SiaoSiao
|
Deception: 1d20 + 5 ⇒ (15) + 5 = 20
Siaosiao sneaks as quietly as possible...
Jared Delos Reyes
|
Jared adds more grease to the hinges of the door.
Crafting: 1d20 + 8 ⇒ (7) + 8 = 15
Pusong Bato
|
Pusong attempts to follow the Hellknight and the fiend.
Stealth to Follow vs DC 16: 1d20 + 7 ⇒ (4) + 7 = 11
GM Nomadical
|
The alchemists try to oil the hinges but only manage to spill it on the floor. Pusong has trouble maneuvering his rifle as he tries to sneak near the door, but SiaoSiao does hear the following:
The fiend pauses, listening to something unseen. “Has the Formidable arrived at Kortos yet?”
The Hellknight assents. “The captain sent word at dawn. The spy was delivered and should send you first reports from Absalom tonight, Kizrech.”
You have 3 Failures and 1 Success. There might be more to hear if the Nara and Durgok try.
You can try to listen to the conversation with a DC 16 Crafting or Thievery check to keep the door from squeaking, OR a DC 16 Deception check to disguise you noises, OR Perception to hear them OR Stealth to follow.
SiaoSiao
|
Oops. Apologies. That was supposed to be Stealth. Not sure why I wrote Deception
Durgok Bugok
|
Durgok look closely at the door, studying the hinges and the frame to spot the weak point and prevent it from squeaking
Crafting: 1d20 + 3 ⇒ (20) + 3 = 23
GM Nomadical
|
Durgok points out where the wood will slide more easily, and Nara uses that info to shift the door frame just enough that everyone can hear a bit more.
As the Hellknight and his ally turn to walk away from the door, the fiend inquiries about Absalom. “Have you had any success corrupting the Learned Guard? The records showed the Forae Logos holds the cipher key the Pathfinders used to breach the Spire of Nex.”
The Hellknight shakes his head. “They’re too well protected. But The Blakros Museum is nearby and might offer an alternative entrance our spy can find.”
A great horn echoes through the citadel, shaking the stones. The Hellknight glances up. “They’ve begun their assault. I must attend the defenses. And our reinforcements?”
Flames and shadows engulf the fiend as they fade from view. “The blood spilled shall open the way. I will direct Signifer Lucian to begin the rites and activate the circle.” Grasping shadows pull the fiend from this world while the Hellknight leaves the catacombs, the sound of a lock loud in the empty chamber.
The goblin sighs in relief before catching herself and straightening her posture. “You are friends, yes? Only friends know of the tunnel. I hope. I am Helba, chieftain of the Bumblebrashers. These awful monsters and metal longshanks keep hurting us! Ack! I sent most Bumblebrashers away. The rest are in trouble! Please, help? They’re near the glowy circle the longshanks made on the ground,” she says as she points deeper into the catacombs.
SiaoSiao
|
"Of course we's help! Paffinders always help!" Siaosiao proclaims.
GM Nomadical
|
Chief Helba sighs in relief and shakes SiaoSiao’s hand vigorously while effusively thanking the cleric in goblin. Chief Helba points to where the the Hellknights are sacrificing the Bumblebrashers to the summoning circle. They’re magically bound to it and tied and chained to the the floor with eldritch bindings. ”Please help Bumblebrashers. Maybe help them can hurt circle, too?” she posits.
Along the southern wall there is a large relief carving of a sunburst made of nails. Instead of typical flagstones, the floor is made up of headstones with names and dates. Blood pools on the ceiling, droplets flashing into crimson light as they fall onto a glowing red and black summoning circle at the far end of the catacombs. A painful hum like distant screaming grows louder with each breath.
It’s clear that you have a short time before the summoning circle activates.
Mechanics of this short skill challenge before… Well, before the next thing…
Each PC can make two checks to damage and disable the circle before it activates. You can use the same skill twice, and you can use the same skill as someone else already did. You can use abilities, spells, or Aid Another, but that counts as one of your 2 checks. Alternatively you can use one of your checks to instead aid the Bumblebrashers.
Disabling Circle can be done using Arcana, Nature, Occultism, or Religion to disrupt the magic; Athletics to break the stones; or Thievery to cross out the glyphs. All DCs are 16.
You can also propose appropriate creative solutions, but the DC will increase to 18.
