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"There is an alcove ahead that may have a small room or cave in it. We might find more foul crustaceans, but it may have something else entirely. Should we investigate?"

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Do I still have my mule with me?
Sure, it will just follow behind. Unless it's needed, I'm not going to bother putting it on the map, and for the most part, unless I say otherwise, lets assume it just stays back out of danger.
PFS rules let you use items until the end of the scenario, right? So someone should wear this cloak.
Everything you find, you can use freely in that scenario. After that, if you want it, you need to buy it, and it usually appears on the Chronicle Sheet. Potions and scrolls are a little odd. You can still use them freely, but that does not keep you from also being able to purchase them afterwards. In PFS everyone is assumed to be able to purchase all those items, so if you find a single +1 sword in a scenario, only one person can use it, but afterwards, every player could individually buy it if they want.

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Vrockwing Perception: 1d20 + 0 ⇒ (19) + 0 = 19
Stepping into the small hidden area behind the shrine, you stumble upon a Ghoul sitting upon a stone eating the rotting flesh of someone.
Surprize Round
Krumthi, Vrockwing, & Ghoul (that second Perception Check)
Gunnar: 1d20 + 2 ⇒ (6) + 2 = 8
Krumthi: 1d20 + 3 ⇒ (4) + 3 = 7
Torean: 1d20 + 1 ⇒ (1) + 1 = 2
Vrockwing: 1d20 + 4 ⇒ (2) + 4 = 6
Wyran: 1d20 + 2 ⇒ (18) + 2 = 20
Zane: 1d20 + 2 ⇒ (14) + 2 = 16
Ghoul: 1d20 + 2 ⇒ (7) + 2 = 9
AFTER the Surprise Round, the init will be.
Wyran, Aeden, & Zane
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Ghoul
-----------------------
Gunnar, Krumthi, Vrockwing, & Torean

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Aedan moves past the others, his Greatsword still in his hand and lunges toward the creature. "I am sick of these caves and their dark creatures. Why is it we never happen upon a cave full of pleasant Gnomes?"
Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 2d6 + 6 ⇒ (1, 5) + 6 = 12

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Sure, it will just follow behind. Unless it's needed, I'm not going to bother putting it on the map, and for the most part, unless I say otherwise, lets assume it just stays back out of danger.
It's not combat trained in any way and would only fight to defend its own life. Out of the way is exactly where it needs to be. I have my axe and shield equipped then.

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"Ech, a cave of giddy gnomes would be a personal nightmare. With their bright colors and fancy natures. And they steal everything, including your damned underpants!" He shudders. "Give me a dark creature that I can smash its teeth out any day."

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Vrock will move up on surprise round and Will charge full attack on it in round 1 if its still alive.
claw 1: 1d20 + 5 ⇒ (17) + 5 = 22
damage1: 1d3 + 1 ⇒ (3) + 1 = 4
claw2: 1d20 + 5 ⇒ (8) + 5 = 13
damage 2: 1d3 + 1 ⇒ (2) + 1 = 3
bite: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d3 + 1 ⇒ (3) + 1 = 4
-Posted with Wayfinder

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Moving things along a bit.
In the Surprize round, Krumthi and Vrockwing advance into the little cave towards the undead monstrosity, and as they enter, they see that there is a second Ghoul hiding around the corner. The first Ghoul calls out to the other and steps of it's rock perch.
INIT Round 1
Wyran, Aeden, & Zane
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Ghoul 1 & Ghoul 2
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Gunnar, Krumthi, Vrockwing, & Torean
Vrock, how are you charging and full attacking? Also, it's pretty likely that when your Round 1 action comes up, you might not be able to Charge.

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Not charging I wanted to move adjacent in surprise round of I have to move and attack then it will be a single attack
unarmed strike: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d6 + 1 ⇒ (1) + 1 = 2
-Posted with Wayfinder

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Wyran runs at the first ghoul and attacks with his scimitar. "Foul Undead. This world holds no sanctuary for your kind!"
Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

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Zane draws his longsword move action takes a step closer 5 ft step and fires a blob of acid at the first ghoul. acid splash vs touch ac: 1d20 + 2 ⇒ (15) + 2 = 17damage: 1d3 ⇒ 3 posting from mobile, some one please move token 5 ft NW, to south of Vrock next to torean. Thanks.

