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Saldoc will help with putting the shrines back together since Meredith has already stated she'll look for the missing bits. Saldoc will go to the second shrine and wait for instruction.

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Ruth chants a quick phrase and her hand begins to glow blue. She walks over to the first shrine and passes her hand over it.
Detect Magic

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Huck nods along, agreeing that it would be a good idea to restore the shrine. However, his short legs aren't very good at climbing so he lets the others retrieve the parts below and focuses his efforts with Darksid'Ious on the shrines along the path.

GM Aarvid |

The party opts to keep the high ground, knowing eventually they will need to retrieve some pieces from below.
As Meredith scouts ahead, Ruth casts as spell and checks for magic auras on the first shrine. None detected yet.
Meredith however finds something around the curve to the 4th shrine...or rather it finds her.
Foooddddddd! Brother weeeeee feeeed on flesssshsh!"
A humanoid of sickly color and horrible smell rushes at her and tries to knock Meredith off the ledge.
CMB,chg: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21 vs CMD bull rush
@Meredith, take an attack of opportunity if you can react flat-footed?

GM Aarvid |

G1: 1d20 + 2 ⇒ (7) + 2 = 9
G2: 1d20 + 2 ⇒ (9) + 2 = 11
Darksidious: 1d20 + 4 ⇒ (10) + 4 = 14
FriarTuck: 1d20 + 3 ⇒ (8) + 3 = 11
Meredith: 1d20 + 1 ⇒ (3) + 1 = 4
Rem: 1d20 + 1 ⇒ (15) + 1 = 16
Ruth: 1d20 + 3 ⇒ (11) + 3 = 14
Saldoc: 1d20 + 2 ⇒ (18) + 2 = 20
Meredith apparently falls from the cliff. fall dmg: 2d6 ⇒ (5, 4) = 9
=== Round 1 ===
* Dark,Friar,Rem, Ruth,Saldoc <== These can go
* Ghoul(s)
* Meredith (20' down and prone?)
Party goes...

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Can I can Feather Fall on Meredith? It is an Immediate action.
Ruth quickly pulls a scroll from her belt pouch and reads it. True Strike Once finished she drops the scroll and grips her greatsword with both hands.

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Saldoc bravely runs to Meredith's aid, even if its too late to prevent her from falling. He instead tries to attack the creature!
Shortsword: 1d20 + 2 ⇒ (11) + 2 = 13 for Damage: 1d6 + 2 ⇒ (5) + 2 = 7

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unfortunately immediate action can't be done flatfooted ...
Know. Religion: 1d20 + 5 ⇒ (15) + 5 = 20 special attacks, special abilities, DR ?
Recognizing the creatures, Darksid'Ious tells his comrades what he knows about it.
Unable to reach the combattants he draws his crossbow and loads it.

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"Rock, Rock, Rock, Stone, weird gray thing, Rock, Rock, wait a minute."
Meredith looks up and is thrown off the cliff. "Ow. Watch out up there!" She rubs her shoulder in pain.

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Meredith, Ruth casted Feather Fall on you so you do not take the fall damage.

GM Aarvid |

I forgot about the flat-footed restriction. For some reason I was thinking that was swift actions

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Huck rushes his short legs forward, not quite able to make it to the trouble but also not wanting to block the way for the more martially-capable members.
Double move for Friar Huck.

GM Aarvid |

Meredith lands hard on the rocks below. (prone)
Rem tries to identify the creature to no avail. He sings an inspiring tune.
Saldoc does not wait for the scholars and rushes to slash with his blade, only to miss at the last moment.
With the bard song (which I do not see included), Saldoc just hits
Saldoc draws blood and the ire of the creature.
Hisssss. It fightsssss us! It will payyssssss!!!"
Ruth casts a spell from a scroll before gripping her large sword.
Darksid'Ious recognizes the creature as a ghoul. He shares "They can be ferocious and their very touch can paralyze.
The creature sees Saldoc as its new meal and claws and bites the man.
bite: 1d20 + 3 ⇒ (20) + 3 = 23 for dmg,para: 1d6 + 1 ⇒ (5) + 1 = 6
crit: 1d20 + 3 ⇒ (19) + 3 = 22 for dmg,para: 1d6 + 1 ⇒ (6) + 1 = 7
Ouch Saldoc. Sorry, this adventure is not being kind to you.
I will need a fort save from you as it will likely drop you and move to the next meal (but not take a full attack.)
Then another rushes towards Meredith from the rocks below.
Meredith and party up.
=== Round 2 ===
* Dark,Friar,Rem, Ruth,Saldoc(bleeding, prone, paralyzed?) <== These can go
* 2 Ghoul(s)
* Meredith (20' down and prone?) <== These can go

