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Using the borrowed healing kit Galesong fails to heal tik and Marguerite, but does heal Squall.
During the same 40 minutes Djala is able to lay on hands healing all but one scratch on R!Kktik.
Barlus keeps looking at the walls and the scattered bones on the floor ” Did that bone move? Are the walls closing in? The kobold king was going to sacrifice us all for a ritual to power his crown he was going to build a mighty kobold kingdom by forcing the humans to endlessly toiling for them. Did that bone move?” The hunter is suffering mentally from his time with the kobolds and needs to escape the dungeon. Galesong keeps trying to calm Barlus.
R!Kktik suggests the group continues to press on taking on the kobolds before they can regroup and to rescue Colbrin.
Galesong treat wounds dc15 on R!Kktik: 1d20 + 5 ⇒ (5) + 5 = 10 healing: 2d8 ⇒ (6, 6) = 12
Galesong treat wounds dc15 on Marguerite : 1d20 + 5 ⇒ (2) + 5 = 7 healing: 2d8 ⇒ (8, 1) = 9
Galesong treat wounds dc15 on Squall: 1d20 + 5 ⇒ (12) + 5 = 17 healing: 2d8 ⇒ (4, 8) = 12
Status:
Squall AC19 (28hp)
R!Kktik AC18 (9+6+6 =21/22hp)
Munrisk AC18 (24hp)
Marguerite AC17 (22hp) (light)
Djalamora AC18 (30hp) (light)
Galesong AC16 (26hp)
Drake AC16(17) (22hp) (Mystic Armor)

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Djalamora frowns worriedly at the hunter. "I would like to deal with the kobolds, but I believe we should return Barlus to the surface. Friend Galesong, I would enjoy your company if you would be willing to continue our quest in these caverns, but I would understand if you would prefer to stay in town with your other friends."
Djala isn't willing to let these two run back to the town without an escort. Barlus is definitely not in good shape.

Drake Stormrider |

"I agree Tik. Let's get these two back to town and hurry back here to finish taking care of the 'King'. Drake says. He sees that Barlus is in no shape to stay with them and would only be a liability.

"Squall" Blacktail |

Squall lacks the training to judge Barlus's condition properly, but even he can see that the man has been traumatized by his imprisonment here. "Lady Cirhana will be relieved at his return, and maybe she can do summat to help him find peace." He tactfully omits any mention of the reward the priestess offered for finding the man, but it's sure to be on the tengu bounty hunter's mind. "The townsfolk will be glad to hear the Darkmoon Beast is no more, too. And we can warn the sheriff and other authorities about the kobold problem here--and assure them that we intend to do something about it."

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Djala, worried about the hunter and kobold threat, offers to return Barlus to the surface and asks Galesong to join the exploration.
Galesong nods, ” I’m willing to continue looking for Colbrin and maybe put a dagger in the kobold king, besides Falcon Hollow isn’t my home, but I could use some equipment.”
Tik shrugs impatiently about wanting to hunt the kobold king down.
Drake agrees to take both back to town and then back to finish taking care of the king.
Squall thinks Lady Cirthana would be relieved at his safe return and she did offer a silver longsword as a reward.
Barlus speaks up with a shiver ” Boss Teedum wanted the smart woof killed and brought back to be stuffed as a trophy. He was offering a +1 greataxe as a reward. You’ve earned it!”
You have no problem exiting the ruined monastery’s lower level and the monastery into the daylight. It’s about 11am and with luck you can make it through the darkmoon forest to Falcon Hollow before nightfall.
(Please declare you exploration option if any and need survival checks to make it back to Falcon Hollow)
Status:
Squall AC19 (28hp)
R!Kktik AC18 (9+6+6 =21/22hp)
Munrisk AC18 (24hp)
Marguerite AC17 (22hp) (light)
Djalamora AC18 (30hp) (light)
Galesong AC16 (26hp)
Drake AC16(17) (22hp) (Mystic Armor)

