A CROWN RETURNED GAMEPLAY THREAD
Be sure to read and follow the community guidelines.

Falcon’s Hollow is the end of the line for many of its residents—a final destination in a flight from the law, a haven from crushing debts, a sanctuary from abuse, or a new start free from religious persecution. Yet those who dwell in the town know that it has more than its fair share of problems, and many who come to live here soon realise they simply traded one set of worries for another.
Each of you is drawn to Falcon's Hollow however, while growing up here was a real time of struggle, conflict and discontent, returning here is very personal for each of you and for some of you very close to home, striking at the heart of what makes you, well you.
The place hasn't changed much really though the atmosphere is never far from struggle and conflict. You know that Falcon's Hollow actually deserves better than what its getting. One thing you have noticed is that the distrust amongst the community has grown ten fold and you struggle to find a smile, including yours. Everywhere you look, upside down smiles greet you and sideways glances meet you. Somethings going on and its time to sort it out, especially when its personal. Welcome to Falcon's Hollow, welcome to A Crown Returned.
Falcon’s Hollow is a logging town through and through. Most buildings have log walls or are finished with wooden siding, their roofs covered in wooden shingles. The town is rough-looking, but some homes feature lovingly wrought ornamentation that shows their owners’ pride: decorative molding, carved cornices, window mullions, and delicate inlays on furniture. Sawmills and lumberyards are the main evidence of industry. Sawdust invades nearly every home, bed, and meal in the community, like sand in a beach town—but locals claim one gets used to it and mock those who can’t stand the dust. Around Falcon’s Hollow, the forest flourishes, dark and impenetrable, seemingly eager to claim the lives of those who endlessly assault its borders.
Walking around Falcon's Hollow at your pace affords you a fairly good idea of the layout of the town and some of its locations.
MAP OF FALCON'S HOLLOW
Soon the hulking mass pulled into the docks, imposing itself by way of its girth like a muscular ruffian shoving their way up to a bar. Any other place with a port like that of Falcon's Hollow would be constantly hustling and bustling most hours of the day, but pickings were slim, and few other vessels inhabited the docks at this moment. It wasn't as if the Hollow had much in the way of fishery or other marine products going on.
Finally, the boat shuddered to a stop, almost enough to shake awake one particular denizen of the boat, lazing on a low crate in the hold. A creak and a punch in the arm from one of the deckhands did the rest, and she cracked her eyes open.
"Wakey-wakey, beefcake." The wrinkled deckhand grinned derisively. "Get up and get to work, ya dog."
"Oh, do I have to?" The lounging woman returned his contempt. "I think you fellas have it pretty well in hand." She was lean, well-defined but lacking some of the strength she had before. Roughly cropped black hair framed the angular features of her olive-skinned face, her cheeks still flecked with coal. She'd be fairly attractive, if not for the bad attitude. Traces of polish remained even now, on her bitten and worn-down nails. Far from the lavish attire she used to wear as one of the champions of Almas' fighting rings, she now only wore a blue tunic of frayed silk and baggy pants accessorized only by a small icon of Irori hanging off a red cord. The whole assembly was an approximation of what Tian martial artists and monks were depicted wearing in sensationalized magazine illustrations.
"If you don't quit playing, there's still time to nail you into a box and heave you overboard." The deckhand scoffed.
"Alright, alright..." Now considerably more motivated, the woman leapt to her feet, hoisted the crate she was sleeping on onto her shoulders, and hauled it above deck, down the gangplank, and onto a wagon bound for the High Market. The familiarity of the air hit her almost immediately; the buildings and other features had changed, but the trees and the sky hadn't. It was almost like she was a kid again, running around and getting into all kinds of trouble. With a grunt, she picked up another crate, aiming to finish her job quick so she could get free and head into town.
As you stand at the end of the wharf, you see a dusty pathway that leads off in front of you to the Low Market. There's a slight scent of produce no longer fresh enough for the High Market’s favored customers, heavily salted meats, and other questionable foodstuffs, most of which barely survive their trip to the market.
You have heard from your fellow ship mates that there are now weapons, armor, and adventuring gear can be found for sale there, though only weapons and adventuring gear worth 1 gp or less or armor worth 4 gp or less can be purchased at the Low Market.
Falcon's Hollow still looks much the same as when she had left it, but homecoming was bittersweet under the circumstances. As she passes through the western gate and into the village proper, she finds that her feet still know the way to the most notable landmarks. With the day's light slowly fading into evening, Rhaemy decides that her business can wait until morning as she makes her way toward the Sitting Duck for a warm meal and a good night's sleep.

The Duck has long been the local hot spot for adventurers, explorers, and other rapscallions looking for excitement. The tavern serves a potent brew of fermented darkwood leaf that’s said to be able to "floor an ogre" in a few tankards.
As you walk into the tavern, As you have arrived in the morning, there are only a handful of patrons. One table is filled with what looks like four mercenary guards just come off a merchant caravan. They look tired, dusty and thirsty.
As you approach the bar and see a human female serving behind the bar. She finishes serving one customer who returns to a table by himself. She turns her attention to you with watchful eyes and says, "Whats. your poison and what will your little lady friend have?" Referring to a Gnome standing next door to you.
Which meant this was a perfect chance to try and replenish some of that energy. "Woo! Whose ass do I have to kick to get something good to eat around here? Barkeep!" Fira slammed a gold piece down on the bar counter. "Get me something good to chew on and as much of the darkwood as this'll cover!"
She takes the slammed gold piece first and says, "Right away, my lady!"
With that she pours a large pint of Darkwood Leaf and presents it to her with handle facing this new rich customer and takes off into the kitchen where the smell of freshly cooked pies drifts out and tickles you under the chin. It has the desired effect as your tummy rumbles in anticipation. However, its for the lady instead. Two large pies and pieces of sop bread swathed in butter are presented to the lady on a large serving platter.
She then returns to the kitchen and brings out two trays of pies. One with four pies, and one with one pie. She delivers these to the four mercenary customers and the one sitting alone. She then returns to the bar, fetches two tankards of ale, sets them down before Jayne, reaches out her hand and says to Jayne, "Hello and welcome stranger! I'm Jalene!"
This has all been done so quickly, you would swear the bartender had wings and flew about the place. It would seem that the colour gold brightens everybody's day. Its the type of colour not often seen in this town unless its heading out of the town.
Rolls
Perception - (1d20-1)
(7) - 1 = 6
STR 18 = +4 STR
WIS 8 = -1 WIS
After giving her order, Rhaemy turns to look out across the tavern. Before she had left home, she was far too young to be allowed into such a place. Now that she is here, though, she realizes that it doesn't quite live up to her youthful imaginings.
After half an hour or so, a quite muscular female walks in and takes over the bartending while Jalene moves to the kitchen to prepare for lunch and dinner service. It would appear that things are different as the 'Ferret', Larden Kried, is no longer around. This walk in barlady seems to act like she owns the place and begins to take orders from patrons and give orders to Jalene. The clatter of dishes, sounds of chopping and the smell of produce being prepared enters the tavern alongside the earlier prepared tasty pies being cooked as another batch for customers.
Rolls
Secret Roll
Secret Roll
Secret Roll
She barely notices as the more muscular lady enters and takes her position, and instead turns around, leaning back on the bar, keeping herself clearly in the view of Rhaemy and Jayne as she scans the room with her watering eyes.
Thanks for the invitation, unfortunately I just got back to town myself. I grew up here, and it's amazing what's changed, and yet how much hasn't changed. I'm looking for work myself, perhaps if we team up we could get some leads soon. My name's Trenton Smyth, you can call me Trent if you wish. What kind of work do you look for in Falcon's Hollow?

It is now heading towards noon on your first day in Falcon's Hollow.
The sun is shining in through the tavern windows which have now been opened to let the fresh air roll through. However, it is having the 'real' desired effect as the smell of the freshly baked pies fills the room and wafts and into the street. Locals begin to come in at regular intervals to buy the pies that seem to be almost flying out the door. It is not long before the bartender, whose name you have now discovered to be Ergin, heads out and posts a worn out parchment notice on the noticeboard on the opposite side of the entrance door to the Darkwood Leaf sign that reads Pies Sold Out.
As she walks back in and wipes down the bar with a clean cloth, a leather hooded man enters through the door carrying a dark brown, worn leather satchel. He places it on the bar and talks to Ergin in a quiet whisper. She laughs a little bit, takes the satchel given to her and stows it under the bar. She then reaches over further, under the bar and hands over a similar satchel to the man and tosses him a pie. He smiles at her and turns to head back out the door.
"How much do I owe you for the wonderful pie, ma'am?"

