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Fort : 1d20 + 11 ⇒ (18) + 11 = 29
"It is possible to press forward, however, Cold and tired is a dangerous combination. We run zhe risk of exhaustion."
Roland will help the others search and he will collect any spent arrows not broken in the ice.
"We're to find zhe missing centaur spear or something, no?"
Perc : 1d20 + 12 ⇒ (18) + 12 = 30
I think he can only make one survival roll per 24 hrs - so no extra help vs cold again this day. He will definitely mem an endure elements if we rest .

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"I should be alright if we keep moving. But it would help if I could get enough rest to regain some spells"
Ash tries to make something from some of the harpies feathers
"Maybe this will make a nice cozy ..nest? to keep you guys warm"
Take 10 for Survival for a 10+7=17 to help someone resist the cold?

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"I was concerned with getting lost or trapped in an avalanche. I am good to press on, but if the more nature-knowledgeable of our group thinks it is wiser to stay here, then that is fine. Either way, I will pray for the spells to remove fatigue, as I doubt we will get a good nights sleep. Ash, Roland, can the two of you memorize enough endure elements spells for the party when you can? I can pray for several as well.
What do you all think? Is it relatively safe to press on?"
Aakif will search the area, including the harpy.
Do Druids need to rest to regain spells? I believe that clerics do not, but I'm not sure about druids.

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Fort: 1d20 + 4 ⇒ (3) + 4 = 7 Don't know what the DC is now but that will certainly fail.
Ali starts shivering violently at the bottom of the cliff. He calls up to the others with a dramatic amount of guilt leaking into his voice. "Ok! I guess I'll just make a den down here with Volfie! I'm sure I'll be fine though, it's not cold and windy out here or anything!" Clearly Ali is not in the mood to climb up to the cave again without assistance.

Yours is mined |

On Jerevyx’s body, Ash finds a heart-shaped silver pendant and a scarlet cloak, with a large ‘S’ embroidered on the back in gold thread.
Ash also finds 430gp AND a separate pile of mixed denomination coins, (mainly coppers) originating from virtually every civilized nation in the Inner Sea.
Upon inspecting Jerevyx’s throne, Aakif discovers a hidden hollow beneath the seat. It contains a flask of (unfrozen) liquid and a mace.
Current Fort DC vs Cold is 16. This will increase by +1 per check.
Aakif Fort DC 16: 1d20 + 9 ⇒ (10) + 9 = 19 Sorry, he's already made one.
Ali: =Fail= -15 hp ; -4 NL + fatigued
Everyone else has passed. Ash’s Survival roll is not high enough to help Ali beat the cold.
I probably didn’t make this clear, the Ice Cavern is WAAAY colder than the outside temperature. Ali can also see the harpy’s watch towers will provide at least some shelter.
If you don’t rest for at least 8 hours sometime in the next 9 to 10 hours before dawn, you also risk fatigue/exhaustion.
I think the majority want to rest. If you let me know where, I will make the appropriate rolls. Otherwise I will assume you are content with the current arrangements, make the rolls at those locations and move us forward.

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Aakif will channel to heal everyone up before resting - away from all opponents, just in case.
Channel: 3d6 ⇒ (6, 1, 3) = 10
Channel 2: 3d6 ⇒ (4, 5, 4) = 13
Let's head to the watch tower then. On the way there, we can look for wood to start a fire. Aakif will take first watch. He also has a winter blanket, so hopefully that will somewhat protect against the cold.
Aakif can identify the elixir of fire breath by taking 10, and will tell the party what it is.

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Roland will do his best to help the party get back to the tower safely.
I do not trust the cold here...and zhere could be more of zhe wyrms or harpies returning. Zhe towers seem to be safer, if zhat can be said in this frigid place.
Do we need more fort saves or good enough to get to the towers for now?

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"Look at all the stuff I've found. I wonder what it does"
Spellcraft cloak: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13 (using guidance)
Spellcraft pendant: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20 (using guidance)
Spellcraft mace: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17 (using guidance)
"Ah, the pendant will make your skin more difficult to be cut or bruised..no clue on the others. Allthough...the cloak might keep someone a bit more warm"
If we rest, how many people want endure elements?