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The group takes the most direct path back to Falcon Hollow through the Darkmoon forest. Munrisk keeps getting turned around, and Tik argues with Squall about the best way to cross the river. Djala keeps the group pointed in the correct direction and moving long.
Someone has set 10ft pit traps to catch the unwary along the game trail you follow for most of the journey. If not for the keen eyes of Marguerite, Tik, and Djala then The others in your group could have taken a nasty fall.
You reach Falcon’s Hollow just after dark, It's unlikely Galesong and Barlus would have made it back to town without significant injury without your group escorting them.
Word spread quickly throughout town that your group is back and has successfully rescued the Hunter Barlus and another person from the darkmoon beast. Lady Cirthana Gensar, priestess of Iomedae, meets you shortly after your arrival ” Thank you for finding Barlus! I was worried you would not find him before it was too late. Please stop by the temple tomorrow, and I’ll give you the silver longsword. I’m looking forward to hearing you tail.”
Barlus is good to his word when he gets home he takes a Barlus gets to his home good to his word taking a family longbow heirloom that belonged to his father and hung over his hearth for decades handing it to the heroes ” This was my father’s been hanging over the hearth for decades. I hope it serves you well. If you are ever in town and need healing, I will gladly provide my services for free.“ (+1 composite longbow)
Since you are back in Falcon Hollow, what do you want to do? Shop for gear potions, sell treasure, see about having weapon runes moved, visit the Sitting Duck tavern?
R!Kktik, Survival:(wis): 1d20 + 5 ⇒ (8) + 5 = 13
Djalamora Vestrilavia, Survival:(wis): 1d20 + 4 ⇒ (16) + 4 = 20
Squall Blacktail, Survival:(wis): 1d20 + 6 ⇒ (6) + 6 = 12
Munrisk the Unknowable, Survival:(wis): 1d20 + 5 ⇒ (2) + 5 = 7
Vs DC18 pit trap
Marguerite Ruysch, Perception:(wis): 1d20 + 5 ⇒ (17) + 5 = 22
R!Kktik, Perception:(wis): 1d20 + 5 ⇒ (16) + 5 = 21
Djalamora Vestrilavia, Perception:(wis): 1d20 + 4 ⇒ (15) + 4 = 19
Squall Blacktail, Perception:(wis): 1d20 + 8 ⇒ (1) + 8 = 9
Drake Stormrider, Perception:(wis): 1d20 + 4 ⇒ (1) + 4 = 5
Munrisk the Unknowable, Perception:(wis): 1d20 + 7 ⇒ (1) + 7 = 8
Status:
Squall AC19 (28hp)
R!Kktik AC18 (22hp)
Munrisk AC18 (24hp)
Marguerite AC17 (22hp) (light)
Djalamora AC18 (30hp) (light)
Galesong AC16 (26hp)
Drake AC16(17) (22hp) (Mystic Armor)

"Squall" Blacktail |

After Barlus's news about the bounty on the warg, Squall would have made a point of bringing its corpse back with them so they can collect that reward, too. That might require rigging a travois, and/or removing the head and pelt, to make transporting its weight more easily manageable. I'm not sure what skills would be needed for either task--probably some combination of Survival and Crafting?
Squall is not interested in the greataxe so much as the rune on it--he's built for using multiple smaller weapons. He would be more interested in the silver longsword; it's not agile, but can be paired with one of his weapons that is. And while he owns and sometimes uses a bow, it would be better to have someone who is more focused on ranged attacks use Barlus's heirloom. Finally, we have that +1 flying talon (which Munrisk might be able to use whenever we next level up?) and a couple nonmagical weapons that haven't been claimed yet.

Drake Stormrider |

I think we should sell the mundane things that we have and let anyone who needs/wants one of the runes transferred do that. Maybe get a few potions? Since we got in after dark, Drake would at least like to get a room at the inn for the night and get a good night's sleep. Then we could head back out tomorrow, unless transferring runes and such take quite a while.

