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"Hey, watch the hand, buddy!" She gives Torrel an offended look when he touches him to activate his power, then grins and points ahead at the collection of undead. "I mean that thing is huge, how could you miss it!"
Now that they've approached near enough to engage the waiting skeletons inside a horrible rift of inky blackness, she readies herself. "I feel like this is a really dumb idea, I just want you to know the vote is four to three that I should not be running into horrible shadows. So if things go bad it's not my fault."
She takes several deep breaths and screams more in fear than anything as she rushes forward. She'll begin to dance as she goes, letting the warrior spirit take control, and the fearful sound becomes a true battlecry by the time one of her blades is whipping in at a skeleton.
No pre-combat buffing, Seren will save her dance rounds to start now as a free action. Move action to new location, and standard to attack Yellow.
+1 Wakizashi (Spirit Bonuses, Bless): 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Damage(Spirit Bonus, Spirit Aura): 1d6 + 6 ⇒ (2) + 6 = 8

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Seren, I'm going to continue with Seren's attack action for now, but if you want to retcon because of the tentacle, feel free to do so.
As Seren dances in to the misty black smog, one of the large tendrils reaches out and grabs Seren's legs. Seren is taken by surprised and finds the growth all over her legs and burns her with dark energies. She barely is able to continue wiggling her dance, and is able to get one arm into reach of the nearby skeleton. However, the blade does not cut very well into the skeleton as it has no flesh.
The Skeleton also reaches out to strike Seren in reaction to her presence, but it does not anticipate the tendrils movement and falls short in trying to reach her with the broken Scimitar held it it's hand.
Skeletons:DR5/??
Does Seren lose the affect of Spirit Aura when she is grappled? My quick read suggest Spirit Aura continues normally.
Grapple: 1d20 + 8 ⇒ (19) + 8 = 27
damage?: 1d6 + 4 ⇒ (5) + 4 = 9
Broken Scimitar: 1d20 ⇒ 21d6 ⇒ 6
The tendrils functions as the black tentacles spell. For those entering a black mist square, you may make your own grapple roll (+8) to determine if you can or cannot move from there, if you are grappled your move action stops there. This effect only happens as you enter the circle, and does not impend movement in any way, unless you are grappled of course.
Combat Round 4
Conditions: Bless, Spirit Aura
Varuna, Liliana, Hangust, Seren -9 (Elysium's Call,Grappled), Kitajo
Skeletons Green -5(Blindedx4) Black -5(Blindedx4) Red -5(Blindedx4) Yellow -8 Blue(Ready Action) Grey (Ready Action), Crawling Hand (Ready Action)
Torrel
Blinded skeletons lose their ready action since they can't see.

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CLW before battle: 1d8 + 1 ⇒ (5) + 1 = 6
Kn Religion: 1d20 + 8 + 1d6 ⇒ (3) + 8 + (1) = 12
On the way down the path to the black mass of tendrils, Varuna quaffs a pair of extracts, one causing his arms to elongate in an unhuman way, and the other, giving him a burst of strength in his legs, allowing him to run faster.
Longarm, Expeditious retreat
He circles around the side of the alter area, trying to stay out of reach of the tendrils of darkness. He pokes his blade at the nearest skeleton, hoping to hit the right bone and cause it to fall apart.
Attack vs green: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 261d4 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Will Parry and Riposte if attacked
Parry: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21
Riposte: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 151d4 + 7 + 1 ⇒ (3) + 7 + 1 = 11

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Seren had no idea she was going to be black tentacled, and neither did I. So actions = consequences, no retcon needed! And yes, it still functions, I just have her dance because it fits the class and her theme.

