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Teric flies over to the seed pod and lands. He watches as his companions try to destroy it.
If Peribas can't destroy it this round, Teric will cast Magic Missile for 4d4 + 4 ⇒ (2, 1, 1, 4) + 4 = 12

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Tess delays as well, not wanting to expend valuable resources if not necessary.

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**OVERSEER ANNOUNCEMENT**
Strands of purple energy whip across the battleground and begin to swirl above the remains of the giant flower. The continuous chant of the Twinhorn shamans reaches a fever pitch and then suddenly stops. After a breathless moment of silence, a loud reverberating boom echoes across the swamp as a column of purple energy pierces through the clouds, dissipating into the starry sky. Shouts of celebration begin to sound across the field as Medda makes her way to the heart of the blight. A shaft of moonlight shines on the site through the parted clouds as she rips through the withered roots of the blighted flower. Medda reaches in and draws out the shriveled remains of a female crusader. In stark contrast to the rest of the remains, her silvery breastplate glimmers in the moonlight. A grievous blow has scarred its surface where a golden engraved figure spreads out her wings. Trails of blood seep out from scars running across the figure. Medda lowers the remains gently upon a white cloak that a Twinhorn warrior has placed on the ground.
With a heavenly glow, the ghostly form of Ivvora appears in the clouds above. “She was my sister-in-arms against the vile Tar-Baphon. I now know that her sacrifice spared me all those years ago, as it will all of you in the days to come. Go with Vildeis’ grace and use this blessed plate to vanquish my hated adversary. Hurry back north, for the moment of Eshimka’s reckoning draws near!”
Medda looks up to the sky as the visage of Ivvora dissipates, the red phantom hand of Anok floating above her shoulder. After a moment, she kneels next to the crusader’s remains and carefully wraps them up in the white cloak, which is slowly soaked with red. She looks at the crowd gathered around her and speaks up. “We stand here triumphant, having rid this land of corruption. But this is a mere shade of the darkness that awaits us at the Solstice Scar! Fear not, for Vildeis’ blessing will guide our weapons to strike true and eradicate Eshimka for good!” Medda motions for the Twinhorn warriors to raise the bundled remains on their shields as one of the honored dead. “Pathfinders, you have done much for my tribe and our lands, but I ask you once more to lend us your weapons so that we might end the evil that haunts Solstice Scar. What say you?”
~~~~~~~~~~~End of Part 5 / Beginning of Part 6~~~~~~~~~~~
Part 6 begins after a long journey back to the Twinhorn territory.
Inspired by the events in the Fangwood, the Pathfinders and Twinhorn warriors have at last returned to the Kellid following’s territory. The scattered woodlands that once stood in the Tusk Mountains are now cast in perpetual shadow despite it being only a few hours after noon. The trees are bare, the grass crumbles at a touch, and even the accumulated snow of midwinter is melting in the freezing air as if surrendering to entropy.
Medda confers with some of the Twinhorn following who stayed behind, then she addresses the crowd. “The winter solstice does not peak until tonight, yet already Eshimka’s vanguard has escaped the Negative Energy Plane. They now control the area around the planar scar for several miles in each direction. If we’re to stop them, we need to break through these outer forces, regroup at the center, and take control of the rift. If that doesn’t draw Eshimka out, a few brave souls will need to pass through the rift to crush her lieutenants, destroy whatever is keeping the rift open, and draw her into our world. When they do, we need to ensure there are no reinforcements, and that means eliminating any commanders who have already broken through. That includes a corrupted dragon that has our scouts worried.”
She smiles grimly. “When the paladin Ivvora faced the beast Eshimka here centuries ago, she fought with Vildeis’s blessing and banished the fiend. Tonight, Eshimka would return to our world, but we are not one paladin; we are many!” She pricks her finger on her spear and paints a set of bloody wings upon her forehead. The Twinhorns follow suit “And we too carry Vildeis’s favor!” With these words, the painted wings blaze with light.