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Squall made sure the group hauled the warg back for the reward, doing what he could to make it manageable for transport.
It causes quite a commotion when Squall plops the dead warg's down in the cut yard's front office. The surprised night manager has to order the gawking workers back to work. A quarter hour later, Boss Teedum shows up. He is quite pleased as he inspects the dead wolf. ” Yes this will make a fine Trophy. Maybe put some spine in the lumberjacks! “ He shakes your hand as he give Squall the magic greataxe ” Good work, I could use more men... Tengu like you in my orgaization. Think about it.”
Galesong settles in at the Sitting Duck, making some good coin from telling the action-packed story of how your group took on two dozen force kobolds in a desperate battle to rescue Barlus and himself.
Drake discusses some of the details about selling the excess things the group has found. He eventually retires to his rented room at Jak A’ Napes inn.
Most of the group have long-term places where they live in Flacon Hollow. You’ve only set out on your adventure the day before.
Early the next morning, Drake and Tik visits the various shops around town selling the excess gear. At the Roots and Remedies, where he gets the unknown mutagen’s identified the Owner Laurel Gebre is excited to see the Ironbloom Mushrooms ” These are the very thing I need for making antiplague concoction! I need at least 5 more of them to complete the brew. I would be willing to trade them for a half-dozen 3rd-level alchemical consumable I can make.” She whispers to you ” You might want to hurry on that, there’s an illness spreading among the loggers and I’m worried it will turn into an outbreak.”
Visiting the Goose ‘N’ Gander general store you find out that the gnome owner can move runes from one weapon to another for a 10% fee (3.5gp for +1 rune). While browsing his cavernous labyrinthine of a shop with precariously balanced shelves, you spot a box of four minor healing potions (15gp) and a Scroll of restoration (12gp) among the wares.
Sell off: ???
42 x silver coins total 4gp
1 x book dwarven hymns to torag total 10gp
62 x small sack coins total 6gp
1 x hexagonal shaped garnet, total 20gp
20 x gold coins total 20gp
4 x daggers total 2gp
1 x leather armor total 1gp
1 x shortsword total 0gp
1 x thieves tools total 2gp
354 x bag with silver coins total 35gp
1 x finely crafted light crossbow total 30gp
1 x Ring of Torag total 30gp
2 x Freezing xbow bolts total 25gp
1 x sterling artisan stone masonry tools total 25gp
1 x Moderate Juggernaut mutagen total 6gp
1 x moderate eagle-eye Elixir, total 14gp
1 x Moderate serene mutagen, total 6gp
1 x moderate silvertounge mutagen, total 6gp
1 x Scroll of Spirtual Armament 2nd, rank total 6gp
1 x 50ft of rope total 0gp
Keep in party:
3 x minor healing potions total 6gp
Rewards:
Silver longsword (low-grade) 40gp
+1 greataxe 2gp (+1 rune 35gp)
+1 composite longbow 20gp (+1 rune 35gp)
Costs 3.5gp to move a +1 rune from one weapon to another or rune stone.
Quest
7 x Ironbloom Mushroom total 0gp - For gathering a dozen (need 5 more), Laurel (of Roots and Remedies) promises the PCs each a Common level 3 non-poison alchemical consumable of their choice
(Let me know if there are items you wish to keep in the party, runes moved or other items to acquire.)
Status:
Squall AC19 (28hp)
R!Kktik AC18 (22hp)
Munrisk AC18 (24hp)
Marguerite AC17 (22hp) (light)
Djalamora AC18 (30hp) (light)
Galesong AC16 (26hp)
Drake AC16(17) (22hp) (Mystic Armor)

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During your time in town you learn that the third kobold prisoner Colbrin was abducted from Falcon Hollow the same day you left to look for Barlus. The rumors are that Colbrin was overwhelmed in his backyard and dragged off to the north. You already knew to look for Colbrin through the other two Barlus and Galesong.
It always takes longer to prepare for a journey than expected. Your quick trip back to town and back to the ruined monastery looks like it is going to take 3 days total as the buying, selling goods and arranging for weapon rune transferring takes most of the second day.
Any one looking for something to purachess? (Djala has post distribution in the discussion. Start the return trip to the dungeon tomorrow? )
Status:
Squall AC19 (28hp)
R!Kktik AC18 (22hp)
Munrisk AC18 (24hp)
Marguerite AC17 (22hp) (light)
Djalamora AC18 (30hp) (light)
Galesong AC16 (26hp)
Drake AC16(17) (22hp) (Mystic Armor)

"Squall" Blacktail |

Squall pays for a potency rune to be moved to his cold iron weapon, buys a couple of light maces for the next time he faces skeletons, and finally, buys a couple minor potions of healing. He then spends one of his remaining few silver coins on a few drinks at the tavern to quietly celebrate surviving his recent adventures before seeking out danger again.

