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"Oo oo oo! I've never fought illusions before! What are their immunities and resistances? Hey! I wanna get hit too! Hit me! hit me!"
She moves up to the closest illusion and bounces up and down waiting impatiently to be hit. "Does it hurt much?"

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Syllyn walks right through yellow waving his hands and saying, "See, it really IS an illusion!"

GM Redelia |

Yellow moves around and swings his greataxe at Lorqinal, but misses.
attack: 1d20 + 5 ⇒ (1) + 5 = 6
Still no will save chance from Lorqinor.
Red's axe arcs towards Lauranna.
attack: 1d20 + 5 ⇒ (2) + 5 = 7
Blue moves around to also attach Lauranna.
attack: 1d20 + 5 ⇒ (1) + 5 = 6
So at this point, Lauranna and Lorqinor are the only ones who haven't seen through the illusion. They will get another chance any time they hit or are hit by one of the enemies. This continues until either both see through it, or else it appears to them that the enemies are all taken down. Lauranna and Lorqinor believe that several of their companions have been hurt, but those companions are actually fine.
Dylph and Purnell get AoO's against blue, if they want them.
All PC's may post their actions.
Blue is 10 hp below start, other enemies have not been hit.

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EDIT Read the bit about believing the wounds.
"Would it help if I laid down?"
Lauranna just stands there hoping to be hit, until she notices her friends ally's wounds and a realization dawns on her. She moves to treat their wounds turning her back on both of her supposed foes. This allows them the Opportunity to Attack. *wink*
heal (first aid): 1d20 + 4 ⇒ (17) + 4 = 21

GM Redelia |

Lauranna just stands there hoping to be hit.
She tries jumping into one of their blades.
[dice=aid other (red, +2 to attack roll)]1d20+4
"Would it help if I laid down?"
Brownie points for making the GM laugh... I would rule that you could choose to forgoe your dexterity bonus to AC, but you don't have one.

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Dylph will attack by dagger on the blue one...
Dagger: 1d20 + 1 ⇒ (20) + 1 = 21
Confirm: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 2d4 + 1 ⇒ (4, 4) + 1 = 9
"Can't you see? They're not real..."

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GM Redelia |

Hmmm, I'm going to rule that interacting with illusory wounds counts as interacting with the illusion. It's not what the adventure says, but run as written can't be quite as strict in modules, since they're not written for PFS.
As Lauranna tries to heal her friends's wounds, she notices that the wounds are only an illusion. Looking up, she finds that the enemies are illusions, also.

GM Redelia |

Lorqinol's blast of water hits his target.
That hit because it's a touch attack. Please roll damage. Can you clarify which one you are aiming at? Also, did you step off the edge of the map?
So now waiting for:
damage roll from Lorqinor
action from Syllyn
action from Purnel
action from Aerian

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Syyly CHARGES red and plants a nice on on its back. +2 flank, +2 charge.
"Might as well get some practice in!"
To Hit: 1d20 + 4 + 2 + 2 ⇒ (19) + 4 + 2 + 2 = 27
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Crit To Hit: 1d20 + 4 + 2 + 2 ⇒ (13) + 4 + 2 + 2 = 21
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

GM Redelia |

Too late to edit, but Dylph's attack actually brings down blue completely.
Syllyn's masterful charge eliminates red.
To keep things simple, I'm going to say that Lorqinor's attack was on yellow, and roll damage for him. I will use his will save rolled earlier, which failed.
damage: 1d6 + 3 ⇒ (4) + 3 = 7
So, current status:
Everyone but Lorqinor sees through the illusion.
Yellow is still standing, -7 HP from start, and staggered.
Still to go this round are Purnel and Aerian.
This should be over soon.
Guys, I'm sorry this fight has been such a mess. The illusion things complicated it a lot over PBP.

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Aerian steps back from the illusory attacker and lets the melee types 'finish it off'.. He spends the time instead looking for who or what is controlling the illusions.
perception: 1d20 + 9 ⇒ (12) + 9 = 21

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"Well that's not real intestines at all! Waitaminute, I think I know their weakness guys! Quick everyone try to knock Lorqinor senseless!" She hefts up her maul.

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Purnel will move over and attempt to spear yellow.
Sorry I have been at work.
spear thrust: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d6 + 1 ⇒ (5) + 1 = 6
"Why are we fighting figments?" "Try and touch them and you will see. Stop wasting your energy."

GM Redelia |

Purnel's spear thrust does obvious damage to the remaining 'creature.'
The creature moves slightly up to Lorqinor, and then attacks him.
attack: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d12 + 4 ⇒ (9) + 4 = 13
To finish this, I'm going to roll Lorqinor's save for him.
Lorqinor will save: 1d20 + 1 + 4 ⇒ (13) + 1 + 4 = 18
To Lorqinor's surprise, what looks like it should be a serious blow does not hurt at all. Instead, just after the blow 'hits,' the creature, and the fallen bodies of his comrades, disappear. The wounds that Lorqinor was seeing on his friends also go away.

