
GM Fez |

The final gnoll realizes what a tenuous position its life is in and begins fleeing at top speed. Withdraw action. Combat over?! If you guys want to chase it down we can handwave it.
You now have a safe location to rest before continuing to the ruins. A weathered, partially buried marker about 100 feet west of the oasis matches the description in Grandmaster Torch’s notes. During the hour before dusk, the setting sun’s light causes a weathered hieroglyph depicting an arch to glow. Even as the sun sets, the long shadow cast by the stone never shifts, always pointing to the northwest with exactly the same bearing. Traveling in that direction for several hours leads you to the ruins of Seeker’s Folly.
The gnolls maintain a poorly hidden cache of stolen goods near their hiding spot. In addition to a silver cup worth 60 gp and a hodgepodge of coins, their ill-gotten gains include alchemical supplies from Thuvia that consist of an alchemy crafting kit, a vial of antitoxin, and two flasks of alchemist’s fire. There are also two flasks of liquid ice, a potion of blur, and a potion of haste.

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"We had better keep a very good eye out for danger, never know when another of those sand starfish will show up." Kelris say sitting wholly on a rock. "Quite the haul there, I would take one of those liquid ice if no one objects."

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Having trouble determining actual hit point totals.
Fethril gathers the team before allowing a burst of divine energy to erupt from his body.
Channel for healing: 2d6 ⇒ (2, 3) = 5
Let me know how far down you guys still are and I will bust out the wand of CLW to top you off.

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Morka laughs along at Kelris's comment, "Hehe, that was one hell of a starfish. We really didn't see that one coming. I don't think we are that far off though, only a few more hours left to go!" he adds cheerfully. "I wonder why these knolls attacked us, really. Not very bring to pick of strangers of larger number than your pack..."
Looking around at the loot, Morka takes an alchemists fire and antitoxin. "These will come in handy, maybe one of you can take the rest? Those magical potions would do the rest of you much better."

GM Fez |

The remainder of the journey through the desert proceeds uneventfully, with only the rise and fall of the dunes to break the monotony. A low, uneven hill of granite appears on the horizon to the northwest, presenting the only shelter for miles around. Although the crag appears solid from a distance, on closer examination there is a wide fissure in the rock sealed by a heavily weathered stone wall fitted with a large iron door.
Seeker’s Folly has sat virtually undisturbed for centuries. The khamsin storms have worn away the carvings that once decorated the outer wall, which serves as a barrier against the abrasive sand, leaving the courtyard relatively protected. The wall stands 30 feet tall, and a 15-foot-tall set of iron doors keeps out the weather.
The iron gate that seals the entrance is heavy and partially buried by sand, yet it is unbarred and can be opened with a successful DC 18 Strength check. The archway’s ceiling contains a recessed inscription in Ancient Osiriani that has avoided the worst of millennia of erosion.
The stone wall is 30 feet high and worn smooth, requiring a successful DC 30 Climb check to scale; however, the canyon wall is uneven and requires only a successful DC 15 Climb check to ascend.

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Fethril silently berates himself. All this time and I still need to solve this language! I need to address this as soon as I have time to resume my studies.

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Merisiel looks at the inscription, but it makes no sense to her.
"Anybody know the language? Or can use magic to read it? Kelris, maybe wait until we read it before opening the gate. The writing might warn us of dangers."
Merisiel takes a look for any tracks showing that Aspis agents may have arrived already.
Perception: 1d20 + 10 ⇒ (6) + 10 = 16

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Morka nods and casts comprehend language.
Perc: 1d20 + 10 ⇒ (10) + 10 = 20
"It is a message welcoming travelers and offering them safety from the winds. How thoughtful. Wait...these etchings, they subvert the meaning to offer safety from the winds of time...How poetic."

