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"Silence! Get down here and help Basang. See if you can trip that croc." Meadow steps up and attempts to trip the crocodile threatening Fjorn.
athletics, trip vs white: 1d20 + 9 ⇒ (1) + 9 = 10
Unfortunately she looses her footing on the slippery deck and falls on her rear. "Oof!"
◆ command animal, ◆ step, ◆ trip

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"Beware of being swallowed!" he warns the others and faces White that is trying to bite him. He quickly swaps his stick and shield with pan and fork. He then assaults White with the new weapons at hand, bonking the creature with the pan and skewering the same with the huge fork.
+1 Frying Pan Attack w Doubling Rings (Golden Ring) Attack: 1d20 + 12 ⇒ (18) + 12 = 30 vs White
Damage: 1d4 + 4 ⇒ (2) + 4 = 6 B damage
If Crit Hit: Damage instead is Fatal d8 Damage: 1d8 + 4 ⇒ (4) + 4 = 8 B damage x2 plus 1d8 ⇒ 3 additional B damage
+1 Flicher’s Fork w Doubling Rings (Iron Ring) Attack: 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 1d4 + 4 ⇒ (4) + 4 = 8 P damage
If Crit Hit: Double damage above and add Deadly d6 Damage: 1d6 ⇒ 6 damage
If target is Off-Guard, add 1 precision damage from Backstabber trait.
◆ Lightning Swap
◆◆ Double Slice: If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.

GM chadius |

Falling Damage: 1d6 ⇒ 1
Silence swoops down and distracts the alligator until it falls on its White stripe. Meadow also falls.
Basag goes on the offense, using his pan to bash the alligator until it falls limp.
That leaves one alligator, with 2 juicy targets.
Even is Meadow: 1d2 ⇒ 1
Bite: 1d20 + 10 ⇒ (20) + 10 = 30
Piercing: 1d10 + 4 ⇒ (6) + 4 = 10 Doubled
It bites Fjorn and hangs on tight...
Grab: 1d20 + 8 ⇒ (3) + 8 = 11
Well it tries to hang on.
Bite: 1d20 + 10 - 5 ⇒ (9) + 10 - 5 = 14
Its follow up isn't as strong.
Round 3
Meadow (Meadow Prone, Silence 0ft)
Basag
Fjorn (Juggernaut Mutagen, 10 temp HP, Shield Raised, AC 23, 20 incoming damage to Shield Block)
Maneki (Monastic Archer Stance)
Purple (14 damage)
Most of the water ranges from knee- to waist-deep, and is difficult terrain for any creature smaller than Large. Any creature smaller than Large can choose to Swim instead of wading (DC 10 Athletics).
The water north of the ship’s stern (the backside of the ship) drops off severely and doesn’t benefit from the protection of the
wreckage; Swimming through this water requires a successful DC 15 Athletics check.

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Maneki unleashes 4 arrows at the remaining gator.
Ranged Attack;Longbow: 1d20 + 9 ⇒ (13) + 9 = 22 for Piercing Damage: 1d8 ⇒ 2 Critical Hit: Double Damage + Deadly
Ranged Attack;Longbow, MAP: 1d20 + 4 ⇒ (9) + 4 = 13 for Piercing Damage: 1d8 ⇒ 5 Critical Hit: Double Damage + Deadly
Ranged Attack;Longbow, MAP 2+: 1d20 - 1 ⇒ (17) - 1 = 16 for Piercing Damage: 1d8 ⇒ 3 Critical Hit: Double Damage + Deadly
Ranged Attack;Longbow, MAP 2+: 1d20 - 1 ⇒ (20) - 1 = 19 for Piercing Damage: 1d8 ⇒ 6 Critical Hit: Double Damage + Deadly
◆ Flurry
◆ Whiff
◆ Strike