Freeing the Goblins: You can instead succeed at a DC 18 Arcana, Occultism, Religion, or Thievery check to free the goblins from their magical chains. NOTE that only 1 Success from the party is required to free them.
Technically, we are on this slide of the catacombs. Your positioning doesn’t matter for the skill checks, but go ahead and place yourselves where you would want to be if, I don’t know, things started coming out of the circle.
SiaoSiao
|
SiaoSiao cries out to her goddess.
"Teki! Yous no forget Bumblebrashers! Yous need help me make circle not work!"
Religion(T): 1d20 + 6 ⇒ (1) + 6 = 7
Religion(T): 1d20 + 6 ⇒ (12) + 6 = 18
Religion(T), HP, Vestments: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Much better!
GM Nomadical
|
SiaoSiao cries out to Teki who answers her plaintive prayers with a bit of luck. Boomer tries a different tact but with equally impressive results.
You have 6 Successes which is the minimum to get through this challenge without consequences. Someone could still try to Free the Goblins, and further Successes against the cirle could have positive effects. But Crit Fails will hurt. I'll wait until Monday then move us along.
SiaoSiao
|
SiaoSiao has a look at the chains and tries to break them.
Religion (free gobbos): 1d20 + 6 ⇒ (1) + 6 = 7
I think I'm out of hero points. Sorry folks.
GM Nomadical
|
Maybe I wasn't clear. Each PC can only make 2 checks total. Thus, "Someone other than SiaoSiao or Boomer could still try to Free the Goblins,..."
Nara Zumono
|
Nara darts to the nearest bound Bumblebrasher, ignoring the hum drilling into her skull. Her fingers fly over the chains, searching for the tension point, the weak catch, the flaw in the binding.
Thievery to free the goblins: 1d20 + 7 ⇒ (3) + 7 = 10
HP: Thievery to free the goblins: 1d20 + 7 ⇒ (18) + 7 = 25
Jared Delos Reyes
|
Jared spills acids from his concoctions to make the stones inert.
Crafting: 1d20 + 8 ⇒ (10) + 8 = 18
Crafting: 1d20 + 8 ⇒ (1) + 8 = 9
Hero Point! Crafting: 1d20 + 8 ⇒ (5) + 8 = 13
SiaoSiao
|
Maybe I wasn't clear. Each PC can only make 2 checks total. Thus, "Someone other than SiaoSiao or Boomer could still try to Free the Goblins,..."
"Wha? Huh? What you saying?" ;)
GM Nomadical
|
Nara frees the goblins just as the others disrupt the infernal magic of the late Olinda Posandi’s summoning circle. The broken circle surges and crackles with uncontrolled magic. The scarred face of a Hellknight projects through a mist of blood droplets. “The magic fails, but how… intruders! You shall not escape Hell’s justice for this sabotage!” Rips in the floor tear open into toothy maws, disgorging shapeless masses of quivering flesh that pull themselves up with pain-filled moans. “Destroy the invaders!” the Hellknight commands them.
Freed from their bonds, the goblins look at their hero, Nara (and pointedly ignore that other goblin who didn’t bother helping them). ”We’s help you, nice Lady Longshanks.” They begin gathering rocks, preparing to pelt the common enemies.
Yellow: 1d20 + 0 ⇒ (3) + 0 = 3
Red: 1d20 + 0 ⇒ (1) + 0 = 1
Green: 1d20 - 2 ⇒ (16) - 2 = 14
Blue: 1d20 - 2 ⇒ (9) - 2 = 7
The Circle: 1d20 + 7 ⇒ (8) + 7 = 15
SiaoSiao: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Jared: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Durgok: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Pusong (Stealth): 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Nara (Perc): 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Boomer: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Nara’s Goblin Friends: 1d20 + 10 ⇒ (11) + 10 = 21
Suddenly one of the goblins shouts, ”Look out, Lady!” as he flings a handful of rocks at the nearest of the amorphous devils.
Bludgeoning, AOE: 1d6 ⇒ 1
It doesn’t appear to hurt the devil at all, but some of the rocks put a tiny scratch in the remaining runes of the summoning circle.
Above the circle, the Hellknight reacts with impunity. ”More! Send us more that we may do His Infernal work,” he commands the circle, and another devil appears.
Black Initiative: 1d20 + 0 ⇒ (9) + 0 = 9
Round 1
A Big ol’ Pile o’ Orts
Conditions:
BOLD May Act
Goblin Allies
Summoning Circle -1
Boomer
Jared
Green
Pusong
SiaoSiao
Nara
Durgok
Black
Blue
Yellow
Red
Jared Delos Reyes
|
Jared tries to recall weakness of Blue.
