
GM Merisial the risen |

Medda is very concerned for her phantom friend but is relived when Pucks magic works "See if furs work too" she says to her archer compnions who move to treat Benny's wounds. "You know how to sing the song of your people, Skald" She says addressing Froderik. "You say you are not with these Blackrosses and you do not hesitate in fighting evil. Will your elders act as mediators in our dispute with this Nigel"
green feathers heal: 1d20 + 8 ⇒ (14) + 8 = 22
assist: 1d20 + 8 ⇒ (16) + 8 = 24
The bleeding on benny stops
As far as I can tell there is nothing that makes phantoms immune to bleed effects

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"I believe our 'elders' would be pleased to mediate any proprietary disputes, but should they be unable to see to a reasonable and fair resolution, then I shall speak to Nigel personally to see the justice is done." offers Froderik.

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***OVERSEER ANNOUNCEMENT***
The crowd of guards, onlookers, and concerned citizens outside the Blakros Museum quiets as Venture-Captain Ambrus Valsin approaches a woman clad in furs exiting the museum. “My Pathfinder agents tell me that you are Medda of the Twinhorn following, is that correct?”
“Yes, I speak for the following.” Medda glares at Nigel Aldain, “I have come to reclaim what is rightfully ours. His agents stole our most sacred relic after we refused to sell it. We have traveled through dangerous lands to claim it back, and still he refused—”
“My agents claim they bought it,” Nigel protests. “I’m not going to just give it to you because you stomp into my office demanding priceless artifacts.”
Valsin interjects, “Nigel, let us listen to her story and decide how to proceed. Medda, tell us about this relic. Why is it so important to you?”
Medda takes a deep breath. “Over 900 years ago, a powerful warrior named Ivvora came into our camp. She spoke of an angel named Vildeis who guided her hunt for a great dark evil she called Eshimka. Several of our scouts had recently disappeared, later found ripped into pieces. The elders insisted that we help banish this evil and ensure the safety of our following. They laid a trap for the evil spirit, luring it to our sacred standing stones on the winter solstice. There, Ivvora and the great dark evil, Eshimka, fought a mighty battle that raged for hours. Just as the night was darkest, Ivvora dealt Eshimka a telling blow, digging her dagger deep into its flesh. The creature tried to escape, but it only snapped off the blade and then collapsed on the center stone. The elders finished their ritual and destroyed it completely.
“Ivvora rested with us for the winter before departing to eradicate more evil from the world, but not before leaving us the hilt of her weapon.” Medda withdraws a bundle of bloody cloth from her bag, then unwraps it to reveal a small hilt with a bloody fragment of black metal. “She told us to bring the hilt back to the standing stones every year at the winter solstice to keep evil away. We’ve had to travel for so long to retrieve the hilt, I’m afraid we won’t make it back in time for the solstice. Please, let me leave now.”
Ambrus Valsin contemplates Medda’s story for a moment, then nods, his brow furrowed. “Nigel, you should send for the Blakros agents who ‘obtained’ the hilt and hear what they have to say. Medda, I’m going to send as many Pathfinder agents as you deem necessary to travel with you and your following. I want to ensure we return this relic to its proper place.” Nigel starts to protest, but Valsin cuts him off. “Nigel, you wanted my help; you are getting it. I’m helping you fix a mistake your agents made. As for your museum,” Valsin takes a moment to survey the heavily damaged museum, ”I’m told most of the damage was done by your own security, not Medda and her following.
“Pathfinders, prepare to head north to the Realm of the Mammoth Lords.”
This concludes Part 1.

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***OVERSEER ANNOUNCEMENT***
“My Pathfinder allies, thank you for bringing us much needed support,” says Medda, the Twinhorn following’s spiritual leader. She stands beside Anok, her phantom and constant companion. “After the orc ambush sapped our supplies and strength, we pushed north to our winter home. We are only hours away from the stone circle and our encampment—if we are going to make it there by midnight, we need to press on. Once there, we will use Ivvora’s hilt to perform our time-honored ritual and keep evil from our lands.” Medda produces the small hilt of a broken weapon with only a fragment of its black metal blade remaining. “Let us move. There are dangers in these ancient woods: orc raiders, bears that topple trees, and worse. Stay in groups and don’t get lost.”
As the Kellids and Pathfinders reach the top of the hill next to the Twinhorn encampment, they notice splashes of blood and the occasional corpse dotting the landscape. Medda raises her voice, calling, “My brethren, our families are under attack! Secure the camp and drive back any who oppose you. Pathfinder allies, join us in defense of our home!” The landscape opens into a burned hillside where blackened trees stand like lifeless sentinels. A crude blockade shields the entrance to a natural cavern.
@Table GMs: You have until May 30 to run encounter H on page 32. If you finish early, you may proceed to encounter I on page 34.