The man continues out the door. walks over to his horse, mounts and begins to ride down the street towards Roots and Remedies.
The brown leather satchel is slung over his left shoulder as he rides slowly. He does not look around and seems somewhat comfortable in his surroundings.
There is a longbow attached to the rear of the horse and a longsword in its scabbard is wrapped around his bedroll. There are twin saddlebags on the rear of the horse. One seems fuller than the other.
You all see this as he passes by the large, now open windows of the tavern. They would have been closed, shuttered and locked up a few days ago when the heavy rain showers pelted the countryside on your way to the town. The last few days of making your way here was wet to say the least. However, the shining, warm sun is a most welcome relief and the blue of the skys lifts the spirits and warms the heart.
He's the delivery guy around here. Sometimes he does some work for the businesses in and around Falcon's Hollow. Other times he is working for 'others'. Now, before you ask, I don't know who the 'others' are and nor is it any of my business. As long as he delivers my things in a timely manner, he is ok with me."
Ergin moves away further down the bar to serve a customer.
"It's good that the temple is serving the village well. It may not earn many converts, but it certainly earns more than a few prayers in the Inheritor's name."
She says to Rhaemy, "Do you know where the Temple of Iomedae is?"
As Rhaemy acknowledged her intent to visit the temple, Fira slouched alongside the bar a bit. "Heading up to that dusty place? Think I'll come along too, see it with my own eyes. That cool with you?" She waved her hand a little, chuckling. "Nah...it's cool. You'll barely notice me!"
On that Perception roll of 21 and 20, as you are walking and taking in the various buildings, maybe having a few fond memories of growing up in and around these paths, buildings, sights and smells, you both notice a three carrier pigeons flying in the blue sky. Usually they would not be of any real concern but it is interesting that they seem mto have come from the general direction of The Sitting Duck. One flys West, one flys North and the other flys East.
You come across the Lady Cirthana Gensar, a female human cleric and only occupant of the Temple of Iomeade at Falcon's Hollow. As you reach the steps that lead inside the Temple, you see her sweeping the steps with an old broom. She looks up smiling warmly at you as you approach,
Greetings travellers. Its a fine day for sweeping the steps to our fine temple. she says with a nod towards you all.
You see that she is dressed in the robes of a cleric who has decided its a good day to get the place looking nice again. On both sides leading in are small, freshly tended gardens of colourful flowers that despite the drab look of Falcon's Hollow, bring a small sense of vibrancy to an otherwise ramshackle town.

"Thats great to hear. Thank you! she says and gives Jayne a broom and picks up another. "Many hands and many skills make light work."
After another five minutes of sweeping, the job is done. She invites you in for a refreshment. You head in to the Temple and sit down at a table off to the side as the cleric pours you all a glass of cool water.
She looks at you all and says, "You know I have a larger problem that maybe you could help me with. Its no secret that Falcon’s Hollow is a rough and-tumble town, and it isn’t unusual for locals to simply vanish. Many of these disappearances are simply citizens who left town to seek their fortunes elsewhere maybe much like yourselves, but some, unfortunately, are victims of criminals or dangerous creatures from the nearby woods.
Since these disappearances aren’t noteworthy, no one took much of an interest when a local hunter named Barlus Chortun went missing—except me. The real reason is that Barlus, a worshipper of Erastil, came to this Temple to seek blessings from me for his upcoming hunt. I think that at the time, I may have been the closest he had in town to a like-minded soul. He then left and just vanished into Darkmoon Vale. I now feel a bit guilty about perhaps giving him false comfort in a pursuit that isn’t a core part of our faith.
I have approached Lumber Consortium agents in the lumber camp at the edge of the woods for aid in tracking poor Barlus down, but they’ve been very unhelpful. I don’t suspect they’re responsible for Barlus vanishing, only that they don’t really see it as their problem. Barlus told me that he was going to use one of the lumber camps as a staging ground for his hunt, so I think it would put my mind at ease if you could search for him by starting there.
As you can imagine, this has weighed heavily on me and I have been thinking a lot about it and just maybe the workers will be more open to speaking to someone they don’t recognise as I am a bit critical of their employer. I don't think they care about this town, nor the people in it who work so hard for them and care about this community.
All I have to offer is a silver longsword as a reward if you can provide closure on the mystery or, even better, find him and bring him back home alive. It would put my mind at ease as I have been atoning and praying daily. Are you able to help?" she says as she opens her hands.
The Cutyard is a building situated beside the river with a wharf for docking, loading and unloading attached.
Spewing sawdust into the foam around the clock, the Cutyard is the ever-pumping heart of Falcon’s Hollow. Lumber crews work the yard under horrific conditions. Night shifts operate waterwheel-powered saws and grinding lathes with only a single dim lantern to light their dangerous toil. Maiming and accidental deaths frequently occur.
Far more insidious than the threat of physical injury is the crushing effect of unending labor and monotony on the workers’ psyches. Most of the lumber crew live in cramped shacks surrounding the Cutyard, plagued by the sounds of saws and axes even when they aren’t working.
As you arrive at the Cutyard you see a pug-faced, mash-nosed man, "Payday" Teedum as he is known around the place seemed to have earned his nickname from the way he doles out violent "dues" to anyone who fails to follow his commands fast enough.
Listening in on various hushed conversations as you walked to the Cutyard and making some observations yourselves, the loggers of Falcon’s Hollow are no strangers to forest beasts and monsters, and their tall tales of dangerous woodland denizens are a popular form of entertainment after work around campfires or at bars.
Lately though, a new rumor about a particularly large, vicious, and cunning gray wolf has been making the rounds, with loggers claiming the wolf has been laying traps for them. Several claim to have been wounded in these traps, and a few imply that several (or perhaps all) of the loggers who have supposedly left the job and moved south were in fact captured and eaten by this wolf.
Normally, the Boss Teedum ignores these rumors, but this latest one seems to be gathering steam quickly, and everyone suspects there’s truth behind the tales. Maybe a chat with this greatly 'respected' Boss may yield some further information.
Noticing Teedum's presence, she pegs him as the kind of guy who occupies the position others call "boss" or at least acts like he does. Sauntering over to him, she makes a show of craning her neck, as if she's trying to look for someone else over him. "Hey chum, think you could point us to your boss? We were planning to ask them about the terribly few people they have around, see if they planned on doing something about that."
Maybe you could interview workers at the lumber camps to learn where the gray wolf has been spotted most frequently. I'm prepared to reward you with a magical greataxe if you succeed."
He turns to Jayne and says, "We are in the process of updating our Safety Manual which will ensure a better, smoother and safer operation for all concerned."
He seems almost to have just wandered in off the road to town, for he carries a pack slung over one shoulder and his leather vest and breaches are worn and dusty, they sit atop what seem to have once been clothes off fine make now marred with unrecognizable stains from travel or other sources. Only the guard of the thin sword at his belt and the smile he offers in greeting sparkle in the light of the clearing.
"Gentlemen, ladies!" He pauses here to whisper "My beauty!" to Jayne in Oricish as he sketches a fairly graceful bow. "Sheon Taliwick."
He nods toward Teedum. "I gather you too are concerned for the welfare of our friend Barlus. Then it is indeed my good fortune that you have arrived."
"My name is Rhaemy Roundwood, initiate of the Greenfire Circle." Rhaemy introduces herself with a small bow to the newcomer, then straightens and adjusts her robes. "A pleasure."
He turns to Rhaemy, his smile faltering as she introduces herself. Sheon blinks at her blankly for a moment, then after a second, gathers himself and responds with deliberate enthusiasm, "Family! I hadn't realized. I bet he's just out there right now having the time of his life. On the trail of this pack and trying to take them all down himself. If we don't hurry he'll probably do it and take all the glory."
Coming closer to the camp, you see five, sturdy log buildings stand out - a bunkhouse, a meal hall, an office, a stable, and a tool shop with numerous outhouses, wide carts, sleds, and stacks of unprocessed lumber amid the sawdust-speckled clearings. The camp appears as callous and unrelenting as the folk who work them.
Moving closer, you come across a band of about 20 or so surly woodcutters. They look up and one of them shouts and points in your direction. They shout out insults at you, veiled threats and generally treat you with derision.
One of them shouts, "WHY ARE YOU HERE AND WHAT DO YOU WANT? SPEAK NOW OR BE ON YOUR WAY!"

