
| GM.Kashka | 
 
	
 
                
                
              
            
            missed the bad formatting...
Active Party Conditions 
Seiran - Mage Armor, Shield, enlarged 
Sam - Barkskin 
Prisim - False life, mage armor
Urktar - Heroism, enlarge 
All - Bless, Inspire Courage
Initiative Round 1-2 - Bold May Act 
Sieran -4hp
Devonalia 
Ecto 
Urktar
Samaldinach
Garrett 
Armor 
Prisim 

|  Garrett Goodleaf | 
 
	
 
                
                
              
            
            Garrett draws his short bow as he moves forward, continuing his inspiring speech. Once in position he lets an arrow fly towards the nearby undead!
Attack vs Blue: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Got ninja'ed by the new post! Rewind this post.

|  Prisim | 
 
	
 
                
                
              
            
            Prisim moves forward and throws another orb of acid at the purple creature.
ranged touch,PBS,inspire: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
damage,PBS,inmspire: 1d3 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5

|  Seiran Leogil | 
 
	
 
                
                
              
            
            Seiran steps up, throwing a ball of light made of positive energy at the Phantom armor.
Disrupt Undead, ranged touch. 1d20 + 6 ⇒ (12) + 6 = 181d6 ⇒ 2 

| GM.Kashka | 
 
	
 
                
                
              
            
            Prisim and Seiran both hit the phantom armor.
Devonalia is startled when the ooze like humanoid appears through the tent... leaving a silver mucus in its wake... and attempts to slam her.
slam: 1d20 + 3 ⇒ (14) + 3 = 17
and misses.
Garrett moves up and hits the phantom armor.. severely wounding it.
Active Party Conditions 
Seiran - Mage Armor, Shield, enlarged 
Sam - Barkskin 
Prisim - False life, mage armor
Urktar - Heroism, enlarge 
All - Bless, Inspire Courage
Initiative Round 2 - Bold May Act
Sieran -4hp
Ecto 
Devonalia
Urktar
Samaldinach 
Garrett 
Armor  blue -12hp
Prisim

|  Devonalia Crystalwind | 
 
	
 
                
                
              
            
            Devonalia takes a step to her side and strikes out at the foe with the nifty dagger..
Undead Bane Dagger: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9...DMG+Bane: 1d4 + 2 + 2d6 ⇒ (2) + 2 + (6, 3) = 13

|  Urktar | 
 
	
 
                
                
              
            
            "Sorry about the slime, Bert, but no time to clean ya yet."
Urktar takes his 40' of movement and sees if Bert can dent the black armor.
HIPA: 1d20 + 8 + 2 + 1 + 2 - 1 ⇒ (14) + 8 + 2 + 1 + 2 - 1 = 26
enlarged cold iron slashing dmg: 3d6 + 6 + 3 + 1 + 1 ⇒ (2, 1, 2) + 6 + 3 + 1 + 1 = 16

|  GM Granta | 
 
	
 
                
                
              
            
            ★★★OVERSEER ANNOUNCEMENT★★★
Medda rides by, calling above the din of the raging battle, “The path is clear—we can reach the valley that holds the stone circle. Let us band together and stop the undead tide. I am concerned that some of the foul creatures had the name ‘Eshimka’ on their rotting lips. We must stand together and use all of our power to close this black portal before it’s too late!”
Fighting side-by-side, the Twinhorn following and Pathfinders have carved a path to the stone circle. This affords only a brief opening to stop the undead army, and the fighting will be difficult.
@Table GMs: You have until October 5 to run encounter J on page 38. The Uncertain Opportunity condition on page 38 is in effect.

| GM.Kashka | 
 
	
 
                
                
              
            
            Devonalia's blade finds extra stregnth behind it as it drops the humanoid... Urktar moves up and single handedly destroys the phantom armor.... While Sam's trident moves up to finish off the last Armor.
the party was very close to finishing that group so i am marking it as a success
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.
The party recasts their minute per level buffs as they approach the portal. assuming the enlarges again, and shield
Devonalia: 1d20 + 6 ⇒ (13) + 6 = 19
Garrett: 1d20 + 5 ⇒ (6) + 5 = 11
Prisim: 1d20 + 1 ⇒ (4) + 1 = 5
Samildanach: 1d20 + 1 ⇒ (8) + 1 = 9
Sieran: 1d20 + 2 ⇒ (18) + 2 = 20
Urktar: 1d20 + 4 ⇒ (3) + 4 = 7
GM: 1d20 + 2 ⇒ (2) + 2 = 4
Active Party Conditions 
Seiran - Mage Armor, Shield, enlarged 
Sam - Barkskin 
Prisim - False life, mage armor 
Urktar - Heroism, enlarge 
Initiative Round 1 - Bold May Act  
Sieran  
Devonalia 
Garrett
Samaldinach 
Urktar  
Prisim 
Skeletons
Giant Hand
Slide 10 - outside the path is difficult terrain

|  Garrett Goodleaf | 
 
	
 