Pregen Rivani |

GM - have we teleported or actually travelled? Is there time to heal, regain spells, or buy some warm clothes?

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If it's like A, we have travelled. (Along the way there was an orc ambush which apparently we We're absent for.) So new day.

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"Defend your home, we shall!" decrees Froderik, sword drawn.

GM Merisial the risen |

You can see a group of undead creatures attacking the barricade to a cavern
You have a surprise round and can place yourselves anywhere in the green box/ The blck splodges are burnt tees that do not provide cover or impede movement. Yes you have had time to ecover and it is a new day in terms of spells and abilities
For every 5 that you beat the DC, you may ask for one piece of information from this list.
For every 5 that you beat the DC, you may ask for one piece of information from this list.

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Knowledge (religion): 1d20 + 7 ⇒ (6) + 7 = 13
"These creatures are the work of necromancy for sure! Zombies and creatures of necrocraft!" Froderik cries, "They shall not defeat us this day, for the battle is ours! This day belongs to the living!"
Standard action = Bardic Performance to inspire courage =+2 bonus to attack/damage and fear/charm saves

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Puck waves a hand over himself, a purple force blanketing his body then disappearing. Cast Mage Armor.
Knowledge Religion: 1d20 + 12 ⇒ (1) + 12 = 13
" Zombies... not again. This reminds me of a younger time, in a forest just like this... " Puck stares at the undead warily.
Knowledge Religion: 1d20 + 12 ⇒ (10) + 12 = 22 Special Defenses
Puck takes time to analyze the Scrambler, checking out his defenses.

GM Merisial the risen |

Necrosraft scrambler: Thick muscle and jutting bone from multiple corpses fused together form a winged, humanlike predator.
No special defenses it does however fly slow and clumsily It is also out of line with its 4 zombie companions

Pregen Rivani |

Knowledge (religion): 1d20 + 11 ⇒ (9) + 11 = 20 Immunities please.
Rivani snaps a protective layer of force around herself and draws her dagger. "I recognise that thing," she says, pointing at the scrambler. "They're fairly mean predators," she adds, quickly sifting through her mind for further information
Standard Action to cast mage armour, Move Action to draw my dagger.

GM Merisial the risen |

Rivani so tempted to say necrocrafts are immune to witches and psychics but the standard undead stuff Mind affecting effects, bleed death effects, paralysis, poison sleep and stunning or anything that requires a fort save unless it is harmless or affects objects. Nothing extra
Rivani: 1d20 + 1 ⇒ (14) + 1 = 15
Benny: 1d20 + 8 ⇒ (17) + 8 = 25
Froderik: 1d20 + 2 ⇒ (5) + 2 = 7
Jesanna: 1d20 + 5 ⇒ (19) + 5 = 24
Puck: 1d20 + 11 ⇒ (8) + 11 = 19
Ree: 1d20 + 12 ⇒ (16) + 12 = 28
undead: 1d20 + 1 ⇒ (10) + 1 = 11
The undead seem not to have noticed Froderiks stirring speech underneath which you can just make out one word they seem to be repeating it sounds like "Brraaiinnss"
Bold to act
Bardic Performance to inspire courage =+2 bonus to attack/damage and fear/charm saves
Ree
Benny
Jesanna
Puck
Rivani
Undead
Froderick

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Puck shakes his head. The undead are always so unreasonable. He looks at his allies curiously. "Would it be helpful if any of you were larger? " He specifically looks at Tee and Benny.
I can follow someone forward and start Enlarge person. It will finish before your next turn.

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wait...no orcs? Aww that was my favorite part :(
Ree advances a bit ahead of the group and readies an action to stab the first undead thing that gets close enough for her to ram her rapier into, hoping to protect Puck and the other spellcasters!

Pregen Rivani |

"I don't think they're more immune to things than other kinds of undead," Rivani says as she strides forward, ready to confront the zombies. He takes up position near Ree and finds a nice chunky rock nearby. Focussing on the rock, she prepares to hurl it with her mind.
Move Action to move 25ft, Standard Action to Ready to cast telekinetic projectile at the first enemy that comes within 35ft.

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Puck walks up to Bennybeck and chuckles. "Let's find out." He begins casting a spell.
Using a Standard action to start Enlarge Person. It will finish with my Standard action next turn, before Bennybeck.

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Yepp. So your damage is now a 1d8. You also gain a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. So basically a damage boost.

GM Merisial the risen |

The zombies continue to pound on the barricade but the flying necrocraft flies in its clumsy fashion towards you As it gets close
telekinetic projectile: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
telekinetic projectile damage: 1d6 ⇒ 2
Bold to act
Froderick
Ree
Benny
Jesanna
Puck
Rivani
Zombies
Necrocraft -2

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Puck finishes up his spell, and Benny grows noticeably larger!
That takes my standard for this round, and I don't want to move, so that's my turn.