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Party
3x Minor Healing Potions
Squall, Djala, Munrisk 25.1gp each & +1 weapon rune on their weapons.
R!Kktik, Marguerite, Drake 46.1gp each.
Marguerite completes her purchase.
Squall has the potency rune moved to his cold iron shortsword, and picks up more weapons and healing potions. His quiet celebration at the tavern isn’t quite so peaceful as patrons keep buying the hero’s drinks.
The others finish their transactions and make preparations for heading out early the next morning.
Galesong acquires basic gear so that he can accompany your group and search for Colbrin. ” I'm looking forward to giving those kobolds a bit of payback!”
Drake is the first one at the gates, ready to venture forth. Marguerite, Galesong, and Squall join him shortly. Squall might be suffering from too many drinks. Galesong seems in high spirits ” These kobolds took my friends from me before. It is time to dispose of their kobold king once and for all!”
The rest of the group shows up, and the group sets out, making their way back to the ruined monastery. The first leg of the journey to the darkmoon forest goes without a hitch, and it feels like you are making good time.
About noon, you stop for a rest break in a small clearing while munching on rations or taking a gulp of water. Munrisk suddenly stands up, alert as they search for danger.
Two large moonsnakes stealthily climb down from the trees to attack.
The large green one bites Djala, clamping its jaws down hard. It tries to grapple her but fails.
Another large snake drops down behind Drake, catching him in its jaws and biting hard. It gets a good grip on grappling the wizard.
R!Kktik, Survival:(wis): 1d20 + 5 ⇒ (1) + 5 = 6
Djalamora Vestrilavia, Survival:(wis): 1d20 + 4 ⇒ (2) + 4 = 6
Squall Blacktail, Survival:(wis): 1d20 + 6 ⇒ (1) + 6 = 7
Munrisk the Unknowable, Survival:(wis): 1d20 + 5 ⇒ (6) + 5 = 11
Marguerite Ruysch, Initiative : 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
R!Kktik, Initiative : 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Djalamora Vestrilavia, Initiative : 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Squall Blacktail, Initiative : 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Drake Stormrider, Initiative : 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Munrisk the Unknowable, Initiative : 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Galesong, Initiative : 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
stealth, Initiative : 1d20 + 8 ⇒ (14) + 8 = 22
◆stand
◆Munrisk the Unknowable, perception : 1d20 + 7 ⇒ (10) + 7 = 17 search direction: 1d8 ⇒ 7
◆Munrisk the Unknowable, perception : 1d20 + 7 ⇒ (11) + 7 = 18 search direction: 1d8 ⇒ 4
Green vs Djala
◆Climb hidding
◆bite jaws: 1d8 + 10 ⇒ (8) + 10 = 18 to hit off-guard; damage: 1d8 + 5 ⇒ (4) + 5 = 9 plus grab
◆Grab: 1d20 + 8 ⇒ (5) + 8 = 13
White vs Drake
◆Climb hidding
◆bite jaws: 1d8 + 10 ⇒ (8) + 10 = 18 to hit off-guard; damage: 1d8 + 5 ⇒ (4) + 5 = 9 plus grab
◆Grab: 1d20 + 8 ⇒ (6) + 8 = 14
Everyone can act.
Round 1 A
* Munrisk AC18 (24hp)
white moonsnake (0= 0hp)
green moonsnake (0= 0hp)
Round 1 B
* Djalamora AC18 (30-9= 21/30hp)
* Drake AC16 (22-9= 13/22hp) (grappled)
* Marguerite AC17 (22hp)
* Squall AC19 (28hp)
* Galesong AC16 (26hp)
* R!Kktik AC18 (22hp)

"Squall" Blacktail |

Squall steps up to the snake (green) that bit Djala, and swiftly draws and attacks with each hand.
◆ Step
◆ Quick Draw:
+1 cold iron shortsword: 1d20 + 9 ⇒ (5) + 9 = 14; damage (P): 1d6 + 4 ⇒ (3) + 4 = 7
◆ Quick Draw: hatchet, MAP (agile): 1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 16; damage (S): 1d6 + 4 ⇒ (2) + 4 = 6

R!Kktik |

With a hastily-suppressed squeak of surprise, the ratfolk Steps away from the snake◆, draws a vial and hurls it at the white snake◆, and readies his hand crossbow◆.
Dread Ampoule attack: 1d20 + 7 ⇒ (3) + 7 = 10
The snake takes 1 HP splash nonlethal mental damage.

Drake Stormrider |

"Ahhh" Drake shouts as the snake wraps itself around him. He takes a moment to gather his wits and then attempts to burn the snake off of him.
Flat Check (DC 5): 1d20 ⇒ 11
◆◆Ignition: 1d20 + 8 ⇒ (13) + 8 = 212d6 ⇒ (4, 3) = 7
◆Shield (AC 17)

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Djala squeals in pain as the snake bites deeply. She slashes angrily down with her glaive, before stepping to the right and casting shield
glaive: 1d20 + 9 ⇒ (19) + 9 = 28 for slashing, holy: 1d8 + 4 ⇒ (6) + 4 = 10 plus deadly, if relevant: 1d8 ⇒ 7
This puts Drake and the white snake in reach of her retributive strike.
◆ Strike
◆ Step
◆ Cast Shield
↺ Retributive Strike within 15'

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Squall is the first to react taking a step to the green snake, he swiftly draws his magic shortsword and swings only to miss followed by drawing and swinging with his hatchet also glancing off the snake's tough skin.
R!Kktik steps away from the snake using his quick potion to throw a vial at the snake missing in his haste. Some of the splash hits the snake causing mental anguish. Tik is already drawing his crossbow.
Drake, caught in the grip of the white snake takes a moment to focus casting a fire spell burning and successfully burning the snake followed by casting protective magic shield. The snake hisses in pain, but continues to hold tight to the wizard it hopes to make a meal of.
Djala dealing with her own snake slashes with her glaive critically hitting the snake and leaving a nasty wound before stepping to the side and shielding herself. The snake riels in pain and rethinks its lunch plan.
Munrisk and Marguerite stand back in indecision. (delay)
Galesong looks up at the sudden snake attack ” What! Snakes I hate snakes, but thies are big enough to make the entire town a set of boots.” He invokes a Courageous Anthem followed by telekinetically throwing sticks and stones at the green snake. The snake already cut deeply by Djala collapses from the extra beating dead.
The large white snake wraps its coils around the grappled wizard and begins to constrict as it tightens its coils squeezing the wizard (DC17 fortitude save vs 2 damage). Adjusting its grip to hold the wizard secure it fumbles the attempt allowing him to slip free. (Drake you can grab the snake or force it to land prone)
Djala takes her retributive reaction interfering with the white snake’s constriction and can strike back. (include +1 bard, but not off-guard yet)
Galesong vs green
Courageous Anthem +1 status to attacks, damage, and fear saves.
Telekinetic Projectile w/+1bard: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25 to hit, damage w/+1bard: 2d6 + 1 ⇒ (4, 5) + 1 = 10 Bludgeoning
Snake vs Drake
◆ Wrap in Coils
◆ Constrict: 1d8 ⇒ 6
◆Grab: 1d20 + 8 ⇒ (1) + 8 = 9
Everyone can act. +1 from bard
Round 3 A
* Munrisk AC18 (24hp)
white moonsnake (-1-7= -8hp) (grappled or Prone?)
green moonsnake (-27-10= -37hp) (dead)
Round 2 B
* Djalamora AC18 (21/30hp) (can make retributive attack)
* Drake AC16 (13-2? = 11?/22hp) (DC 17 fortitude save vs 2 damage)
* Marguerite AC17 (22hp)
* Squall AC19 (28hp)
* Galesong AC16 (26hp)
* R!Kktik AC18 (22hp)