Table GMs, please begin Part 6

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Psycho move closer to the seed pod. double move

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You guys were so close to destroying the seed pod. Okay,
An aasimar taking part in battle pulls you all to the side. "We must get past the undead horde. You can borrow boats and navigate the river, but it moves with a swift current and is icy. You could also try to sneak past them, but if you get caught behind enemy lines on you own. I shudder to think." She then smiles as she thinks of the other option. "Or you could take on the horde head on and fight you way through. The choice is yours."
A voice calls out in the distance, "Medic!!!"
The aasimar female turns around, "Duty calls" She takes off at a quick walk towards the cry.

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I don't think we want to risk our lives on Dortlin's sailing skills. And while Rambi is more stealthy then the average rhino, He is still a Rhino. I'm not a fan of meleeing undead but it seems to be our best choice.

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”I don’t like any of my options. Stealth or fighting would be the best, I guess. I don’t know which end of a boat is the front,” Tess adds.

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Teric nods. "Last time I was on a boat, I nearly emptied my insides out. If we are to stop the horses, perhaps we should meet it head on. "
Fight, I guess

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"Our best option here is to fight."

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Peribras looks at his companions. "I think I can guide us behind enemy lines. But I can fight just as well."
ok, I need to make good on what I said earlier and figure out how many arrows I bought at the start of the mission

GM Z..D.. |

Wow, the board at my entire post from earlier.
The party decides to meet the undead head on in combat. They come across a patrol of kellid warriors who seems to be taking orders from a skeleton with a purple set of entrails.
Peribras: 1d20 + 6 ⇒ (17) + 6 = 23
Dortlin: 1d20 + 5 ⇒ (12) + 5 = 17
Psycho: 1d20 + 1 ⇒ (20) + 1 = 21
Teric: 1d20 + 1 ⇒ (8) + 1 = 9
Laliah: 1d20 + 2 ⇒ (3) + 2 = 5
Tess: 1d20 + 3 ⇒ (17) + 3 = 20
Red: 1d20 ⇒ 3
kellid warriors: 3d20 ⇒ (5, 1, 4) = 10
Bold May Act
Peribras
Psycho
Tess
Dortlin
Red
Blue
Purple
Teric
Laliah
Green

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Know. Planes 1d20 + 12 ⇒ (20) + 12 = 32
”The negative energy of this place is effecting the Kellid warriors! If we can move them further away, they will go back to normal.”
Tess casts Haste on the group!

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Dortlin did his usual long duration buffs. Greater Magic Fang on Rambi's horn, Longstrider on Rambi, and Shield Companion on Rambi.
"Not much I can do about that but we definitely don't want to kill them."
Dortlin will pull his Lesser Extend Rod and cast Good Hope.
+2 morale bonus to all rolls.
kn religion: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
kn planes: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20

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knowledge, religion, untrained, favored enemy, good hope: 1d20 + 2 + 2 + 2 ⇒ (2) + 2 + 2 + 2 = 8
well, at least we got that out of the way

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GM, please move Darkpaw if you think the skeleton has total cover. Peribras ignores all other cover.
"I think I can lure them this way..." Peribras says as he raises his bow and lets three blunt arrows sail towards the skeleton.
longbow, attack, deadly aim, good hope, favored enemy, haste: 1d20 + 16 - 2 + 2 + 2 + 1 ⇒ (12) + 16 - 2 + 2 + 2 + 1 = 31 for BLUDGEONING, magic: 1d6 + 4 + 4 + 2 + 2 ⇒ (4) + 4 + 4 + 2 + 2 = 16
longbow, attack, deadly aim, good hope, favored enemy, haste: 1d20 + 16 - 2 + 2 + 2 + 1 ⇒ (16) + 16 - 2 + 2 + 2 + 1 = 35 for BLUDGEONING, magic: 1d6 + 4 + 4 + 2 + 2 ⇒ (3) + 4 + 4 + 2 + 2 = 15
longbow, attack, deadly aim, good hope, favored enemy, haste: 1d20 + 11 - 2 + 2 + 2 + 1 ⇒ (8) + 11 - 2 + 2 + 2 + 1 = 22 for BLUDGEONING, magic: 1d6 + 4 + 4 + 2 + 2 ⇒ (4) + 4 + 4 + 2 + 2 = 16

Peribras's Companion: Darkpaw |

Darkpaw eyes the warriors, growling.