◆ Recall Knowledge to recall weakness of Blue (Arcana +8, Crafting +8, Elf Lore +8, Goblin Lore +8, Pathfinder Society Lore +8, Occultism +8, Society +8, Religion +0)
He then mixes chemicals to throw at the enemy.
◆ Quick Bomber with Far Lobber
Lesser Versatile Vial Attack: 1d20 + 7 ⇒ (6) + 7 = 13 vs Blue
Damage: 1d6 ⇒ 6 acid damage, 1 acid splash damage (to target only)
He then raises his dueling cape
◆ Raise Dueling Cape (+1 circumstance bonus to AC)
Boomer N.
|
Boomer will quickly craft out a fire vial, toss it at the green, then test it's reflexes with a caustic blast.
◆ Quick Bomber
◆◆ Caustic Blast
Throw a bomb: 1d20 + 6 ⇒ (11) + 6 = 17 Fire Damage: 1d6 ⇒ 3 Fire, 1 persistent fire damage, and 1 fire splash damage.
Reflex DC 15: 1d8 ⇒ 2 Acid Damage. On a critical failure, the creature also takes 1 persistent acid damage.
SiaoSiao
|
SiaoSiao watches with Pusong, Nara and Durgok. She freely hands out pickles to make the watching more interesting...
Runic Weapon (+1 Striking) available to 1 person
GM Nomadical
|
Jared hasn’t studied anything about these kinds of things. So he opts for the alternative to book learning - throw things and see what works. It hits, and he sees some of its unholy flesh burn away. Yep, acid seems to work.
Boomer follows suit, but discovers the opposite. His bomb easily hits Blue* but he notes that fire does not work at all.
*Boomer targeted Green which has complete cover from him around that corner, so I switched the target to Blue. Even with range penalty, it’s still a hit. The big yellow arrow points to what is obviously a Wall.
Reflex DC 15: 1d20 + 4 ⇒ (12) + 4 = 16
It moves just a bit and the acid only grazes it’s shoulder.
Green emerges from behind the wall and trudges up to the nearest Pathfinder.
Claw: 1d20 + 7 ⇒ (2) + 7 = 9
Damage, S & F: 1d4 + 1d4 ⇒ (4) + (4) = 8
Claw, MAP, agile: 1d20 + 3 ⇒ (2) + 3 = 5
Damage, S & F: 1d4 + 1d4 ⇒ (2) + (2) = 4
Nara easily dodges its clumsy swings, and her goblin minions allies sigh in relief.
Round 1
A Big ol’ Pile o’ Orts
Conditions:
BOLD May Act
Goblin Allies
Summoning Circle -1
Boomer
Jared Cape up
Green
Pusong
SiaoSiao
Nara
Durgok
Black
Blue -8, AC <= 13
Yellow
Red
Orts: Immune to Fire. Resists some physical
Summoning Circle: Can still be disabled. Can take physical damage. Can spit out more orts, apparently.
Nara Zumono
|
Nara snaps her shortsword free in one smooth motion and drives it forward in a tight, efficient thrust. The instant the blade clears, she shifts back just out of the creature’s reach without opening herself to retaliation.
◆ Interact — Draw Shortsword
◆Strike: Shortsword: 1d20 + 7 ⇒ (6) + 7 = 13
Slashing Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Sneak Attack: 1d6 ⇒ 6
◆ Step
@GM does Nara needs to be adjacent to the circle for her to try to disable it with thievery?
SiaoSiao
|
SiaoSiao lifts her hands in prayer. "Teki! Yous helps us!"
At once The Rememberer's blessing bursts forth and surrounds SiaoSiao, helping the party fight off their foes.
Concentrating, she conjures a mystic shield.
◆◆ Bless
◆ Shield (+1 AC)
Pusong Bato
|
Pusong quickly draws his firearm. Noticing that the summoning circle can call forth more creatures but can take physical damage, he makes a decision. He reloads, steadies his aim, and fires directly into the circle, determined to shatter it before anything else can emerge.