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"Do you think these were part of the ceremony? Nobody got hurt, right? Such an odd way to celebrate manhood! Our children would go out and take down a leatherback or, if they were really ambitious, a walking fang. This seems a such a disappointment in comparison."

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"Do you think these were part of the ceremony? Nobody got hurt, right? Such an odd way to celebrate manhood! ...."
Lauranna just stares at the man lizard.
"Well I think it would have worked if you just let me hit him a couple of times. I mean he was the only one to still believe and all. If he were unconscious he wouldn't be able to believe."

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Aerian scowls in total confusion at Lauranna's reasoning... then he shrugs... Perhaps it is a human thing?

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Syllyn is quite confused to, not sure how hitting each other helps anything.
I think it might be best if nobody was in front of her in the marching order.

GM Redelia |

You put your heads together to follow the map.
I'm just going to roll survival checks for you guys so we can make progress here. No one is trained, but Lauranna has the highest wisdom bonus. The DC is 10, so it can be done untrained.
Lauranna survival: 1d20 + 3 ⇒ (10) + 3 = 13
You journey for the rest of the day, Lauranna easily following the map. The sunlight begins to fade and a cold wind begins to rattle through the leafless forest. There is now no sign of civilization in sight.
Lauranna survival to find a campsite: 1d20 + 3 ⇒ (18) + 3 = 21
Lauranna points out a nice flat campsite, surrounded on three sides by bushes. There is plenty of dry wood to be found to start a fire, and you cook into a fine stew from some of your rations. Just as you are finishing up your meal, you hear wolf howling in the distance. Over the next half hour, the howling grows closer.
Lorqinor: 1d20 + 10 ⇒ (15) + 10 = 25
Syllyn: 1d20 + 6 ⇒ (8) + 6 = 14
Purnel: 1d20 + 8 ⇒ (18) + 8 = 26
Aerian: 1d20 + 9 ⇒ (13) + 9 = 22
Lauranna: 1d20 + 3 ⇒ (12) + 3 = 15
Dylph: 1d20 + 7 ⇒ (13) + 7 = 20
Syllyn init: 1d20 + 1 ⇒ (13) + 1 = 14
Purnel init: 1d20 + 5 ⇒ (2) + 5 = 7
Aerian init: 1d20 + 4 ⇒ (14) + 4 = 18
Dylph init: 1d20 + 7 ⇒ (15) + 7 = 22
Lorqinor init: 1d20 + 9 ⇒ (15) + 9 = 24
Lauranna init: 1d20 ⇒ 14
enemy init: 1d20 + 2 ⇒ (10) + 2 = 12
You notice a single wolf at the edge of your campsite.
Surprise round:
Lorqinor
Dylph
Aerian
Purnel
Round 1:
Lorqinor
Dylph
Aerian
Lauranna
Syllyn
wolf
Purnel
bold may post. If you are bolded for both surprise round and normal round, please remember that you get 1 move, 1 standard, and one more of either, plus swift and free as usual.

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The half elf will throw a bit of dried fish to the wolf.
Here you go buddy, being hungry isnt a good thing

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"Well that will either placate it, or it will be back with all its friends for more... or it will just attack us... " Aerian waits and watches to see what it will do.

GM Redelia |

The wolf grabs the dried fish and runs away. You hear nothing more of the wolves that night.
The next day, you continue their journey through the Fangwood. Early in the day, your trail leads them to the shores of the Gray Lake. The trees begin to thin, revealing a field of short, green grass that leads to the shores of a wide, calm lake reflecting the overcast sky above. A dense fog hangs over the center of the lake, obscuring the far side. Near the shore of the lake, a dark form lies next to the water.
When you investigate, you find the decayed body of a bandit. He has a masterwork short sword and a coin pouch with 87 gp inside. The coins look newly minted from the capital city of Tamran; they bear the likeness of Forest Marshal Gavirk, nominal leader of Nirmathas. This man is not from Kassen—his clothing is in poor condition from exposure, but it is obviously of a kind purchased in larger cities. He has been dead for a few months.

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Aerian will try to ascertain what killed him...
heal: 1d20 ⇒ 4
but he can't seem to figure it out... too much decomposition.

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"Anyone know how to cast Detect Magic or Poison or anything?"
Syllyn searched the body and the surrounding area for clues.
"Be best if we bury him. At least he's not animating or anything!"

GM Redelia |

Leaving the Gray Lake behind, you travel for about 3 hours to reach the valley that contains the Crypt of the Everflame. The trees in this part of the forest are very old and quite gnarled. The weather makes the journey even more miserable, as a cold rain begins to fall halfway through this part of the forest. The trail leads ever deeper into the Fangwood, through a twisting maze of trees and confusing ravines. As it tops a small rise, a broad valley spreads out before it, the opposite side of which looks like a writhing serpent. Yet between the two lies a steep hill sloping down into the valley. A cold rain starts to fall, making the ground slick and treacherous.
I need 3 DC 10 acrobatics checks from each of you to make it safely down the slope. You may go slowly or use ropes for a bonus, if you have them. DC 10, +2 for either of the above bonuses. Please roll a reflex save for each missed acrobatics check.