GM chadius |

Deadly: 1d10 ⇒ 4
Maneki goes all in. Her first arrow grazes the gator while the last arrow finds a critical weakpoint. It's enough to finish off the gator. Or is it a crocodile?
Combat Over, Fjorn needs to deal with 20 incoming damage
Fjorn (Juggernaut Mutagen, 10 temp HP, Shield Raised, AC 23, 20 incoming damage to Shield Block)
With the critters gone, you are free to search the ship.
You can make up to three attempts to search. Each attempt takes 10 minutes. If you make a DC 20 Perception or Sailing Lore check, open the contents below.
The satchel contains several journals and loose sheets of parchment. These include a manifest that lists the cold iron bell as an important piece of cargo, as well as sketches of a variety of cultural objects and their likely points of origin throughout Vidrian. The notes reveal that the crew of the Imminent Laughter discovered a small coastal cave several miles south of Anthusis, where some smugglers had stored the bell along with numerous other plundered relics.
Thankfully, the smugglers’ possessions included a journal. The journal is tightly bound in a waterproof case. None of the pages have
dates or names. Each page instead has an entry devoted to a single object, along with where it came from, who might be interested in purchasing it, and what other future plundering opportunities it might present. Individually, none of the objects depicted are immensely
valuable, but all together they could fetch a hefty sum.
But there is one exception: the cold iron bell. You discover a single entry with a sketch of the bell you saw in Finze Bellaugh’s office.

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Perc: 1d20 + 10 ⇒ (4) + 10 = 14
Perc: 1d20 + 10 ⇒ (16) + 10 = 26
Maneki searches the wreck and finds something (Go ahead and open the spoiler).

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Maneki spends the remaining 10 minutes patching Fjorn up.
Healing; Assurance: 2d8 ⇒ (2, 4) = 6
Maneki groans as she notices that the bandages are soaked through.

GM chadius |

Maneki finds a journal entry that seems very important:
I rarely stop along the Korir River. It’s best to reach Port Freedom as quickly as possible and avoid the dangers of that horrible jungle. This time, though, I am glad that I stopped; otherwise, I’d never have met the fellow who traded this bell to me. It is a beautiful object, and obviously magical, though its owner was tight-lipped about its purpose. The fellow never shared his name. I am sure he was a Song’o, but he refused to answer any questions about his family, his home, or his occupation. It’s like he never wanted me to find him again. I suppose I can understand that.
I’ve tried returning to that spot—just before the river turns south, nearly 200 miles in from the coast—but he’s never there. Next time, I think I’ll explore farther along the tributary to the north. It’s risky, and I’ll be breaking my own rules for Safe Smuggling and Profit, but if that foolish halfling was willing to sell me a magic bell for a few measly coins, there’s no telling what else I might find.
If you make a DC 15 Crafting Check you can determine the age below.

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Earlier
Fjorn blocks the blow, sustaining damage to his shield (-12 HPs) and himself (-2 HPs after temps) and watches gladly as Maneki's arrows find their target.
"Never seen anyone shoot so fast!"
He pauses a moment to repair his shield...

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~) Repair w/ Quick Repair
Busting out a few tools - including herbals - Fjorn polishes, strokes, and pounds his shield.
Repair (Craft) vs Sapling Shield (Item 3, DC 18): 1d20 + 8 ⇒ (7) + 8 = 15
Repair (Craft) vs Sapling Shield (Item 3, DC 18): 1d20 + 8 ⇒ (3) + 8 = 11
Repair (Craft) vs Sapling Shield (Item 3, DC 18): 1d20 + 8 ⇒ (5) + 8 = 13
Repair (Craft) vs Sapling Shield (Item 3, DC 18): 1d20 + 8 ⇒ (12) + 8 = 20
Repair (Craft) vs Sapling Shield (Item 3, DC 18): 1d20 + 8 ⇒ (11) + 8 = 19
5 minutes, +20 HPs, Sapling at full HPs
Now
"Toss me the journal..." he smells the pages...
Craft (trained) vs DC 15: 1d20 + 8 ⇒ (12) + 8 = 20
"A few years since this was written, by the fine scent in the binding..." he hands it to Basag Bungo "I hope we find your friend"