Yours is mined |

No is 1: 1d2 ⇒ 2 1d2 ⇒ 2
Aakif Perception: 1d20 + 20 ⇒ (11) + 20 = 31
The Amazing Ali! Perception: 1d20 - 1 ⇒ (1) - 1 = 0
Ash Perception: 1d20 + 14 ⇒ (7) + 14 = 21
Arnthoth Perception: 1d20 + 12 ⇒ (16) + 12 = 28
Roland Perception: 1d20 + 12 ⇒ (6) + 12 = 18
Upon entering the southern ruined tower, a casual examination by Aakif and Arnthoth reveals filthy feathers and harpy droppings, along with the half-frozen corpse of a medium horned humanoid.
Upon casting detect magic, Ali and Ash determine the worn centaur-hide sandals the creature wears are some kind of Wondrous Item.
Ali Take 10 Spellcraft: 10 + 12 = 22
The Amazing Ali goes one step further, identifying the foot apparel as boots of the Winterlands, before taking a bow before his adoring fans.
The interior walls of the tower are covered in bloody talon prints, which obscure some ornate and barely legible script.
Which reads, PRAISE THE LAST AZLANTI! This implies the towers are an outpost of a previously unknown Arodenite monastery, located somewhere in the Kortos Mountains.
Because he has the lowest Fort save, I am going to assume Ali takes the boots. If you guys prefer someone else have them, no worries! We’ll adjust the following Cold Weather checks.
Ash still has endure elements up.
Aakif channels the warmth of Sarenrae’s healing flame into the party before you settle down to spending a chilly night in the tumbledown ruin.
Hour 1:
Fort DC 17: 1d20 + 11 ⇒ (10) + 11 = 21 Save
damage: 1d6 ⇒ 6 NL + fatigued
Hour 2:
Fort DC 18: 1d20 + 11 ⇒ (18) + 11 = 29 Save
damage: 1d6 ⇒ 4 NL + fatigued
Hour 3:
Fort DC 19: 1d20 + 11 ⇒ (16) + 11 = 27 Save
damage: 1d6 ⇒ 4 NL + fatigued
Hour 4:
Fort DC 20: 1d20 + 11 ⇒ (6) + 11 = 17 Fail
damage: 1d6 ⇒ 6 NL + fatigued
Hour 5:
Fort DC 21: 1d20 + 11 ⇒ (14) + 11 = 25 Save
damage: 1d6 ⇒ 4 NL + fatigued
Hour 6:
Fort DC 22: 1d20 + 11 ⇒ (16) + 11 = 27 Save
damage: 1d6 ⇒ 3 NL + fatigued
Hour 7:
Fort DC 23: 1d20 + 11 ⇒ (15) + 11 = 26 Save
damage: 1d6 ⇒ 1 NL + fatigued
Hour 8:
Fort DC 24: 1d20 + 11 ⇒ (2) + 11 = 13 Fail
damage: 1d6 ⇒ 3 NL + fatigued
Hour 9:
Fort DC 25: 1d20 + 11 ⇒ (6) + 11 = 17 Fail
damage: 1d6 ⇒ 2 NL + fatigued
Hour 1:
Fort DC 17: 1d20 + 12 ⇒ (6) + 12 = 18 Save
damage: 1d6 ⇒ 4 NL + fatigued
Hour 2:
Fort DC 18: 1d20 + 12 ⇒ (9) + 12 = 21 Save
damage: 1d6 ⇒ 4 NL + fatigued
Hour 3:
Fort DC 19: 1d20 + 12 ⇒ (9) + 12 = 21 Save
damage: 1d6 ⇒ 5 NL + fatigued
Hour 4:
Fort DC 20: 1d20 + 12 ⇒ (20) + 12 = 32 Save
damage: 1d6 ⇒ 3 NL + fatigued
Hour 5:
Fort DC 21: 1d20 + 12 ⇒ (5) + 12 = 17 Fail
damage: 1d6 ⇒ 3 NL + fatigued
Hour 6:
Fort DC 22: 1d20 + 12 ⇒ (20) + 12 = 32 Save
damage: 1d6 ⇒ 1 NL + fatigued
Hour 7:
Fort DC 23: 1d20 + 12 ⇒ (20) + 12 = 32 Save
damage: 1d6 ⇒ 3 NL + fatigued
Hour 8:
Fort DC 24: 1d20 + 12 ⇒ (6) + 12 = 18 Fail
damage: 1d6 ⇒ 1 NL + fatigued
Hour 9:
Fort DC 25: 1d20 + 12 ⇒ (10) + 12 = 22 Fail
damage: 1d6 ⇒ 5 NL + fatigued
Hour 1:
Fort DC 17: 1d20 + 9 ⇒ (12) + 9 = 21 Save
damage: 1d6 ⇒ 5 NL + fatigued
Hour 2:
Fort DC 18: 1d20 + 9 ⇒ (19) + 9 = 28 Save
damage: 1d6 ⇒ 5 NL + fatigued
Hour 3:
Fort DC 19: 1d20 + 9 ⇒ (14) + 9 = 23 Save
damage: 1d6 ⇒ 3 NL + fatigued
Hour 4:
Fort DC 20: 1d20 + 9 ⇒ (8) + 9 = 17 Fail
damage: 1d6 ⇒ 6 NL + fatigued
Hour 5:
Fort DC 21: 1d20 + 9 ⇒ (10) + 9 = 19 Fail
damage: 1d6 ⇒ 5 NL + fatigued
Hour 6:
Fort DC 22: 1d20 + 9 ⇒ (4) + 9 = 13 Fail
damage: 1d6 ⇒ 4 NL + fatigued
Hour 7:
Fort DC 23: 1d20 + 9 ⇒ (9) + 9 = 18 Fail
damage: 1d6 ⇒ 6 NL + fatigued
Hour 8:
Fort DC 24: 1d20 + 9 ⇒ (18) + 9 = 27 Save
damage: 1d6 ⇒ 1 NL + fatigued
Hour 9:
Fort DC 25: 1d20 + 9 ⇒ (1) + 9 = 10 Fail
damage: 1d6 ⇒ 3 NL + fatigued
As dawn breaks and the air temperature rises above 40° again, Arnthoth and Roland find they have suffered very little from exposure to the cold weather.
Roland just needs to heal 11hp NL to avoid being exhausted. Similar situation for Arnie, but he only needs to heal 9hp NL.
Aakif is not quite as fortunate, having spent a fair portion of the night ensuring he does become exhausted by the cold, he has not had sufficient sleep to prevent himself from becoming fatigued as he rises for his morning obedience.
Aakif has taken 24hp NL, but because of the run of failures, just removing the NL damage is not sufficient to remove the fatigued condition.
@Guys, Wow! That took a bit of typing.
If you want to roleplay healing, whether you're sorting out Aakif's fatigued condition and where you're headed on the morning of Day 3/3, I will update us in the (my) morning.