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Saldoc goes down once again! He really needs to be more prudent.
Fort: 1d20 + 2 ⇒ (6) + 2 = 8 Its not looking good for Saldoc.
If that means death, I'll use my portfolio reroll: 1d20 + 2 ⇒ (1) + 2 = 3
So far I'm 0 for 3 with rerolls, LOL. Hopefully I didn't need it.

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"Half-man!! Move out of my way!!" Ruth yells at Huck as she sends an arcane charge up the blade of her sword. Arcane Strike
Ruth will waiting until Huck does his turn.

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Huck suddenly finds himself face-to-face with the creature so he hurriedly steps back to let the others through as he draws a sling and bullet and hurls the smooth rock at the beast.
sling: 1d20 + 4 ⇒ (4) + 4 = 8
damage: 1d3 - 1 ⇒ (3) - 1 = 2

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Ruth steps pass Huck and bring her sword down on the creature.
Attack: 1d20 - 1 + 20 ⇒ (19) - 1 + 20 = 38
Damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11
Crit confirm: 1d20 - 1 + 20 ⇒ (4) - 1 + 20 = 23
Crit Damage: 2d6 + 4 ⇒ (4, 4) + 4 = 12

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That's a good time for True Strike!
Meredith groans and stands up as she sees another creature. "Wh-what did you do to the monastery? Why haven't they snuffed you out yet?"
She checks to see if there is any plant growth nearby.
Meredith will cast Entangle (Reflex Save DC 13) to tie up the yellow creature.
Meredith will grab her shield and prepare for the creature's assault.

GM Aarvid |

Friar Tuck steps back and Ruth chops down the ghoul facing her, finishing what Saldoc started.
No real undergrowth in the rocks for Meredith so she grabs her shield and stands.

GM Aarvid |

Dark'sidiois shoots a bolt into the creature approaching Meredith but it keeps coming towards her.
Rem? .

GM Aarvid |

The ghoulish creature will not be deterred. It pulls out the bolt and advances upon Meredith, looking up at his slain kin.
"Moreeee fooddsssss for usssss brother!"
It licks its yellow teeth before trying to bite Meredith, but misses badly.
bite: 1d20 + 2 ⇒ (4) + 2 = 6
Party up...Saldoc still paralyzed and bleeding...starting to turn a sickly color. (-6hp Saldoc? Roll to stabilize)

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Realizing that touching these things are a bad idea, she draws her Cold Iron Scimitar.
Cold Iron Scimitar: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
"Someone help Saldoc! I have a wand but this thing's onto me!"

GM Aarvid |

Meredith slashes at the creature trying desperately to fight off its claws.
It nearly blocks her blade, but inspired by the bard's continuing inspiration,
she manages to push through its defenses and slash its sickly arm. Bard song makes the hit...I did not see it included :)
Darksid'ious manages to stop Saldoc's bleeding and descent into the netherworld...for now.

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Ruth extends her hand at the ghoul in a fist and shouts. "Yor!" Then carefully moves around Dark and Saldoc to get into a better position.
Telekinetic Fist
Ranged Touch Attack: 1d20 + 3 + 1 - 4 ⇒ (16) + 3 + 1 - 4 = 16
Force Damage: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6

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Saldoc lies there, perhaps wondering why he thought a trip to the mountains sounded like such a good idea.

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"Sorry, good ol' Saldoc! We'll get you fixed in a minute!" Huck continues hurling stones at the undead.
sling: 1d20 + 4 + 1 - 4 ⇒ (10) + 4 + 1 - 4 = 11
damage: 1d3 - 1 + 1 ⇒ (2) - 1 + 1 = 2

GM Aarvid |

Ruth's fist of force striking the ghoul in the chest is enough to destroy it.
Saldoc is stable but does not move. He seems to be hallucinating about lying on a tropical beach with an umbrella drink in his hand.
*** end combat *** .