The gnome lets out a deep sigh as she shakes her head, her voice dropping to a mutter.
"Every single person working for the Lumber Consortium is a massive pain to deal with: loggers, foremen, merchants. You name it. I would club some sense into the lot of them if I could."
"There you go! he says and lumbers back to the other side of the lumber piles to work with his buddies.
As you walk in the office, you see a middle aged surly, grizzled slab of a man with red hair and a shaggy red beard wearing work boots, canvas pants and a long hooded bush shirt. He seems to be looking over some wood chips. He turns around to see you enter the office and says in a gravelly voice, "What can I do for you? I'm very busy here at the moment."
At the mention of the wolf, his entire demeanour changes from gruff and cantankerous to drop-dead serious in a heartbeat. "Oh, ok! So Payday has finally decided to do something about it by finally sending someone to help. Well, better late than never, I guess.
Yes, there have been rumours for a few weeks now and several of my workers have been wounded by traps in the woods or even gone missing; just four days ago I personally saw one of my workers in the woods step into a hidden trench and impale his foot on a wooden spike, only for the biggest, meanest-looking wolf I have ever seen burst from the bushes, grab my worker by the back of the neck, and race off to the north with its still shrieking prize. I was close to calling for a complete work stoppage as a result. Knowing now that someone is on the job sets my mind at ease, at least my workers will be safe for a while.
I have tracked that wolf for a bit, but when it became obvious the creature was heading in the direction of Droskar’s Crucible, I lost my nerve. I suspect the wolf has been living in the ruins and I suggest that you start your hunt there."
You have been travelling for the best part of a day now. Here, the forest is very dense in some places.
The creature is as much as 15 feet long and has a resilient body. Its huge powerful bat like wings sports talons. Its huge aerodynamic thin-horned head bares a snout ending in huge sharp teeth. Its flexible body easily carries the bat like wings. Its two powerful legs end in nasty looking talons.
Its whip like tail balances its flight perfectly and also end in two sharp talons.
The winged Wyvern doesn’t notice you and continues to fly north towards Droskar’s Crag.

Rolls
Perception 1d20+6 - (1d20+6)
(8) + 6 = 14
He pauses for a moment, then observes aloud "You know, something about the man's stories back there bother me. The ones where workers are getting caught in traps and then attacked by the wolf? I suppose if Barius was a bit overzealous in laying out his traps, we might see a few workers stumbling into them; but the way he told it almost made it sound as if the two were working together to hunt the company men. Or else, we're dealing with a wolf so smart it's not only learned to recognize traps but wait around to see what gets caught in them."
He exhales loudly. "Bah, foolish! I'm sure I'm putting too much stock in a woodman's tall tales."
And so she is quite relieved when Sheon changes the topic back to the more germane parts of their investigation. "Well, once we make it out of here alive, we can go squeeze Barius if his story doesn't add up. Don't worry, if you get caught in a trap I'll protect ya."
It is now becoming darker and you decide to set up camp for the night in a small clearing.
To Jayne: it would have been nice to have this problem sorted, but I think we are in agreement that this case isnt quite as straightforward as we hoped. Thanks for taking watches, tomorrow if we are still out I will take a shift.
While staring, she exercises, stretching, turning, leaping and practicing martial arts forms vaguely like those of the Tian peoples.
You can either attempt to cross the river, head either upriver where the waters source seems to be coming from or head downriver.

As you are trekking along the sides of the river you suddenly have a slight sense of dread as the forest continues to roll out before you.
Rolls
Perception - (1d20+6)
(14) + 6 = 20
Rolls
Perception - (1d20+7)
(15) + 7 = 22
Rolls
Perception - (1d20+3)
(7) + 3 = 10

...Unfortunately, in her panic she lands a bit harder than expected, and falls off balance as a result.
Rolls
Initiative (Perception) - (1d20+5)
(4) + 5 = 9
Rolls
Perception (initiative) - (1d20+3)
(17) + 3 = 20
Jayne 20
Rhaemy 18
Python 11
Sapphira 9
... Just waiting on a Perception Roll from Trenton.
Player 1: I shoot at the Goblin 1, I shoot at him again, then I move behind the rock.
GM: Cool! You hit the Goblin and kill him and your second arrow hits him as he is falling to the ground. An overkill but ok. You are now behind the rock. Goblin 2 now moves behind the rock and attacks you with his shortsword.
Player 1:Oh wait. My second shot I shoot the Goblin.
GM: Hang on! So you want us to back u the action?
Rolls
Perception - (1d20+5)
(13) + 5 = 18
Jayne (20)
Trenton (18), Rhaemy (18)
Python (11)
Sapphira (9)
Sheon (7)
Jayne, Trenton and Rhaemy, you have not yet seen a threat however you are ready to act. So you may choose to either Delay or Ready your action
DELAY (free-action)
Trigger Your turn begins.
You wait for the right moment to act. The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature’s turn. This permanently changes your initiative to the new position. You can’t use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn’t change, and your next turn occurs at your original position in the initiative order.
When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can’t Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.
READY
CONCENTRATE
You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can’t Ready a free action that already has a trigger.
If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it’s not your turn.
Raise a shield, yes! That is ONE ACTION.
RAISE A SHIELD [one-action]
Requirements You are wielding a shield.
You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.
What is the non-lethal attack?
You and allies gain +1 Status bonus to attack rolls while within the emanation. can Sustain the spell once per round to increase radius by 10ft. Counteracts Bane
Jayne (20)
Trenton (18), Rhaemy (18)
Python (11)
Sapphira (9)
Sheon (7)
Jayne, Trenton and Rhaemy, you have not yet seen a threat however you are ready to act. So you may choose to either Delay or Ready your action
DELAY (free-action)
Trigger Your turn begins.
You wait for the right moment to act. The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature’s turn. This permanently changes your initiative to the new position. You can’t use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn’t change, and your next turn occurs at your original position in the initiative order.
When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can’t Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.
READY
CONCENTRATE
You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can’t Ready a free action that already has a trigger.
If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it’s not your turn.
None of you have seen the snake yet. Thats why I said you can either Delay or Ready your action.
Sapphira is the only one who has seen the snake and is unable to warn you before the snake strikes.

Yes, thats the one. You have come in slightly from the river which is why it does not feature on the map. Will place you at H9.[
Got you, Rhaemy - G6!
Got you Trenton - G8

Python (11)
Sapphira (9)
Sheon (1)
(Jayne (20), Trenton (18), Rhaemy (18), You wait for the right moment to act. The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature’s turn. This permanently changes your initiative to the new position. You can’t use reactions until you return to the initiative order. So you can take your turn immediately after the Python if you so wish. Sheon, you are still at the bottom of the Initiative Order.)
With the speed of a striking viper, the serpent’s jaw snaps wide. Rows of needle-like teeth, slick with venomous, paralyzing saliva, strike out to find their mark. The impact of the strike hits like a battering ram, knocking the wind completely from your lungs and shattering the quiet of the wilderness. You are now held in the jaws of the Ball Python.
SAPPHIRA:
The Ball Python bites you inflicting 11 points of piercing damage. The Ball Python also Grabs you.
Effect: The target is immediately grabbed. This means they are off-guard (cannot easily defend themselves) and immobilized (cannot move unless they successfully escape).
How to Break Free (The "Escape" Action)
If you or an ally is grabbed, you can use the Escape action to break out.The Check: Make an Acrobatics or Athletics check against the creature's Grab/Grapple DC (Athletics DC of Ball Python: DC 16), or make an unarmed attack against their AC.
Success: You successfully break the grapple and are free to move.
Jayne, Trenton and Rhaemy - you may choose to be up next if you want to as you have your actions on DELAY.

