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"Well done team!"
I am getting low on spells, so my contribution for another encounter will be reduced. However that should not stop us.

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Hamith nods to Idruzi. "Thank you, good man. Yes, well done everyone. Now we can find who's leading this attack and put an end to this."
He adjusts his armor and makes sure his sword's edge is clean and begins to stalk toward the sounds of combat.

Pirate GM |

*yawns* I slept all morning.
With some help from local guides and the endless steam of undead and shadowy outsiders.
Only time: 2d6 ⇒ (1, 1) = 2 minutes ouitside of camp you come across a clearing on the riverbank that 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.
While the sun has gone down, all the Pathfinder and Twinhorn activity in the area makes the default lightning dim. However the area in the black line by the stones is completely dark.
Because of the haunting sounds ahead you've got 2 rounds to make preparations before any foes become visible.

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"I've done all I've can to be ready for this fight. I'm ready to push on once everyone else is ready."

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Lya will use another charge from her wand of bless weapon... Then put it away and cast comprehended languages.
"ready."

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If Hamith wants it, Idruzi will cast Enlarge Person on him. In the second round of preparation, he will cast Bless and move up to Hamith's position. If Hamith prefers not to have Enlarge Person, Idruzi will cast Bull's Strength on Buddy instead.
Idruzi should still be glowing with Daylight, though he isn't in range of the dark area yet.
Spells Remaining:
3rd--Fly (d), Prayer
2nd--Bull's Strength (d), Grace, Lesser Restoration, Resist Energy
1st--Bless, Enlarge Person (d), Remove Fear, Shield of Faith, Shield of Faith
Wand of Cure Light Wounds: 6 charges used this scenario.

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I'm good with having enlarge person Idruzi.
Hamith says, "Can anyone emit some light to better aid us?"

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Yeah, if I understand the situation right, it's probably going to be bright light outside the affected area and dim light inside it. I think. After I get closer.

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Myrd stands ready for what may come.

Pirate GM |

Idruzi has lighting correct.
Belinda: 1d20 + 8 ⇒ (3) + 8 = 11
Hamith: 1d20 + 1 ⇒ (7) + 1 = 8
Buddy: 1d20 + 7 ⇒ (2) + 7 = 9
Idruzi Zarshai: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4
Lya: 1d20 + 2 ⇒ (12) + 2 = 14
Myrd: 1d20 + 2 ⇒ (7) + 2 = 9
SK: 1d2 + 5 ⇒ (2) + 5 = 7
?: 1d20 + 3 ⇒ (9) + 3 = 12
shadows: 10 = 10
The tear above the circle pulses with shadowy power as the number of shadowy tentacles thrashing around the circle increases.
Just then a pair of heavily armed skeletal figures appear at the edge of the darkness.
Initiative:
Lya
?
Belinda
Buddy
Myrd
Hamith
SK
Idruzi
Lya is up!
Those are skeletons, immune to cold and you'll want to use bludgeoning weapons.
If you also beat DC 13

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Lya cautiously moves up and takes a defensive stance, ready to strike.
glaive, bless weapon, bless: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
damage: 1d10 - 1 ⇒ (5) - 1 = 4

Pirate GM |

arrow2: 1d20 + 8 - 3 ⇒ (1) + 8 - 3 = 6
A pair of blackened arrows, twisting with shadows flies out of the darkness towards the enlarged Hamith, but are not able to find purchase in the large paladin's flesh.
Initiative:
Lya
?
Belinda
Buddy
Myrd
Hamith
SK
Idruzi
Belinda, Buddy, Myrd and Hamith are up!

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Religion: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
"Skeletal champions! Use your maces, hammers and staves folks!" Myrd moves forward and grabs his wayfinder. The instrument is usually made from copper, but his wayfinder is made from jade.

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Declaring my turn now since I don't think my choices are going to change.
Idruzi moves forward and hoists his mug of ale, splashing a bit of it around him. "The great Cayden Cailean wasn't just lucky, but also strong!" he exclaims. "Learn from his example, and let's put these poor souls to rest!" He casts Bull's Strength on Buddy.
By my count, the archer is still barely out of the Daylight effect.
Spells Remaining:
3rd--Fly (d), Prayer
2nd--Bull's Strength (d), Grace, Lesser Restoration, Resist Energy
1st--Bless, Enlarge Person (d), Remove Fear, Shield of Faith, Shield of Faith
Wand of Cure Light Wounds: 6 charges used this scenario.