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I move up right next to the ghoul while I move out I draw my mace
moved me on the map
attack: 1d20 + 1 ⇒ (10) + 1 = 11
damage: 1d8 + 1 ⇒ (5) + 1 = 6
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I swing at the ghoul with my mace

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I'll give Aeden another hour or so and then act for him/her. Dang it, I forgot. . .
undead scavengers is unclear. They are well know to spread disease with their bite, and their claws can paralyze with but a touch. Oddly, Elves are immune to this, but otherwise Ghouls take a particular delight in feasting on paralyzed, but still living prey until they die, then letting the body rot for a time before feasting.
Aeden springs forward, a war prayer on his lips, but the abomination is too quick. Zane however, even firing his globe of acid into the crowd, manages to strike the Ghoul, and it reacts like it hurt.

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Wait, don't Paladins auto fall from grace if they don't max out Know Religion in PFS. :)

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Knowledge, Religion: 1d20 + 4 ⇒ (10) + 4 = 14
Torean laughs. "Only takes one to make you remember! The wee folk generally ain't too bad, but in bunches, the can be sickening!"
"Now, let's see what we can do about these beauties."

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Wyran steps up to attack, but misses. Aeden tries to get in as well, but as he sees the second threat, changes course and move to attack that one.
Greatsword Attack: 1d20 + 5 ⇒ (8) + 5 = 13 <HIT>
Damage: 2d6 + 6 ⇒ (6, 5) + 6 = 17 <absolutely decimating it>
Zane advances and sends an small acid dart at the other, splashing it.
Seeing itself surrounded, the Ghoul goes all out, claw/claw/bite.
Claw vs Krumthi (18): 1d20 + 3 ⇒ (9) + 3 = 12 <miss>
Claw vs Wyran (18): 1d20 + 3 ⇒ (18) + 3 = 21 <HIT & Paralysis>
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Bite vs Krumthi (18): 1d20 + 3 ⇒ (3) + 3 = 6 <miss>
Wyran Fort Save: 1d20 + 3 ⇒ (6) + 3 = 9 Wyran suddenly stops moving, literally frozen in place. 1d4 + 1 ⇒ (3) + 1 = 4
INIT Round 1
Wyran <P>, Aeden, & Zane
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Ghoul 1 (-3)
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Gunnar, Krumthi, Vrockwing, & Torean
Gunnas and Torean are up, I already have Krumthi and Vrockwing's actions.

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If Aedan is paralyzed, can Torean share his space? If not, then Torean will move back a space and ready an attack if the ghoul comes within 5 feet.
Torean rushes up just in time to see the ghoul paralyze Aeden. "Stand fast, Paladin! We'll get you freed. Come try me, undead spawn!"
He ducks by the frozen Aedan and swings his warhammer at the monster.
Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

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You know <Wyran is paralyzed, not Aeden :)>, I am not entirely sure what the call on that is. I'll say sure, you can squeeze in, with a -2 to attacks and AC. Assuming Gunnar does not first. He can however, instead squeeze in above Krumthi.
The world goes silent. All eyes watch him like a hawk, hoping when all hope seems lost. Striving to contain their excitement. They constantly, need to readjust, unconsciously scooting to the edges of their seats. <announcer narration voice> If he makes this roll, it could all be over. . .

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Moving into Wyran's space as you said Torean could do earlier. Puts me at 17 AC. It takes me two move actions, thanks to medium armor.
Gunnar moves in between Wyran and the monster, ready to protect any ally it might try to attack.
If the ghoul attacks any of my allies I use Saving Shield giving them a +2 shield bonus to AC, and I use Bodyguard to give them a +4 untyped bonus to AC. This spends an immediate action and one of my 3 AoOs per turn.
Aid Another vs. AC 10: 1d20 + 3 ⇒ (6) + 3 = 9
So just the shield bonus, my digital dice failed me.

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Gunnar moves up and goes defensive, allowing Vrockwing to circle around and squeeze his smaller avian body in and punch the creature in the face. It's face caves in after all the damage others have done, ending the threat for good <and the combat>.
The journal seems nearly ruined, but the last few pages indicate

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Rolls
Perception check: 1d20 + 7 ⇒ (8) + 7 = 15 + 1 for traps (out the door to spot any followers)
Perception check: 1d20 + 7 ⇒ (3) + 7 = 10 + 1 for traps
Linguistics check: 10 = 10 after somoene points it out to me
Spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24 after somoene points it out to me
------
I'll check to make sure that we are not being followed.
Once combat is done, I go out to the entrance that we came in at and look back to make sure that there is no one following us at all. once I check there I come back in to the room and take a look at the items that were left over.