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"Continue on, stalwart heroes! This day is ours!" Froderik spurs on his comrades, racing past the location of the necrocraft.
Continue bardic performance +2 attack, etc, (2 rounds expended)
Double move

GM Merisial the risen |

Puck finishes casting his spell and benny grows. He is slightly off put by how little everything else now seems and his stab at the flying thing is a little short
Activating bot mode
Rivani uses the power of her mind to hurl a dead branch toards the necrocraft
telekinetic projetile attack;damage: 1d20 + 5 ⇒ (7) + 5 = 121d6 ⇒ 5
but it over shoots
Ree take out his cold iron rapier and attempts to stab the necrocraft
rapier attack damage: 1d20 + 11 ⇒ (3) + 11 = 141d6 + 9 ⇒ (6) + 9 = 15
Jesanna mutters "This isnt the adventure I was expecting" as she scurries up behind the others
The creature barely dodges the blow and returns the attack with a flurry of claws and bite
rapier parry first claw : 1d20 + 11 ⇒ (3) + 11 = 14
necrocraft claw 1 attack: 1d20 + 5 ⇒ (6) + 5 = 111d4 + 2 ⇒ (2) + 2 = 4
necrocraft claw 2 attack: 1d20 + 5 ⇒ (18) + 5 = 231d4 + 2 ⇒ (1) + 2 = 3
necrocraft bite attack: 1d20 + 5 ⇒ (8) + 5 = 131d6 + 2 ⇒ (3) + 2 = 5
rapier riposte attack damage: 1d20 + 11 ⇒ (13) + 11 = 241d6 + 9 ⇒ (6) + 9 = 15
Ends bot modes
Ree parries the first clumsy claw attack and strikes into the monstrosity however the second claw catches as he withdraws his blade. He deftly dodges the more powerful bite
The zombies start shuffling towards you
Bold to act
Froderick
Ree -3 -1 panache
Benny
Jesanna
Puck
Rivani
Zombies
Necrocraft -17
medium longspears still only have 10' reach Benny moved you up so you could attack the thing on your turn

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Puck laughs a little and whispers to himself. "Benny, you better try harder than that. "
Fortune on Benny. Cackle to extend it to this and next turn.

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"I trust you have the defeat of this undead creature well in hand." Froderik says to his companions. [b]"As there are additional threats to deal with, then deal with them I shall!"/b]
The bard moves toward the zombies while sending a magic charge to his blade.
Move action=Move 30 ft.
Swift action =activate Arcane Strike
Standard action=Melee attack!
Melee attack with Bardic Performance(+1 longsword): 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Damage with Bardic Performance and Arcane Strike: 1d8 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 = 9

GM Merisial the risen |

1d20 ⇒ 7
Both Benny and Froderik hit their foes but both keep fighting
Bold to act
Froderick
Benny
Puck
Jesanna
Ree -3 -1 panache
Rivani
Zombies 0 0 0 9
Necrocraft -25

Pregen Rivani |

Rivani stands calmly, her gaze focused on the necrocraft. Her eyes suddenly erupt with blue light as she channels all her psychic energy into the creature's primitive psyche, trying to overload it.
Standard Action to cast mind thrust I on the necrocraft, paying two points from my phrenic pool to use the will of the dead phrenic amplification which overcomes it's immunity to mind-affecting effects.
It takes 4d6 ⇒ (6, 5, 2, 4) = 17 damage and can attempt a DC 15 Will save for half damage.

GM Merisial the risen |

The necrocraft explodes all over Ree as its puny mind comes to a sudden realisation of the horror it has become.
Ree (unharmed by the exploding corpse) Charges forward to stab the one Froderik attacked
rapier;damage: 1d20 + 11 ⇒ (20) + 11 = 311d6 + 11 ⇒ (4) + 11 = 15
crit confirm;: 1d20 + 11 ⇒ (16) + 11 = 2715 + 1d6 + 11 ⇒ 15 + (3) + 11 = 29
As Jesanna moves forward to see what is happening
Ree totally skewers the zombie and with a neat twist snaps off its head flicks it to join the mess behind him in some style (panache regained)
The other zombies shuffle up towards your front line
Bold to act
Froderick
Ree -3 full panache
Benny
Jesanna
Puck
Rivani
3 Zombies unharmed (but not for long I suspect)

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Puck laughs as the monster explodes, "Well done, Rivani!" Cackle to extend Fortune on Benny.
I don't think the zombies would be immune to a Supernatural Hex...
Puck stares at the closest zombie, Eying him for weaknesses. Evil Eye on the closest zombie for -2 AC. DC 17 Will save to reduce the 8 round duration to 1 round.
Then Puck shouts to Benny. "Good luck, big guy!"
BENNY: Don't forget, you can reroll a d20 and take the higher result from my Fortune. You can do that once a round for this whole fight.