GM Fez |

Oh dear. Fethril will have a field day...
The door creaks open, sand falling from its surface in a small cascade. The wind gusts about this small courtyard, filling the air with fine grit. Corpses litter the area, little more than bone and desiccated, leathery skin. A dry well occupies the center, surrounded by the remnants of an outdoor market, though even the best tent is tattered and leans precariously. To the east, a set of low steps rise to a set of stone doors surrounded by symmetrical wall carvings of pharaohs. Stairs to the south ascend to the outer wall.
The whirling sand provides concealment for any creature more than 10 feet away in the courtyard.
There are sounds of shuffling and shambling coming from within the courtyard, and you can see vague shapes moving around. In the back you can see something huge and looming next to some doors leading into the sanctum.
Kelris: 1d20 + 5 ⇒ (1) + 5 = 6
James: 1d20 + 8 ⇒ (5) + 8 = 13
Morka: 1d20 + 6 ⇒ (4) + 6 = 10
Fethril: 1d20 + 7 ⇒ (7) + 7 = 14
Plague Zombies: 1d20 + 2 ⇒ (12) + 2 = 14
Carrion Golem: 1d20 + 1 ⇒ (1) + 1 = 2
Order 1st Round
Fethril, Merisiel
Zombies [R: 0, B: 0, G: 0]
James, Morka, Kelris
Golem

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"We moved most of the sand first shaking it, freeing it up for you Merisiel." Kelris says with a smirk. At the sound of the shuffling Kelris draws his halberd. "The mounts are secure, lets see what is going on in here."
Ohh crap a golem. Need a Scarb for that

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***Just after the gate is opened***
With arms folded, "Yes Kelris, I am certain your granular aid was the a real difference maker. It had nothing to do with technique, grace or her mastery of leverage."
Leaving the rest of the lecture for a later time, Fethril renews his magical defense before moving forward, wand at the ready.
Mage Armor. Moving forward with Wand of MM in hand
***Here & Now***
History: 1d20 + 7 ⇒ (4) + 7 = 11
"Some long forgotten personality lost to the ages. It could be anyone's guess as to the true identity."
Upon seeing the indistinct creatures approaching, Fethril targets the nearest and sends a missile of force directly into the center of the mass.
MM vs RED: 1d4 + 1 ⇒ (2) + 1 = 3

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@Kelris - don't worry, the main thing for most golems is an adamantine weapon or Power Attack - and you have both.
"Lure them out?"
Merisiel moves, drawing her rapier, and readies to attack the first foe that comes within reach.
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

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Morka will spend his turn moving to Kelris, and casting Heroism on him. Here you go Kelris, Youre my hero, so go in there and knoxk them on their butts!
heroism grants +2 attack, saves and skill checks for 40 minutes.

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"Stand here and make them come to us!", James says as he readies to attack the undead when they get to him.
Scythe PA: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8 Damage: 2d4 + 6 + 6 ⇒ (2, 3) + 6 + 6 = 17

GM Fez |

James just misses with his scythe, but Kelris manages to hit the shambling monster with his halberd. It is cut in half, then explodes with nasty goo covering both men. I'll need a DC 11 Fortitude save from both James and Kelris vs disease. I think the map is updated to current moment.
The form near the back of the compound begins moving forward, its steps steadier than the shambling of the zombies around it. As it gets closer you realize it is smaller than it appeared from a distance, and catch a whiff of something foul. Seeing it through the shifting sands is hard, but it looks diseased and broken, as though cobbled together from decayed remains. Your stomach turns as it gets even closer to you. DC 12 Fort save vs poison from everyone or be nauseated for 1 round.
Animate dead causes the various parts of the golem’s body to shudder and tear.
Any magical attack that deals cold or fire damage slows a carrion golem.
Any magical attack that deals electricity damage hastes a carrion golem.
Order 2nd Round
(DC 11 Fort save vs disease: James and Kelris)
(DC 12 Fort save vs poison or be nauseated: All)
Fethril, Merisiel
Zombies [B: 0, G: 0]
James, Morka, Kelris
Golem

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Religion: 1d20 + 9 ⇒ (5) + 9 = 14
Arcana: 1d20 + 9 ⇒ (9) + 9 = 18
Fort: 1d20 + 5 ⇒ (12) + 5 = 17
"Those are Plague Zombies. That ichor is liable to turn you into one if we do not get it off of you. As to the golem, its stitched together nature makes arrows and rapiers next to useless. Swords and flails if you have them."