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Kitajo moves up to the skeleton wearing a red rag around it's neck. He tries to elbow it hard enough to put it down.
Unarmed strike: 1d20 + 7 ⇒ (15) + 7 = 22 Damage: 1d6 + 4 ⇒ (5) + 4 = 9

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Hangust looks down to realise his weapon of choice is not as effective as he hoped it would be against skeletons. He delays in making a decision.
Varuna strikes a nerve, if skeletons had nerves, and forces the pointed end of his blade into one of the bones of the skeleton. Kitajo elbows a skeleton hard in the jaw, but just short of being able to put it down permanently. Kitajo finds legs soon wrapped around by stinging tendrils.
Grapple: 1d20 + 8 ⇒ (20) + 8 = 281d6 + 4 ⇒ (3) + 4 = 7
The skeletons attempt to retaliate, the skeleton with the black shirt waits patiently readying himself under his new blinded condition. The skeleton with the green pants swings his scimitar in Varuna's direction, unbeknownst to him Varuna is 5 ft further than he realises.
Red scarf skeleton swings towards Kitajo but hits nothing but the air.
Red vs Kitajo, <100 miss: 1d20 - 2 ⇒ (13) - 2 = 111d6 ⇒ 41d100 ⇒ 62
Seren finds herself in a prime position to be attacked by undead scum, the rest of the skeletons and the giant hand move towards her. The skeletons prove to be useless even with the ability to see. Seren's small wiggles in the tendrils is able to confuse them enough that their swings miss.
On the other hand, the giant crawling rotting hand looks to be a formidable opponent. It jumps on Seren once scratching it with it's sharp claws and causes her to bleed all over.
Yellow: 1d20 ⇒ 81d6 ⇒ 2
blue: 1d20 ⇒ 81d6 ⇒ 3
hand: 1d20 + 11 ⇒ (20) + 11 = 311d6 + 7 ⇒ (3) + 7 = 10
hand, crit?: 1d20 + 11 ⇒ (8) + 11 = 191d6 + 7 ⇒ (4) + 7 = 11 OUCH!
The skeleton with the grey bandana comes around to attack Varuna. Varuna demonstrates good swordman skills but deflecting the oncoming attack with his blade, but he was not able to take the opportunity to strike it back.
grey: 1d20 ⇒ 16
Combat Round 4/5
Conditions: Bless, Spirit Aura
Varuna, Liliana, Hangust (2 rounds of actions), Seren -30 (Elysium's Call,Grappled), Kitajo -7 (Grappled)
Skeletons Green -13(Blindedx3), Black -5(Blindedx3, Ready Action), Red -14(Blindedx3), Yellow -8 Blue(Ready Action), Grey (Ready Action), Crawling Hand (Ready Action)
Torrel
I'm waiting to see that channel energy action! :)

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Big apologies everybody! It just occurred to me that a CR 1/3 skeleton should not have 16hp, and I went to realise I read it's AC as hp as well. I'm on my commute to work so I'm unable to give a meaningful retcon. It really only has 4hp, as it happened, Lilliana would have taken out 4 skeletons immediately, Varuna and Kitajo the last two. Only the giant hand remains a threat. You may continue your actions normally. All skeletons dead.

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Escape Artist: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Seren is quite brutally ravaged. The tentacles aren't enough to stop her from escaping the threat of the dying skeletons, but she stumbles in their grasp, too busy trying to break free to realize the hand has come for her. A vicious blow tears across her chest, and a rush of blood starts staining the front of her shirt. Despite her spirit's battle lust, it has the wisdom to try to keep its medium safe. Or it has been overwhelmed by her sudden bout of fear.
The tentacles squeeze, but some frantic twist of her body likely lets her slip their grasp and stumble a few careful steps away from the hand, a blade up defensively to protect herself from any surprise attacks. "Heal us quickly, before another attack cuts her down." The spirit speaks through her as she somehow manages to turn even more pale.
Standard to escape artist, which I am hoping works so this post does! Then 5 foot adjust away from the tentacles and handle. Free action to keep dancing.

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The tentacles is everywhere and only attacks when you enter into the black mist area, staying in the mist does not provoke it to attack but going out and back in will certainly trigger it. and yes that roll most definitely escapes!

