
GM Aarvid |

Kyra takes a look at the strange creature...no idea what it is other than wet and hostile towards Harsk. She calls divine power to blast the creature.
will: 1d20 + 6 ⇒ (19) + 6 = 25
The creature dodges some of the blast as it ducks into the water when the bolt hits. It still lets out a shriek. "Hahhh! You fools. I will not be deprived of my dinner!"
At which Ezren releases a pair of force missiles at the creature, which he believes is a Fey called a Kelpie, striking it in the head.
-14
"Ouch! Now you have made me angry!"
Harsk continues approach the creature (he will need a swim to move forward more).
The creature flails her fists wildly at the charmed dwarf again, but misses and moves back into the lake.
slam: 1d20 + 6 ⇒ (3) + 6 = 9 for fist: 1d6 + 2 ⇒ (5) + 2 = 7
slam: 1d20 + 6 ⇒ (6) + 6 = 12 for fist: 1d6 + 2 ⇒ (1) + 2 = 3
12-Toro + Snake
14-Kyra

GM Aarvid |

The undead Pegasus is no longer moving.
The water is about 5' deep at 5' from the shore and goes to 10' further out...requiring swim checks to move forward.

GM Aarvid |

Harsk appears to be walking on the bottom towards the strange creature.
Kyra tries to pull Harsk to safety but to no avail.
still need Toro and snake.

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Toro moves to the shore line and subtly starts to transform his skin, scales forming. Serpents Totem Transformation- swim/climb speed of 20'. The snake follows and dives into the water after the NPC Swim Check: 1d20 + 15 ⇒ (2) + 15 = 17

GM Aarvid |

The creature 5' forward and flails on Harsk again.
slam: 1d20 + 6 ⇒ (20) + 6 = 26 damage : 1d6 + 2 ⇒ (4) + 2 = 6
slam: 1d20 + 6 ⇒ (13) + 6 = 19 damage : 1d6 + 2 ⇒ (1) + 2 = 3
"Seriously, that is the best you can swim to me! You are making me work too hard for this meal. "

GM Aarvid |

Kyra casts cure on the dwarf while the wizard's bolt of force strikes the watery creature, causing her to let out another yell in pain.
The snake has moved within striking distance as Toro is transforming.

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The snake reaches out to try to bite the creature- Bite Attack: 1d20 + 10 ⇒ (1) + 10 = 11 but fumbles in the water.
Toro swims effortlessly in the water up to the creature and strikes as well! Stunning Fist Attack: 1d20 + 8 ⇒ (13) + 8 = 21 Damage: 1d6 + 7 ⇒ (4) + 7 = 11 DC 16 Fort Save or Stunned for one Round

GM Aarvid |

Oh man...I thought the snake would finish this. lol
Harsk tries to keep swimming but his head goes underwater and he starts to sink in the calm water of the lake.
Meanwhile, the large snake swims to the creature but gets tangled in its own coils while trying to bite the creature. However, Toro successfully punches the creature and
fort: 1d20 + 4 ⇒ (16) + 4 = 20 and resists the stunning effect.
The sea creature, seeing the large snake approach, tries to make a getaway, saying to the dwarf...
"Follow me into the lake my meal!"
She wildly swings at the snake then moves back....
slam: 1d20 + 6 ⇒ (6) + 6 = 12 for dmg: 1d6 + 2 ⇒ (1) + 2 = 3
As she pulls away, Toro and Snake take quick swings at the creature...
Toro AoO fist: 1d20 + 8 ⇒ (6) + 8 = 14 for dmg: 1d6 + 7 ⇒ (3) + 7 = 10
Snake AoO bite: 1d20 + 10 ⇒ (18) + 10 = 28 for dmg: 1d4 + 10 ⇒ (2) + 10 = 12
She screams in pain as the snake wraps her in its coils and crushes her. As she is crushed her humanoid body transforms into a hideous humanoid creature with slimy, transparent skin; webbed, humanoid hands; and a snaggle-toothed, horse-like face.
Harsk bobs to the surface gasping for air.