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acro with rope and going slow: 1d20 + 2 + 2 + 2 ⇒ (1) + 2 + 2 + 2 = 7
reflex: 1d20 + 6 ⇒ (19) + 6 = 25
acro with rope and going slow: 1d20 + 2 + 2 + 2 ⇒ (4) + 2 + 2 + 2 = 10
acro with rope and going slow: 1d20 + 2 + 2 + 2 ⇒ (14) + 2 + 2 + 2 = 20
Aerian has a great deal of trouble with the slope initially, even going slow with a rope, but seems agile enough to mitigate some of the side effects of his lack of acuity going down. Once he gets started though, he recovers and makes it down I hope.

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Acrobatics: 1d20 + 9 ⇒ (12) + 9 = 21
Acrobatics: 1d20 + 9 ⇒ (17) + 9 = 26
Acrobatics: 1d20 + 9 ⇒ (15) + 9 = 24
Dylph handles the slope easily and stands ready to help any one that might slip...

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Syllyn removes his shield to give him better purchase, and slowly begins his descent if there is rope (he has none). If someone has rope he also removes his armor. In either case he can take 10 and make it down.
Aerian, do you have rope and will you share?

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yes Aerian has rope and of course, everyone is welcome to use it

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Acrobatics 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
The half elf, with the aid of the rope makes his way down.

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Purnel proceeds slowly down the hill.
acrobatics: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
acro2: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
acro3: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
"This valley gives me the creeps. It will be nice to get inside shelter and out of this rain."

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"Dear Funny Lord, please protect me." casts guidance
She Takes 10 and moves slowly (Dex + slow + guidance + armor check penalty = 10 + 0 + 2 + 1 - 2 = 11)
"Dear Funny Lord, please protect me." casts guidance
She Takes 10 and moves slowly (Dex + slow + guidance + armor check penalty = 10 + 0 + 2 + 1 - 2 = 11)
"Dear Funny Lord, please protect me." casts guidance
She Takes 10 and moves slowly (Dex + slow + guidance + armor check penalty = 10 + 0 + 2 + 1 - 2 = 11)

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"We could just go in the crypt and make camp there. No rain there. Or is there a taboo against that."
Humans have some odd habits. I vaguely recall some rules about their burial places. But it always seems to differ depending on which human tribe you deal with.

GM Redelia |

Aerian starts to slip once, but catches himself. The rest of you all climb down with no problem.
You continue on and find yourselves in the bottom of a small valley, standing outside the entrance to the crypt.
An archway of stone is set into the side of a small hill at the bottom of the valley. Moss has overgrown many of the details, but one is still quite clear. The keystone of the arch is carved with a flame symbol with a stylized rune in the middle. Beyond the archway is a darkened tunnel that leads to a pair of massive wooden doors, one of which is slightly ajar. A pair of horses and a trio of ponies lie slaughtered next to the archway, each corpse still tied to a post set into the ground nearby. A swarm of flies hangs lazily in the air above them. The animals were slain 2 days ago with crude blades or perhaps claws. A DC 15 Perception check uncovers the scattered bones of a human underneath one of the horses. The bones are clearly very old. The horses and ponies were obviously laden with gear and supplies, but most of that was removed (though the empty saddlebags remain). One of the bags contains 2 days’ worth of rations, a pair of large, comfortable pillows, a quiver with 10 blunt arrows, and 2 pints of lamp oil.
When you enter the crypt, it is dark. The walls are decorated with a scrolling pattern of villagers fighting o! masked bandits and monsters. This artwork is still in relatively good condition, although water damage and lichen have taken their toll. The stench of mold and rot hangs heavy in the air.
As the heavy doors swing open, the faint light from outside reveals a long chamber with risen platforms on either side. A faded painting of Kassen is on the far wall. The room appears to be the site of a gruesome battle, with two bodies piled in the center and a number of skeletons scattered around. An echoing wail can be heard somewhere in the distance, beyond this foul chamber. Scattered around the floor of this room are six human skeletons. As you enter, the skeletons rise up to attack you.
Syllyn init: 1d20 + 1 ⇒ (15) + 1 = 16
Purnel init: 1d20 + 5 ⇒ (5) + 5 = 10
Aerian init: 1d20 + 4 ⇒ (15) + 4 = 19
Dylph init: 1d20 + 7 ⇒ (5) + 7 = 12
Lorqinor init: 1d20 + 9 ⇒ (1) + 9 = 10
Lauranna init: 1d20 ⇒ 3
enemy init: 1d20 + 6 ⇒ (20) + 6 = 26
Monsters will go first, but I want you guys to adjust your marching order before they attack.

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Marching order looks good to me too, though I sure could use a couple more points of AC.
Cremation! Obviously cremation is the way to go.