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"So I guess we need to go to that spot on the river and see what we can find. After we report back to Venture-Captain Finze Bellaugh of course. We've come all this way. Might as well make certain there's nothing else to find." Meadow spends some time searching the wreck.
perception: 1d20 + 13 ⇒ (1) + 13 = 14
perception: 1d20 + 13 ⇒ (1) + 13 = 14
perception: 1d20 + 13 ⇒ (5) + 13 = 18
Unfortunately the question of whether those animals are alligators or crocodiles keeps worming its way into her brain, preventing her from focusing on her search.
Wow. Just...wow.
Or wait. Did you mean 3 attempts each or three attempts total?

GM chadius |

Each PC can make up to 3 attempts over the next 30 minutes.
Are alligators really native to this area? And do they swallow people whole? Meadow is transfixed on this issue and it completely distracts her.
Luckily Maneki found everything of value and Fjorn was able to draw insight.
Maneki also found a scroll of >invisibility (2nd rank)< and a >holly bush feather token<
Now that you explored the wreck and discovered the smuggler’s journal, you return to Venture-Captain Finze Bellaugh to report your findings.
---
"Excellent! We can use this journal to return the stolen goods to the rightful owners." He flips through the journal. "Some of these pages were damaged by the water. No matter."
He flips to the page showing a bell. "Alright, here's a decent starting point—a tributary leading off a point where the Korir River turns south, nearly 200 miles in from the coast."
"Alright. I can get you to Port Freedom pretty easily, maybe a 10 day trip. Once you get there, you will need to speak with the Rivermen’s Guild to book safe passage on the treacherous waterway. I know someone who is a Riverman's Guild guide. Korir River’s shallow waters and sandy banks are notoriously difficult to navigate, and she knows them like to back of her hand. I can cover the cost of travel, so don't worry about that."
Then the Venture-Captain sighs. "After that, there’s no telling what you'll find or how far they might need to travel up the tributary. Song’os are notoriously reclusive, but I hope the bell’s former owners might notice someone traveling into their territory with it." He chuckles. "If all else fails, maybe you can try ringing the bell.”
You have an opportunity to purchase supplies before you depart to Port Freedom.

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Excited at the chance to sail for a quarter of a fortnight at least, Fjorn storms the helm of the vessel, and grabs the wheel, steering to Port Freedom!
Using his continuously refreshing Versatile Vials, he remains "drunk" on Moderate Serene Mutagen, which chills him out...
...arriving at the Korir River system, he seeks their mysterious "guide", asking around tither and yon...
Advanced Alchemy
(□□□) Juggernaut Mutagen, Moderate
(□□) Blasting Stone, Moderate, one loaded in Weapon Siphon
(□□) Dread Ampoule, Moderate, one loaded in Dread Helm
Horn of Plenty w/ Provision
(□) Invisibility Potion
(□) Healing Potion, Lesser
Unless otherwise noted, everything above stored in Horn
Versatile Vial
□) Serene Mutagen, Moderate (re-upped every 10-min)
□□□) Quick Alchemy

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Back in Anthusis, Meadow goes shopping before the group heads out for Port Freedom.
"Okay I picked up that merciful balm that I forgot to get back home and a few arrows and a pretty scarf for Mrs. Mullinax. I think that's about all I need. Do you want anything Silence?"

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Meadow sighs. "Nobody here is going to have tien barbeque here. Maybe we can find something else you like. Anything to keep you from eating fish. You always get so gassy." After a long search she eventually finds some spicy jerky for the boat trip.

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No additional purchases. 'Neki is ready.