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Once Ali has rejoined the rest of the party, he stops anyone from touching the harpy's gear more than they already have. "Haven't you ever heard that some magic carries a great curse with it? I would hate for one of you to be constantly on fire or suffocating in the open air or anything!" He withdraws a wand of identify and examines each piece in turn.
Four charges marked off. With the wand, Ali's spellcraft is +25 and he'll T10 for 35 on all items. Not quite high enough for some cursed items but he's getting there.
"If you don't mind though," Ali says as he hands out the treasure with a bow, "I would like these boots. I'm rather cold, this climate is much more fierce than the sun and sands of Qadira."
Ali could also cast three more CLW before sleeping if anyone needs them. I think that should cover us enough that we're healed by the next morning.
Ali sleeps peacefully with his favorite new boots and rises early the next morning. "Come on, lads! We've got a minotaur to find! The greatest adventure is yet to be had! I just hope I don't get pulled off stage early again...." Ali tromps out of the tower and kicks through the snow down the mountain, but stops short when he realizes he doesn't know the way.

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Ash, if you take 2 endure elements (1 for you, 1 for Arnthoth) we should be good. Roland can cast on himself and Ali has the boots.
Aakif will cast lesser restoration (to remove the fatigue) on himself along with channeling several times.
Channel 1: 3d6 ⇒ (1, 2, 2) = 5
Channel 2: 3d6 ⇒ (2, 2, 4) = 8
That should fix everyone but Aakif.
Aakif will cast endure elements and an empowered cure light wounds on himself.
CLW: 1d8 + 5 ⇒ (5) + 5 = 10. That will be 15 healing with the empower.
Then he'll be ready to head to those minotaurs.