readied attack, good hope, favored enemy?, haste: 1d20 + 10 + 2 + 2 + 1 ⇒ (1) + 10 + 2 + 2 + 1 = 16 for b/p/s: 1d8 + 9 + 2 + 2 ⇒ (1) + 9 + 2 + 2 = 14 plus free trip: 1d20 + 12 + 2 + 2 + 1 ⇒ (14) + 12 + 2 + 2 + 1 = 31

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Psycho casts 4 magic missiles on skeleton (red).
damage: 4d4 + 4 ⇒ (1, 2, 2, 3) + 4 = 12

GM Z..D.. |

Darkpaw moves through the trees, but the close spacing causes the agile wolf to slow down.
Peribras launches several arrows at the skeletal creature.
Psycho launches some force missiles at the skeletal creature, they impact with no problem.
attack vs darkpaw: 1d20 + 10 ⇒ (18) + 10 = 281d8 + 9 ⇒ (3) + 9 = 12
20% miss chance, lo bad: 1d100 ⇒ 79
The first kellid warrior approaches and sinks in arrow into darkpaw's flank.Darkpaw takes 12 damage
attack vs darkpaw: 1d20 + 8 ⇒ (5) + 8 = 131d8 + 9 ⇒ (7) + 9 = 16
20% miss chance, lo bad: 1d100 ⇒ 8
The second kellid warrior moves forward and shoots at Darkpaw, but misses in the darkness of night.
Haste and Good Hope are up
Bold May Act
Peribras
Psycho
Tess
Dortlin
Red
Blue
Purple
Teric
Laliah
Green
Morhg=60/119

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wow, Darkpaw moved a lot. I thought she would only need to move 5-10 feet for Peribras to get a shot between the rocks. Are the trees offering total cover or something?
Did any of the shots hit?

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"So I shouldn't try to freeze these Kellids? You think the influence from the Morgh can be countered?" Teric whispers a word and a familiar frozen flaming ball appears, trying to freeze the undead.
Knowledge, Religion: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Cold flaming sphere (DC 19 negates): 3d6 ⇒ (4, 4, 2) = 10
Full round action to cast a Rimed Cold flaming sphere. Failing the save means the Morgh is slowed and entangled.

GM Z..D.. |

Oh missed the part about it being a readied attack so I moved him closer to attack and all of your attacks hit. I put the terrain notes in the powerpoint presentation. The only cover/concealment you need to worry about is from the dim light.
reflex: 1d20 + 12 ⇒ (6) + 12 = 18
What is the duration on the slowed/entangled
The icy sphere collides with the Morhg. Slowing it down.
Haste and Good Hope are up
Bold May Act
Peribras
Psycho
Tess
Dortlin
Red
Blue
Purple
Teric
Laliah
Green
Morhg=50/119 slowed/entangled

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Psycho shots 4 more missiles on Morgh.
damage: 4d4 + 4 ⇒ (2, 3, 4, 1) + 4 = 14

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Tess again uses her fortune hex on the archer, Peribras, hoping to make it easier for all his arrows to connect with their targets.
Peribras, you have the Fortune hex on you.

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that hex has confusing wording. I'll throw an extra d20 roll in this post before my first attack roll; I take the higher of that roll or the attack roll. Actually, I'll do it before my last attack roll since it has the lowest modifier
Peribras fires three more arrows at the skeletal thing.