Pirate GM |

Greatsword, power attack: 1d20 + 9 ⇒ (9) + 9 = 18
DMG, power attack: 3d6 + 13 ⇒ (4, 2, 1) + 13 = 20
sworded: 1d20 + 6 ⇒ (12) + 6 = 18
sworded: 1d20 + 6 ⇒ (20) + 6 = 26
crit confirm?: 1d20 + 6 ⇒ (17) + 6 = 23
crit: 2d8 + 10 ⇒ (7, 5) + 10 = 22
Hamith fails to connect with the skeletons as they move into position.
Fortunatly for him they also fail to connect.
A 3rd and 4th skeleton are revealed by the daylight, one moves up while Hamith is distracted with the first two skeletons and lands a nasty slice inbetween Hamith's enlarged greave and sabaton, leaving blood seeping from Hamith's ankle.
crit for 22 damage
The 4th skeleton begins a slow trek through the difficult woods to flank the party.
Meanwhile Idruzi provides Buddy some of Cayden's finest.
Initiative:
Lya
?
Belinda
Buddy
Myrd
Hamith (25/47)
SK
Idruzi
Lya is up!

Pirate GM |

Lya hustles to catch up with the group, using her polearm to ward off the circling undead.
Suddenly a further darkness engulfs the area.
With deeper covering your enemies, we've back to the prevailing lightning conditions, which is dim most places, and dark in the circle.
This ghostly crusader floats just above the ground, yet despite its phantomlike appearance, its armor and weapons seem quite solid. The bow is now on its back and it is armed with sword and shield.
Also Religion DC 23
Initiative:
Lya
?
Belinda
Buddy
Myrd
Hamith (25/47)
SK
Idruzi
Belinda, Buddy, Myrd and Hamith are up!

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Myrd grabs into his handy haversack "And that my boys and girls is why you bring an oil of daylight and a sunrod!" and he strikes the sunrod against a stone so that it starts to give light.
A sunrod is alchemical and not magical. Therefore it adjusts the prevailing light conditions and is not bothered by daylight vs darkness.

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Belinda steps forward through the difficult woods and tries stabbing at the nearby creature.
attack green: 1d20 + 15 ⇒ (10) + 15 = 25
damage: 1d4 + 17 ⇒ (3) + 17 = 20 damage is piercing, 6 points is precision
"There are so many of them..."

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Hamith hefts his massive greatsword and tries to chop down on of the skeletal champions.
+1 greatsword, power attack (furious focus), bless: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
DMG (magic, slashing): 3d6 + 13 ⇒ (6, 1, 4) + 13 = 24

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Buddy will shoot at the blue enemy with blunt arrows
Rapid shot deadly aim shot attack 1: 1d20 + 14 ⇒ (12) + 14 = 26
Rapid shot deadly aim shot attack 2: 1d20 + 14 ⇒ (10) + 14 = 24
Rapid shot deadly aim shot damage 1: 1d8 + 13 ⇒ (3) + 13 = 16
Rapid shot deadly aim shot damage 2: 1d8 + 13 ⇒ (4) + 13 = 17

Pirate GM |

slash: 1d20 + 6 ⇒ (15) + 6 = 21
slash: 1d20 + 6 ⇒ (1) + 6 = 7
damage: 1d8 + 5 ⇒ (8) + 5 = 13
Buddy's pair of arrows drop the foul skeletal champion.
One of the skeletons on Hamith manages to land another blow, thanks to the embiggened paladin's currently larger and less dexterous form.
13 damage
Meanwhile the other skeleton continues its flanking manuever.
went around and didn't provoke
Initiative:
Lya
Black
Belinda
Buddy
Myrd
Hamith (12/47)
Red
Green -15
Yellow
Idruzi
Idruzi and Lya are up!