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How did I know Seren would be the one to get grappled. . . :P

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Just to be clear, Torrel initially was trying to give Seren and myself Elysium's Call, but only Seren got it, right?
Raging, Hangust rushes into the mist but is instantly scooped up by a tentacle and crushed a little.
Tentacle: 1d20 + 8 ⇒ (10) + 8 = 181d6 + 4 ⇒ (2) + 4 = 6
Escape Grapple: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
End first round of actions.
If he is able to escape, Hangust focuses his ire on the giant Hand.
Kukri +1, MH (Raged): 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 171d3 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Kukri, OH (Raged): 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 101d3 + 3 + 2 ⇒ (3) + 3 + 2 = 8
If not he tries once again to escape the grapple.
Escape Grapple: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20

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Also to my fault, Hangust should be up with Elysium's call, but would have escaped the grapple even without the bonus. To escape it is DC19.

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"Seren, try to be more careful! You can't charge in alone! If we can't get it from here, Torrel and I can work together again to bring our divine wrath upon it," she says, clearly uneasy about the tentacley shadow rift.
________
CLW vs Seren: 1d8 + 1 ⇒ (4) + 1 = 5
WOW! With Seren down that far, the Wonder Twins might have to have their fun another time.

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Kitajo attempts to escape the tentacles entrapping him.
Escape Artist: 1d20 + 6 ⇒ (1) + 6 = 7
Going to assume that I don't escape with that

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By some divine intervention, the skeletons slowly disintegrate into nothingness before your eyes. It is as if some other-worldly power had decided the skeletons had taken too much damage and decided it was their time to leave the plane of existent.
Hangust moves into the mist to get in on some action! He is momentarily caught up in the Tendrils but manages to squirm his way out shortly to find himself toe to hand with the giant hand. He slices and dices but finds himself a little short against a giant hand.
The hand moves slightly to return the favour of an immediate full attack. The little man finds himself caught firmly in the crawling hand's grasp, the squeeze is painful. Hangust is grappled by the giant hand.
claw: 1d20 + 11 ⇒ (13) + 11 = 241d6 + 7 ⇒ (4) + 7 = 11
+grab: 1d20 + 14 ⇒ (6) + 14 = 20
Kitajo finds himself unable to escape the menacing black tendrils, and it continues to further suck the life force out of him.
Continue grapple?: 1d20 + 8 + 5 ⇒ (8) + 8 + 5 = 211d6 + 4 ⇒ (1) + 4 = 5
Liliana comes to Seren's aid and provides some healing. A few of the scars leave her body, but she is still badly injured from earlier.
Combat Round 5/6
Conditions: Bless, Spirit Aura
Varuna (2 rounds action), Liliana, Hangust -17(Elysium's Call,Grappled), Seren -25 (Elysium's Call), Kitajo -12 (Grappled)
Crawling Hand (Grappler)
Torrel (2 rounds action)
Since the creature is still high in hp going to go ahead with the next round as I don't think Varuna and Torrel would have been able to single handedly taken it out that round. Varuna and Torrel can take 2 roudns worth of actions in this case.
Reminder: If you enter into the black area from outside make a grapple check of d20+8, a successful grapple deals d6+4 dmg. DC to escape the tendrils is DC19.

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Kitajo struggles again to free himself from the tentacles.
Escape Artist: 1d20 + 6 ⇒ (10) + 6 = 16

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Grapple: 1d20 + 8 ⇒ (17) + 8 = 25 Damage: 1d6 ⇒ 3
Escape Artist and Inspiration: 1d20 + 10 + 1d6 ⇒ (7) + 10 + (3) = 20
Varuna just steps to the edge of the black mist, but despite trying to stay out of reach, one of the tentacles manages to grab his leg. He tries to pull away, and on the second effort, he just manages to wiggle free from its grasp.
==================================
Second round
He watches as the giant hand gets Hangust in its grasp, and makes sure to stay out of reach while stabbing at it with his blade.
Attack vs black: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 251d4 + 7 + 2 ⇒ (3) + 7 + 2 = 12