GM chadius |

Before you embark to Port Freedom, Venture-Captain Finze offers you a bag. "Here is a gift- a >Spacious Pouch<. I wanted to call it a bottomless bag but I was outvoted." He grumbles. "I put the bell inside. Oh! I also added some rations, there should be enough for 4 weeks for each of you. I added money to cover your passage. Good luck!"
The next 10 days are uneventful. The ship goes southwest along Vidrian’s coast. There are countless farmers, herders, and fishers working at all hours along the coast.
When you reach Port Freedom, it’s a simple matter to locate the Rivermen’s Guild—one of the most influential groups in the town—and present the venture-captain’s papers (and money). "Hey, Ellekkara Olin! This one's for you!"
A Vidric Bekyar native with bright, colorful clothing and flamboyant jewelry wears a perpetual scowl as she reads Finze's letter. She gladly takes your coins and skims it three times, her frown deepening each time.
“The Rivermen’s Guild appreciates your venture-captain’s generous contribution. However, we’ve had substantial troubles lately that have tarnished the guild’s reputation. Poachers, smugglers, thieves, pirates, spies—all manner of people with ill intent have used our barges in recent months. Our former, more open policies are no longer in our best interest. We can provide you with a river barge suitable for your party, but not a guide. I recognize that the Pathfinder Society has worked hard to establish itself as a respectful and helpful organization—but many people in Port Freedom, and across Vidrian, disagree. Until you’ve proven the Society is truly here to work with us, not against us, the Rivermen’s Guild can only do so much for you. This coin is sufficient for the barge. Our prices have gone up.”
If you critically succeeded, open the spoiler below.
You have a few options:
- You can accept the guild’s offer of a barge with no guide and move on.
- You can speak further with Ellekkara with a Diplomacy check to Make an Impression.

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Perc: 1d20 + 10 ⇒ (4) + 10 = 14
Maneki keeps quiet...

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Fjorn to Sense your Motive (Perception, Trained): 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Fjorn elbows 'Neki and Meadow "Leaving something out... let me see if I can get her to talk..." he vomits directly onto the ground, then gulps a small, pink vial!
◆) Regurgitate Mutagen
◆) Versatile Vial @ Moderate Silvertongue Mutagen
◆) Inbibe
His body changes again! First, his jawline cuts into a sleek, handsome ridge, the bones of his mandible re-organizing themselves. Second, the pudge around his hefty gut sucks itself in, internal organs knitting back as his spine straightens, giving his bearing a more masculine arc by bolstering his shoulders into broad pillars. Finally, his voice deepens, the high-pitched tinge of his typical tenor into a luscious baritone!
"Ellekkara" he purrs her name "Poachers, smugglers, thieves, pirates, and spies we are not. Quite the reverse, as truth would have it. We are here to make a return, but, due to the sensitive nature of that transaction, I am afraid that I can only be vague on the details... except to ensure you that we are of no harm, and can therefore be trusted"
Will the alchemical "magick" do it's trick?
Diplomacy (Trained) w/ Silvertongue (+2): 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20

GM chadius |

"Excuse me- did you just throw-" Ellekkara has a double take as Fjorn stands up straight and manages to distract her.
"St-still, we can't just go out on your word alone. It's too risky." She takes a look at Fjorn's teammates, to see if they will pipe up.
Ellekkara needs a little bit more Diplomacy before she will change her mind.

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Fjörn winks at Meadow.

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The ranger frowns at her friend. "Trustworthy is not your middle name. I know you're trying to help but stop making things up." She turns to Ellekkara. "What my friend means to say is that...oh." She spots the elixir offered by Fjorn and quickly takes it and drinks.
"What were trying to say is that we're totally not poachers, thieves, or pirates. We almost never do any spying and Silence and I even helped my friend Zaza catch some smugglers in Aspenthar awhile back." She pulls a face. "Ugh staking out a warehouse waiting for smugglers was sooooo boring. And you have to be super careful about who you grab to interrogate. totally unrelated link Anyway where was I...Oh yeah. We're totally trustworthy. We're returning this bell aren't we? Would someone untrustworthy go to all this trouble?"
Diplomacy: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16
hp reroll
Diplomacy: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19

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Basag keeps silent. He has trouble convincing people, but he tries, anyway.
"We are here to return the bell. We are not here to give trouble." he says. "This might be important to the Song'o people. I myself is a Song'o but the owner of this bell might be from another community. I want to learn the truth about the bell also. This might be a personal matter to me when I get to learn the truth." he adds.
Diplomacy: 1d20 + 0 ⇒ (5) + 0 = 5
Hero Point! Diplomacy: 1d20 + 0 ⇒ (20) + 0 = 20