Arquebus + Bless: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21 Concussive, Fatal d12
Damage: 1d8 + 1 ⇒ (1) + 1 = 2 Piercing
One Shot, One kill + Slinger’s Precision: 1d6 + 1d4 ⇒ (5) + (1) = 6 Precision
If Crit:
Fatal d12 Damage: 1d12 + 1 ⇒ (10) + 1 = 11 x 2 Piercing
One Shot, One kill + Slinger’s Precision: 1d6 + 1d4 ⇒ (2) + (4) = 6 x 2 Precision
Additional Fatal d12 Damage: 1d12 ⇒ 10 Piercing
He then reloads and strategically chooses his next target.
◇One Shot, One Kill (As part of this free action, Pusong is able to interact to draw his firearm)
◆Reload
◆Strike Summoning Circle
◆Reload
GM Nomadical
|
◆ Interact — Draw Shortsword
[dice=◆Strike: Shortsword]1d20+7
[dice=Slashing Damage]1d6+2
[dice=Sneak Attack]1d6
◆ Step@GM does Nara needs to be adjacent to the circle for her to try to disable it with thievery?
1) You said “Step” but you moved 10 feet. So “Stride,” yes? It does not React to your Stride.
2) How are you doing Sneak Attack damage? It acted before you, it’s not Off Guard.3) Not adjacent, no. Like the brazier in the bar, you think you need to be fairly close. Like, maybe “15 feet from it.”
Nara hits the ort and moves to get behind the big, tough tank - Boomer. As she does so, she realizes that her sword just scratched the ort’s weird bloby skin.
SiaoSiao calls for Teki’s aid and the goddess delivers a blessing for everyone.
Pusong shoots into the circle. His shot goes right through the Hellknight’s illusory face evincing a snarl of displeasure before it scratches out some of the runes as it ricochets into the wall beyond.
Round 1
A Big ol’ Pile o’ Orts
Conditions: BLESS Don’t forget it!
BOLD May Act
Goblin Allies
Summoning Circle -6
Boomer
Jared Cape up
Green -3
Pusong
SiaoSiao Bless, shield
Nara
Durgok
Black
Blue -8, AC <= 13
Yellow
Red
Orts: Immune to Fire. Resists Physical 3
Summoning Circle: Can still be disabled. Can take physical damage. Can spit out more orts, apparently. Resists Physical 3.
Durgok Bugok
|
Durgok grips his battle axe, position himself in between the goblin and the ort(green) and charges it by swinging with all his strength.
◈Draw his Battle axe
◈Stride in between the goblin to protect him
◈Battle axe attack: 1d20 + 8 ⇒ (6) + 8 = 14
1d8 + 3 ⇒ (8) + 3 = 11
GM Nomadical
|
Durgok moves to get between the ort and his allies and puts a clean gash into it.
Blue double-moves as far as it can into the corner and attacks N-S-W: 1d3 ⇒ 2 Boomer
Claw: 1d20 + 7 ⇒ (13) + 7 = 20
Damage, S & F: 1d4 + 1d4 ⇒ (2) + (1) = 3
Red finds a hole to swing at Durgok, Black does the same and targets Jared, and Yellow is left without a dance partner.
Red vs Durgok: 1d20 + 9 ⇒ (1) + 9 = 10
Damage, S & F: 1d4 + 2 + 1d4 ⇒ (4) + 2 + (3) = 9
Black vs Jared: 1d20 + 9 ⇒ (16) + 9 = 25
Damage, S & F: 1d4 + 2 + 1d4 ⇒ (4) + 2 + (4) = 10
Better prepared now, the goblins throw many more stones and manage to hit all four of the bunched up orts.
Reflex Blue: 1d20 + 4 ⇒ (5) + 4 = 9
Reflex Black: 1d20 + 6 ⇒ (1) + 6 = 7
Reflex Red: 1d20 + 6 ⇒ (6) + 6 = 12
Reflex Yellow: 1d20 + 6 ⇒ (9) + 6 = 15
Bludgeoning: 1d6 ⇒ 3
Although most of them are caught full on by the rocks, the assault seems to do nearly nothing as the rocks just bounce off their hides.
The circle pulses with crimson Hellfire and another ort emerges.
Initiative, Purple: 1d20 - 2 ⇒ (9) - 2 = 7
Round 2
A Big ol’ Pile o’ Orts
Conditions: BLESS Don’t forget it!
BOLD May Act
Goblin Allies
Summoning Circle -6
Boomer -3
Jared -10, Cape up
Green -14
Pusong
SiaoSiao Bless, shield
Nara
Durgok
Black -3
Blue -8
Yellow
Red
Purple
Orts: AC <= 13. Immune to Fire. Resists Physical 3
Summoning Circle: Can still be disabled. Can take physical damage. Can spit out more orts, apparently. Resists Physical 3.