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Kitajo continues to be unable to shake free of the tendrils hold on him.
Varuna hops into the mist to momentarily be tripped by the tendrils, but finds his way immediately around it. But still takes a light gash to his knee. He moves in quickly to Hangust's aid, and stabs high into the hand creature. As his blade gets in there, a burst of pus sprays in Varuna's direction from the wound.
negative energy damage,nauseated rounds?: 2d6 ⇒ (3, 1) = 41d3 ⇒ 2 DC15 reflex save negates.
Combat Round 5/6
Conditions: Bless, Spirit Aura
Varuna -3 , Liliana, Hangust -13(Elysium's Call,Grappled), Seren -21 (Elysium's Call), Kitajo -4 (Grappled)
Crawling Hand -12 (Grappler)
Torrel (2 rounds action)
Seems like I overlooked a few things, the damage is d6 and not d6+4 for the tendrils. It's been edited. And there is also an effect of negative channel at the end of the turn, so we'll do that at the end of this turn.

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As the pus lands on Varuna's skin, it instinctively opaque and shadowy, as if he were no longer of the of this realm, and instead, some being from the shadow plane.
Varuna will activate his Light and Dark racial ability, so it will instead heal him.
Reflex if still needed for the nausea: 1d20 + 12 ⇒ (15) + 12 = 27

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To make things a little more simple, Torrel will move up a bit and then Delay until just before Kitajo, and then Move up again and offer the Monk an Elysium's Call as well.
@ Seren, sorry, I meant that to be humorous and not poking fun.

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Seren gives Lilianna a rather pathetic, hopeless look that's far more herself than what she was displaying a few moments ago. "Lily... I want to go home now, please. This isn't fun anymore." Her voice just sounds sad and vaguely far off. Even after the wash of positive energy floods over her, making the wounds across her chest more shallow, the copious amounts of blood she's already lost continue to leave her looking terrible.
The dancer manages to continue swaying in place with odd, fluid motions to maintain the strength to her allies. One of the movements lets her catch Kitajo's situation out of the corner of an eye and she stares oddly at him. "Come out, I want to go." One of her weapons drops from her hand and she pulls out her own wand of healing to struggle with. It does little more than sputter in her hand.
UMD: 1d20 + 11 ⇒ (7) + 11 = 18
Free action to dance, free action to drop a sword, move to draw a wand of CLW, standard to activate it. And a 5ft adjust! Busy round.
Immediate action to Liberating Command (Kitajo makes an immediate escape artist check at +8).

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Lilianna takes Seren by the hand and looks into her eyes. "We can do this Seren, stay strong! I've seen you kick over an ogre, what's a little hand going to do?"
"Back up if you can, let's regroup and pick it off from a distance!" Lilianna suggests, raising her ankh overhead. "Stand back wretched creature of shadows!" she commands, releasing a pulse of holy light.
________
Channel Positive Energy, Harm Undead DC 20: 2d6 + 3 ⇒ (1, 4) + 3 = 8 No channel resistance
Cleansing Light Reroll: 1d6 ⇒ 3 10 damage total

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@ Lilianna: Do you have selective channeling, and if so can you not include Varuna? His Light and Dark ability is active and therefore subject to the damage as well.

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Escape Grapple: 1d20 + 6 + 1 + 2 ⇒ (8) + 6 + 1 + 2 = 17
Hangust struggles in the giant hands grip but is unable to escape! He shouts and roars angrily in it's grip as he kicks and squirms.

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Mustering his martial powers Kitajo continues to struggle.
Escape Artist: 1d20 + 6 ⇒ (1) + 6 = 7

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I have Selective Channeling and will avoid Varuna!

