advantages of PbP over face-to-face is its narrative and literary form. Take advantage of that. Find interesting ways to describe things. Have your villains give grand monologues. Type out an NPC's thoughts or memories. Insert a flash back. Consider using the style of an omniscient narrator to hint at the future, to highlight an instance in a villain's past, or to provide lore the PCs might not uncover otherwise. Don't be afraid to be creative!
As a caveat, if you experiment, at some point you will undoubtedly fail. Your chosen style may not appeal to everyone. That is to be expected it is okay. Communication is key. If you want to do an "experimental" table, then advertise it. Let the players know what to expect up front and you will get more buy in.
I bring this up, not to suggest that GMs use alliteration or otherwise experiment, but as a reminder that keeping the game fun and interesting for the GM is just as important as for maintaining the interest of the players. This can especially be true for running repeatables.
In offering a table, a GM assumes on a big responsibility to the players, which comes with obligations. However, GMing should not feel like a burden. Varying your tables, using different literary techniques, and other ways of experimenting keeps you engaged and an engaged GM is more likely to keep players engaged. If you ever get the point where you feel you are simply "cutting-and-pasting" flavor text or go through the motions as a GM, consider changing things up or, even taking a break. If this happens while you are in the middle of running a table, let your players know how you feel and ask them to offer solutions. GM burnout is a real thing.
The spectral hands fade. The crawling hands crumble. The dust settles. The danger has passed. For now.
COMBAT OVER
"It would seem that you have saved me yet, again." Uzgrin admits sheepishly. "Shall we continue to the surface?"
The was the last "combat". With the hazard disabled and all crawling hands it summoned gone, the PCs can escort Unzgrin safely to the surface, if they wish. This table is coming to a close. I move us to the conclusion in about 24 hours or so. In the meantime, feel free to post any additional exploration or roleplaying your PCs would like to do.
Some players like doing so. Others do not. For that reason, I like to include a note indicating that the adventure is wrapping up. This also allows players to know when their PC will be available for play in another game.

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"Ah, yes, please," Siyokoy exclaims as he quickens his pace out of the cave, deliberately avoiding looking at the source of the haunt they just disabled while muttering, "I don't want to see any more hands crawling out from nowhere!"

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"Yes, let's make good our escape! I've had enough of this cave to last a year." Vamasu will agree and then follows Siyokoy out of the cave.

GM Valen |

Continuing on, the party returns to the cave entrance where they had earlier been driven by the storm. Fortunately, the weather and flood waters seem to be abating. Having been helped Unzgrin out of the cave and with her backpack, Uzgrin pauses to collect the remaining items from her campsite. She then briefly looks over her notes. "Please, accompany me to one of the caves that I was exploring earlier. It is nearby. I stashed a few belongings there, including a number of coins.
Reaching the nearby cave, the woman collects her stash and she gives you each the promised reward of 4 gold pieces. [b]"Thank you," she thanks says, “I’m a bit disappointed in my findings, to tell you the truth. I’d hoped to find something more insightful: perhaps some ancient artifacts or ruins. I also hadn’t expected to run into as much trouble as I did, and I have you to thank for getting me out of there alive.”
"In the future," Uzgrin notes, "I suppose that I should travel to Urgir to team up with some other explorers rather than setting off to explore any more caves by myself."
"I just so happen to know where there is another cave nearby that I suspect holds some dwarven treasures." Uzgrin ponders aloud. "If only there were some way that I could come across some capable explorers while still here in these badlands. It would save me the trip to the city."
FIN
As promised, our adventure has come to end. Thank you all for playing. I am looking forward to sharing tables with you all in the near future!