GM Aarvid |

The tiny dragon comes out of hiding and looks around...
"Is it safe? The creature in the lake was called a Kelpie...and they like to trick people into drowning. However, they do not create undead. Very strange.
The source of the undead must have killed my Pegasus friends. I am very sad as they loved to fly with me. Let us keep moving. "
Riddywipple’s response at seeing his longtime friend corrupted by the touch of undeath is remarkable. The small dragon goes from his flighty self to sorry to almost rage.
"The Pegasus was my friend...they have no right to take him from me! They have no right and must be destroyed!!! Forever!"
You find a set of erratic hoofprints leading on ahead, with a smaller set of prints in some of the muddier areas. Riddywipple says...
"One more of my pegasus friends is missing, and I bet the enemy might have tossed the captured Pathfinder gnome on the undead horse and led it back to their lair. "

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"I'm glad we didn't lose you, Harsk. Sorry I tried to put you to sleep, I just thought it might keep you from following that kelpie's lure."
Ezren takes a look around at the hoof prints, "When you feel better, we'll need your help tracking these pegasus hooves. I'll see what I can do while you catch your breath."
Survival to Track: 1d20 + 1 ⇒ (14) + 1 = 15

GM Aarvid |

Riddywhipple follows Harsk and the tracks along a stream to a shallow crossing where another dead winged horse lies slumped against a large rock formation. Around the corpse are many tracks from small creatures.
"Those are mean gremlins...they are always playing tricks on people. I am not sad to see them pay...especially if they helped with hurting my Pegasus friend. Snifff. But they cannot make undead out of dead. We must hurry into the cave on the other side of this large rock."
The little dragon flitters around the far side of the large rock formation, waiting for the party to follow.
Riddywipple leads the party around the rocky outcropping
overlooking the stream. At the base of the outcropping
is a patch of dense shrubbery, behind which is a narrow
hole with recent tracks of both animals and humanoids
leading to and from it.
"This way! We must stop them before they hurt anyone else!"
You find the mouth of a gloomy cave. The cave is filled with the horrific stench of rotting, meat, and the air is thick with flies.
Let me know if there any other actions before entering, and the marching order as you enter.

GM Aarvid |

Looking into the cave - behind the rock outcropping is a narrow
hole with recent tracks of both animals and humanoids
leading to and from it. If you worm your way into the
hole you find yourself in the mouth of a gloomy cave.
Map is updated.

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Didn't get a chance to post yesterday, so didn't get wand curing in before we moved on. Here's CLW with a wand so we can be up to full health"
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
I think only Harsk and Toro took damage, so that ought to do it... let me know if you need more!

GM Aarvid |

No problem on cures to top everyone off prior to entering the cave.
The cave is filled with the horrific stench of rotting, meat, and the air is thick with flies.
As the rest of you descend, you discover that you are in a charnel house, littered with the corpses of all kinds of forest animals.
As you move forward, there does not appear to be anything moving,
but a passage between the entry chamber and another cavern is lit by torches.

GM Aarvid |

When your group approaches the pathway lit with torches, you hear a voice from beyond, although you cannot see its source in the darkness.
"So Marigana has visitors I see. Riddywipple I know, and will torture in due time. You others are new to me, but I will learn of each of your names as I peel off your skin. Yours will not be a quick death like the fun I had turning the pegasi into zombies."
You hear echos of laughter and movement on the floor as some of the dead animal bodies start to rise.
"Oh, and in case you are wondering, I can’t wait until my little Dijjit becomes undead so she can be sent back to eat the brains of her friends in the cabin."
With that, the faerie dragon starts crying with pain and rage. He
charges into the darkness towards the voice. "You monster! You killed my friends! Oh no!"

GM Aarvid |

Ezren: 1d20 + 2 ⇒ (18) + 2 = 20
Harsk: 1d20 + 3 ⇒ (14) + 3 = 17
Kyra: 1d20 + 0 ⇒ (1) + 0 = 1
Toro: 1d20 + 2 ⇒ (11) + 2 = 13
ZP: 1d20 - 1 ⇒ (6) - 1 = 5
PW: 1d20 + 4 ⇒ (10) + 4 = 14
=== Round 1 ====
20-Ezren (Mage Armor)
17-Harsk+Biter (SoF)
14-Voice
13-Toro+Snake (Barkskin)
5-Critters (x3)
1-Kyra
Ezren and Harsk are up - you see 3 small furry creatures similar to Biter near the torches. No sign of what is making the voice from deeper within the cave.

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Ezren draws his wand of magic missile and fires off a bolt at the closest creature.
MM: 1d4 + 1 ⇒ (4) + 1 = 5
Knowledge(Arcana): 1d20 + 11 ⇒ (17) + 11 = 28
Knowledge(History): 1d20 + 11 ⇒ (1) + 11 = 12
Knowledge(Nature): 1d20 + 11 ⇒ (3) + 11 = 14
Knowledge(Planes): 1d20 + 11 ⇒ (20) + 11 = 31
Do any of those help identify the creatures?