Drake Stormrider |

Fort Save: 1d20 + 4 ⇒ (6) + 4 = 10
Drake stumbles away from the snake as it's coils slip off of him. In a fit of anger, he reaches out to the snake again with his finger tips burning, hoping to end the creature. Cursing under his breath for missing, he quickly brings up his magic in defense.
◆◆Ignition: 1d20 + 8 ⇒ (4) + 8 = 122d6 ⇒ (6, 1) = 7
◆Shield AC 17

Marguerite Ruysch |

◆ The halo will begin glowing behind Marguerite's head.
◆◆ Marguerite will cast Heal on Drake. Healing: 1d8 + 8 + 2 ⇒ (3) + 8 + 2 = 13

"Squall" Blacktail |

With the closer snake down, Squall is free to focus on the other serpent. He moves in close and stabs at it twice in rapid succession.
◆ Hunt Prey on White
◆ Stride
◆ Twin Takedown on White:
+1 cold iron shortsword: 1d20 + 9 ⇒ (13) + 9 = 22; damage (P): 1d6 + 4 ⇒ (3) + 4 = 7
shortsword: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20 (MAP reduced for flurry and agile); damage (P): 1d6 + 4 ⇒ (3) + 4 = 7

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Djala steps forward and slashes as it tries to make a meal of Drake.
RS glaive: 1d20 + 9 ⇒ (18) + 9 = 27 for slashing, holy: 1d8 + 4 ⇒ (6) + 4 = 10 plus deadly, if relevant: 1d8 ⇒ 3
"I really must lodge a complaint with the people keeping the forests under control."

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Angry at the snake for trying to crush him, Drake throws more fire at it that misses the target and renews his magical defenses.
A glowing halo forms over Marguerite’s head as she heals all of Drake’s wounds.
Squall focuses on the remaining serpent moving in and stabbing it twice with his dual weapon attack. The snake hiss and thrashes from the wounds, but is still alive.
Djala steps forward and slashes at the snake with her deadly glaive. With inspiration from Galesong she critically wounds the moonsnake killing it instantly.
Tik relaxes as he watches the last serpent die.
Galesong looks at the dead foes, ” Fine glave work Djala, you really know how to drive the point home.” He tries to treat Djala’s wounds but fails, ” Sorry I’m all thumbs today.”
Treat wounds DC15: 1d20 + 5 ⇒ (6) + 5 = 11 for healing: 2d8 ⇒ (3, 7) = 10
Combat Over
The moonsnakes have no treasure, but their skins may be of value if you want to spend time and skill checks to collect.
While taking care of cleaning up after the battle, you realise the trail you're following isn’t the right one having lost several hours of travel through the Darkmoon forest. ( Need survival check to find the way to the Ruin Monstarty before nightfall.)
Round 3 A
Munrisk AC18 (24hp)
white moonsnake (-1-7-7-7-25= -47hp) (dead)
green moonsnake (-27-10= -37hp) (dead)
Round 2 B
Djalamora AC18 (21/30hp)
Drake AC16 (11+13= max/22hp)
Marguerite AC17 (22hp)
Squall AC19 (28hp)
Galesong AC16 (26hp)
R!Kktik AC18 (22hp)

"Squall" Blacktail |

What skill is required to harvest the skins? If Squall is trained, he will try it while the injured are attended to.

"Squall" Blacktail |

Survival to skin snakes (+1 forest): 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Survival to find way to ruins (+1 forest): 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Sigh. We'll probably need someone to do better on both of those checks.