Rolls
Ball Python: Jaws - (1d20+8)
(14) + 8 = 22
Ball Python: Jaws Bite Damage - (1d8+3)
(8) + 3 = 11
15ft emanation, 1 minute
You and allies gain +1 Status bonus to attack rolls while within the emanation. can Sustain the spell once per round to increase radius by 10ft.
Rolls
Acrobatics roll - (1d20+7)
(17) + 7 = 24
Acrobatics roll (multiple attack penalty -5) - (1d20+2)
(18) + 2 = 20
Acrobatics roll (multiple attack penalty -10) - (1d20-3)
(15) - 3 = 12
Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn.
Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.
Rolls
Deception check - (1d20+4)
(4) + 4 = 8
Action 1: On that Escape Roll of 24, you succeed and escape.
Action 2: On that Feint Roll of 8 against the Perception DC of the Ball Python, you are unsuccessful.
Action 3: Moves to H6 on the map just in front of Rhaemy.
End of Sapphira's turn.

You may take your turn now if you want. Otherwise it is Sheons turn.
Rolls
Needle Darts (Piercing) - (1d20+8, 3d4)
1d20+8 : (5) + 8 = 13
3d4 : (322) = 7
Jayne, you may take your turn now, otherwise its Sheon's turn.

But the girl is standing right there, already wounded by a bite Sheon is pretty sure would have killed him and the little gnome looks to be within easy lunging distance as well. He doesn't feel that his dropping back will end well for them. Trent doesn't seem like he'll be a very good distraction hiding behind a tree, he'll just be the one smart enough to live.
Blast it, he knew coming back here was a mistake the moment he'd seen the job. He was going to die in these damned woods just like his father. Might as well get it out of the way early.
He draws his rapier from his belt with a flourish and steps towards the creature, twirling over roots and fallen branches. It won't be worth much trying to hack through the things scales, so he'll need to be careful to land its point in the gaps between them.
"Get out of here, you big ball of slime! Go jump in the river! There are easier prey elsewhere." he shouts as he tries to dart inside the range of its bite to thrust his point into its neck.
Move 1 - Free weapon draw and move -- to J7 presumably so that I'm not in everyone's line of fire, though if the I9 is impassible due to trees I'll head to I7 instead
Move 2 -Attack with rapier
Move 3 -Raise a shield (buckler strapped to left arm)
Rolls
Rapier - (1d20+3)
(20) + 3 = 23
Damage (if applicable) - Rapier + STR + Precise Strike - (1d6+4)
(2) + 4 = 6

Rolls
Rapier - Atk/Dam - (1d20+6, 1d6+3)
1d20+6 : (15) + 6 = 21
1d6+3 : (2) + 3 = 5
We now head back to the top of the Initiative Order. Jayne, you are up again.
ROUND TWO
INITIATIVE ORDER:
Jayne (20)
Trenton (18), Rhaemy (18)
Python (11)
Sapphira (9)
Sheon (7)


I don't like it any more than you do,but RAW the python has a chance to whop me again now (and Jayne wouldn't get an immediate second turn).
You reset to your original position only if you do not take your delayed action,so as to prevent you from having no written way to return to the initiative order.
He turns to Fira, "Are you sure your okay to be hiking off through the woods? That looked like quite the brutal bite!"
He nods to Jayne. "And thank you for stepping in and chasing it away, my lady. I wasn't relishing being it's next target."
"In fact that was a pretty good first scrap everyone! Keep this up and we'll be hanging wolf pelts in no time!"
Your boots sink into a soft, spongy carpet of bioluminescent moss and fallen leaves that crackle softly with each step. Navigating the terrain requires careful footing. Gnarled roots, thick as dragon spines, twist across the dirt and demand constant vigilance. Thorny briars and sprawling ferns clutch at your cloak, practically daring you to wander off the faint, twisting game trail.
Above you, the canopy is so thick that the sky is reduced to mere fragments of fractured light. Beams of iridescent gold and twilight blue filter down, illuminating dancing motes of amber dust that drift in the humid air. The ancient, towering trunks—their bark rough and studded with crystalline resin—stand like silent sentinels, watching your progress with an ageless awareness.
The forest is never truly quiet; it operates on a shifting, echoing symphony of sounds. A soft, melodic breeze whispers through the leaves overhead, while distant, haunting calls of unseen, fantastical birds drift through the branches. Just as the rhythm settles, a twig snaps in the dense thicket to your left, followed by the faint rustling of underbrush as a creature retreats into the shadows.
Moving deeper into the embrace of the deep woods, the physical boundaries blur. The temperature drops, replaced by a lingering, cooling mist that weaves through the narrow spaces between the trees. The environment feels both hostile and beautiful—an enchanted labyrinth that conceals hidden depths, ancient lore, and the restless thrill of discovery.
After a time, following the general direction of the river, you find its source, a large lake about a mile wide and three miles long. You head around the side of the lake. In the distance but now on the right side of the river is Droskars Crag, looming in the distance, exuding a sense of foreboding.
After another two miles of easier travelling and heading into mid-afternoon, the sounds of the forest become suddenly more distant as the trees part, opening into a small, almost perfectly circular glade. The nearest stands of pine, fir, and darkwood twist away from the clearing, as if bent by some impossibly strong wind or perhaps in an attempt to turn away from the clearing. At the glade’s centre squats an ugly cottage, little more than a pile of twigs, shoots, and ivy stacked upon mud walls. From the thatched roof dangle bundles of gnarled roots, old animal bones, and knucklebone bangles, all clattering together like gruesome wind chimes. A dozen small thatched fetishes—each shaped like a tiny person, imp, or rearing serpent—stand propped in the yard, keeping guard before a rickety plank door. What appears to be the remains of a recent campsite sit near the northern portion of the clearing.

Undead, deal that amount of Vitality Damage to it
1 Action - touch
2 Action - (Concentrate) Spell has range of 30ft, increase HP restored only by 8
3 action - (Concentrate) Targets all living and undead creatures in 30ft emanation
Rolls
2-action Heal to Fira - (1d8+8)
(1) + 8 = 9
He will approach the recent campsite, intentionally moving cautiously and on the lookout for traps.
There are windows however these are all darkened with soot, dust and grime making it impossible to see in.
Rhaemy lifts up what looks like a small holy symbol, a wooden ring of braided elm, oak, and yew branches with interwoven sprigs of holly. She begins to slowly walk towards the hut, imperceptible waves of magic pulsing from the symbol at slow intervals.
Looking around the campfire, it’s obvious that a struggle took place here.
Give me a Perception check.
Rolls
Survival (Tracking) - (1d20+4)
(17) + 4 = 21
Give me a Society check.
Rolls
Society (Int) - (1d20+0)
(14) = 14
Rolls
Athletics (Str) - (1d20+6)
(9) + 6 = 15
It would appear that the body was dragged in the general direction of Droskars Crag to the Northwest.
Inside, the cottage is dank, reeking, and filled with shadows. Haphazardly hung shelves line the walls, covered in all manner of clay jugs, clouded bottles, strangely cut rocks, rotted bunches of herbs, and a museum of other crude curios and remnants of a bone grinder’s artifice. A rusted iron cauldron, with a hinged lid built to resemble a frog’s jaws and a depth of almost 3 feet, occupies the centre of the hut’s single room, its ash-covered surface shaped with a relief of capering fiends and leering devils. A high-back chair stands against the far walls across the door, made of wicker, the gigantic curved tusks of some monstrous beast, and thousands of humanoid teeth. In the chair sits what looks like a corpse wrapped in filthy burial linens, its form padded with pungent herbs and sprouting patches of thick white mould.
Roll for Intiative.