Boomer N.
|
Boomer will back up a little bit and cast his well-known caustic blast covering yellow, red, blue, and black.
◆ Move
◆◆ Caustic Blast
Reflex DC 15: 1d8 ⇒ 8 Acid Damage. On a critical failure, the creature also takes 1 persistent acid damage.
Jared Delos Reyes
|
Seeing acid can at least affect them, he throws another to Black after retreating.
◆ Stride
◆ Quick Bomber with Far Lobber
Lesser Versatile Vial Attack: 1d20 + 7 ⇒ (15) + 7 = 22 vs Black
Damage: 1d6 ⇒ 1 acid damage, 1 acid splash damage (to adjacent creatures)
He then continues raising his dueling cape
◆ Raise Dueling Cape (+1 circumstance bonus to AC)
GM Nomadical
|
Red Reflex DC 15: 1d20 + 6 ⇒ (6) + 6 = 12
Black Reflex DC 15: 1d20 + 6 ⇒ (5) + 6 = 11
Yellow Reflex DC 15: 1d20 + 6 ⇒ (15) + 6 = 21
Blue Reflex DC 15: 1d20 + 4 ⇒ (19) + 4 = 23
Boomer’s bomb splashes into the middle of the pile of orts. Two dodge it some, pushing the other two into the spray.
Jared’s bomb hits his target and splashes a bit onto the rest of the orts also.
Green sees no reason to do anything than follow orders, so it just pummels Durgok.
Green vs Durgok: 1d20 + 7 ⇒ (1) + 7 = 8
Damage, S & F: 1d4 + 1d4 ⇒ (1) + (1) = 2
Green vs Durgok, MAP: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13
Damage, S & F: 1d4 + 1d4 ⇒ (4) + (2) = 6
Green vs Durgok, MAP: 1d20 + 7 - 8 ⇒ (1) + 7 - 8 = 0
Damage, S & F: 1d4 + 1d4 ⇒ (1) + (3) = 4
Lucky for Durgok all three attacks miss, but the odds aren’t looking good with 2 more orts ready to follow suit.
Round 2
A Big ol’ Pile o’ Orts
Conditions: BLESS Don’t forget it!
BOLD May Act
Goblin Allies
Summoning Circle -6
Boomer -3
Jared -10, Cape up
Green -14, Bloodied
Pusong
SiaoSiao Bless
Nara
Durgok
Black -13, Bloodied
Blue -11, Bloodied
Yellow -5
Red -9
Purple
Orts: AC <= 13. Immune to Fire. Resists Physical 3
Summoning Circle: Can still be disabled. Can take physical damage. Can spit out more orts, apparently. Resists Physical 3.
SiaoSiao
|
Siaosiao concentrates and touches Nara's blade. "Yous stronger now! Teki makes blade better!" she says, before raising her shield again.
◆◆ Runic Weapon (+1 Striking Weapon) on Nara
◆ Shield
Durgok Bugok
|
Durgok grips his weapon tightly, swinging his axe to the orts closer him then move the near the goblin
◈ Strike: Swing his battle axe at a nearest devil.
Battle Axe Attack: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
◈ Stride: in front of the goblin
◈ Raise Sheild
Pusong Bato
|
Pusong once again aims at the summoning circle in the hopes of destroying it and stopping it from summoning more orts.
Arquebus+Bless: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28 Concussive, Fatal d12
Damage: 1d8 + 1 ⇒ (6) + 1 = 7 Piercing
Slinger’s Precision: 1d4 ⇒ 3 Precision
If Crit:
Fatal d12 Damage: 1d12 + 1 ⇒ (9) + 1 = 10 x 2 Piercing
Slinger’s Precision: 1d4 ⇒ 2 x 2 Precision
Additional Fatal d12 Damage: 1d12 ⇒ 5 Piercing
Afterwards, he quickly reloads but this time, he decides to take down the bloodied Black Ort.