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To save time, posting action ahead.
If anyone gets seriously hurt before Kyra goes, she will move to within 30 feet and channel energy. Channel: 2d6 ⇒ (6, 3) = 9
If no one is seriously hurt before Kyra goes, she will move to the nearest foe while drawing her scimitar and attack it.Attack: 1d20 + 6 ⇒ (2) + 6 = 8

GM Aarvid |

Ezren recognizes the 3 small creatures as porcupines but now in zombie form.
Ezren fires a bolt of force at the closest creature, hitting it squarely.
Harsk unloads his crossbow at the same one. While the bolt hits, it passes through not doing as much damage as he expected.

GM Aarvid |

You hear a voice from further back in the cave but still do not see its source.
"Attack them my furry minions!" (action unseen)
Toro+Snake are up before the critters go.

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Toro and the snake move up to the first undead Porcupine and plug up the hall.
Toro Attack: 1d20 + 7 ⇒ (14) + 7 = 21 for Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Snake Attack: 1d20 + 10 ⇒ (14) + 10 = 24 for Damage: 1d4 + 10 ⇒ (2) + 10 = 12and vs CMD: 1d20 + 15 ⇒ (6) + 15 = 21 to constrict.

GM Aarvid |

Toro and snake move up to the Porcupine and pummel it.
Between the punch from Toro and the bite from the snake, the little critter falls to pieces. However some of the sharp quills from the critter lodge themselves into the snake's mouth and Toro's fist.
1d4 ⇒ 3 quills embed into Toro's fist (damage and ongoing effects)
1d4 ⇒ 4 quills pierce the mouth of the snake (damage and ongoing effects)
You hear a voice call out
"NOOO! You cannot treat my minions like that. Feel my wrath!"
You see a small creature appear as a merging of an emaciated woman and a porcupine, this sinister creature smells of death and decay.
As it appears it shoots a pair of quills, one at Toro and one at the snake.
@ Snake quill: 1d20 + 14 ⇒ (19) + 14 = 33 for dmg, poison: 1d4 + 2 + 3d6 ⇒ (1) + 2 + (5, 2, 3) = 13 Fort vs Poison
@Toro quill: 1d20 + 14 ⇒ (1) + 14 = 15 for dmg, poison: 1d4 + 2 + 3d6 ⇒ (3) + 2 + (1, 1, 5) = 12 Fort vs Poison
The first dart is a direct hit on the snake. The second sails over Toro's head.
fort: 1d20 + 8 ⇒ (11) + 8 = 19 but the snake thrashes about and the poison does not take affect.
The small creature then points and the two remaining critters charge the duo that just mashed their ally.
"Get them!"

GM Aarvid |

The first critter (partial) charges...
@Snake slam,chg: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28 for dmg: 1d4 + 3 ⇒ (3) + 3 = 6 and 1d6 ⇒ 3 quills
The second critter (partial) charges...
@Toro slam,chg: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 for dmg: 1d4 + 3 ⇒ (3) + 3 = 6 and 1d6 ⇒ 2 quills
@Snake confirm: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27 crit dmg dmg: 1d4 + 3 ⇒ (4) + 3 = 7
Wow, talk about some rolls. I feel bad for the snake
Kyra moves up to channel healing into the druid and his snake...+9hp
(so in total - assuming my math is correct:
SNAKE 4+13+13=30 (less 9 from cleric) dmg and 7 quills
TORO 6 dmg (fully healed by cleric) and 5 quills
)
=== Round 2 ====
20-Ezren (Mage Armor)
17-Harsk+Biter (SoF)
14-Voice
13-Toro+Snake (Barkskin)
5-Critters (x2)
1-Kyra

GM Aarvid |

And Kyra if the above was not your intent, you can change your action. However, there is no place for her to move to attack with a scimitar. That is why I selected the healing option of the two. 30pts of damage is pretty serious by my measure.

GM Aarvid |

or slam attacks, it dislodges 1d6 quills that automatically
break off and lodge in the opponent’s flesh. A lodged quill
imposes a –1 circumstance penalty to attacks, saves, and
checks. Every 1 minute thereafter, the quill moves deeper
into the opponent’s flesh, dealing 1d2 additional points of
damage. Removing the quill takes 1 full round and deals
1d4 additional points of damage. If the quill has been
embedded for more than 10 rounds, a DC 10 Strength
check is required to remove the quill. For every minute after
that, the DC to remove a lodged quill increases by 1. An
unarmed or melee touch attack against a dire porcupine
causes 1d4 quills to break off and lodge in the attacker.

GM Aarvid |

Men (and pets) are up...
=== Round 3 ====
20-Ezren (Mage Armor)
17-Harsk+Biter (SoF)
13-Toro+Snake (Barkskin)
5+Voice
5-Critters (x2)
1-Kyra