Ulizmila's Cauldron
Rolls
Ulizmila's Cauldron Initiative Roll - (1d20+4)
Rolls
Initiative (Perception) - (1d20+5)
(8) + 5 = 13
Rolls
Initiative - (1d20+6)
(3) + 6 = 9
Rolls
Initiative - (1d20+5+2)
(5) + 7 = 12
Rolls
Perception (Initiative) - (1d20+3)
(4) + 3 = 7
Rolls
Initiative: Perception - (1d20+7)
(1) + 7 = 8
Sapphira (13)
Trenton (12)
Sheon (9), Ulizmila's Cauldron (9)
Rhaemy (8)
Jayne (7)
Sapphira, you are up!
Action 2: Unarmed Attack
Action 3: Shove towards the others (Athletics against enemy Fortitude DC)
"Huwataaaaaaah!" And then she draws back and shoves the metal pot hard with the heels of both palms.
Rolls
Tumble Behind (Acrobatics) - (1d20+7)
(17) + 7 = 24
Attack roll - (1d20+7)
(18) + 7 = 25
Damage roll (Sneak Attack) - (1d4+1d6+4)
(1) + (4) + 4 = 9
Shove check (Athletics,-5 MAP) - (1d20-1)
(17) - 1 = 16


Forbidding Ward
Range 30ft, targets 1 ally and 1 enemy Duration sustained up to 1 minute
Ward an ally against attacks and hostile spells from the target enemy. Ally gets +1 to AC and Saving throws against the target enemy's attacks, spells and other effects.
Rolls
Staff 2-handed - Atk/Dam - (1d20+6, 1d10)
1d20+6 : (11) + 6 = 17
1d10 : (6) = 6
The Cauldron seems undamaged.
"Maybe," he says to Trent "We should be smart enough not to open doors to decrepid huts covered with hexes!"
Seeing the others' attacks have little effect, he stoops down and grabs one of the large bone fragments from the ground. Instead of attacking with his rapier, he baits the creature forward and jams the bone between it's metal legs, dodging away at the last moment in hopes of unbalancing it into spilling some of it's magical contents.
Here's what I'm aiming for, Toob I may well need to edit this in post if it doesn't agree with your interpretation
Action 1: Move to cauldron
Action 2 Pick up bone/branch
Action 3: Dirty Tricks (use item to trip opponent)
Rolls
Dirty Tricks +1 Stylish Combatant/Bravado - (1d20+6)
(6) + 6 = 12
Unfortunately on that roll of 12, you are unsuccessful.
The Cauldron bites Rhaemy with its lid and you take 7 points of bludgeoning damage. You are now grabbed by it. It attempts to swallow you whole but fails to do so however you remain grabbed by its lid.
Action 1: Move to attack Rhaemy.
Action 2: Lid Bite Attack + Grab Rhaemy
Action 3: Swallow Whole Rhaemy
Rolls
Ulizmila's Cauldron Bite Attack - (1d20+8)
(14) + 8 = 22
Bite Attack Damage - (1d10+2)
(5) + 2 = 7
Swallow Whole Attack - (1d20)
(8) = 8
Undead, deal that amount of Vitality Damage to it
1 Action - touch
Action 1: Move close to Rhaemy
Action 2: Cast Heal
Action 3 Sustain Forbidding Ward.
Ward an ally against attacks and hostile spells from the target enemy. Ally gets +1 to AC and Saving throws against the target enemy's attacks, spells and other effects.
Rolls
Healing Rhaemy - (1d8)
(8) = 8
No! You have got it right there!
To sustain a spell, you must spend 1 action (the "Sustain" action) on your turn to extend its duration until the end of your next turn. If you fail to Sustain a spell by the end of its turn, the effect immediately ends.
Rhaemy, you are up!
"Eat on that, you oversized kettle."
DC 5 flat check for spellcasting if needed
2 Action: Tempest Surge focus spell for 10 damage vs DC 17 basic Reflex save
Rolls
Escape (Acrobatics) vs Athletics DC - (1d20+4)
(12) + 4 = 16
DC 5 Flat Check - (1d20)
(10) = 10
Tempest Surge (DC17 basic Reflex save) - (1d12)
(10) = 10
The Cauldron is surrounded in a swirling storm of violent winds, roiling clouds, and crackling lightning that leaps forth from Rhaemy. The Cauldron skips to the right only to move straight into the maelstrom weather electricity.
Clumsy 2 is a detrimental condition that gives a (-2) status penalty to all Dexterity-based checks and DCs. This includes to Armor Class (AC), Reflex saves, ranged weapon attacks, and Dexterity-based skills like Acrobatics, Stealth, and Thievery.
Rolls
Reflex Saving Throw - (1d20+4)
(6) + 4 = 10
Sapphira (13)
Trenton (12)
Sheon (9), Ulizmila's Cauldron (9)
Rhaemy (8)
Jayne (7)
Sapphira, you are up!
Action 2: Trip attempt
Action 3: Overextending Feint attempt
You goad a foe into overextending. On a successful Feint, you can use the following success and critical success effects instead of any other effects that would occur when you Feint.
Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn.
Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.
Rolls
Demoralize (Intimidation against Will DC,-4 IF the cauldron doesn't share a language) - (1d20+4)
(15) + 4 = 19
Trip (Athletics against Reflex DC) - (1d20+4)
(2) + 4 = 6
Overextending Feint (Deception against Perception DC) - (1d20+4)
(8) + 4 = 12
Rolls
Shield Boss - (1d20+6, 1d6+3)
1d20+6 : (16) + 6 = 22
1d6+3 : (1) + 3 = 4
Saphirra casts out the verbal jibe at the Cauldron in an attempt to intimidate the Cauldron, however the Cauldron is unaffected. The trip attempt is unsuccessful also and the Cauldron avoids it with ease. The Cauldron is affected by the overextended feint's success.
Rolls
Perception roll DC
@thronesmoker Trenton, you are up!
Action 1: Sustain Forbidding Ward on Fira
Action 2: Step towards the building
Action 3: Seek (Perception +5)
What are you seeking? Are you scanning an area for hidden creatures, secret doors, hazards, or objects?
Rolls
Roll - (1d20+5)
(6) + 5 = 11
This cauldon seems to be a sort of guard, just trying to chase us away!
He backs away toward the campsite eyes on the cauldron; assuming it does not follow, he will slowly sheathe his rapier but ready his crossbow in case it makes any threatening moves.
Anyone have any doubts about the hut and it's guard-cauldron? To me it doesn't seem like it has much to do with missing Barius...
As the others pull back from the fight and rejoin him, he'll chance taking his eyes off of it to point out the tracks he'd discovered earlier.
"Someone camped here. It could have been that long ago as you can still see the marks where they were dragged off that way," he motions away from the camp into the surrounding woods. "There was clearly a struggle; I think it was probably one person abducted, who put up a heck of a fight, but it might have been a couple. Based on their tracks, the captors were smaller, but there were at least half a dozen of them and probably more."
The next day, you continue on with the journey through the woods. At about mid-morning, the dense trees and thick brush of the forest give way to a clearing, parting seemingly in respect of a titanic darkwood tree that dominates the centre of the clearing. Its towering trunk reaches over a hundred feet toward the sky, its broad branches fanning over the surrounding glade while thick tangles of roots spread out at the tree’s base. Oh, this tree must have seen much in its time.
The clearing is roughly ovular, 180 feet from north to south and 110 feet from west to east. The elder darkwood has a 5-foot-diameter trunk with low, easy to climb branches that extend 35 feet from the trunk in every direction.
You send out pulse that registers the presence of magic. no info beyond presence/absence. can ignore magic already aware of.
Rolls
Perception - (1d20+3)
(10) + 3 = 13
"If they do belong to my order, they aren't ones that I am familiar with. They could also be local hunters or woodsmen as well. Hard to say for certain either way without getting them down for a closer inspection."
Rolls
Survival - (1d20+4)
(13) + 4 = 17

You move to within 30 feet of the massive tree and you see large, naturally forming piles of leaves at its base, higher at the trunk and then receding as the piles of leaves reaches further out.
Suddenly, from out of the pile of leaves comes a serpentine creature, about 12 to 14 feet long from nose to tail tip, and weighing about 400 pounds.
It has a row of long spines running along its back from head to tail, as well as scaly dewlaps at its throat.
This wyrm has two arms, with claws at the end of each hand allowing them to easily climb trees. A long, powerful, and flexible tail extends beyond these arms.
Rolls
Perception - Initiative - (1d20+3)
(7) + 3 = 10
Rolls
Initiative - (1d20+6)
(10) + 6 = 16
INITIATIVE ORDER:
Rhaemy (23)
Creature (22)
Sheon (16)
Sapphira (13)
Jayne (10)
Rhaemy, you are up!
INITIATIVE ORDER:
Trenton (27)
Rhaemy (23)
Creature (22)
Sheon (16)
Sapphira (13)
Jayne (10)
Trenton, you are up!
Action 2 strike
Action 3 step (to the left)
Rolls
Staff 2-handed - Atk/Dam - (1d20+6, 1d10)
1d20+6 : (1) + 6 = 7
1d10 : (4) = 4

