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Actually Miner's District has the fewest successes if you'd like to go there.

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No preference here. I doubt doubling back is really a factor as we're not really RP'ing the time between. If miner's is where we can provide the most help...

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If that is the place we can be the most help for the special, then that is where we should go.
Just realized I haven't been doing my job very well.
Amerel will move 15' ahead of the party to scout the way....
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
+1 vs. traps/surprise; Trap Spotter (10' of trap, free perception check to spot)
Stealth: 1d20 + 9 ⇒ (19) + 9 = 28
...moving with Masterwork Cold Iron Rapier drawn.
...And there goes my high rolls for the next combat...

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This tunnel is blocked by a cave-in with rubble heaped all the way to its ceiling. Protruding from the edge of the debris is an ancient pickaxe against which rests a skeletal arm. A few small gold nuggets and a rusted cart wheel lie nearby.
Map is updated.

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Enora casts a spell to see if any thing we see is magical.
Well this is certainly not what I was expecting to come across.

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Not the wisest cookie in the toolshed (and occasionally susceptible to mixing his similes), Zarnel steps over to the other passage to see if it's blocked also.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Not being particularly stealthy but not using a light source either; just relying on his darkvision.

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"currently." Nothing ominous there.
Seeing nothing of note, Zarnel moves back to join his teammates.
"The other passage goes deeper, but there's nothing else there. Can I help you with anything, Amerel?"

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No magic emanations from the unique pickaxe and skeletal hand. The gold shimmers in a mundane fashion.

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The gnome calmly approaches the scene and wonders about what is not there.
Curious. Just an arm. Is the rest of him or her under that rubble, I wonder.
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Apparently he doesn't really try that hard to search the rubble.

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Assuming no dissent, I'll set us up for Armorer's District. They could use some successes and I'm pretty sure y'all have more successes under your belt than any other table right now.
Blame it on our GM, he's been riding our backs with the lash since we got here. Las thinks he needs to use more wrist action.
Las, ever skeptical, cracks his whip at the base of the gold in case looks are not what they seem.

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It looks like the cart can be emptied of gold material with some time.

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It looks like a whole team would be required to come excavate this. I don't think that would be the best use of the Pathfinders time now. Let's take the gold and axe and move on.
As a player, I am hoping we don't actually move on. Kinda out of ideas here and hoping that taking stuff triggers something. Just figured I would clarify my motive.

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As Enora touches the pickaxe, a feeling of dread begins to mount.
Zarnel: 1d20 + 4 ⇒ (3) + 4 = 7
Amerel: 1d20 + 9 ⇒ (17) + 9 = 26
Enora: 1d20 + 1 ⇒ (10) + 1 = 11
Las Lajas: 1d20 + 9 ⇒ (17) + 9 = 26
Arin: 1d20 + 6 ⇒ (7) + 6 = 13
Xukong: 1d20 + 2 ⇒ (16) + 2 = 18
Zarnel: 1d20 + 3 ⇒ (12) + 3 = 15
Amerel: 1d20 + 5 ⇒ (7) + 5 = 12
Enora: 1d20 + 2 ⇒ (13) + 2 = 15
Las Lajas: 1d20 + 1 ⇒ (2) + 1 = 3
Arin: 1d20 + 2 ⇒ (18) + 2 = 20
Xukong: 1d20 - 1 ⇒ (10) - 1 = 9
Amerel and Las Lajas note the distant sound of a rock slide followed by muffled cries for help. In a ghostly way.
Zarnel, Amerel, Enora, and Arin may take an action before something happens.
the haunt takes damage from each vial of holy water poured on the pickaxe or hand—5 points of damage per vial

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religion dc 15: 1d20 + 8 ⇒ (2) + 8 = 10
The feeling of dread fill Enora to the point she can't even recognize that this is probably another haunt.
Delaying. Pretty sure it is a haunt but failed the check to get information so I may be wrong. If I am right, I have nothing I can do to fight against it besides surviving the effects haha

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"Do you all hear that? Sounds like the rockfall is happening now even though it is obvious that it was actually a long time ago. Zarnel, what do you think?", as he backs away to the others.