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Squall works on skinning the large moonsnake finding that it takes much longer than he anticipated putting the group if further behind on their planned return to the monastery.
Once the group get a move on it’s well past noon Squall starts heading northword, but Tik and Murisk quickly find a hidden game trail that leads almost directly towards the ruined Monastery making up almost all the lost time from earlier miss steps and the skinning the snake.
It is dusk when the group returns to the ruined Monastery, the swarm of bats leaving the end room for their nightly foraging, are the only signs of movement. The group can continue adventuring for about four hours before they become fatigued or you could rest overnight in the old watchtower.
(Let me know if you intend to adventure now or camp first. Either way, which area would your group want to investages upon returning to the Crucible’s first level? See map. Also who has a light spell attached to them?)
R!Kktik, Survival:(wis): 1d20 + 5 ⇒ (19) + 5 = 24
Djalamora Vestrilavia, Survival:(wis): 1d20 + 4 ⇒ (16) + 4 = 20
Munrisk the Unknowable, Survival:(wis): 1d20 + 5 ⇒ (20) + 5 = 25
Status:
Munrisk AC18 (24hp)
Djalamora AC18 (30hp)
Drake AC16 (22hp)
Marguerite AC17 (22hp)
Squall AC19 (28hp)
Galesong AC16 (26hp)
R!Kktik AC18 (22hp)

Marguerite Ruysch |

"I'd much rather rest and get cleaned up than continue on until we can't go any further. Here, I'll put up some lights.
Marguerite will cast light on Squall, Drake, Djalamora and Munrisk.

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Arriving at the ruined dwarven monastery at dusk the group decides to camp in the old detached watchtower before reentering the Crucible dungeon fresh in the morning. You set watches for the evening. Galesong gives a shiver ” I hate this place, but someone has to put a stop to the kobold king or he will cause more deaths.” The bard plays a few soft tunes before turning in.
R!Kktik reminds everyone to keep an eye out for the zombie kobold. Unfortunately he doesn't stumble by. No one wanders by to disturb your rest.
(You can reset you spells used and hitpoints)
At dawn the bat swarms return to nest in the end room of the ruins. Your group breaks camp and heads into the ruined monastery after a quick breakfast. In the three days since you left it doesn't look like anything has moved though it does look like small creatures have gnawed on the dead wolf bodies which are starting to turn very ripe. Galesong holds a cloth over his nose ” Egads, that stench will draw something bad for sure.”
Marguerite casts light on Squall, Djalamar and Munrisk. Drake cast light on his staff. Taking the stairs down into the foyer room you noticed the kobold bodies are missing.
Marguerite notices a thin slick film of residue where the bodies were. Drake thinks they may have turned into undead and walked off. Galesong nods ” There is necromantic energy here for sure. After all, there were dwarf skeletons.”
Which way? Room to the west, Hallway to the northwest (past the kitchen), room the north, or room to the northeast.
Marguerite Ruysch, Perception:(wis): 1d20 + 5 ⇒ (19) + 5 = 24
R!Kktik, Perception:(wis): 1d20 + 5 ⇒ (11) + 5 = 16
Djalamora Vestrilavia, Perception:(wis): 1d20 + 4 ⇒ (12) + 4 = 16
Squall Blacktail, Perception:(wis): 1d20 + 8 ⇒ (8) + 8 = 16
Drake Stormrider, Perception:(wis): 1d20 + 4 ⇒ (1) + 4 = 5
Munrisk the Unknowable, Perception:(wis): 1d20 + 7 ⇒ (11) + 7 = 18
Status:
Munrisk AC18 (24hp) (light)
Djalamora AC18 (30hp) (light)
Drake AC16 (22hp) (light)
Marguerite AC17 (22hp)
Squall AC19 (28hp) (light)
Galesong AC16 (26hp)
R!Kktik AC18 (22hp)

Drake Stormrider |

"Sounds good Tik!" Drake says as he closes his spellbook and focuses on his staff for a moment, charging it for the day. He then takes a moment, knowing they will probably be in combat soon, and casts Mystic Armor on himself.
AC is now 17 without Shield and 18 with it.