Yours is mined |

With the tap of a wand – that suddenly tranforms into a bunch of fake snow daisies - Ali successfully identifies all of the items in Jerevyx’s hoard.
After a miserable night, Aakif manages to cure Arnthoth and Roland of their mild bouts of hypothermia and fatigue. Then facing the east while sitting cross-legged on the frozen ground, the Healer heals thyself using his goddess's gift of lesser resoration.
Ali tromps out of the tower and kicks through the snow down the mountain, but stops short when he realizes he doesn't know the way.
Roland soon catches up with the ‘World Famous Stage Magician’, who has rushed forwards as if into the arms of Molthuni German supermodel Klaʊ̯dɪa Schiʃʃɪfɐ. The ranger provides some subtle suggestions to Mr Amazing about which path might be best to follow.
After about an hours travel, the misty conditions clear and the party finds itself on a small mineralized plateau denuded of all vegetation.
1d20 - 8 + 2 ⇒ (4) - 8 + 2 = -2
Aakif Perception: 1d20 + 20 ⇒ (1) + 20 = 21
The Amazing Ali! Perception: 1d20 - 1 ⇒ (13) - 1 = 12
Ash Perception: 1d20 + 14 ⇒ (13) + 14 = 27
Arnthoth Perception: 1d20 + 12 ⇒ (17) + 12 = 29
Aroland Perception: 1d20 + 12 ⇒ (17) + 12 = 29
A flying marauder notices you as it dips its head beneath the clouds, eyeing the Pathfinders for breakfast. Fortunately its primordial shape is far from stealthy. The beating of its enormous wings heralds its arrival to the entire party.
Aakif Initiative: 1d20 + 9 ⇒ (5) + 9 = 14
The Amazing Ali! Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Ash Initiative: 1d20 + 5 ⇒ (7) + 5 = 12
Arnthoth Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Aroland Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Flyer: 1d20 + 6 ⇒ (14) + 6 = 20
1. Flying Critter
2. Roland, Ali, Aakif, Ash, Arnthoth + Volfie
Flying Critter goes first.

Yours is mined |

The critter sends a beam of concentrated energy, sounding like an Alkenstar airship taking off, straight at Roland before soaring back up into the air.
RTA on Roland: 1d20 + 12 ⇒ (15) + 12 = 27
sonic damage: 8d6 ⇒ (6, 2, 4, 4, 2, 4, 2, 3) = 27 No Save
Initiative:
1. Flying Critter
2. Roland, Ali, Aakif, Ash, Arnthoth + Volfie
Roland: -27 hp
Party up!

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Roland yells out in pain as the sonic blast assaults his eardrums.
"AHHHHHHHHHH!!!!! WHAT IN ZHE PLANES IS ZHAT?"
Still shaking, he quickly draws his bow and fires off an arrow at the giant flying menace.
Roland-1 +1 Ad darkwood comp: 1d20 + 15 ⇒ (15) + 15 = 30
for dmg: 1d8 + 6 ⇒ (8) + 6 = 14

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"A TWIST!" Ali shouts. "How exciting! Just when you think it's going to intermission, another act! Fantastic! What is it though? I haven't the faintest idea."
Move action start dweomercraft: +2 to casty things
Ali's nonsensical jabbering likely makes no sense to the creature, whatever it is. Intermission? Act? How strange.
DC 20 Will save against confusion. Lasts eight rounds.

Yours is mined |

Despite the ringing in his ears, Roland’s arrow finds purchase in the jumbo-sized creature’s belly.
Ali tries to confuse the winged wonder with gibberish.
Will DC 20: 1d20 ⇒ 20
But apparently, it has heard this kind of thing from lost, exhausted adventurers before.
Initiative:
1. Flying Critter
2. Roland, Ali, Aakif, Ash, Arnthoth + Volfie
Roland: -27 hp
Imam Hazam, Mr Ash, Mr Koortuskson & Master Volfie, this is a further boarding call.
After Strider, C

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Ash will prepare and cast 2 endure elements
Ash moves in beat with the dweomer and then calls forth a small ball of flames which he then tosses high into the air towards the flying critter
Roland feels a little bit better at seeing the inspiring display
(+1 morale bonus for 1 round and heal 1 hp)
To hit touch AC flying critter: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30 (+2 from dweomercraft)
Fire damage if hit: 1d6 + 5 ⇒ (5) + 5 = 10

Yours is mined |

As the creature levels its flight, cruising ominously towards the Pathfinders, Ash surprises it by launching a surface-to-air incendiary missile.
The target is successfully acquired and sparks erupt atop the varmint’s proboscis, jolting it from a complacent torpor.
Initiative:
1. Flying Critter
2. Roland, Ali, Aakif, Ash, Arnthoth + Volfie
Roland: -27 hp
Aakif, Arnthoth + Volfie, bombs away!
OBE + X

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Arnthoth glances at Volfie and shakes his head as the party battles yet another flying foe. Grabbing his bow, he roars in rage at the creature, then fires.
Ragin' Bow!: 1d20 + 12 ⇒ (18) + 12 = 30
Ragin' Damage: 1d8 + 9 ⇒ (6) + 9 = 15
Volfie merely growls and warily watches the flying monster.