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Varuna is able to dodge most of the pus, but simultaneously heals himself from some of the spray.
As Seren is injured, she doesn't have that usual skip in her step and instead continues to attempt to get into better shape, her wand however falls short in the time of her need.
Torrel and Seren offers Kitajo a chance of redemption and attempt to aid him in escaping the tendrils, but somehow it has an extremely tight hold on him!
Likewise, Hangust has some difficulty in escaping the giant hand. DC for Giant Hand is 23.
Liliana comes in with a burst of positive energy in attempt to hurt the undead. The burst does not fully affect the undead unfortunately.
Will: 1d20 + 6 ⇒ (17) + 6 = 23
A wave of negative energy pulses suddenly from the shadowy tear, the tear seems to be growing slightly larger. At a rate of 1 inch per minute. However the negative energy is supressed by Liliana's own channelling abilities. The negative energy is negated for this round thanks to Liliana's channel!
The hand continues to squeeze Hangust to a point that the claws start piercing his skin.
maintain grapple: 1d20 + 14 ⇒ (9) + 14 = 23
Claw: 1d20 + 11 ⇒ (8) + 11 = 191d6 + 7 ⇒ (4) + 7 = 11
The tendrils attempt to continue their hold on Kitajo, but seemingly after all that squirming they grow weary and finally release their grip on him.
Tendrils: 1d20 + 8 + 5 ⇒ (9) + 8 + 5 = 221d6 ⇒ 1
Combat Round 6/7
Conditions: Bless, Spirit Aura
Varuna , Liliana, Hangust -24(Elysium's Call,Grappled), Seren -21 (Elysium's Call), Kitajo -4
Crawling Hand -17 (Grappler)
Torrel
I'm not sure, but is Hangust still in rage?

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With the hand busy dealing with Hangust, Varuna swings around behind it to setup a tactical advantage, and hit it from behind. As he moves, his wayang heritage is certainly on show, as he looks like dark shadowy specter that belongs in the mass of wriggling tentacles.
Attack: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 281d4 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Will Parry and Riposte if attacked
Parry: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
Riposte: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 161d4 + 7 + 2 ⇒ (1) + 7 + 2 = 10

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Escape Grapple+Halfling Luck: 1d20 + 6 + 2 + 2 + 1 ⇒ (14) + 6 + 2 + 2 + 1 = 25
Hangust, bloody and angry squeezes manages to push the hand open enough to squeeze out.
He stands where he lands, in defiance, weapons still drawn, daring it to try again.
I am still raging, 14/38 HP

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Kitajo writhes like a snake and attempts to twist from the grasp.
Escape Artist: 1d20 + 6 ⇒ (13) + 6 = 19
Freed from the tentacles Kitajo advances on the hand.

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@Kitajo, you no longer had to escape the grapple, the tendrils did not make the DC to maintain grapple on it's turn. You can make an attack roll this turn.
Varuna, looking natural in the dark mist, pierces through the rotting skin of the crawling hand one more time, again a spray of pus like substance burst out from the wound.
Again DC15 Reflex to avoid nausea.
Hangust with all his might frees himself from the hand, but is unable to move further away, he stands in defiance.
Combat Round 6/7
Conditions: Bless, Spirit Aura
Varuna , Liliana, Hangust -24(Elysium's Call), Seren -21 (Elysium's Call), Kitajo -4
Crawling Hand -30
Torrel

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I believe that Elysium's Call has ended for everyone except Kitajo at this point. It only lasts for two rounds. :(
Seeing the darkness approaching, and many of his allies very hurt, Torrel's first instinct is to strike back, in his own fashion against the approaching shadow, but instead focuses a portion of his own soul, channeling the will of heaven through him and seeking to heal the wounds of the living.
Channel to Heal Living: 2d6 ⇒ (1, 1) = 2 <facepalm>
This should not hurt Varuna, but will not heal him either, (I believe).
Also, I had Delayed in order to be on the same init as the party. :P

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Seren looks utterly defeated by her own wand and drops her other sword. Even with Lilianna's encouragement the near death experience has shaken most of her resolve to step into the circle of tentacles. "It's a really big hand..." A helpless little mutter, but she takes a deep breath as a little more healing reaches the party and tries to stand tall.
She lets the other sword drop into the grass and chucks her wand over her shoulder, it's not doing her any good. Her dancing regains some vigor and she starts to spin in place before moving off around the rift of black, drawing a longbow from her back in one movement. On the next her spirit is back in control and letting an arrow fly out of a twirl in an arc towards the hand.
It likely goes wide over the undead... thing, but she doesn't want to risk hitting a friend.
Free action to dance, free actions to drop the wand and sword, move action to new position and drawing the bow as part of the move, standard to shoot!
Longbow (Spirit Bonuses, Bless): 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Damage(Spirit Bonus, Spirit Aura): 1d8 + 5 ⇒ (5) + 5 = 10