GM chadius |

Ellekkara sighs in defeat. "Alright, alright. You Pathfinders got me in a lot of trouble before."
"A few years ago I sent a group of Pathfinders on a mission a few years ago, and though they, too, were 'just trying to help'. My friend died to save them." She looks away. "But that's not you. And it was a different time."
Ellekkara returns the extra coins. "Send Finze Bellaugh my regards. He was being too generous."
"Okay, I can join you as a barge pilot and guide. Or I can procure some more supplies for you, in case you run into danger. My apologies for trying to deceive you."
For improving her attitude, you can choose to let Ellekkara guide you, which will make exploration easier. Otherwise she will give you 2 lesser healing potions.

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Meadow gasps. "Oh no! That's terrible. I'm so sorry. When was this? Who was your friend?"
I'm sure this is beyond the scope of this adventure. Meadow wants to know more because intends to try to somehow make amends to Ellekkara for the death of her friend, likely by making sure the friend is mentioned in the appropriate Pathfinder Chronicle for that ill-fated mission or an addendum.
Meadow hands the extra gold back to Ellekkara. "You should keep this. Give it to your friend's family. If that's not possible maybe you could use it to buy something to help you remember your friend. If nothing else you can buy everyone in the bar a round of drinks in remembrance."
Meadow has survival +11 and scouting lore +9 if you all would rather forgo Ellekkara's aid as a guide in favor of the healing potions.

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"I hope you don't mind guiding our way to the destination, if it is not too much to ask." Basag asks Ellekkara politely.

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Our mutagenic hero's body reverts: His jaw slackens and recedes slightly, his tummy untucks generously, his shoulder line slouches a few degrees, and his voice loses it's drop; all in all, relaxing into his biological "zero marks" once more.
He relaxes too, seeing that his need for persuasion has passed. Jovially: "We would be glad to have yew as our guide! I know my way round a boat, but defer to your command while it the helm" he shows her the magic bag with the magic bell as a token of mutual trust "Our cargo is precious, and we are entrusted to it's destination. Please take us to the Song'o"
Fjorn prepares to sail the river, downing another Serene Mutagen before re-embarking!

GM chadius |

Ellekkara thanks you for the offer. "Thank you. I'll fill in more along the way, but... yes. We'll depart within an hour."
The scenario isn't specific about Ellekkara's lost friend.
After talking to the guild, you leave Port Freedom and begin sailing along Korir River using a river barge. The river is relatively shallow, requiring thoughtful navigation to avoid running up on the sandy banks, but the barge is designed for just this purpose. It easily fits the entire party and has a small, covered area to protect their supplies from moisture, although you must stop to make camp on shore if they wish to rest. The dense jungle to the north and south teems with wildlife and insects, though you pass few other people on their trip up the river.
This region of the Mwangi Expanse is far from safe, but this region is relatively well traveled. The few days that it takes you to travel 200 miles inland pass uneventfully.
Once they reach the tributary leading north, however, a problem arises: the barge is too big to navigate this narrower portion of the river system, requiring that you proceed by land. As long as you follow the river, you can avoid getting lost. However, finding what they’re looking for is another matter entirely.
Ellekkara travels through the jungle blockades like a pro. "Pay attention to the direction of the water flows. Remember it always flows down. If you see a pond or lake this means you have to pay attention." She puts her hands over her eyes and looks up. "Also note where the sun is!"
The following exploration activity, Search the Laughing Jungle, is available. While traveling along a tributary of the Korir River in the Laughing Jungle, you use your knowledge of the area or natural terrain to navigate, find the best possible route, and search for signs of inhabitants.
Search the Laughing Jungle: Attempt a Scouting Lore, Society, or other relevant Lore check, such as Jungle Lore or River Lore.
Ellekkara's aid offers you a +2 circumstance bonus to your first attempt.