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Aakif will move adjacent to Roland, but not in front of Ash (so as not to block Ash's shot). He will then cast an empowered cure moderate wounds on Roland.
CMW: 2d8 + 8 ⇒ (1, 7) + 8 = 16 with empower that's 24 healing to Roland.

Yours is mined |

Aakif heals Roland.
Arnie’s arrow-shot strikes true, prompting the big Kellid to monotone, “Stick around, Bird Brain.”
The critter echo-sounds Roland like he’s an Archerfish. It then climbs higher, trying to outrange the party’s counter-measures.
RTA on Roland: 1d20 + 12 ⇒ (11) + 12 = 23
sonic damage: 8d6 ⇒ (5, 6, 5, 2, 2, 2, 4, 4) = 30 No Save
Initiative:
1. Flying Critter
2. Roland, Ali, Aakif, Ash, Arnthoth + Volfie
Roland: 0 - 27 + 16 + 8 - 30 = -33 hp
Good guys may go!
OBE - Vixen

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AHHHHHHHWWWW! ZHIS BIRD IS GETTING ON MY NERVES!!!"
He arches back, ringing still in his ears, but forces himself through the pain, knowing without Aakif's healing he would be in serious trouble right now.
Rapid, improved precise (assuming not evil outsider or construct)
Roland-1 +1 Ad darkwood, Rapid,bard: 1d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25
for dmg,: 1d8 + 6 ⇒ (1) + 6 = 7
manyshot: 1d8 + 6 ⇒ (8) + 6 = 14
Roland-2 +1 Ad darkwood, Rapid,bard: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16
for dmg,: 1d8 + 6 ⇒ (3) + 6 = 9
Roland-3 +1 Ad darkwood, Rapid,bard: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
for dmg,: 1d8 + 6 ⇒ (5) + 6 = 11
However, the noise is definitely throwing off his balance and shooting.

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Not that it matters a whole lot, but Roland healed 1 hp because of Ash his glorious heat so his total is actually 0 - 27 + 16 + 8 + 1 - 30 = -32 hp
Ash seeing Roland get hit by another sonic beam shudders
"Glad it's not hitting me...then again, I wonder how it feels...it's not something I think I've experienced before...ah, well..time to return the favour"
Ash lobs another small ball of fire high into the air in the general direction of the flying creature, longer range not being an issue for his magic balls of flaming doom
To hit ranged touch AC: 1d20 + 9 ⇒ (10) + 9 = 19 (+2 if we still have the dweomercraft)
Fire damage if hit: 1d6 + 5 ⇒ (6) + 5 = 11

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"What is that thing?!" Arnthoth bellows when the creature lets out another deafening blast.
Raising his bow, he fires two more arrows.
Attack: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 1d8 + 9 ⇒ (4) + 9 = 13
Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 + 9 ⇒ (4) + 9 = 13

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"Don't worry, Roland, I can likely keep up with this creature's attacks."
Aakif will cast an empowered cure serious wounds on Roland.
CSW: 3d8 + 8 ⇒ (4, 7, 6) + 8 = 25
With the empower, 37 healing to Roland.

Yours is mined |

Creature is not a Construct or evil Outsider
Arnie’s twin shots fall short … but he’ll be back.
Aakif reassures Roland, demonstrating the power of faith and prayer by healing the ranger.
Initiative:
1. Flying Critter
2. Roland, Ali, Aakif, Ash, Arnthoth + Volfie
Roland: ☤ Full Health ☤
Ali, the show must go on!

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Ali gives an exaggerated yawn. "Oh my, this act has gone on long enough. The audience is tiring."
oppressive boredom. Must make a DC 19 Will save to perform its next action or else it takes no action that round. Lasts a max of eight rounds.
And continuing my performance: +2 castery things for those that care and if it becomes relevant.

