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The Party's best attempts though laudable fail to convince the elders though Medda is notieably reassured by your support. A confidence that she shows as she commands her people.
The clearing on the riverbank features a circle of standing stones with a large stone altar at its center. A shadowy tear floats above the altar, so dark that what little light shines from the stars seems to become trapped inside. Eight large tendrils of inky darkness coil around the menhirs as if keeping the stones in a stranglehold. Other tendrils lick out from the shadowy rift as if tasting the air.
Knowledge (religion) DC 15] GIANT CRAWLING HAND
Knowledge (religion) DC 10] HUMAN SKELETONS
Will Hawk 1d20 + 3 ⇒ (17) + 3 = 20
Bloodless 1d20 + 6 ⇒ (3) + 6 = 9
Chock 1d20 + 9 ⇒ (11) + 9 = 20
Riceak Hawklight 1d20 + 1 ⇒ (13) + 1 = 14
-Seoni_zd- 1d20 + 2 ⇒ (14) + 2 = 16
Darksid'Ious 1d20 + 4 ⇒ (16) + 4 = 20
Giant Crawling Hand 1d20 + 2 ⇒ (3) + 2 = 5
Human Skeletons x6 1d20 + 6 ⇒ (3) + 6 = 9
Round 1
Chock
Darksidious
Will
Seoni
Riceak
Human Skeleton x6
Bloodless
Giant crawling Hand
Bold May Move.
Prebuffs can be done.

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Know. (religion) Crawling hand: 1d20 + 5 ⇒ (15) + 5 = 20 Special attack, DR
Know. (religion) Skeletons: 1d20 + 5 ⇒ (16) + 5 = 21 DR, immunities, HD
A Giant crowling hand! Be careful about it and simple skeletons. Says Darksid'Ious who moves toward the creatures.

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Hand 1d20 + 6 ⇒ (18) + 6 = 24 Know Religion
skeletons 1d20 + 6 ⇒ (20) + 6 = 26 know religon

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The cleric, sharing what he knows about the undead with the group will move up and entreat Shelyn to bless and guide Dark's aim as he casts guidance on her.

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Wow Fantastic Rolls.
Btw treat the terrain as difficult terrain as you see the trees and bushes interferes with movement.
The party is well studied for these as between themselves they figure out what they're facing.
The hand is a Crawling hand and despite having no eyes is able to Sense where its foes are. It also has the ability to home in on its Quarry if its get a whiffed on its blood. If piercing or Slashing weapons are used against it, wielders should be well aware of the Pus that erupts from those wounds. It also has a tendency to grab and hold on.
In contrast, the skeletons you're facing looks old and brittle. Resistant to all but blunt weapons, this creature is also immune to cold. Compared to the party, they're pretty weak in comparision and it's doubtful to see how dangerous it can be with its broken scimitar but in groups like these, it'll be wise not to underestimate them.

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Chock takes one step forward and starts shooting arrows against the undead. He was 115 ft away without the 5ft step, is now 110 away.
Attack 1 -Rapid vs White circle skeleton; Damage: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 141d8 + 3 ⇒ (1) + 3 = 4
Attack 2 -Rapid vs White circle skeleton; Damage: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 211d8 + 3 ⇒ (1) + 3 = 4
+1 Keen Comp Longbow
"I'll catch up with you, maybe I can drop some of the skeletons while you move in."

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TO speed this up.
Do 4 rounds of actions!
Your enemy will be waiting for you!
Also for the duration of this battle, you have Nimble Moves.
This allows you to ignore 5 feet of difficult terrain.
Chock's arrows fly overhead in rapid succssion striking his foe but his arrows unfortunately fair poorly against the hard bones of its target!
The rest begin the long and ardous journey to mee ttheir foe who await them.

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After the first round, Will uses rounds 2 & 3 for double moves. Round 4, he draws a crossbow and single moves. Round 5 he fires a bolt at White, and then draws a wand of cure light wounds - unless the bolt is effective, in which case he reloads.
Ranged Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage(P): 1d8 + 0 ⇒ (7) + 0 = 7

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Thy soul shall find itself alone
'Mid dark thoughts of the grey tomb-stone;
Not one, of all the crowd, to pry
Into thine hour of secrecy.
Darksid'Ious begins to support his comrades with a somber tune.
Inspire Courage: +1 competence bonus to attack and weapon damage rolls, +1 moral bonus to will save against fear and charm.

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Round 1, Double move. Round 2, shoot (from the bottom of the 'stairs') and move. Round 3, Double move. Round 4, move and shoot.
Deadly Attack Round 2 (White Circle); Damage: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 101d8 + 7 ⇒ (2) + 7 = 9
Deadly Attack Round 4 (Yellow Circle); Damage: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 161d8 + 7 ⇒ (3) + 7 = 10

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Round 5
Chock
Darksidious
Will
Seoni
Riceak
Bloodless
Human Skeleton x4
Giant crawling Hand
Bold May Move.
Drawing closer the party now can see a strange miasma within the circle as the combination of Will, Seoni and Chock sending a hail of projectiles, both magical and mundane at the skeletons reducing both to a pile of inanimate bones.