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"I'll back you up Torrel!" Lilianna calls out as she follows suit.
________
Channel Positive, Heal Living: 2d6 ⇒ (6, 1) = 7

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The super twins Torrel and Lilianna negates more of the negative energy burst through the use of their positive energy powers. Everyone heals to some degree, but some are still badly wounded.
Seren's dancing is unimpressive with a bow and arrow. Clearly it is not her forte, as the arrows fly of target.
The giant hand is provoked Hangust and once more claws and grasp the little man as soon as he managed to squirm out.
Claw: 1d20 + 11 ⇒ (16) + 11 = 271d6 + 7 ⇒ (4) + 7 = 11
grab: 1d20 + 14 ⇒ (12) + 14 = 26
Combat Round 7/8
Conditions: Bless, Spirit Aura
Varuna , Lilianna, Hangust -26, Seren -12 , Kitajo (2 rounds of action, Elysium's Call), Torrel
Crawling Hand -30
Kitajo can take two rounds.

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Seren glides her way through several of the bushes, a few contortionist moves letting her press further along the edge of the rift as she lines up another shot. The continued pulses of holy magic spurring her on in her with more vigor. "Hangust, get out of the way!" Her deeper voice shouts at the angry halfling, only to be quickly followed up with a higher pitched "Please! and then some muttering to herself about manners.
Her inexperience continues to serve her poorly unless the hand is caught off guard in its grapple.
Free action dance, move 10ft through difficult terrain probably, standard to attack.
Immediate Action: Liberating Command on Hangust - Make an immediate action escape artist attempt with a +8 competence bonus
Longbow (Spirit Bonuses, Bless, Fire into Melee): 1d20 + 10 + 1 - 4 ⇒ (8) + 10 + 1 - 4 = 15
Damage(Spirit Bonus, Spirit Aura): 1d8 + 5 ⇒ (8) + 5 = 13

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Varuna takes a few steps to the side to pin the trap the creature between himself and the monk.
Attack: 1d20 + 12 + 1 + 2 ⇒ (15) + 12 + 1 + 2 = 301d4 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Will Parry and Riposte if attacked
Parry: 1d20 + 12 + 1 + 2 ⇒ (20) + 12 + 1 + 2 = 35
Riposte: 1d20 + 12 + 1 + 2 ⇒ (13) + 12 + 1 + 2 = 281d4 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Reflex if needed: 1d20 + 12 ⇒ (12) + 12 = 24
One of the orc tokens we earned could really help us out here!
Cleft Head: Before attempting a Bluff, Escape Artist, Perform, or Sleight of Hand check during this adventure, a PC can decide to roll twice and take the higher result. Each PC can use this benefit once before the end of the adventure.

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Escape Artist+Halfling Luck: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Since this is an immediate action it happens on Seren' s turn, but if that would take place after my move then I'll just make one attack at -4.
Hangust, with Serens help squeezes out of the hand again and attacks it instantly to release his frustration ignoring his wounds as he attempts to hurt his strange foe.
Kukri +1, MH (Raged): 1d20 + 9 ⇒ (16) + 9 = 251d3 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Kukri, OH (Raged): 1d20 + 8 ⇒ (3) + 8 = 111d3 + 3 + 3 ⇒ (2) + 3 + 3 = 8