Yours is mined |

Ali’s air-defenses are unfortunately out of range of the high-flying beast.
The spell goes off but has no effect.
Finding Roland more hardy than it expected, the critter targets Ash this time. Its flight continues, though it drops 5’ of altitude.
RTA on Ash: 1d20 + 12 ⇒ (19) + 12 = 31
sonic damage: 8d6 ⇒ (3, 6, 5, 1, 3, 6, 6, 4) = 34 No Save
Initiative:
1. Flying Critter
2. Roland, Ali, Aakif, Ash, Arnthoth + Volfie
Ash: -34 hp
Party up!
K - 3

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Aakif smiles, clearly enjoying the healing energy flowing through him as he casts an empowered cure moderate wounds on Ash.
CMW: 2d8 + 8 ⇒ (2, 4) + 8 = 14. 21 healing with the empower.

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Dang! I always forget about that.
Ali shouts out to the thing, "I know my friend here has been poking you with arrows, but we really just want to talk! It's just all part of the audition."
DC 20 Will save against confusion again. Lasts 8 rounds.

Yours is mined |

Aakif revels in his goddess’ power, healing the gnome firebug.
Will DC 20: 1d20 ⇒ 11
The boreal critter flaps its wings about erratically in response to Ali’s spell.
Initiative:
1. Flying Critter
2. Roland, Ali, Aakif, Ash, Arnthoth + Volfie
Ash: 0 - 34 + 21 = -13 hp
Roland, Ash, Arnie… let’s party.

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Roland will line up another round of arrows on the sonic bird.
Rapid, improved precise
Roland-1 +1 Ad darkwood comp, Rapid: 1d20 + 13 ⇒ (19) + 13 = 32
for dmg: 1d8 + 6 ⇒ (7) + 6 = 13
manyshot: 1d8 + 6 ⇒ (7) + 6 = 13
Roland-2 +1 Ad darkwood comp, Rapid: 1d20 + 13 ⇒ (3) + 13 = 16
for dmg: 1d8 + 6 ⇒ (5) + 6 = 11
Roland-3 +1 Ad darkwood comp, Rapid: 1d20 + 8 ⇒ (17) + 8 = 25
for dmg: 1d8 + 6 ⇒ (8) + 6 = 14
Back in my hunting days, zhis bird would have made enough stew to feed zhe fair sized village!"

Yours is mined |

One of the three arrows that Roland lands in the critter’s head, displaces the delicate ear-bones that allow the creature to process the sonar returns from its surroundings.
As it loses orientation the flyer yaws about the horizontal axis, its port wing dipping downwards towards the party …
Initiative:
1. Flying Critter
2. Roland, Ali, Aakif, Ash, Arnthoth + Volfie
Ash: 0 - 34 + 21 = -13 hp
Ash, Arnthoth + Volfie what goes up ...
BRS
confusion 100

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Ash noticing the flying creatures confusion won't attack it last..since that sonic beam was an experience to be had only once......
Ash will try to help in another way as he moves up next to Arnoth and casts guidance on him

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Arnt tries to take better aim as he fires two more arrows.
Attack: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14
Damage: 1d8 + 9 ⇒ (8) + 9 = 17
Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 + 9 ⇒ (3) + 9 = 12
The Kellid nearly his bow in two as his rage fueled anger bpossums as he misses again.

Yours is mined |

Ash guides Arnthoth, but it doesn’t seem to make much difference. Both of the Kellid’s arrows fly wide.
The confused creature blindly lashes out with its sonic lance at the last creature that hurt it – Roland. It then drifts 30’ to the north-east, doing the minimum necessary to keep itself aloft.
RTA on Roland: 1d20 + 12 ⇒ (14) + 12 = 26
sonic damage: 8d6 ⇒ (2, 2, 2, 3, 2, 1, 6, 4) = 22 No Save
Initiative:
1. Flying Critter
2. Roland, Ali, Aakif, Ash, Arnthoth + Volfie
Ash: -13 hp
Roland: -22 hp
Pathfinders are cleared to bpossum!

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Aakif channels positive energy, trying to lessen the damage on two of his companions.
Channel: 3d6 ⇒ (6, 4, 6) = 16
GM - thank you for the constant updates on party hp. It makes the healer's job much easier!