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Lya calls to her allies as she steps back to defend Myrd with divine power. "this one is going behind us.... careful! "
LoH, bless: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
damage: 3d6 ⇒ (2, 5, 6) = 13

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Idruzi reaches out to heal Hamith, casting Cure Moderate Wounds.
Healing: 2d8 + 5 - 2 ⇒ (6, 7) + 5 - 2 = 16 - plus 4 healing due to Fey Foundling, I guess. The -2 from the energy drain, so total of 20.
Idruzi is sacrificing Resist Energy.
Spells Remaining:
3rd--Fly (d), Prayer
2nd--Bull's Strength (d), Grace, Lesser Restoration, Resist Energy
1st--Bless, Enlarge Person (d), Remove Fear, Shield of Faith, Shield of Faith
Wand of Cure Light Wounds: 6 charges used this scenario.

Pirate GM |

1d20 + 13 - 1 ⇒ (13) + 13 - 1 = 25
damage: 1d8 + 2d6 ⇒ (6) + (1, 6) = 13
Lya lays hands upon the skeleton for full effect while Idruzi helps keep Hamith on his feet.
The healing comes just in time before the shadowy figure charges forward, its feet never touch the ground, before slashing its translucent sword at Hamith.
Hitting for 6 force and 7 negative energy damage (13 total)
Not only does the blow cause his flesh to bleed but it causes his spirit to despair.
Curse effect, DC 19 negates. Otherwise your immunity to fear is suppressed and you suffer a -4 penalty on saving throws against fear
Initiative:
Lya
Black
Belinda
Buddy
Myrd
Hamith (19/47)
Red
Green -15
Yellow -13
Idruzi
Belinda, Buddy, Myrd and Hamith are up.
Hamith has an AoO against black

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Buddy will shoot at the red skeleton with blunt arrows
Rapid shot deadly aim shot attack 1: 1d20 + 15 ⇒ (11) + 15 = 26
Rapid shot deadly aim shot attack 2: 1d20 + 15 ⇒ (5) + 15 = 20
Rapid shot deadly aim shot damage 1: 1d8 + 13 ⇒ (2) + 13 = 15
Rapid shot deadly aim shot damage 2: 1d8 + 13 ⇒ (6) + 13 = 19

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"A hero always arrives in the nick of time!" Idruzi nods sagely, as though espousing a great truth.

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Belinda does her level best to finish the green skeleton off and relieve the pressure on Hamith.
attack: 1d20 + 15 ⇒ (15) + 15 = 30
crit on attack?: 1d20 + 15 ⇒ (5) + 15 = 20
second attack: 1d20 + 15 - 5 ⇒ (9) + 15 - 5 = 19
damage(piercing,magic): 1d4 + 17 ⇒ (2) + 17 = 19 6 is precision
2nd strike damage(piercing,magic): 1d4 + 17 ⇒ (1) + 17 = 18 6 is precision
"Hold up Hamith, we have almost got them."
If she drops the skeleton with the first blow, she will 5' step before the next and use her second attack on the shadow.

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In case it matters, don't forget that Idruzi cast Bless at the beginning of the fight. I'm seeing some people putting it into their notation, but not others. That's fine if it's still being included, of course.

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Ranged Touch into melee, bless: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Fire: 4d6 ⇒ (5, 4, 3, 5) = 17
Myrd moves his free hand and a ray of flames shoots towards the skeleton fighting Belinda
Scorching Ray

Pirate GM |

Buddy's first arrow causes red to crumple into an inanimate piles of bones, his second one isn't good enough to hit anything though.
Belinda will crit and cause her skeletal foe to become nothing more than a pile of dusty bones.
A step into the clearing for her is followed by a miss on the shadowy undead however.
With Belinda's skeleton down, I'm presuming Myrd will go after Lya's yellow skeleton, especially with it being the only foe in range.
Myrd incinerates the flanking skeleton.
Hamith is up!

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Filling in for Overseer Granta:
***OVERSEER ANNOUNCEMENT***
As Medda and Anok join the group of Pathfinders around the stone circle, she assists them 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.”
This concludes part 3.