Rolls
Arcana (Int) - (1d20+0)
(2) = 2
Tempest Surge (basic Reflex vs DC 17) - (1d12)
(5) = 5
The creature takes 5 points of electrical damage and is now Clumsy 2 (Clumsy is a condition that represents hindered movement and inexact coordination. A value of Clumsy 2 imposes a -2 status penalty to all Dexterity-based rolls and DCs. This significantly weakens a character's defenses and combat capabilities. The -2 penalty applies to the following:Armor Class (AC): Makes the character much easier to hit. Reflex Saves: Makes it harder to dodge area-of-effect spells and hazards. Attack Rolls: Reduces the accuracy of all ranged weapon or spell attacks. Skill Checks: Imposes a penalty on Dexterity-related skills, primarily Acrobatics, Stealth, and Thievery.) and takes 1 persistent electricity damage (Creature continuously takes 1 point of electrical damage at the end of their turn until it shakes it off or receives help).
Rolls
Basic Reflex Save (Tempest Surge)
Action 1: Tumble Through Trenton's space.
Action 2: Grapples Rhaemy.
Action 3: Jaws (Bite Attack) at Rhaemy.
Recovery Check (DC15) for 1 Persistent Electricity (Fails and takes 1 point of persistent electricity damage)
Rhaemy, you take 12 points of piercing damage from the creatures bite.
The creature misses its opportunity to grapple Rhaemy in its claws, creating more intense ire.
It bellows with rage and bites down on Rhaemy's leg, drawing the blood it so desires, revenge on the tiny, defiant caster.
It flinches as residual electricity from Rhaemy's spell flicks across its body.

Rolls
Tumble Through
Grapples Rhaemy
Jaws (Bite Attack) at Rhaemy
Jaws (Bite Attack) Piercing Damage on Rhaemy
Recovery Check (1 Persistent Electricity) - (1d20)
(11) = 11
As the creature twists about and bites at her, Sheon finds a clear lane has momentarily opened between him and the beast. He raises his crossbow and lets fly before Sapphira or Jayne move in to cover the opening.
Basic: Draw Hand crossbow
Move: Load Hand crossbow
Basic Strike
Rolls
Attack (Crossbow) - (1d20+3)
(6) + 3 = 9
Damage (if applicable) - (1d6)
(1) = 1
Action 2: Sneak Attack due to flanking.
Action 3: Do it again.
"Can we fight something that doesn't bite, for once?"
With a snarky quip, Fira dashes past the wounded Rhaemy, aiming a sharp sideways kick at the creature's gut followed by a fierce elbow to the jaw.
Rolls
Attack roll 1 - (1d20+7)
(5) + 7 = 12
Damage roll 1 - (1d4+1d6+4)
(2) + (1) + 4 = 7
Attack roll 2 [-4 MAP becaus Agile] - (1d20+3)
(8) + 3 = 11
Damage roll 2 - (1d4+1d6+4)
(4) + (3) + 4 = 11
Instantly shifting momentum, you snap your wrist to bring your fist back across. But you overcommit: the creature tilts its head back, avoiding the second blow entirely. You are very nearly spun about off-balance but manage to right yourself.
Before you can apply your deadly finesse, the Creature whips its serpentine tail around with a piercing, echoing hiss.
Rolls
Shield Boss - (1d20+6, 1d6+3)
1d20+6 : (5) + 6 = 11
1d6+3 : (4) + 3 = 7
NOTE: Please check the map below to ensure I have you in the correct places!
INITIATIVE ORDER:
Trenton (27)
Rhaemy (23)
Creature (22)
Sheon (16)
Sapphira (13)
Jayne (10)
Trenton, you are up!

Action 2: Strike - with flanking.
Undead, deal that amount of Vitality Damage to it
1 Action - touch
2 Action - (Concentrate) Spell has range of 30ft, increase HP restored only by 8
3 action - (Concentrate) Targets all living and undead creatures in 30ft emanation
Rolls
Heal on Rhaemy - (1d8+8)
(6) + 8 = 14
Staff 2-handed - Atk/Dam -Flanking with Fira - (1d20+6, 1d10)
1d20+6 : (17) + 6 = 23
1d10 : (8) = 8

JAYNE:
The enemy chooses to attack anyway. In this case, the ally takes full damage, but the enemy becomes Enfeebled 2 until the end of their next turn. This reduces their Strength, which makes it much easier for your ally to Escape on their turn. The creature is now Enfeebled 2.
Action 1: Grapples Trenton.
Trenton is now Grabbed.
Action 2: Poison Gasp.
The creature blows a puff of poisonous vapor into the face of an adjacent creature, which must attempt a DC 15 Fortitude save; the creature takes a –2 circumstance penalty to this save if it's grabbed or off-guard.
Action 3: Jaws (Bite Attack) at Trenton.
The creature misses.
Recovery Check (DC15) for 1 Persistent Electricity (succeeds and takes no more persistent electricity damage)
Trenton: Make a DC17 Fortitude save.
Poisonous and toxic vapor belches forth from the creatures’s maw in a puff of poisonous gas, filling the air with the sharp, acidic tang of venom. With its razor-sharp claws pinning the struggling human tightly against the dirt, the creature tilts its massive head downward to unleash a concentrated, point-blank blast of poison gas directly into the face of Trenton.
The creature then lunges forward, teeth the size of swords snapping shut with the force of a bear trap. The razor-sharp tips graze the Trenton's shoulder, tearing through fabric, but the target just manages to twist backwards though held in the grip of the creature, narrowly escaping the crushing jaws as they pass by.
The creature then shakes its entire body and the bluish tinge of electricity disappears.
Rolls
Grapples Trenton
Jaws (Bite Attack) at Trenton.
Recovery Check (1 Persistent Electricity)
Rolls
Fortitude - (1d20+7+2)
(19) + 9 = 28
However, you are now Sickened 1. The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
He reloads and fires his crossbow, taking more careful aim this time, especially with all the party members cavorting about in front of him.
"Ah, who am I fooling, I'm more help attacking with the rest of the mob."
He straps his crossbow to his belt and prepares to move forward.
Action 2: Strike - with crossbow
Action 3: Interact - stow crossbow
Rolls
Attack (Hand Crossbow - 1d20+3) - (1d20+3)
(2) + 3 = 5
Damage (if applicable) - (1d6)
(3) = 3
"Who sent you?! Was that snake one of your buddies, huh?" Sure, the forest is hostile, but no way all these attacks are a coincidence, right? This thing better understand, or she intends to beat it into the ground anyway.
Action 2: Do it again
Action 3: Demoralize (-4 if no language shared)
Rolls
Attack roll 1 - (1d20+7)
(14) + 7 = 21
Damage roll 1 - (1d4+1d6+4)
(3) + (6) + 4 = 13
Attack roll 2 [-4 MAP] - (1d20+4)
(12) + 4 = 16
Damage roll 2 - (1d4+1d6+4)
(3) + (4) + 4 = 11
Demoralize (-4 if no shared language) - (1d20+4)
(16) + 4 = 20
In your second attack, a swift, calculated strike, you channel every ounce of momentum into a single, devastating blow. Landing a bare-knuckle punch directly into a vulnerable chink in the creature's armour — the soft scales beneath its jaw — it drives a concussive shockwave through its skull, instantly extinguishing the creature's legendary life force. It crashes to the ground very much dead, causing birds in the surrounding trees to scatter in flight into the forest air, some screeching in fear as the creature meets its end.
You find the corpses of three hunters it would seem, killed by the creature when they happened upon the grove. Although the bodies have been stripped of nearly all flesh, their equipment still dangles from their half-devoured carcasses. You search them and find the following items remain in useful condition: two crossbows, two shortswords, a suit of hide armor, a shortbow with 7 arrows, a signet ring with the image of a flaming hawk (worth 5 gp), 5 gp, 12 cp, eight days’ worth of rations, a rusty iron scroll tube that contains three scrolls and an old map that shows the way
to Droskar’s Crucible.
You also learn that "hosts of monsters plague the Crucible’s halls, including the ghosts of the dwarves who built the place hundreds of years ago." At the mention of the Dwarven adventurer, Druingar’s ill-fated attempt to explore the ruins, some people claim his ghost has joined the site’s eternal guardians.
Rhaemy, you learn the same but from a farmer fixing a broken fence about a mile out from Falcon's Hollow.
Anyone else rolling?
Rolls
Trentons Diplomacy Check - (1d20+3)
(10) + 3 = 13
As the others bury the hunters, Sheon will examine the battlefield and remains of the creature. Was it capable of making the tracks he saw dragging someone in this direction? He was expecting many small creatures, not one huge one...
Rolls
Diplomacy (Unskilled) - (1d20)
(5) = 5
Survival - (1d20+4)
(13) + 4 = 17