GM Aarvid |

There are no more undead lurking about, giving you more time to search the area. You find aging signs of a party mysteriously killed and partially consumed.
Perception check in area beyond the 4th shrine uncovers a hidden cave with a stash of the goods the ghouls once valued during life, including a pair of boots , a finely crafted jade brooch, and a weather-worn journal.
The tunnel connects from the lower level to the upper ledge, so climbing is made easier.

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Saldoc is stable but does not move. He seems to be hallucinating about lying on a tropical beach with an umbrella drink in his hand.
Slowly, an eased smile crosses the young man's face.
Down 13 HP from max. Does the paralysis go away after a bit?

GM Aarvid |

Yes, the paralysis wears off after a bit...along with Saldoc's desire to eat brains. He is recovering from his close call.

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Darsksid'Ious uses his wand to help Saldoc get back on his feet.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
When his comrade tell him about the discoveries they made in the hidden cave he asks Can I take a look at the journal ? May be there is some informations about our objective in here ?

GM Aarvid |

The battered journal, found among the ghouls’ treasures, details a previous expedition to the high reaches of the Wall of Heaven.
Time and the environment have made most of the journal unreadable but a successful Linguistics check allows a PC to decipher and piece together the last few pages.
which tell of the horrors experienced by the explorers while trapped beneath the avalanche. The last page of the journal lists the names of those that died during the expedition, including Pathfinder Rickard Murton.

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"Thank you, Ruth." Meredith thanks the woman inbetween breaths. She draws her own wand of cure light wounds.
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (5) + 1 = 6
Spellcraft, Boots: 1d20 + 5 ⇒ (10) + 5 = 15
Spellcraft, Brooch: 1d20 + 5 ⇒ (17) + 5 = 22
"Huh. I wonder if any of these are magical."

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Saldoc sits up after the healing cures his wounds. I have a funny taste in my mouth. Is that normal?
The rogue then takes a look at the journal, squinting the try and see the words. Linguistics: 1d20 + 6 ⇒ (2) + 6 = 8
My eyes are still a bit foggy, I can't read it.

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Ruth gives Meredith a wave. " Your welcome! While your down there collect the missing pieces to the shrines!" Ruth watches over Meredith as she works just in case anything else attacks.
After finishing with the shrines Ruth will take a look at the book.
Linguistics: 1d20 + 7 ⇒ (13) + 7 = 20
"Just a list of names from an old expedition and how most of them died from avalanche. One of them was a Pathfinder named Rickard Murton."
Check out the Spoiler above!!

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Friar Huck stows his sling back into his belt. "Well, I'm glad you're well Saldoc. That was a close call. And I'm glad someone is able to read that journal. I know halfling, of course, and I've picked up some elven over the years. But that writing is too scribbled for me to make out."
"Anyways, Pathfinders have been this way before. Interesting. I wonder if we will find more evidence of their mission."

GM Aarvid |

Still no luck on the boots. The shrines are completed and unless there are other activities, Saldoc appears well enough to move again.
You follow the Path of Many Shrines through the mountains for an hour before reaching a 50-foot-wide, mile-long crevasse.
The narrow mountain path ends at the lip of a fifty-foot-wide crevasse that stretches out of sight in both directions. A pair of carved stone pillars stands at the edge of the chasm and a matching pair of pillars can be seen on the far side. The remains of corroded iron chains, set within the stone pillars, dangle limply into the crevasse. A relatively gentle slope leads to the bottom of the crevasse. The slope on the far side is much steeper, and is covered with jagged, precarious looking rocks.
Map3 updated

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"There used to be a bridge here. I guess we do it the hard way now." Meredith gets her rope ready and prepares to climb down.
Climb: 1d20 + 5 ⇒ (13) + 5 = 18
Climb: 1d20 + 5 ⇒ (17) + 5 = 22
Climb: 1d20 + 5 ⇒ (4) + 5 = 9
Climb: 1d20 + 5 ⇒ (3) + 5 = 8
Climb: 1d20 + 5 ⇒ (8) + 5 = 13

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Ruth will follow Saldoc down the rope.
Take a 10 for 12

GM Aarvid |

take 10 for the climb down will probably work for Saldoc and Meredith. Maybe not enough for Ruth or others.
The climb up the other side will be harder and will take more effort.