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Meadow rolls her eyes at Ellekkara's rudimentary advice but holds her tongue out of respect for their guide's loss.
scouting lore: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24

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Fjörn follows, keeping his wee shield raised…
Defend

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Nature, if possible: 1d20 + 8 ⇒ (20) + 8 = 28
Maneki keeps her bow in one hand with an arrow nocked, just in case...

GM chadius |

With Maneki's insights, you are able to avoid some of the slower parts of the river.
"Alright. That's all the guidance I can give you. I need to return to Port Freedom. Either you figured this out or you aren't going to make it out here." Ellekkara finds a good spot to let you disembark. "Maybe you should return to Port Freedom with me? The jungle only gets more dangerous from here." She sighs as you press on.
Your search takes you to an even smaller tributary leading east. A mile or so along this tributary, you notice signs of predators, but your exploration keeps you away.
On the bank of the river, a large boulder at the edge of the jungle rests near a narrow path leading north.
But never mind that. Giant dragonflies begin buzzing towards you with ill intent!
The Red one seems a bit smaller and weaker than the other two.
Meadow: 1d20 + 13 ⇒ (15) + 13 = 28
Maneki: 1d20 + 10 ⇒ (10) + 10 = 20
Basag Bungo: 1d20 + 8 ⇒ (16) + 8 = 24
Fjorn: 1d20 + 8 ⇒ (13) + 8 = 21
White: 1d20 + 11 ⇒ (4) + 11 = 15
Black: 1d20 + 11 ⇒ (18) + 11 = 29
Red: 1d20 + 6 ⇒ (15) + 6 = 21
But the Black dragonfly is quick. It flies across the pond, right up to Bjorn. It pierces Bjorn's armor and holds him fast!
Even is Basag: 1d2 ⇒ 1
Mandibles: 1d20 + 12 ⇒ (14) + 12 = 26
Piercing: 1d20 + 7 ⇒ (10) + 7 = 17
Grab: 1d20 + 12 ⇒ (20) + 12 = 32

GM chadius |

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↺) Shield Block (Buckler Hardness 6, HP 64)
Fjörn swats the bug away, but it is persistent!

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"Yikes! That's the second biggest bug I've ever seen."
Meadow leaps into action, moving forward, drawing her rapier and skewering the rogue insect.
quick draw, rapier vs black: 1d20 + 15 ⇒ (8) + 15 = 23
damage, piercing: 2d6 + 1 ⇒ (1, 1) + 1 = 3
deadly?: 1d10 ⇒ 10
precision: 1d8 ⇒ 7 extra damage on the first hit.
◆ Hunt prey, ◆ Stride, ◆ Quick Draw

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"Hey! Bring down our friend!" Basag curses the Black dragonfly that is holding Fjorn, after which he draws his halfling sling staff. Dealing with these creatures that can fly, he needs something that can hit from afar.
◆◆ Jinx: The target gets a DC 19 Will saving throw to resist this jinx. Success The target is unaffected and is temporarily immune for 24 hours. Failure The target is clumsy 1 for 1 minute. Critical Failure The target is clumsy 2 for 1 minute.
◆ Interact to draw

GM chadius |

Basag draws his staff and calls upon a curse the dragonfly seems to ignore. Meadow takes this opportunity to impale the dragonfly, noting it's a bit tougher.
The dragonfly in White colors decides it wants none of this and quickly flies off (wrong subtier, sorry)
The smaller Red dragonfly flies up to Meadow, its mandibles salivating...
Bite: 1d20 + 10 ⇒ (20) + 10 = 30
Piercing: 1d10 + 4 ⇒ (4) + 4 = 8 Doubled
And finding a critical moment to bite her!
Round 1
Black (10 damage, Grabbing Fjorn)
Meadow (16 damage, Hunt Prey = Black)
Basag Bungo
Red
Fjorn (11 damage, Shield Raised, Reaction Used, Grabbed by Black)
Maneki