longbow, attack, deadly aim, good hope, favored enemy, haste: 1d20 + 16 - 2 + 2 + 2 + 1 ⇒ (20) + 16 - 2 + 2 + 2 + 1 = 39 for BLUDGEONING, magic: 1d6 + 4 + 4 + 2 + 2 ⇒ (2) + 4 + 4 + 2 + 2 = 14
longbow, attack, deadly aim, good hope, favored enemy, haste: 1d20 + 16 - 2 + 2 + 2 + 1 ⇒ (17) + 16 - 2 + 2 + 2 + 1 = 36 for BLUDGEONING, magic: 1d6 + 4 + 4 + 2 + 2 ⇒ (4) + 4 + 4 + 2 + 2 = 16
fortune: 1d20 + 11 - 2 + 2 + 2 + 1 ⇒ (3) + 11 - 2 + 2 + 2 + 1 = 17
longbow, attack, deadly aim, good hope, favored enemy, haste: 1d20 + 11 - 2 + 2 + 2 + 1 ⇒ (4) + 11 - 2 + 2 + 2 + 1 = 18
BLUDGEONING, magic: 1d6 + 4 + 4 + 2 + 2 ⇒ (1) + 4 + 4 + 2 + 2 = 13
crit confirm: 1d20 + 16 - 2 + 2 + 2 + 1 ⇒ (1) + 16 - 2 + 2 + 2 + 1 = 20 for BLUDGEONING, magic: 2d6 + 8 + 8 + 4 + 4 ⇒ (4, 2) + 8 + 8 + 4 + 4 = 30

Peribras's Companion: Darkpaw |

Darkpaw backs up, still growling.
readied attack. +4 favored enemy bonus vs. humans and +2 vs. undead. Not going to roll it since the forum ate my first attempt and I also don't expect it to actually trigger. But if it does trigger all the stuff is in my previous Darkpaw post

GM Z..D.. |

Psycho sends some more bolts of force at the Morgh.
Tess gives some fortune to Peribras who manages to hit the Morhg twice.
The morgh takes a single five foot step forward.
attack: 1d20 + 8 ⇒ (3) + 8 = 111d8 + 7 ⇒ (3) + 7 = 10
20% miss chance, low bad: 1d100 ⇒ 87
Blue steps forward and takes a shot at Lailah and misses.
attack: 1d20 + 8 ⇒ (7) + 8 = 151d8 + 7 ⇒ (2) + 7 = 9
20% miss chance, low bad: 1d100 ⇒ 33
Purple does the same and with the same result.
Haste and Good Hope are up
Bold May Act
Peribras
Psycho
Tess
Red
Blue
Purple
Dortlin
Teric
Laliah
Green
Morhg=6/119 slowed/entangled

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Teric flicks his hand and the sphere rolls at the undead again. Then he opens his mouth and a silent scream coats the creature in frost.
Move action to direct the Cold flaming sphere. Cast cold Ear piercing Scream.
Cold flaming sphere (Reflex DC19 negates): 3d6 ⇒ (6, 5, 3) = 14
Cold scream (fort DC 18 for half): 4d6 ⇒ (5, 4, 3, 2) = 14
If it fails either save it is slowed for 1 round. If it fails the sphere save, it's entangled for another 2 rounds. If it fails the scream save, it's dazed for 1 round. Keep in mind the entangled is still affecting it.

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Wayfinder is on for light source.
Lailah sighs as her cover retreats, but presses forward, holding out her dagger towards the evil THING and calls out.
BY THE PAINTER'S HAND I SMITE THE!
Smite Dagger: 1d20 + 12 ⇒ (13) + 12 = 25
Smite dagger: 1d4 + 13 ⇒ (2) + 13 = 15
AC vs smite target increased by 4

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"We will have to deal with the undead then."
Haliban will gain the animalistic features of both bull and snake before having Rambi charge the Morhg.
charge including Power Attack, Good Hope, Haste, Broken Wing Gambit if it connects: 1d20 + 17 + 2 + 2 + 1 ⇒ (11) + 17 + 2 + 2 + 1 = 33
piercing/magic: 4d6 + 24 + 2 ⇒ (4, 4, 4, 3) + 24 + 2 = 41
Dortlin will drop his rod and full attack.