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***OVERSEER ANNOUNCEMENT***
Celebration and preparation have filled the last two days. The Twinhorns are both relieved to have thwarted the villain Eshimka and resolved to help the following’s spiritual leader, Medda, retrace the paladin Ivvora’s millennium-old steps. After hours of considering and retelling ancient stories preserved by oral tradition, Medda gathers the Pathfinders. “The holy warrior Ivvora came to us in pursuit of Eshimka, whom she vanquished and banished with the Twinhorns’ help. However, she would not rest for long, and she insisted on seeking out other evils in the area. At that time, the most fearsome threat was Grathatonhakis, an immense white dragon that lurked in the Tusk Mountains and would strike our camps. Ivvora learned what she could, left her dagger with us, and departed to slay the dragon. She never returned, and neither did the dragon. Exactly what transpired is unclear from our legends.” Medda cradles the fragile remnants of Ivvora’s dagger. “This blade kept Eshimka at bay for so many generations, and now it is ready to fall apart. Ivvora held the key to defeating Eshimka, and by learning her fate or communing with her spirit where she fell, we might harness the same power. Then we shall not just reseal the shadow fiend but destroy it once and for all! From our tales we have learned where the wyrm Grathatonhakis laired. Let us set out together to learn what happened—and who might have taken the caves since.”
The trek is long and cold, taking the group first across the tundra and then into shadow of the frigid Tusk Mountains. As the trail winds around a frozen lake, the snap of a snare echoes over the ice, and a Pathfinder is whipped into air by a cleverly laid trap. Medda scowls and announces, “Pathfinders, we have kobolds. Keep within earshot and spread out. They aren’t just a threat; they may also be our best better to finding the dead dragon’s lair.”
@Table GMs: You have until June 14th to run encounter K on page 32, followed by L and/or M.

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After our last battle ended, does Idruzi have any trouble locating a higher-level cleric to cast Restoration on him? I'm hoping to take care of this energy drain with the 380g version for 2 prestige.
Does anyone have any spell requests? Idruzi's package has worked out decently well so far. Invisibility Purge comes to mind as a decent replacement for Prayer, especially if Myrd doesn't have a countermeasure for that sort of thing.

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Prayer works well with haste, as that extra to hit and damage starts to make a difference with the extra attacks.
Belinda sighs, having rather enjoyed the two days of celibrations with the Twin-horns. "I like these folk. They are mind me of the farmers back home. Just.. bigger... and with more weapons."

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"Yes, well done everyone. We certainly pulled our weight in the fighting."
He celebrates with the others and relaxes a bit, glad to be following in the footsteps of an ancient paladin.

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Lya celebrates with the others... telling stories of Shelyn and her brother... her unending love and compassion for him.

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I have no glitterdust prepared indeed, so purge invis is a good choice. i will drop the Summon Monster 3 for another haste
Myrd enjoys the festivities and buys a replacement for his oil of daylight.

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Alright. A third Haste is a good trade for Prayer. Idruzi will prep Invisibility Purge this time. I mostly had Prayer prepped so he could give those speeches (especially the first Prayer he did), but I think I have that out of my system.
Spells Remaining:
3rd--Fly (d), Invisibility Purge
2nd--Bull's Strength (d), Grace, Lesser Restoration, Resist Energy
1st--Bless, Enlarge Person (d), Remove Fear, Shield of Faith, Shield of Faith
Wand of Cure Light Wounds: 6 charges used this scenario.

Pirate GM |

As you disperse and begin exploring the frozen terrain, you descend a gentle sloap toward a frozen lake.
Some sort of argument involving lots of yapping in a weird mix of languages echoes from up ahead.
Navigating this area is difficult. Entering a square of ice, such as that of the frozen creek or lake, takes 2 squares of movement, and the DC for Acrobatics checks increases by 5.
Areas on the map occupied by trees count as difficult terrain and grant partial cover.
"You stupid piddlespot, we'll chop you into firewood and use your hair to string a trap"
"Leave now you pitiful little whelps and don't ever come back"
Neither seems to have noticed you yet, but the argument seems to be quite heated.

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"When I was younger, one of the local druids taught me some of the fey language. It sounds like one of them is in trouble. We must hurry."
Belinda draws her weapon and hurries towards the sounds.
I assume the forest path is not difficult? If it is, move me back 309'

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Lya will cast comprehend languages and move forward, following Belinda at a moderate speed