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Keeran holds out his scythe. I don't mind going in first. If your Daylight can eat the darkness, what it doesn't eat, my eyes should be able to see.

DM Caleth |

This is just plain darkness so you can actually see into it with darkvision. If you have darkvision, just peek under the grey square on the map.
A feeling of cold dread is palpable in this oval-shaped hall, which is finished in gleaming dark stone. There are shadows even in the pitch blackness of the upper portions of the chamber, seething slowly with foul energy. Doorways exit the chamber to the north where you are entering from and the west.

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Keeran moves boldly into the hallway with or without a gleaming scythe. He looks into the next room with a since of cation, ready to swing at anything that might come at him.
I am pretty sure Keeran is at full health. He wasn't hit by anything in this last encounter. His tag on the map says otherwise.

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Selkin will use the ability on his weapon so that all in the party will be able to see. He then will follow Keeran into the room.

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Kyshkumen follows along behind everyone with his daggers drawn and at the ready.
Moved everyone forward to the edge of the room so the GM has something to work with next time he logs in. I agree with Keeran that the HP key on the map is not accurate.

DM Caleth |

Feel free to change your HP totals on the map to keep them up-to date.
As you cross the room, you feel only a creepy feeling on the back of your neck.
Out of the corner of your eye, you see a bit of shadow detach itself from the darkness and slip malevolently into the floor as you pass.
1d20 + 12 ⇒ (4) + 12 = 16

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Keeran looks about with keen eyes and both hands grasping his scythe.
Is there a knowledge check that can be made at all? I have been adding up mine wrong this whole time
Perception: 1d20 + 9 ⇒ (15) + 9 = 24

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Quickly, let's move from this place then. I do like the sound of shadows creeping about on their own. Selkin will move across the room.

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Keeran gives Manius a questioning look. How can you see anything with that helmet on? He then took a breath to focus himself and moves for the exit.At any rate, leaving is a good plan. he half growled.

DM Caleth |

As you exit the chamber, the shadow rises out of the ground behind you and even though you are expecting the attack, it rams it's incorporeal hand into Boram's back. Boram takes 2 STR damage.
Round 1
Go!
Shadow wins initiative, but at least you guys avoided the surprise round.
1d20 + 4 ⇒ (13) + 4 = 17
1d6 ⇒ 2
1d20 + 2 ⇒ (13) + 2 = 15
1d20 + 4 ⇒ (6) + 4 = 10
1d20 + 4 ⇒ (9) + 4 = 13
1d20 + 1 ⇒ (4) + 1 = 5
1d20 + 0 ⇒ (5) + 0 = 5
1d20 + 3 ⇒ (1) + 3 = 4

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Boram grunts as a wave of weakness flows over him. He draws a flask of alchemist's fire and flings it near the creature.
Move action: Draw alchemist's fire
Standard action: Throw alchemist's fire at the grid intersection on the NE corner of the shadow.
Attack (Alchemist's Fire vs. AC 5, Point Blank Shot): 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Damage (Alchemist's Fire (Splash Damage), Point Blank Shot): 1 + 3 + 1 = 5
Not an action: 5' step, as indicated on map

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Keeran lets out a sigh. Retreating seems not to be good enough for this thing. Strength was not something he wanted to lack, but he was sure his comrades didn't either. So he marched in after them to take a swing at this shadow.
Scythe: 1d20 + 3 ⇒ (16) + 3 = 19
Slashing: 2d4 + 4 ⇒ (3, 3) + 4 = 10

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I'm going to assume that I'm seeing party members swing with weapons at the shadow and just slicing through it without it having to seem any effect
"What is that thing?! Can we hurt it?
(Readying to move away from the shadow as soon at it moves towards us/me, if it seems that it's taking damage from us I'll change to making an attack attack roll if it seems like we are damaging it with weapons: 1d20 + 6 ⇒ (10) + 6 = 16 damage if hit: 2d4 + 7 ⇒ (2, 3) + 7 = 12)

DM Caleth |

As you swing ineffectually at the shadow, the only things which seem to harm it in the slightest are Selkin's holy energy and Boram's bombs, although they barely seem to slow it down. I added how many hp of damage you have dealt the shadow to the map to help you out a little.
The shadow lunges towards Selkin, and in it's rage fails to swipe through Hrothgar who is in the way.
Round 2
Go!
1d20 + 4 ⇒ (6) + 4 = 10

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Boram, frustrated by the ineffectual attacks of his comrades, yells, "Spread out! I can't hit this thing directly, and will catch you in the blast if you're too close!"
Delay until Keeran or the rhino have moved away...

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Boram draws another flask of alchemist's fire from his bandolier and throws it to the ground near the creature.
Move action: Draw alchemist's fire
Standard action: Throw alchemist's fire at the grid intersection on the NE corner of the shadow.
Attack (Alchemist's Fire vs. AC 5, Point Blank Shot): 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Damage (Alchemist's Fire (Splash Damage), Point Blank Shot): 1 + 3 + 1 = 5
Not an action: 5' step, as indicated on map
It's also worth pointing out, if anyone's got a wand of CLW, they can use it against the shadow, too...

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If we are going to meta this a bit...since I don't think we can survive this otherwise..if we go with the clw to attack it..I'll aid another on attack and I suggest that everyone who can to do the same....if we are not...Manius will make a tactical retreat. And for the next round..I suggest we time it so that everyone takes a step away from the shadow so Boram can just bomb it without having to worry he will hit us.
(so delaying until right before Selkin)
Aid another if needed vs AC 10: 1d20 + 6 ⇒ (15) + 6 = 21

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Keeran looks to the wand, looks to Kyshkuman then back to the shadow. No getting out of this fight. So he touches the shadow and then move back if possible.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

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Boram stumbles briefly as another wave of weakness flows over him. He quickly grabs a flask, creates a bomb, and throws it near the creature again.
Standard action: Throw alchemist's fire at the grid intersection on the SE corner of the shadow.
Attack (Bomb vs. Touch AC, Point Blank Shot): 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Damage (Bomb, Point Blank Shot): 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Not an action: 5' step, as indicated on map
1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7/2 = 3 on round 1, and
1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6/2 = 3 on round 2
Would you be willing to retcon this?

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Selkin uses his last available channel! We could leave the Halls and take a rest if we need to recover ability damage, etc.
Channel: 1d6 ⇒ 3

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If it's not blindingly and painfully clear by now, I am still very much learning Pathfinder and have never had any previous tabletop gaming experience before. Thank you for your patients. +3 on that dice roll

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Nothing to worry about, just know that I am trying to help and put things into a context that teaches instead of just giving you the correct numbers. Most people who play this game a lot are used to helping new players. So don't think of it as a GTFO noob attitude you get with other online games :)

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Keeran, I had not noticed you seem to be doing fine to me. And Kyshkumen is right. PFS is all about encouraging new players, welcome.
Geez a Wight and a shadow, no wonder this module has a reputation :)