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Continuing to support his comrades with his dark ballade, Darksid'Ious shoots at one of the skeleton. orange
Be silent in that solitude,
Which is not loneliness- for then
The spirits of the dead, who stood
In life before thee, are again
In death around thee, and their will
Shall overshadow thee; be still.
Crossbow + Swift Action (arcane strike): 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Damages: 1d8 + 0 + 1 + 1 ⇒ (7) + 0 + 1 + 1 = 9
Inspire Courage: +1 competence bonus to attack and weapon damage rolls, +1 moral bonus to will save against fear and charm.

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Will moves forward a bit (5' step), and loads and fires his crossbow again, at Orange.
Attack: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Attack: 1d8 + 1 ⇒ (8) + 1 = 9

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Chock moves further down the path and shoots once at the orange hued skeleton. "Let's mow down their numbers!"
Attack -Deadly; Damage: 1d10 + 11 - 2 ⇒ (4) + 11 - 2 = 131d8 + 7 ⇒ (3) + 7 = 10

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Round 5
Chock
Darksidious
Will
Seoni
Riceak
Bloodless
Human Skeleton x3
Giant crawling Hand
Bold May Move..
4 Rounds to make your actions as the distance is quite abit.
The party takes down yet another skeleton but they stand resoulutely against all fo you within the circle. By now you notice writhing tentacles on the ground and portal pulsing looks as if it's ready to burst open!

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"Are you... ARE YOU SEEING THAT!? What in Cayden's cup is that pulsing thing!?"
Chock moves and shoots the orange hued skeleton once, again.
Attack +PBS -Deadly; Damage: 1d20 + 11 + 1 - 2 ⇒ (12) + 11 + 1 - 2 = 221d8 + 8 ⇒ (5) + 8 = 13
Just noticed I rolled a d10 to attack last post xD (don't rum'n'roll people =P)

-Seoni_zd- |

Seoni moves up and launches a ray of fire towards orange(black if orange goes down)
RTA: 1d20 + 4 ⇒ (10) + 4 = 14
4d6 ⇒ (2, 1, 1, 6) = 10 fire damage

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Darksid'Ious continues to support his comrades with his dark ballade, and tries to shoot at one of the skeleton. one not already destroyed by Chock or Seoni
The night, though clear, shall frown,
And the stars shall not look down
From their high thrones in the Heaven
With light like hope to mortals given,
But their red orbs, without beam,
To thy weariness shall seem
As a burning and a fever
Which would cling to thee for ever.
Crossbow + Swift Action (arcane strike): 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damages: 1d8 + 0 + 1 + 1 ⇒ (3) + 0 + 1 + 1 = 5
Inspire Courage: +1 competence bonus to attack and weapon damage rolls, +1 moral bonus to will save against fear and charm. (3/10)

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Round 5
Chock
Darksidious
Will
Seoni
Riceak
Bloodless
Human Skeleton x3
Giant crawling Hand
Bold May Move..
And once more yet another skeleton goes down to the party's barrage as they keep up the pressure on their foes.
Closer and closer they creep.
Spellcraft check sine you can now see the area.

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Will reloads and fires at the hand.
Ranged Attack: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

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★★★OVERSEER ANNOUNCEMENT★★★
As Medda and Anok join your group of Pathfinders around the stone circle, she assists you with the binding ritual. Medda thrusts Ivvora’s hilt into the portal, calling on Vildeis for aid. The shadow rift shrinks and closes, releasing a massive shock wave that knocks the Pathfinders, the Twinhorn warriors, and Medda to the ground. A field of dark, rippling energy remains, suspended above the stone altar. As Medda reaches out to pick up Ivvora’s hilt—the already broken blade now spider-webbed with new cracks—a supernatural silence descends. Only the telepathic rage of some unseen menace cuts through the quiet. “You dare to shut me out?” it rages. “I see you, but I do not see her. Where is the dwarf woman, Ivvora, who fought me so long ago? Has her mortal body failed at last? Has the realm of the living at last lost its protector? Know this: when the long shadows reach out again, I will grasp them and claw my way back into your world to see your flesh devoured by my children.”
Sound returns to the Realm of the Mammoth Lords, and Medda cautiously stands. “It seems that Eshimka still lives and has even left this foul scar on our world,” she declares. “If we are to believe its promises, the fiend will attack on the next winter solstice. If we are to survive, we must be ready. Nearly a millennium ago, Ivvora held the key to defeating Eshimka. By following her legends and discovering her fate, we may harness the same holy power that banished this fiend—and together end the beast entirely.
“When we set out, it would be the privilege of this following to have the Pathfinders at our side. But that is a trial for another day. Tonight, at last, we rest.”
@Table GMs: Please report your games and boons here. A roll of 19 or 20 wins a boon, and a d4 should then be rolled to determine which one.
And a big thank you to all of our players and GMs, for making Solstice Scar a fun and smooth experience.

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"I have bad news Will, the rum's all gone, but I've got ale, the Lucky Drunk's favorite drink!"

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"'Til we meet again on the Open Road, farewell"
-Posted with Wayfinder