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K. Religion: 1d20 + 7 ⇒ (4) + 7 = 11 + Inspiration: 1d6 ⇒ 2

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“A rock slide, you say? But... “
Kn(Religion) : 1d20 + 6 ⇒ (10) + 6 = 16
“Ah yes, I get it now. “
Looking a little more closely at the axe and hand, he realizes this haunted soul could be hindered in other ways. “We can use the Power of Positive Energy, “he says in an uplifting and positive tone. “Or we can also just pour holy water on the remains,“ he finishes.
Realizing that the equipment kit for holy warriors that he bought didn't include any holy water, he mutters an exasperated “Really?“ and applies his healing touch to the skeletal hand.
LoH : 1d6 ⇒ 2

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"Oh. I see. you can try this.", says Amerel, as he takes off his backpack, and takes out a Wand of Cure Light Wounds, and moves forward to Zarnel...

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Arin nodes at Zarnels instruction, preparing to release his holy energy.
His stark white hair and eyes begin to glow an opaque, light blue tint as all nearby can feel the release like a slight rush of air.
Channel positive energy to harm haunt/undead, Will DC15 to halve: 2d6 ⇒ (3, 1) = 4

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"Oh. I see. you can try this.", says Amerel, as he takes off his backpack, and takes out a Wand of Cure Light Wounds, and moves forward to Zarnel...
Zarnel has taken an action this round but you could hand it to Enora who has +10 UMD...

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As does Las, so if someone hands me the wand.
Nevermind, I don't get to act before the haunt.

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Enora realizes that she has her own wand of cure light wounds wand when Amerel offers his wand and tries to use it, though it will take some luck.
UMD dc20: 1d20 + 10 ⇒ (18) + 10 = 28
Enora manages to activate the crazy thing to try and damage the haunt.
CWL damage: 1d8 + 1 ⇒ (3) + 1 = 4will save for half dc 11 (I believe)

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Amerel still has an action to take and +9 UMD. That wand may be the key to survival.

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Sorry, thought taking it out was my action
UMD vs. DC=20: 1d20 + 9 ⇒ (9) + 9 = 18
possible Positive damage: 1d8 + 1 ⇒ (3) + 1 = 4
Folio re-roll if I may. Pretty sure I haven't used yet.
UMD vs. DC=20: 1d20 + 9 ⇒ (7) + 9 = 16
Sorry guys.

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Arin nodes at Zarnels instruction, preparing to release his holy energy.
His stark white hair and eyes begin to glow an opaque, light blue tint as all nearby can feel the release like a slight rush of air.
[Channel positive energy to harm haunt/undead, Will DC15 to halve]2d6
Some way I can avoid this...or this can avoid me? I'm not sure which slide we're on now....

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We are on slide 2. I will allow a folio reroll for initiative to do some positive energy damage or the haunt effect will go off.

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initative reroll, Timelost Boon: 1d20 ⇒ 17
Somehow sensing a moment of great (and possibly terrible) significance upon it, Xukong JOLTS precious seconds through time, and attempts to blast the haunted husk with powers of anathema!
disrupt undead ranged touch attack roll (if necessary): 1d20 + 2 ⇒ (20) + 2 = 22
positive energy damage: 1d6 ⇒ 5
MOLY HOLY! Can I even do this to a haunt...?: 1d20 + 2 ⇒ (19) + 2 = 21
If I can...!: 1d6 ⇒ 4 + 5 = 9!
also, Will save vs positive energy if I can't avoid Arin's Channel: 1d20 + 4 ⇒ (6) + 4 = 10 Yes, well...I'll take that if I must. *~*

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Amazing.
The ghostly sounds fall away and you are left with a pickaxe with runes etched in the handle spelling the name “Khargall.”
You figure excavating the gold would take about 10 minutes and provide some needed resource for the society.

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As the ghostly sounds fade away, Zarnel hefts the pick and begins working on the pile of stones and debris. "After we clear this rubble, we should give this 'Khargall' a more fitting burial. Or at least a simple benediction."
If there's nothing else in this District, I'd vote to go wherever has the fewest successes. If we're not done here, then Zarnel will head around the bend and down the other tunnel.