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Whiskers twitching, Tik points out the area to the west suggesting they explore it.
Completing his daily magic prep, Drake agrees with Tik.
The group taking their cue from Tik and Drake head to the west towards a door. Carefully opening the door reveals a long barracks shaped room complete with a row of uncomfortable stone beds along the west wall. Galesong chuckles ” Those dwarves really know how to live.”
As if on cue, an evil-sounding hiss draws your attention to the north of the room as you see an eerie ghostly shimmer of an entity in full dwarven plate floating towards you. Its boots glide a full foot above the floor as it clutches a gleaming axe in one hand.
Galesong sounding a bit chilled ” What new hell is this? Wait, it's not a dwarven spectre but armor floating in a Gelatinous Ooze! Be not afraid allies for we are mighty!” [oco](Courageous Anthem +1 to hit, damage, & vs fear)[/ooc]
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Squall Blacktail, Perception:(wis): 1d20 + 8 ⇒ (8) + 8 = 16
Initiative
Marguerite Ruysch, Initiative : 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
R!Kktik, Initiative : 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Djalamora Vestrilavia, Initiative : 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Squall Blacktail, Initiative : 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Drake Stormrider, Initiative : 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Munrisk the Unknowable, Initiative : 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Galesong, Initiative : 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Gelatinous Ooze, Initiative : 1d20 + 5 ⇒ (3) + 5 = 8
Bardic Lore: 1d20 + 5 ⇒ (12) + 5 = 17
Bardic Lore: 1d20 + 5 ⇒ (3) + 5 = 8
Squall, Munrisk, Drake, Marguerite, R!Kktik can act before the dwarf armor. bard +1 to hit, damage, & vs fear
Round 1 A
* Squall AC19 (28hp) (light)
* Munrisk AC18 (24hp) (light)
Galesong AC16 (26hp)
* Drake AC16(17) (22hp) (light. Mystic Armor)
* Marguerite AC17 (22hp)
* R!Kktik AC18 (22hp)
Ooze (0= 0hp)
Round 1 B
Djalamora AC18 (30hp) (light)

Drake Stormrider |

◆Recall Knowledge (Arcana): 1d20 + 8 ⇒ (17) + 8 = 25
Drake takes a moment to recall if he can remember anything about the floating armor. He tells the group anything remembers. He then takes a step out of the way of the frontliners of the group and raises his Shield.
◆Step
◆Shield AC 18

"Squall" Blacktail |

Squall moves up in front of his weaker allies, but recalls Djala's past scolding about running ahead, and stays within her reach to avenge him, if necessary.
◆ Stride
◆ Hunt Prey on cube
◆ Interact to switch his nonmagical shortsword for a hatchet

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Kit asks what’s it vulnerable to? Galesong shugs ” I don’t know. It’s a big jelly cube.”
Drake looks at the floating armor and agrees with Galesong that it is the indigestible parts of a dwarf that is still caught in a Gelatinous cube’s engulf attack combined with acid and paralysis. He takes a step back and raises a magic shield.
Marguerite halo begins glowwing as she draws and loads her sling.
Squall moves to the front keeping Djala’s warning in mind. He begins hunting the cube and switches to a hatchet.
Kit stands around unable to recall anything about the cube’s vulnerability, but if it uses acid he reasons that it is probably immune to it as well. (Kit’s Recall Knowledge failed. Did use Occult skill for Drake’s R.K. secret check.)
Unable to act Munrisk delays.
The cube sensing motion slowly oozes to the south until its face comes into contact with Squall. Fortunately Squall avoids making contact.
Galesong continues to inspire allies as he telekinetically sends some debris hurdling at the cube critically hitting it. ” Yess, take that you overgrown jello!” Unfortunately it doesn't seem to take any more damage from the critical than it wound from a normal hit. (Immune criticals-hits)
◆ Stride
◆Stride
◆Face bump: 1d20 + 11 ⇒ (4) + 11 = 15 to hit, damage: 1d6 ⇒ 1 acid plus Paralysis.
A creature Engulfed by the cube or hit by its attack is Paralyzed unless it succeeds at a DC 20 Fortitude save. A victim can attempt a new save to recover at the end of each of its turn.
Galesong vs cube
Courageous Anthem +1 status to attacks, damage, and fear saves.
Telekinetic Projectile w/+1bard: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20 to hit, damage w/+1bard: 2d6 + 1 ⇒ (6, 4) + 1 = 11 Bludgeoning
Everyone can act. bard +1 to hit, damage, & vs fear
Round 2 A
* Squall AC19 (28hp) (light)
* Munrisk AC18 (24hp) (light)
Galesong AC16 (26hp)
Drake AC16(17) (22hp) (light. Mystic Armor)
* Marguerite AC17 (22hp)
* R!Kktik AC18 (22hp)
Ooze (-11= -11hp)
Round 1 B
* Djalamora AC18 (30hp) (light)

Marguerite Ruysch |

◆ Sling: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18for: 1d6 + 1 ⇒ (4) + 1 = 5
◆ Reload
◆ Sling: 1d20 + 7 + 1 - 5 ⇒ (4) + 7 + 1 - 5 = 7for: 1d6 + 1 ⇒ (4) + 1 = 5

R!Kktik |

The ratfolk quickly mixes a new concoction from one of his versatile vials and hurls it at the enemy.
Alchemist's fire bomb attack: 1d20 + 7 ⇒ (7) + 7 = 14
Fire damage, if that hits: 1d8 ⇒ 8
It'll take 1 point of fire splash damage in any case, and if hit will take 1 point persistent fire damage.

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"Thank you for staying back, Squall. I can keep more people upright then."