GM Merisial the risen |

Indeed Benny that was what my d20 was after your 19 hit reduced the necrocraft to one hp. Sadly it was not a 20
zombie will save: 1d20 + 3 ⇒ (2) + 3 = 5 The zombie with the tatters of a red cloak tries to shake off the effect of Pucks malign influence and fails
Bold to act
Froderick
Ree -3 full panache
Benny
Jesanna
Rivani
3 Zombies unharmed (1 easier to hit)
Puck

GM Merisial the risen |

Twinhorn Allies: When this occurs, the next successful melee
or ranged attack made by each PC before the end of the
adventure automatically gains the benefits of the boosted
Allied Offensive aid token effect.
One PC gains 2d8 damage to a melee attack and everyone attacking afterwards gains flanking for 1 round

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The halfling will try to pokey pokey again
1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 Fortune hex
1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12

Pregen Rivani |

Rivani feels the necrocraft's mind gutter out like a burned-out candle the instant before the creature explodes. Realising she is woefully out of position to deal with the remaining zombies she hustles quickly through the undergrowth.
Double Move to move 60ft.

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Ree will try to skewer the zombie in front of Froderick hoping to either soften it up or kill it so the two of them can start to set up a moving flank around the undead line!
Stab!: 1d20 + 9 ⇒ (7) + 9 = 16
Damage!: 1d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8

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"At last! The Kellids have joined the fray! Certainly, this battle will shortly be won."
Working with the newcomer allies as well as his fellow Pathfinders, Froderik selects the nearest target and strikes.
Froderik has a move action, which he will if he needs to reach the nearest foe that is still fighting.
Free action= Continuing bardic performance = +2 attack/+2 charm/fear saves
Swift action =activate Arcane Strike
Standard action=Melee attack!
Melee attack with Bardic Performance(+1 longsword): 1d2 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Damage with Bardic Performance and Arcane Strike: 1d8 + 2 + 2 + 2 ⇒ (1) + 2 + 2 + 2 = 7

GM Merisial the risen |

OK So the flanking kicks in after Bennys attack wich hits for damage: 12 + 2d8 ⇒ 12 + (8, 4) = 24
Also rolling a d20 rather than a d2 for Froderik
Frodreik really attacks: 1d20 + 9 ⇒ (15) + 9 = 24
So Benny kills one Zombie and Froderik and Ree combine to finish another
(Ree also finds zombies dont play fair when attacked rapiers Froderiks slashing blade seem to work better Zombies have DR 5 slashing)
The third one attacks Ree
zombie attack: 1d20 + 4 ⇒ (5) + 4 = 9
zombie damage: 1d6 + 4 ⇒ (2) + 4 = 6
Party is up
As is Froderiks Inspire courage +2 to hit +2 weapon damage
Benny gets flanking this turn everyone else has had opportunity for +2

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Puck smiles as the two zombies go down. He laughs, "We'll be at the Khellid camp in no time! " Cackling to extend Benny's Fortune.
He stares down the last zombie. -2 AC. Will Save 17 if he is going to live past this round. (Doubt it!)

Pregen Rivani |

"One to go," Rivani mutters to herself as she sees her comrades take down two of the zombies. She gets into position, centres her mind, and launches a fist-sized rock at the last undead.
Move Action to move 30ft, Standard Action to cast telekinetic projectile at the last zombie.
telekinetic projectile, into combat, bardic performance: 1d20 + 3 - 4 + 2 ⇒ (10) + 3 - 4 + 2 = 11
Damage, bardic performance: 1d6 + 2 ⇒ (2) + 2 = 4

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Benny moves up and tries to poke at another zombie
1d20 + 6 + 2 + 2 ⇒ (7) + 6 + 2 + 2 = 17
1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
2d6 ⇒ (5, 6) = 11

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"This time, your death shall be far more permanent!" Froderik declares.
Froderik has a move action, which he will if he needs to reach the nearest foe that is still fighting.
Free action= Continuing bardic performance = +2 attack/+2 charm/fear saves
Swift action =activate Arcane Strike
Standard action=Melee attack!
Melee attack with Bardic Performance(+1 longsword): 1d2 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Damage with Bardic Performance and Arcane Strike: 1d8 + 2 + 2 + 2 ⇒ (2) + 2 + 2 + 2 = 8

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Against zombies of this caliber (or lack?) Ree wouldn't waste her time with a parry! Ha!
But she will attack again and try to move around to flank with Froderick or Benny! can't tell from the map which zombie(s) are still active?
"Resistant to stabs huh? Maybe a harder stab will do the trick?!"
Stab!: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
totally forgot bardic performance last round! more if there's a flank in there!
Damage!: 1d6 + 4 + 3 + 2 ⇒ (4) + 4 + 3 + 2 = 13
"Take that! Bet you'd wish you'da stood in bed!"