                
                
              
            
            Garrett quickly casts his last Heroism up Sieran and sends him into battle. "Go forth mighty paladin and destroy these monstrosities!"
Cast Heroism and move forward.

|  Seiran Leogil | 
 
	
 
                
                
              
            
            Yes. Refresh my buffs. and that's quite far for difficult terrain.
Seiran is filled with the rush of battle and rushes forward!

| GM.Kashka | 
 
	
 
                
                
              
            
            dont forget you all benefit from Nimble Moves for this adventure!
(Slide 5)

|  Urktar | 
 
	
 
                
                
              
            
            Urktar offers a grunt and big toothy smile of thanks to Prisim then starts crashing through the forest, double moving as far as he can, heading straight for the wider part of the path.
Red lines trace his path. Nimble moves for the first 5' of forest, difficult terrain for other 3 forest before he's on the path (because of his large size, it's still 3 of difficult). Total of 80' movement, 3 sq of difficult terrain. Left the lines there in case you want to double check, 'cuz with large size, etc, it's a bit weird. Feel free to correct any error, especially if Urktar has to worry about squeezing at points where the path narrows (might cost him another 15'?). Thanks.

| GM.Kashka | 
 
	
 
                
                
              
            
            Squeezing on the path vs difficult terrain is the same penalty.. does not hurt your movement twice

| GM.Kashka | 
 
	
 
                
                
              
            
            The party moves up towards the circle, following the path while waiting for the enlarged melees to get closer.
The undead do not react to your approach. The black tendrils of mist continue to swirl in the circle.
Active Party Conditions 
Seiran - Mage Armor, Shield, Heroism, enlarged 
Sam - Barkskin 
Prisim - False life, mage armor 
Urktar - Heroism, enlarge 
Initiative Round 2 - Bold May Act  
Sieran  
Devonalia 
Garrett
Samaldinach 
Urktar  
Prisim 
Skeletons
Giant Hand
Slide 10 - outside the path is difficult terrain

|  Devonalia Crystalwind | 
 
	
 
                
                
              
            
            Devonalia points to the foes congregating in the open and then points to the groups left flank as if saying she will sneaking up on the left...
Stealth: 1d20 + 11 ⇒ (8) + 11 = 19
double move using stealth so reduced speed as well

|  Urktar | 
 
	
 
                
                
              
            
            Urktar lumbers forward, pulling out his longspear as goes.
Double move, total of 80' movement, using nimble moves overcoming 5' of difficult terrain, and only counting squeezing/difficult terrain when his space occupies squares with bushes/trees/rocks

|  Seiran Leogil | 
 
	
 
                
                
              
            
            Seiran pushes his bulk through the path, making his way towards the rest as fast as he can.
Pushing aside shrubs and smaller plants, he can feel them brushing past his legs.

| GM.Kashka | 
 
	
 
                
                
              
            
            Garrett and Sam move up with the party, and throw down a Bless and an inspirational tune!
2 of the undead move to attack Urktar, who uses Bert to smash one of them.
The other attacks him.
claw: 1d20 + 2 ⇒ (10) + 2 = 12
damage: 1d4 + 2 ⇒ (2) + 2 = 4
Active Party Conditions 
Seiran - Mage Armor, Shield, Heroism, enlarged 
Sam - Barkskin 
Prisim - False life, mage armor 
Urktar - Heroism, enlarge 
All - Bless, Inspire
Initiative Round 3 - Bold May Act  
Sieran  
Devonalia 
Garrett
Samaldinach 
Urktar  -4hp
Prisim 
Skeletons
Giant Hand
Slide 10 - outside the path is difficult terrain

|  Seiran Leogil | 
 
	
 
                
                
              
            
            Seiran pushes himself through, trampling undergrowth beneath his feet as he tries to move towards his companion battling the undead.

|  Urktar | 
 
	
 
                
                
              
            