How It Works: Casting a spell from a scroll requires you to hold it, Interact to Activate it, and successfully Cast the Spell. If you are not trained in magical traditions or the spell is not on your tradition's list, you may need to use a Recall Knowledge check (typically Arcana, Nature, Occultism, or Religion) to "read" the scroll's magical essence via the Trick Magic Item feat.
Spell Level & Potency: Scrolls are crafted at a specific spell level. For example, a 1st-level Scroll of Heal restores 1d8 + 8 Hit Points, while higher-level scrolls restore much more (a 3rd-level scroll restores 3d8 + 24 HP).
Rolls
Scribing Lore check - (1d20+3)
(13) + 3 = 16
Rolls
Perception - (1d20+3)
(4) + 3 = 7
He begins unpacking his gear and helping the others set up the campsite.
The air is thick with the scent of heavy, wet loam and the sharp, resinous bite of dark sap bleeding from the ancient bark. Beneath the sweeping canopy, a distant, rhythmic thud echoes as heavy condensation drops onto the mossy roots below. Nearby, a low-pitched hum of early bumblebees stirs the silence, blending with the sweet, decay-tinged perfume of wild mushrooms growing in the deep shadows. Morning has arrived!
So what is everyone's thoughts? For my part I think we should press on following the tracks Sheon followed. Barlus is still out there, and we took the task.
After rolling up her bedroll and fastening it to her pack, she hoists the bundle up onto her back. She grabs a knotty branch leaning against the tree's trunk, sturdy enough to serve as an impromptu walking stick but not much else.

You finally reach Droskar's Crag. You see a ruined monastery sits squat at the foot of Droskar’s Crag, surrounded by stands of ancient, gnarled trees. Made of simple stone blocks worn smooth with the passage of time, the stout building appears to be slowly falling apart. Sections of the slanted shale roof have collapsed, and portions of the outer wall have crumbled. Weeds and wild thorny plants run rampant across the field leading up to the place, leaving only the slightest indication of a path that ends at the ruined front doors. Beyond, an overgrown yard sits in shadow.
Rolls
Climb check (Athletics) - (1d20+4)
(1) + 4 = 5
You have now all earnt 530 XP total each. Congratulations on arriving at the adventures primary site! HELL YEAH!

Rolls
Perception - (1d20+3)
(19) + 3 = 22
Rolls
Perception check, if another skill is not needed - (1d20+5)
(5) + 5 = 10
Rhaemy stops just outside the walls, taking a moment to study the remaining statue at the front gate. Her few travels into these woods had never brought her this deep, so her knowledge of the area was lacking.
Sapphira, you see A low stone well, almost entirely overgrown with foliage, sits in the northwest corner of the yard with 10 feet of rope dangling into it. The water is more than 30 feet down and is brackish but potable.
Rolls
Perception 1d20+6 - (1d20+6)
(3) + 6 = 9

Rolls
Perception - (1d20+7)
(9) + 7 = 16
You also notice some markings on the ground that lead towards where Saphirra is standing right now outside the double doors. They are the same markings you found at the campfire at the Hags Cottage. The markings are that of some small lizard like creatures footprints, the signs of a person being dragged but this time without a struggle. They seem to head into and beyond the double doors.
"If we're lucky it will be something I can try and talk down, whether it be fey or beast. I'd like to avoid a fight if possible."
Trenton moves towards doorway, preparing to enter.
Those of you not near the double doors see your companions have readied themselves to enter.
ENTRY HALL
Beyond the double doors is a small dark hall littered with mounds of debris and a year’s worth of dead leaves. A narrow path winds inside. A smallish entry hall extends some 15 feet before you ending in a stone wall. Two corridors lead off this, one heading to the left, one heading to the right.


Heading to the east, Fira does however tread lighter than she would otherwise.
So, are you moving in single file or two people per 5 foot square?
You can see some double doors right in front of you to the North that are ajar.
To the West and East in the Entry Hall are two doors that sit opposite to each other and are closed.
In the corridor heading West are two doors opposite each other, the door to the North is ajar, the door to the South is closed.
In the corridor heading East, the corridors continue on for 15 feet and then appears to head to the South.
The place sits in dim light as there is no light other than from outside so your eyes have taken a little while to adjust. Those of you that have dim light, low light or darkvision seem to be ok. Those without may struggle as you move further into darkness depending on the light.

If they disagree, trenton doesnt.
create an orb of light that sheds bright light for 20ft, dim 20ft in color I choose. Can attach the light to a creature. Can sustain the spell to move up to 60ft
Also, the range is 120 feet and it is a 20 foot radius and then dim light for the next 20 feet so under concentration, you could place it ahead of you so you still remain in darkness. Just a thought! Though the place is small.
I also just thought that fighting in a 5 foot space when you are double ranked is very difficult!
LIGHT [two-actions] CANTRIP 1
CANTRIP CONCENTRATE LIGHT MANIPULATE
Traditions arcane, divine, occult, primal
Range 120 feet
Duration until your next daily preparations
You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.
You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.
["I have some torches if we don't want to use magical light."
Just need a decision on lighting and also what you are doing now? Sapphira, you are at the front of the party!
[
Rolls
W1 Perception Check - (1d20+7-3)
(17) + 4 = 21
W2 Perception Check - (1d20+7-3)
(11) + 4 = 15
Rhaemy Stealth Check - (1d20+1)
(18) + 1 = 19
Jayne Stealth Check - (1d20-1)
(17) - 1 = 16
Sheon Stealth Check - (1d20+2)
(17) + 2 = 19
Sapphira Stealth Check - (1d20+7)
(1) + 7 = 8
Trenton Stealth Check - (1d20+2)
(8) + 2 = 10
Sapphira, you turn the corner into a Hallway. This long hallway ends with a ruined dwarven statue. Smashed long ago, the statue is barely recognizable as a dwarven monk. Their stone hammer sits on the ground next to the shattered remains of their head.
The hallway is 50 feet long. There is a doorway to the East just 10 feet down the hallway that has a door that is ajar. Another door just after it also to the East is closed.
Rolls
W1 Perception Check - (1d20+7-3), (17) + 4 = 21
W2 Perception Check - (1d20+7-3), (11) + 4 = 15
Rhaemy Stealth Check - (1d20+1), (18) + 1 = 19
Jayne Stealth Check - (1d20-1), (17) - 1 = 16
Sheon Stealth Check - (1d20+2), (17) + 2 = 19
Sapphira Stealth Check - (1d20+7), (1) + 7 = 8
Trenton Stealth Check - (1d20+2), (8) + 2 = 10
"Shhhh! Big pointy dog."
INITIATIVE ORDER:
Wolf 1 (21)
Rhaemy (19)
Sheon (19)
Jayne (16)
Wolf 2 (15)
Trenton (10)
Sapphira (8)
The INITIATIVE ORDER has come from the Perception and Stealth checks made earlier.
Action 1: Strides (to attack).
Action 2: Attacks (Jaws) + Knockdown attempt
Knockdown [one-action]
Requirements The monster’s last action was a successful Strike that lists Knockdown in its damage entry;
Effect The monster attempts to Trip the creature. This attempt neither applies nor counts toward the monster’s multiple attack penalty.
Action 3: Strides (backwards)
Sapphira, you take 7 points of piercing damage. The Knockdown attempt was a failure. (Roll against targets Reflex DC, DC19)
Then came the impact of the jaws. The wolf locked onto her forearm, the intense pressure knocking her to the floorboards as it struggled for dominance. A sharp, overwhelming sensation flared through her arm, making her breath hitch in her throat. She could hear the frantic scuffling of paws and the low, guttural growl vibrating from the creature's chest. While the animal's form remained a shadow in the gloom, the weight and ferocity of the movement signaled that the confrontation was far from over. The wolf attempted to knock down Sapphira but she twisted away and the attempt was foiled.
Rolls
Jaws (Bite attack) at Sapphira
Damage (Bite attack on Sapphira) - (1d6+2)
(5) + 2 = 7
Knockdown (Athletics check to Trip) - (1d20+6)
(6) + 6 = 12
Rolls
Secret Roll
Intimidation (Cha) - (1d20+6)
(1) + 6 = 7
To talk down wolves in Pathfinder 2e, your character must have the Wild Empathy feat/class feature (or the Animal Empathy feat). This allows you to use the Diplomacy skill to Make an Impression on animals. You can spend 1 minute to try and improve the wolves' attitude toward you.
Rhaemy, do you have the Wild Empathy feat/class feature?
You may need to revise your actions as you need a 1 minute conversation and this is Round 1 (6 seconds) into combat.
"Back beasts! Or you'll find our pack is far fiercer!" he shouts, thrusting his rapier, as he thinks to himself "Well, this will certainly be a foolish way to die."
2) Attack with rapier
3) Raise shield
Rolls
Rapier attack (1d20+3 -- w/ no panache) - (1d20+3)
(5) + 3 = 8
Damage (if applicable - 1d6 +2 Precise Strike) - (1d6+2)
(3) + 2 = 5
If I cant move with a shield raised, Jayne will move into the room 1st, then raise a shield.