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"Ugh! My stomach doesn't feel so good!"
Fort Save: D: 1d20 + 6 ⇒ (8) + 6 = 14
Fort Save: P: 1d20 + 6 ⇒ (2) + 6 = 8

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"Let it all out! You'll feel better!"
Fortitude DC 12: 1d20 + 4 ⇒ (10) + 4 = 14
Merisiel ignores the stench from the corpse golem.
She draws a dagger in her off-hand and throws it at Blue, then steps back.
Ranged Attack, 2nd range increment: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

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Fort Save vs Ichor: 1d20 + 7 ⇒ (4) + 7 = 11
Fort save vs Poison: 1d20 + 7 ⇒ (13) + 7 = 20
Kelris Flings the goo from the exploded Zombie off his face, "Disgusting, next time I will put my visor down first." Kelris says spitting.

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Fortitude: 1d20 + 3 ⇒ (8) + 3 = 11
Morka begins to making vomiting sounds from the back of the group. As people turn to see whats happening, he has gone all green and sick in the face. Still, with a smile he puts a thumbs up to the group. "Go...get em...guys!
Move away.

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You're right sorry, I did make both saves though, so one is a 13 and the other 22
Kelris Slips between the two Zombies, putting himself in a precarious position but knowing that James will have his back.
Halberd vs Golem+PA+Adamantine: 1d20 + 10 + 2 - 2 ⇒ (2) + 10 + 2 - 2 = 121d10 + 16 ⇒ (2) + 16 = 18

GM Fez |

Kelris only manages to slice off a small sliver of one of the corpses comprising the golem. It gets a good look at him before raising its huge fists in an attempt to smash the man into paste.
Slam!: 1d20 + 7 ⇒ (9) + 7 = 16
Bam!: 1d20 + 7 ⇒ (7) + 7 = 14
More nimble than he appears in that armor Kel slips around the fists and resets his halberd.
Order 3rd Round
Fethril, Merisiel
Zombies [B: 0, G: 0]
James, Morka, Kelris
Golem

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I believe Merisiel already hit Blue Zombie for 5 damage last round, unless the thrown dagger was ineffective.
Merisiel moves up, drawing a dagger, and slashes at Green Zombie.
Attack, flanking, Bless: 1d20 + 7 + 2 + 1 ⇒ (8) + 7 + 2 + 1 = 18
Damage: 1d4 + 2d6 + 2 ⇒ (3) + (2, 5) + 2 = 12
Fort Save if it is destroyed: 1d20 + 4 ⇒ (8) + 4 = 12

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Hoping to finish off one of their assailants, the wizard snaps his wrist and sends another bolt of energy into the green hued undead.
MM vs GREEN: 1d4 + 1 ⇒ (1) + 1 = 2
Knowing it will take time to whittle down the golem, Fethril decided to try and remove the easier threat. He relies on magical accuracy to fire directly under James' arm and directly into the zombie with the tattered blue tabard.
MM vs BLUE: 1d4 + 1 ⇒ (3) + 1 = 4

GM Fez |

Glanced over that somehow...
Merisiel slips behind one of the zombies and begins carving it up. This causes a nasty release of putrid insides as it falls to the ground in twitching lumps. Fethril's missile continues to injure the last remaining zombie standing as it lunges after James.
Slam!: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 4 ⇒ (3) + 4 = 7 Plus a DC 11 Fort save vs Disease
It manages to hit the man, covering him with something foul.
Order 3rd Round
Fethril, Merisiel
Zombies [B: -9]
(DC 11 Fort vs Disease: Kelris)
James, Morka, Kelris
Golem

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Fort save: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Kelris Swings again with a might blow at the Golem in front of him.
"By the Gods these things are Ugly."
Halberd+bless+Heroism+PA: 1d20 + 10 ⇒ (7) + 10 = 171d10 + 15 ⇒ (10) + 15 = 25