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Longbow already in hand, Maneki drops into a combat stance and sends arrows at the dragonfly holding Meadow.
"Release her you insect!" she shouts at it.
Ranged Attack;Longbow: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10 for Piercing Damage: 1d8 ⇒ 6 Critical Hit: Double Damage + Deadly
Ranged Attack;Longbow, MAP: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19 for Piercing Damage: 1d8 ⇒ 6 Critical Hit: Double Damage + Deadly
Ranged Attack;Longbow, MAP 2+: 1d20 - 1 - 2 ⇒ (18) - 1 - 2 = 15 for Piercing Damage: 1d8 ⇒ 3 Critical Hit: Double Damage + Deadly
◆ Monastic Archer Stance
◆ Flurry
◆ Strike

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"Thirsty, are yew! BLEEEECHCHCHC!!!!"
Puking allover his captor, Fjorn re-ups his mutagenic concoction, and bashes the creature
Grabbed vs Manipulate Action (DC 5 Flat): 1d20 ⇒ 12
Grabbed vs Manipulate Action (DC 5 Flat): 1d20 ⇒ 15
Basic Reflex vs DC 18 (Acid) and Sickened vs Black: 2d6 ⇒ (5, 6) = 11
◆) Regurgitate Serene Mutagen (manipulate)
◆) Interact to Inbibe Juggernaut Mutagen (manipulate)
◆) Strike
Potent Battle Axe (S) w/ Weapon Siphon (1d4 sonic) vs Black: 1d20 + 10 ⇒ (3) + 10 = 131d8 + 3 ⇒ (6) + 3 = 91d4 ⇒ 3
Hero Point!
Potent Battle Axe (S) w/ Weapon Siphon (1d4 sonic) vs Black: 1d20 + 10 ⇒ (8) + 10 = 181d8 + 3 ⇒ (2) + 3 = 51d4 ⇒ 1
Benefit @ +2 to Fortitude and +10 temporary HPs which regains when at max HP 1-min
Drawback @ -2 to Will, Perception, and initiative

GM chadius |

The Black Dragonfly is persistent, and tough. It resist's Fjorn's bashing and only one arrow manages to pierce its hide.
It tries to pick up Fjorn.
Athletics vs Fjorn's Reflex DC: 1d20 + 12 ⇒ (10) + 12 = 22
It wraps its body around him, freeing its mandibles, and takes another bite at him.
Mandibles: 1d20 + 14 ⇒ (2) + 14 = 16
Bah! Well, it begins to fly off with him, halting about 5ft above the water.

GM chadius |

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Too bad the curse is not working. He must have cursed harder.
"Ey! Bring him back to us, you big hungry insect or I'll cook you!" Basag yells at the one carrying Fjorn. He then loads his sling staff with a metal ball and shoots at the Black one.
Halfling Sling Staff Attack, Range 80 ft: 1d20 + 8 ⇒ (20) + 8 = 28 vs Black Crit
Damage: 1d10 + 2 ⇒ (2) + 2 = 4 B damage x2
He reloads his weapon again. "You'll gonna regret what you did!"
◆ Load weapon
◆ Strike
◆ Reload

GM chadius |

Black Reflex vs Bjorn's Acid: 1d20 + 14 ⇒ (13) + 14 = 27
The Black Dragonfly gets some of Bjorn's acid as it flies away.
Basag quickly beans the dragonfly as it flies away.
Round 2
Black (29 damage, Grabbing Fjorn, 5ft up)
Meadow (16 damage, Hunt Prey = Black)
Basag Bungo
Red
Fjorn (11 damage, Juggernaut Mutagen +2 Fort Save, Grabbed by Black, 5ft up)
Maneki

Silence the Owl |

"Screech!" Silence utters a piercing battle cry and launches himself at the enemy.
Jaws vs black, OG: 1d20 + 12 ⇒ (3) + 12 = 15
Piercing: 2d6 + 3 ⇒ (3, 5) + 3 = 11
precision: 1d8 ⇒ 2 extra damage on the first hit.
◆ Fly, ◆ Strike
Silence is level with black, so 5 ft up