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Roland once again bows to Aakif as some of the ringing in his ears subsides. He feels as if his head is being used as a gong.
"Zhis grows old bird."
Rapid, improved precise
Roland-1 +1 Ad darkwood: 1d20 + 13 ⇒ (6) + 13 = 19
for dmg: 1d8 + 6 ⇒ (7) + 6 = 13
manyshot: 1d8 + 6 ⇒ (2) + 6 = 8
Roland-2 +1 Ad darkwood: 1d20 + 13 ⇒ (11) + 13 = 24
for dmg: 1d8 + 6 ⇒ (8) + 6 = 14
Roland-3 +1 Ad darkwood: 1d20 + 8 ⇒ (8) + 8 = 16
for dmg: 1d8 + 6 ⇒ (7) + 6 = 13

Yours is mined |

Aakif channels healing once more.
Ash: ☤Full Health ☤
Roland: -6 hp
Only one of Roland’s bow-shots in reply hit – but that’s all it takes.
The arrow tears through the wing-muscle that controls the horizontal stability of the creature's flight. The monster goes into a flat spin like a cloud giant’s discus, falling away from the side of Mount Ganog until it clips the top of shorter sister peak, Mount Bruck.
Arnthoth calls, “It’s like a maverick goose in a flat spin, heading for the drink!”
The brush with the mountaintop causes the enormous beast to flip over onto its back, after which it is lost from view. However, the sound of its body sliding down the side of Mount Bruck towards the river valley below is clearly audible for another half-minute.
We are out of initiative.

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Roland sighs in relief. Once the thing stops twitching, he will try to recover any missing arrows.
arrows: 8d100 ⇒ (58, 72, 18, 40, 28, 76, 77, 14) = 383 destroyed/lost on 1-50.
He believes he is able to find 4 arrows still capable of flight.
"I still do not know zhe name of such a creature. I know I do not want to find any more of zhem. Or worse yet, zhe mozher if zhis was just a chick."
His ears are still ringing a bit, but hearing is starting to return.

Yours is mined |

The jouney down Mount Ganog’s western spine continues for another five hours.
As the trail approaches a particularly narrow stretch where it passes between two towering cliffs, a large boulder looms over the trail. Daubed underneath the boulder in faded red paint is the word “Danger” written in Taldane, with another word painted directly below the first.
As the trail rounds the bend, the Pathfinders spy a cobweb-covered wooden board mounted on a steel frame, with posts driven into the ground holding the structure more-or-less upright. The wooden uprights also support a rusty corrugated iron roof that may once have sheltered anyone viewing the display board.
The left half of the panel bears faded green paint and the right half faded red. The Taldane words ‘OUT’ and ‘IN’ are lettered in black above each board-half respectively. The board itself contains neat rows and columns of small holes, some housing rusty bent nails.
This is a Mine Tag Board. An essential safety feature of any underground mine, miners going underground remove their identification ‘tag’ from the ‘OUT’ side to the ‘IN’ side before entering the mine portal or adit.
This process is reversed once they return to the surface.
Not far from this curiosity, three long-haired, humanoid heads in various stages of decay have been spiked atop three wooden stakes in front of a yawning, dark opening in the side of the mountain.
They’re centaur heads. Though something has drilled neat one-inch holes on either side of each humanoid skull, just above the temples.
By their shape and texture, Roland suspects the stakes were once wooden shafts that have been broken off old shovels or picks.
Assuming you are entering the tunnel, light sources, any special precautions or activities and a marching order is appropriate.
Also, can everyone please make a trained or untrained Knowledge (dungeoneering) check.
You cannot Aid Another, Take 10 or Take 20.

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Knowledge (Nature): 1d20 + 4 ⇒ (16) + 4 = 20
Untrained Knowledge (dungeoneering): 1d20 + 1 ⇒ (13) + 1 = 14
"Look, those are centaur heads. Though something has drilled neat one-inch holes on either side of each humanoid skull, just above the temples. Why would anyone do something like that though?"

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Roland observes the scene as well.
Kn:Nat: 1d20 + 10 ⇒ (17) + 10 = 27
"I agree Ash. I am not sure if zhose holes were created after zhese died or caused zhem to die.
Zhe stakes were once wooden shafts zhat appear to have been broken off old shovels or picks "
He bends down to inspect the ground for tracks.
survival: 1d20 + 12 ⇒ (10) + 12 = 22

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"If it was done after they died..maybe something realy big wants to make a necklace out of them?"
Ash looks up high to see if he spots something big enough to be wearing a centaur head bead necklace.
Unless there are pieces of string already on the ground between the poles....in which case it might just have been a fence or something