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Fort Save: 1d20 + 6 ⇒ (17) + 6 = 23
James starts to feel a bit better and then get covered in zombie guts again. He shakes it off and attack the one standing next to him.
Scythe PA: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18 Damage: 2d4 + 6 + 6 ⇒ (2, 4) + 6 + 6 = 18
Fort Save if it dies: 1d20 + 6 ⇒ (12) + 6 = 18

GM Fez |

Nope, just one round of nausea cause Carrion Golems are b#*%#es.
Morka starts an inspiring speech about the Pathfinders that helped defend Lastwall from the Whispering Tyrant's undead hordes. Meanwhile James bisects the final zombie, spewing himself and Kelris with yet more filth, and Kelris chops deeply into the golem, lopping off bits and pieces, though it continues to stand firm.
The golem responds with simple ferocity and hammerlike fists.
Slam!: 1d20 + 7 ⇒ (12) + 7 = 19
Wham!: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Order 3rd Round
(DC 11 Fort vs Disease: Kelris)
(DC 14 Fort vs different disease: Kelris)
Fethril, Merisiel, James, Morka, Kelris
Golem -26

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Fort Save vs DC 14: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Kelris Rolls with the punch, his armor taking most of the blow but a large bruise will be there later.
Halberd+PA+Heroism+IC: 1d20 + 10 - 2 + 2 + 1 ⇒ (20) + 10 - 2 + 2 + 1 = 311d10 + 15 + 1 ⇒ (5) + 15 + 1 = 21
Well there is my crit: 1d20 + 10 - 2 + 2 - 1 ⇒ (18) + 10 - 2 + 2 - 1 = 272d10 + 30 + 2 ⇒ (10, 4) + 30 + 2 = 46

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James switches targets to the golem.
Scythe PA: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9 Damage: 2d4 + 6 + 6 ⇒ (1, 2) + 6 + 6 = 15

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Morka is completely wide-eyed after Kelris destroys the construct. Jeez Kelris, leave some for us why don't you? Man, you're really strong...
He will offer his services if anyone needs healing.

GM Fez |

Somehow Kelris manages to shear completely through the golem, halberd coming out the other side after a massive swing and letting it flop backwards on the ground. Disturbingly the legs and lower portion of it are still standing, but a swift kick topples them as well. Combat over!
From where you are standing you can make out several doors. An enormous pair up a small flight of steps, two leading to some buildings tucked against the mountain, and another one on top of the gate after the stairs leading up.

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Kelris wipes the Ichor off his weapon, "I just wanted that over before it could hurt one of us." Kelris says before stepping around the corpse. "Smaller buildings first?"

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Well, that's fine. You can take the lead then. Hey team, who else wants to feel more like a hero? as he offers two more cast us of heroism on the group. He follows Kelris.
First come first serve for the heroism spell.

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James looks at the little man a moment perplexed and then says to him, "If it lasts long enough I will use one too. Thank you."

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Morka excitedly high-fives both James and Merisiel as they take the lead to check out the next part of the area.
Perception: 1d20 + 10 ⇒ (16) + 10 = 26
That's all of my level 2 spells gone, the spells will last 40 minutes each.

GM Fez |

Heading towards the closest door into the small building a quick inspection reveals nothing unpleasant waiting for you. This modest brick building probably provided housing for a caravan’s beasts when the fortress was active. Only the stone has survived intact, with empty sockets for lanterns at even intervals. Ancient tools for leatherworking sit on a table to the south, next to an empty stone trough. Barren stalls line the north wall. In the east a door leads to the smaller building attached to this one. Another inspection reveals a distinct lack of traps.
This room served at times as a smithy and at other times as a storage facility over the course of the fortress’s occupation. The chimney that rises from the small forge in the southwest corner is clogged with grit from centuries of storms, and the smith’s tools lie nearby under a thick layer of dust. The south door is cracked in places, and scattered crates are all that remain of a barricade.
Most of the contents of this room are spoiled and worthless, though you manage to find two sealed vessels full of salt crystals. One contains an application of silver weapon blanch, and the other contains one measure of ghost salt.
Inspect the thing above the bridge before moving into the large doors?