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If there is a trap, <and the circumstances allow it>, I'll ask you to roll a Perception. I'm assuming that you are generally careful and on the lookout for them, so no need to constantly roll. :) Almost always it will be a sort of deal like:
It speeds up the game a bit, I think.

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Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Torean pokes at Wyran with his hammer. "Anyone know how long he'll be like this? Do we need to get him something?"
The dwarf walks around the cave, kicking at some of the rocks. One of them rolls down into a hollow and hits against something decidedly not a rock. The Inquisitor inspects it and finds a cache of items. "Hey, take a look. Some boots and a journal." He grunts. "Got a piece of jewelry here too. Actually some good craftsmanship to it."

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It only lasts another 30 seconds or so. Out of combat, so he is free.

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After making sure Wyran is okay, Gunnar retrieves Thrud from outside the cavern and leads the mule inside. He then walks down the lower passage (C) with weapon and shield ready and checks it for enemies and other potential hazards.
Peception: 1d20 ⇒ 20
20s on perception rolls and 3s and 6s on combat rolls /sigh

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@gunner we all have those days
local: 1d20 + 4 ⇒ (8) + 4 = 12
do we need a linguistics check for common?
Let me examine those. Zane says to Torean as he casts detect magic and begins studying the boots.
spellcraft: 1d20 + 7 ⇒ (5) + 7 = 12

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Yes, the journal is very damaged from the elements, making most of the ink run and difficult to read.

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Wyran brushes himself off the ground and looks around, getting his bearings back. Satisfied that his companions have the area secured he takes some moments to center himself before following behind Gunnar to the new area.

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The boots are more like fur leggings with a sort of cleats built into the soles, indicating that they help to move in the snow and ice. Unlike everything else, when held, they seem no colder than as if they had been stored in a normal room temperature, unaffected by the freezing cold here.
Anyone want to heal up or doing anything else before we move on?

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The injuries recieved from the ghoul catch up to Wyran as he chases after Gunnar. Taking a moment Wyran focuses his thoughts on Sarenrae.
Shine your light upon me, and let your warmth mend my injuries.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

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Yes, sorry. I believe Abjuration and Transmutation.

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They are Boots of the Winterlands. Anyone wearing them?
Continuing on your journey, you soon leave the cavern trail and come upon two rock formations, shaped like a pair of thick pillars. They stand prominently near a cliff’s edge. One pillar stands fifteen feet tall and the smaller stands ten feet tall. A shallow cave, just to the side of the pillars, looks as if it might provide some shelter from inclement mountain weather.
Not long after that, you begin to feel the chill of the cold, and also the something about the are getting to you.
The high altitude I beginning affect you, meaning that you have crossed the 5,000 ft mark. It's only going to get worse if you can't d something about it.
Luckily, just before you, on the top of a mountain top (only maybe a 50ft trek), you see your destination. A large stone building lies nestled in a shallow stone cul-desac, hollowed out from the surrounding mountainside. The building shows evidence of poor maintenance—the roof is missing several tiles and the once-proud, central double doors lie in a pile of ruined timbers. The remains of a giant bell, and the wooden structure meant to support and sound it, dominate the center of the flagstone courtyard before the stone structure.
As you enter, you notice that the front doors have been nearly destroyed. The hinges still hang, though the double doors are smashes and splintered, as if something massive burst through the, (from the inside), and multiple large claw marks line what is left of their wood. Just inside, clay jugs and masonry is smashed, and only dim light filters through the inside of the monastery. Atop a ten-foot rise of gray stone steps stands a wide paved forecourt surrounded by worn, red-painted wood pillars and faded rust-colored walls. A massive copper bell rests in the center of the area, surrounded by a mess of wooden scaffolds and a carved-smooth tree trunk, all collapsed into a pile around the carillon. The north wall features an intricate mosaic of monks walking on clouds. A pair of staircases flanks the wall, leading up to a ten-foot-high porch and three sets of wooden doors beyond.
The words of the guides come back to your mind, as they warned you of some demon now living here. . .
And. . . Perception checks, please.

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Also, new map, and that's the final one for this scenario.

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Perception: 1d20 + 1 ⇒ (18) + 1 = 19
Wyran takes a breath in, staring at the damage to the temple. Goddess bless this place. Something unnatural has taken hold on this temple.