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Apologies xukong. I hadn't considered your... nature when I let loose that positive energy.
Agreed Zarnel, go next where we can help the most.

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Relieved, Las joins the others.

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Do you bury Khargall and the other miners? Do you mine the gold? Do you move on?

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I thought we were mining the gold by default.
Las takes a moment to figure out the proper burial rights for the dead miner and then gathers what gold he can into his handy haversack.
K. Religion (T10 w/Guidance)= 18 + Inspiration: 1d6 ⇒ 3

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I need a successful DC 15 Knowledge (dungeoneering or engineering) or
Profession (miner) check.

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Enora and Las Lajas take the time to mine and stow the gold while the rest of the party buries the bones of the miners.
Supplies secured for the Society which increases aid tokens in play! Also, burying the miners permanently destroys the haunt.
You continue....
The tunnel is interrupted by a fifteen-foot wide gap in the ground, the mining track twisted up and away from the ground. A dozen cave bats suddenly emerge from the descending hole, their high-pitched screeching echoing off the rocky walls of the tunnel as they fly into the darkness to the west. An ancient shovel lies on the ground.
Map is updated.

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"Looks like a simple enough jump."
Amerel attempts to take a running jump over the hole...
Acrobatics vs. DC=15: 1d20 + 9 ⇒ (8) + 9 = 17
"If anyone has rope and pitons I can secure them on this side for you."

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Classic.
Amerel was feeling pretty good about the jump and as he lands on the other side the ground gives out from under him and he tumbles down to a ledge 40ft down.
Reflex save, please or you take:
4d6 ⇒ (4, 2, 3, 6) = 15

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Reflex Save: 1d20 + 7 ⇒ (7) + 7 = 14
The reflex save is to see if I grab hold before I fall, right? If so, don't I receive a second Acrobatics to reduce the fall by 10'?
Acrobatics to reduce fall(if applicable): 1d20 + 9 ⇒ (1) + 9 = 10
Figures. Nevermind.

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Amerel is a little sore on his side after banging against some rocks on the way down and landing on a ledge.
Climb check to get out, please.

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dungeoneering dc13: 1d20 + 8 ⇒ (18) + 8 = 26
Appraise dc 15: 1d20 + 8 ⇒ (19) + 8 = 27
religion DC 15: 1d20 + 8 ⇒ (11) + 8 = 19
Odd, this hole seems to be dug here recently.
Enora looks at the shovel we found, This appears that rather than being old, it is simply of exceptionally poor craftsmanship. Not what I would expect from a city of Dwarves.
Ahh! That explains it! This kind of workmanship is characteristic of worshipers of Droskar. That means that this recent work was done by the duergar and that this is one of their entry points from the Darklands below!
I do not have any rope to help you up, I am sorry! I am sure someone is better prepared for this than than me though!

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"AMEREL!" Zarnel hustles up to the hole to see if his teammate is okay, or even alive. In spite of his haste, he does approach carefully and cautiously, looking at the hole and the tunnel closely in case the edge on this side is as unstable as where Amerel landed.
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
"Ah, I see you there, my friend. Would you want me to toss you a rope from here?" he asks, as he fishes it out from his kit. "I'm sorry, but I don't have pitons or climbing gear, just rope."

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Zarnel doesn't see anything particularly out of the ordinary.

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"If you could toss it to me, I will tie it around my waist as I try to cross to the other side."
Total damage please.
....to secure the rope around myself....
Escape Artist: 1d20 + 9 ⇒ (1) + 9 = 10
...climb checks (use what is needed)....
Climb: 1d20 + 7 ⇒ (9) + 7 = 16
Climb: 1d20 + 7 ⇒ (3) + 7 = 10
Climb: 1d20 + 7 ⇒ (9) + 7 = 16
Climb: 1d20 + 7 ⇒ (2) + 7 = 9
3 weeks of low numbers in all the games. What gives?

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15 damage
Amerel makes his way out of the pit and stands on the other side with rope affixed.