            Urktar drops his spear and bellows with indignant Rage at the injury inflicted upon him, then whips out Bert and slashes at the zombie in front of him.
Heroic Raging PA: 1d20 + 8 + 2 + 2 - 1 ⇒ (15) + 8 + 2 + 2 - 1 = 26
c.i. slashing: 3d6 + 6 + 1 + 3 ⇒ (4, 3, 3) + 6 + 1 + 3 = 20
c.i. slashing: 3d6 + 6 + 1 + 3 ⇒ (2, 4, 2) + 6 + 1 + 3 = 18
Confirm?: 1d20 + 8 + 2 + 2 - 1 ⇒ (20) + 8 + 2 + 2 - 1 = 31
c.i. slashing: 3d6 + 6 + 1 + 3 ⇒ (4, 5, 5) + 6 + 1 + 3 = 24
Pleasepleaseplease let something move up. lol

|  Garrett Goodleaf | 
 
	
 
                
                
              
            
            Garrett continues his inspiring performance and he rushes to keep up with the others as he moves out of the wooded area.
Maintain Inspire Courage. Double Move.

| GM.Kashka | 
 
	
 
                
                
              
            
            Bert chops down another zombie.
The other undead remain where they are, guarding the portal against intruders.
Active Party Conditions 
Seiran - Mage Armor, Shield, Heroism, enlarged 
Sam - Barkskin 
Prisim - False life, mage armor 
Urktar - Heroism, enlarge 
All - Bless, Inspire
Initiative Round 4 - Bold May Act  
Sieran  
Devonalia 
Garrett
Samaldinach 
Urktar  -4hp
Prisim 
Skeletons
Giant Hand
Slide 10 - outside the path is difficult terrain

|  Urktar | 
 
	
 
                
                
              
            
            Urktar moves forward and takes a swipe at the Giant Hand. Nimble moves for first 5'
"C'mon, Bert, time for some lop-a-digitation..."
HIRPA: 1d20 + 8 + 2 + 1 + 2 - 2 ⇒ (19) + 8 + 2 + 1 + 2 - 2 = 30
EIRPA c.i. slashing dmg: 3d6 + 6 + 1 + 1 + 3 + 6 ⇒ (5, 1, 4) + 6 + 1 + 1 + 3 + 6 = 27
crit?: 1d20 + 8 + 2 + 1 + 2 - 2 ⇒ (7) + 8 + 2 + 1 + 2 - 2 = 18
EIRPA c.i. slashing dmg: 3d6 + 6 + 1 + 1 + 3 + 6 ⇒ (4, 4, 5) + 6 + 1 + 1 + 3 + 6 = 30
EIRPA c.i. slashing dmg: 3d6 + 6 + 1 + 1 + 3 + 6 ⇒ (3, 2, 6) + 6 + 1 + 1 + 3 + 6 = 28

| GM.Kashka | 
 
	
 
                
                
              
            
            i think Urktar missed Bless...
Urktar fearlessly moves into the circle and with the power of a diety favoring him.... cleaves the giant hand in twain... it explodes in a 5 foot burst of nasty smelling pus.

|  GM Granta | 
 
	
 
                
                
              
            
            ★★★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.

| GM.Kashka | 
 
	
 
                
                
              
            
            "Winner, Winner chicken dinner!"
Well done players!
Boons!
Devonalia: 1d20 ⇒ 6
Garrett: 1d20 ⇒ 2
Prisim: 1d20 ⇒ 4
Samildanach: 1d20 ⇒ 20 1d4 ⇒ 3
Sieran: 1d20 ⇒ 3
Urktar: 1d20 ⇒ 13
GM: 1d20 ⇒ 17

|  Urktar | 
 
	
 
                
                
              
            
            No dayjob. Bert is dayjob

|  Seiran Leogil | 
 
	
 
                
                
              
            
            Seeing the day is won, Seiran relaxes as he takes a sip from his waterskin.
"Lift your voices!! The day is won! Spread the word for we have carried the day! Hurrah!!!!"

|  Devonalia Crystalwind | 
 
	
 
                
                
              
            
            Devonalia helps dispatch the remaining undead guardians and then goes to celebrate with the others in the mead hall. She does three cheers for the group of pathfinders that managed to do the unthinkable.

|  Prisim | 
 
	
 
                
                
              
            
            "Well done everyone. See, beauty totally can trimph over yucky tentacled yicky stuff." cheers Prisim.

|  Garrett Goodleaf | 
 
	
 
                
                
              
            
            Garrett lets out several cheers and tries to take Prisim's hand for a celebratory dance! "This adventure shall be one for the ages! The stories I shall write and tell about this will cover my traveling expenses for years to come!"

|  Samildanach The Dread | 
 
	
 
                
                
              
            
            Smilingg wearily as he picks himself off the ground, Samildanach gives a hand to hismallies should they require one and with a prayer soothes their wounds. Smiling broadly, the cleric slaps his allies on the back roughly and laughs.
"Well done to us all! Let us feast and rest my friends! I hope to see you soon!"
 
	
 
     
    