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Sorry, misread that I could take a turn.
Djala tries to recall anything she knows about these "gelatinous squares," which she shares with that party.
Occultism: 1d20 + 5 ⇒ (19) + 5 = 24
She steps up and slashes at the jelly.
glaive: 1d20 + 9 ⇒ (9) + 9 = 18 for slashing, holy: 1d8 + 4 ⇒ (4) + 4 = 8
◆ Recall Knowledge
◆ Step
◆ Strike

"Squall" Blacktail |

Squall makes a low hissing noise when he hears this monster can engulf and paralyze its prey. The tengu focuses on trying to carve the thing apart, his sword and axe moving in a blur.
◆ Twin Takedown (reduced MAP for flurry & agile; if both hit, add together before applying resistance/weakness):
+1 cold iron shortsword: 1d20 + 9 ⇒ (4) + 9 = 13; damage (versatile S): 1d6 + 4 ⇒ (3) + 4 = 7
hatchet, MAP: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8; damage (S): 1d6 + 4 ⇒ (1) + 4 = 5
Bah, Hero Point that!: hatchet, MAP: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19; damage (S): 1d6 + 4 ⇒ (5) + 4 = 9
◆ Strike: +1 cold iron shortsword, MAP: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24; damage (versatile S): 1d6 + 4 ⇒ (5) + 4 = 9
◆ Strike: +1 cold iron shortsword, MAP: 1d20 + 9 - 4 ⇒ (5) + 9 - 4 = 10; damage (versatile S): 1d6 + 4 ⇒ (4) + 4 = 8

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Marguerite spins her sling around releasing a stone and hitting the cube with a thwack. The impact causes the cube’s surface to ripple. The second stone misses the cube.
Tik mixes a new concoction and hurls it at the foe. The bomb hits covering the cube in fire and continues to burn. Burning gelatinous cube doesn't smell good.
Djala thanks Squall for staying within her reach, she recalls hearing that Gelatinous cubes are immune to precision damage as well. She steps up and slashes it with her holy glaive cutting deeply.
Squall hisses at the thought of being engulfed and paralyzed. He strikes with the shortsword, hatchet, and twice more with the shortsword. The creature proves easy to hit as all four strikes land solid blows the last one is just barely a hit. The creature is still immune to critical hits but still takes the normal damage. Galesong winks at Squall ” Don’t forget you're hitting harder due to my singing!”
BOT:
Drake repeats his actions, nothing more comes to mind about the cube and he casts shield again.
Munrisk steps back not sure what to do.
The creature oozes forward Engulfing the heroes as it moves through them.
(Squall, Djala, Tik, and Marguerite roll DC19 Reflex checks to avoid being engulfed {link}.
if success save, move to the side, or be pushed ahead of it.
if failed save, become engulfed Grabbed, slowed 1, take 10 acid damage, and roll a DC20 fortitude save vs Paralyzation.)
The creature stops to strike at Galesong giving the bard a face full of itself. The bard helps in pain and manages not to become paralyzed. The cube takes more fire damage and the flames go out.
Galesong continues to inspire allies as he strikes with his shortsword and retreats back from the cube. ” Kill it before it eats us all!”
Cube
◆◆Engulf damage: 2d6 ⇒ (4, 6) = 10 acid plus Paralysis
◆Face bump: 1d20 + 11 ⇒ (14) + 11 = 25 to hit, damage: 1d6 ⇒ 4 acid plus Paralysis.
A creature Engulfed by the cube or hit by its attack is Paralyzed unless it succeeds at a DC 20 Fortitude save. A victim can attempt a new save to recover at the end of each of its turn.
Galesong Fort dc20 vs Paralyzation: 1d20 + 6 ⇒ (18) + 6 = 24
Cube Persistent fire save: 1d20 ⇒ 19
Galesong vs cube
◆Courageous Anthem +1 status to attacks, damage, and fear saves.
◆◆shortsword w/+1bard: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 to hit, damage w/+1bard: 1d6 - 1 + 1 ⇒ (6) - 1 + 1 = 6 slashing
Everyone can act. bard +1 to hit, damage, & vs fear. Squall, Marguerite, R!Kktik, and Djalamora[b] roll Reflex DC19 vs Engulf
Round 3 A
[b]* Squall AC19 (28hp) (light) (? Engulf Reflex DC19 save)
* Munrisk AC18 (24hp) (light)
Galesong AC16 (26-4= 22/26hp)
Drake AC16(17) (22hp) (light. Mystic Armor)
* Marguerite AC17 (22hp) (? Engulf Reflex DC19 save)
* R!Kktik AC18 (22hp) (? Engulf Reflex DC19 save)
Ooze (-11-5-8-1-9-8-10+10-9-1-6= -58hp)
Round 2 B
* Djalamora AC18 (30hp) (light) (? Engulf Reflex DC19 save)