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Turn 1
Punch
Unarmed Strike: 1d20 + 7 ⇒ (12) + 7 = 19 Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Turn 2
Flurry + 1 burning a ki point for an extra strike.
Flurry Unarmed Strike 1: 1d20 + 7 ⇒ (3) + 7 = 10 Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Flurry Unarmed Strike 2: 1d20 + 7 ⇒ (12) + 7 = 19 Damage: 1d6 + 4 ⇒ (2) + 4 = 6 Jabbing Style Damage: 1d6 ⇒ 2
Flurry Unarmed Strike 3: 1d20 + 7 ⇒ (16) + 7 = 23 Damage: 1d6 + 4 ⇒ (1) + 4 = 5 Jabbing Style Damage: 1d6 ⇒ 2

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Combat over! We got less than a day till scenario's over! Last push everyone
Seren has another arrow fly off it's mark while Varuna takes advantage of the distraction and stabs the creature another time. The wound releases a spray of pus again, but once more Varuna easily dodges it.
Seren calls out to Hangust in the time of need, motivating him to get out of the hand. Hangust learns the trick and is able so squirm his way out, in time to give a strike to the creature with one of his kukri's using the second one as a form of distraction. Pus sprays all over him!
Negative Energy, nausea rounds?: 2d6 ⇒ (4, 5) = 91d3 ⇒ 2 [oooc]DC15 Reflex negates.[/dice]
The hand is barely standing after taking all those thits, and it takes one strong high five from Kitajo to push the hand over and make it fall all the way to the ground. Save the ki flurry, It only needed 2 dmg to be knocked out!
With the immediate threat taken out, the team now looks towards the ever growing rift, and knows they must do something to close it permanently!
This is going to be messy. Each round you are still subjected to negative energy channel burst (unless it is negated by channel positive energy that does at least 6 dmg or heals 6 hp, this is from one channel and not accumulative) If you attempt to enter to rift area you are still subjected to the tendril attack.
To close the rift, you will need to be adjacent to it (centre of the map) and attempt one of the following rituals (skills) on your round, Kn Arcana, Kn Planes, Kn Religion, Linguistics, Perform (oratory), Spellcraft, UMD. It takes a couple of success to close the Rift. If you've completed a similar ritual in 8-07 From the Tome of Righteous Repose, you gain a +4 circumstance bonus. You can expand a use of channel positive energy while you perform the ritual to give you a bonus of +2 to your skill check.
Round 8
Lilianna, Torrel
If Lilianna or Torrel does not channel or meet at least 6 during their channel, Hangust and Kitajo may take negative energy dmg, Will DC14 halves. You may roll a just in case Will Save.
Round 9
Varuna , Lilianna, Hangust -26, Seren -12 , Kitajo, Torrel
0/? Successes to close the Portal

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Kitajo performs some sacred martial arts forms to try to close the rift.
Kn Religion: 1d20 + 5 ⇒ (8) + 5 = 13

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With the threat eliminated, Varuna makes his to the rift, using his knowledge of the arcane and familiarity with the shadow world to try and close it.
Kn Arcana : 1d20 + 9 + 1d6 ⇒ (3) + 9 + (3) = 15
-Posted with Wayfinder

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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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Calling on all of his inner fortitude, he begins to push forward, both physically moving against the darkness and spiritually, forcing the positive energy out around him like a shield , struggling towards the center.
Night's Star takes to the air, staying out of the darkness.
Channel Energy to Heal Living: 2d6 ⇒ (4, 4) = 8
Know Religion: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22

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"Sarenrae's light shall keep the darkness at bay, get in there and seal that portal!" Lilianna commands as she unleashes more and more light from her holy symbol.
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Channel Positive Energy, Harm Undead DC 20: 2d6 + 3 ⇒ (4, 4) + 3 = 11
Channel Positive Energy, Harm Undead DC 20: 2d6 + 3 ⇒ (6, 5) + 3 = 14
Posting just in case we aren't done! This is for both rounds.

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Reflex: 1d20 + 2 ⇒ (6) + 2 = 8
The foe defeated, Hangust retreats from the circle, knowing this is beyond his depth, that depth mostly being slashing at things. The fact that he's still gagging from the pus doesn't help much and he kneels in the grass trying not to vomit, hoping the others don't need to rely on him any time soon.
What a glorious way to close out this special for me.