Arquebus+Bless, MAP: 1d20 + 9 + 1 - 5 ⇒ (17) + 9 + 1 - 5 = 22 Concussive, Fatal d12
Damage: 1d8 + 1 ⇒ (3) + 1 = 4 Piercing
Slinger’s Precision: 1d4 ⇒ 3 Precision
If Crit:
Fatal d12 Damage: 1d12 + 1 ⇒ (2) + 1 = 3 x 2 Piercing
Slinger’s Precision: 1d4 ⇒ 4 x 2 Precision
Additional Fatal d12 Damage: 1d12 ⇒ 5 Piercing
◆Strike Summoning Circle
◆Reload
◆Strike Black Ort
GM Nomadical
|
@Nara, you now have an additional +1 to attack and an additional 1d6 damage on your sword, not on any of your other weapons. It’s on you to add those.
SiaoSiao helps Nara with a little blessing from Teki. Durgok manages to put one ort down and steps back into the line of Pathfinders.
Pusong takes a deep breath and lines up the shot. The bullet scratches out the containing line, ricochets off the wall and smashes into a line of script obscuring the text with molten lead. Another ort emerges just as the portal to Hell closes with a loud {SNAP}. The hum and crackle of the circle is gone. In the silence, the illusory projection of the Hellknight screams in anger and commands the orts to kill everyone! Then he turns to someone where he is and informs them that the circle is broken and to send reinforcements to the catacombs immediately.
The goblins meanwhile cheer for their new hero, Pusong!
The Sniper keeps his cool, reloads and fires again, catching the Black one in the arm but not dropping it.
Round 2
A Big ol’ Pile o’ Orts
Conditions: BLESS Don’t forget it!
BOLD May Act
Goblin Allies
Summoning Circle Broken
Boomer -3
Jared -10, Cape up
Green
Pusong
SiaoSiao Bless, shield
Nara Runic Weapon
Durgok
Black -17, Near Death
Blue -11, Bloodied
Yellow -5
Red -9
Purple
Orts: AC = 13. Immune to Fire. Resists Physical 3
Nara Zumono
|
Nara darts forward, blade glinting with divine light.
She slashes once at the black ort’s exposed side before slipping back again behind the front line like a shadow pulled by candlelight.
◆Shortsword: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Slashing Damage: 2d6 + 2 ⇒ (2, 3) + 2 = 7
Additional damage from Runic Weapon: 1d6 ⇒ 3
◆Stride ◆Strike ◆Stride
GM Nomadical
|
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Nara dashes forward and only because of the magic on her weapon plus the extra blessing of Teki does she hit. The blade does just enough damage to send that one back to Hell.
However, as Nara moves away to hide behind the healer, she and everyone else notes that the orts are just standing around. The illusory Hellknight continues yelling at them to attack until turning again to someone outside of your view. You hear half a conversation about why the orts are not responding, until finally the Hellknight turns back to you. ”Pathfinders, you may have won this skirmish, but you cannot win the war. Hell is on our side.” With that, the illusion ends and the orts just wander off.
Chief Helba rushes out to her tribe. They chase the orts into a crypt at the back of the catacombs and bar the door. ”Blob monsters no hurt anyone now. We kill them all later. Figure out if they eatable.”
The other goblins gather around Nara and Pusong (and SiaoSiao… and really everyone) singing their praises in goblin song. Knowing that reinforcements are on their way lends a bit of urgency to the situation, and the Pathfinders are finally able to extricate themselves and lead the Bumblebrashers out and back to safety.
The Pathfinders and their goblin friends return to Breachill through the tunnel. Fighting in the city has largely concluded, with some Eagle Knights holding prisoners in detention while others work to get fires under control and help the citizens of Breachill recover their belongings from ruined homes. Because you and the other Pathfinders teams were so successful in guiding civilians to safety, the non-combatant casualties were thankfully few. Reaching Monument Circle, Warbal Bumblebrasher enthusiastically greets Chief Helba and the other goblins.
A concerned Venture-Captain Brackett greets you at the edge of the public space. “I was worried we’d lost you all with how long you took to get back. Thankfully the battle has gone well. The Hellknights were waiting for something, reinforcements perhaps, and that gave us an opportunity. What have you been doing?” After getting your debriefing about the summoning circle and the near encounter with the Hellknight commanders, Brackett rubs his hand across his face to gather his thoughts. “Well, my instructions to not put yourselves in danger weren’t heeded, so we’ll have to talk about that. But well done, Pathfinders. You saved many lives and may have saved our chance at victory here.
"This talk of spies and schemes though. I need to get word back to the Grand Lodge. This plot is far bigger than we’d ever thought to fear. This battle could engulf the entire Inner Sea before it ends.”
Which it will in further Season 7 scenarios….