Action 1: Attacks (Jaws) + Knockdown attempt upon successful strike
Action 2: Attacks (Jaws) + Knockdown attempt upon successful strike
Knockdown [one-action]
Requirements The monster’s last action was a successful Strike that lists Knockdown in its damage entry;
Effect The monster attempts to Trip the creature. This attempt neither applies nor counts toward the monster’s multiple attack penalty.
Action 3: Attacks (Jaws) + Knockdown attempt upon successful strike
Jayne
First Attack (Jaws) misses you Attack Roll of 14 vs AC20.
The second Attack (Jaws) hits you Attack Roll of 23 vs AC20. The Knockdown attempt is successful, Athletics Roll of 22 vs Reflex DC, DC14. You are now Prone but still able to maintain Raise Shield. You are off-guard (formerly flat-footed), which gives you a -2 penalty to your Armor Class (AC). You take a -2 circumstance penalty to all attack rolls. You cannot use Move actions to walk or run. To move, you must crawl (very slowly) or Stand.
The third Attack (Jaws) misses Attack Roll of 17 vs AC18. You take 3 points of piercing damage.
The wolf attacks again and leaps through the air. You raise your metal shield to block it. The wolf steps around it and quickly bites you in the exposed shoulder. The wolf's strong jaws clamp down tight. The power in its jaws then knocks you prone down to the ground.
Now that you are prone, it decides to have another bite however, it misses and you hear its jaws snap shut at fresh air.
Rolls
Jaws (Bite attack) - (1d20+9)
Jaws (Bite Attack) - (1d20+9=5)
Jaws (Bite Attack) - (1d20+9-10)
Damage (Bite attack on Jayne) - (1d6+2)
(1) + 2 = 3
Knockdown (Athletics check to Trip) - (1d20+6)
(16) + 6 = 22
You unleash a beam of divine energy. Make a ranged spell attack against the target's AC. On a hit, the target takes 2d4 spirit damage (double damage on a critical hit)
Rolls
Spell attack - Divine Lance (2WIS, Trained+level) - (1d20+2+2+1)
(12) + 5 = 17
Divine Lance Damage if applicable, double on crit - (2d4)
(41) = 5
Sapphira, you are up!

"Haaaaaa..." Slipping at an angle into the room, she springs off the ground to position herself alongside the wolf in the center, dropping her foot onto its midsection as she lands. "URYAAAAAAAH!"
Action 2: Step to N7.
Action 3: Strike N8 with fist.
Rolls
Attack roll - (1d20+7)
(16) + 7 = 23
Damage roll - (1d4+4)
(2) + 4 = 6
When you critically succeed on an attack, you deal double damage. This means you roll your weapon or spell damage dice twice, and add double your modifiers (like Strength.

I am here.
I would need to be one square to the east or southeast of where I currently am to flank,and with a base move speed of 25 I can't reach either of those spots with a stride and a step. I'd also be extra vulnerable to attack if my target survives,so I wouldn't be inclined to enter either of those spots as is.
That concludes ROUND 1. We now move on to ROUND 2.

WOLF 1
ENFEEBLED 2 until end of this turn. (Courtesy of Glimpse of Redemption)
The enfeebled condition means you are physically weakened. Enfeebled 2 gives you a -2 status penalty to all Strength-based rolls and DCs. This includes your Strength-based melee attacks, Strength-based melee damage, and Athletics skills (like Grappling or Shoving).
Action 1: Strides (to attack Sheon).
Action 2: Attacks (Jaws) + Knockdown attempt
Action 3: Attacks (Jaws) + Knockdown attempt
Sheon, you take 6 points of piercing damage. Both Knockdown attempts failed.
Finding a new opening, the wolf pivots and strikes a second time, catching the your leg. The sheer force of the maneuver brings the you almost to the ground. The wolf maintains its hold, creating a high-stakes struggle for dominance as you fight to find a way to repel the persistent animal's nip that draws blood.

Rolls
Jaws (Bite Attack 1) at Sheon vs DC17 - (1d20+9-2)
Jaws (Bite Attack 2) at Sheon vs DC17 - (1d20+9-7)
Damage (Bite Attack 1) at Sheon - (1d6+2)
(1) + 2 = 3
Damage (Bite Attack 2) at Sheon - (1d6+2)
(1) + 2 = 3
Knockdown (Bite Attack 1, Athletics check to Trip)
Knockdown (Bite Attack 1, Athletics check to Trip) - (1d20+6-7)
Two actions to cast Electric Arc targeting both wolves
Rolls
Electric Arc (Basic reflex vs DC 17) - (2d4)
(41) = 5
Wolf 1 takes no damage after that Critical Success on his roll.
Wolf 2 takes full damage after that Failure on his roll.
Wolf 2 takes 5 points of electrical damage from the Electric Arc spell.
The other wolf is not so lucky. Caught flat-footed in the open, the wolf is overwhelmed as a brilliant bolt of lightning leaps from the primary target directly into its chest. The crackling discharge locks its muscles tight for a agonising second, sending white-hot sparks flying from its coat as electricity courses through its frame. With a sharp whine, the beast collapses sideways, shaking off the burning ozone to scramble back to its feet.

Rolls
Wolf 1 (Basic Reflex vs DC17)
Wolf 2 (Basic Reflex vs DC17)
Slipping and landing flat on his back with an "Oof!", he does his best to roll back onto his feet and attempt to stab at the wolf before it can attack again.
Action 1: Dirty Tricks (Bravado Attack) @ Wolf 2
Action 2: Stand
Action 3: Precise Strike Feat (w/ Multiple Attack Penalty) @ Wolf 2
Rolls
Dirty Tricks (Thievery) + Stylish Combatant -- Bravado Attack adds Panache - (1d20+3+1)
(3) + 4 = 7
Confident Finisher (Multiple attack penalty) - (1d20+3-5)
(5) - 2 = 3
Precise Strike w/Panache 1d6+2d6 precision damage for finisher (1/2 p. damage on failure) - (1d6+2d6)
(1) + (22) = 5
Rolls
Strike: Confident Finisher (Multiple attack penalty) - (1d20+3-5) - (1d20+3-5)
(2) - 2 = 0
Damage: Precise Strike w/Panache 1d6+2d6 precision damage for finisher (1/2 p. damage on failure) - (1d6+2d6)
(6) + (61) = 13
Rolls
Rapier - Atk/Dam - (1d20+6, 1d6+3)
1d20+6 : (5) + 6 = 11
1d6+3 : (5) + 3 = 8
Shield Boss - Atk/Dam - (1d20+6-5, 1d6+3)
1d20+6-5 : (4) + 1 = 5
1d6+3 : (1) + 3 = 4
Jayne plants her boots. She shoves her heavy steel shield forward to smash the wolf. The beast is fast. It ducks low. The heavy metal slams into the empty air again. She raises her shield to protect everybody.