attack #1 including power attack, good hope, haste, broken wing gambit if it hits: 1d20 + 15 + 2 + 1 ⇒ (5) + 15 + 2 + 1 = 23
piercing/slashing/magic/cold iron: 1d10 + 15 + 2 ⇒ (6) + 15 + 2 = 23
Haste attack including power attack, good hope, haste, broken wing gambit if it hits: 1d20 + 15 + 2 + 1 ⇒ (9) + 15 + 2 + 1 = 27
piercing/slashing/magic/cold iron: 1d10 + 15 + 2 ⇒ (4) + 15 + 2 = 21
attack #2 including power attack, good hope, haste, broken wing gambit if it hits: 1d20 + 10 + 2 + 1 ⇒ (6) + 10 + 2 + 1 = 19
piercing/slashing/magic/cold iron: 1d10 + 15 + 2 ⇒ (7) + 15 + 2 = 24
Nodachi aoo including power attack, good hope, haste, Snake totem, Paired Opportunists: 1d20 + 15 + 2 + 1 + 4 + 4 ⇒ (15) + 15 + 2 + 1 + 4 + 4 = 41
piercing/slashing/magic/cold iron: 1d10 + 15 + 2 ⇒ (7) + 15 + 2 = 24
If that hits.
Nodachi Fortuitous aoo including power attack, good hope, haste, Snake totem, Paired Opportunists: 1d20 + 10 + 2 + 1 + 4 + 4 ⇒ (3) + 10 + 2 + 1 + 4 + 4 = 24
piercing/slashing/magic/cold iron: 1d10 + 15 + 2 ⇒ (5) + 15 + 2 = 22
Horn aoo including power attack, good hope, haste, Paired Opportunists: 1d20 + 17 + 2 + 1 + 4 ⇒ (8) + 17 + 2 + 1 + 4 = 32
piercing/magic: 2d6 + 20 ⇒ (3, 2) + 20 = 25
If that hits
Horn Fortuitous aoo including power attack, good hope, haste, Paired Opportunists: 1d20 + 12 + 2 + 1 + 4 ⇒ (8) + 12 + 2 + 1 + 4 = 27
piercing/magic: 2d6 + 20 ⇒ (1, 5) + 20 = 26
Nodachi aoo crit confirm including power attack, good hope, haste, Snake totem, Paired Opportunists: 1d20 + 15 + 2 + 1 + 4 + 4 ⇒ (4) + 15 + 2 + 1 + 4 + 4 = 30
piercing/slashing/magic/cold iron extra dmg: 1d10 + 15 + 2 ⇒ (3) + 15 + 2 = 20
If that confirms it provokes from Rambi due to Outflank.
Horn aoo including power attack, good hope, haste, Paired Opportunists: 1d20 + 17 + 2 + 1 + 4 ⇒ (8) + 17 + 2 + 1 + 4 = 32
piercing/magic: 2d6 + 20 ⇒ (6, 3) + 20 = 29
If it is still alive it gets +2 to hit and damage on it's first attack.

GM Z..D.. |

Can Rambi charge through difficult terrain? I am not seeing anything on your profile that allows him to do it. He still has the movement to get there. But it does not really matter at this point.
Under the combined efforts, the Morhg falls.
attack: 1d20 + 8 ⇒ (10) + 8 = 181d8 + 9 ⇒ (5) + 9 = 14
attack: 1d20 + 8 ⇒ (4) + 8 = 121d8 + 9 ⇒ (7) + 9 = 16
Green moves up and shoots a pair of arrows at Rambi. Both fail to pierce the rhino's hide.
Haste and Good Hope are up
Bold May Act
Peribras
Psycho
Tess
Blue
Purple
Dortlin
Teric
Laliah
Green

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Tess activates her Flight hex and flies 20’ into the air, ready to help from the air next round.

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Rambi and Dortlin both have Woodland Stride (Ex): At 5th level, a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Just added it to my profile.

GM Z..D.. |

Oh, fair enough. I didn't think hunters got that. But like I said, you did more than enough damage to destroy the morgh..
Tess takes to the air. Can you notate either in the post or on the slide how high you are.

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Psycho lunches new set of magic missiles at purple.
4d4 + 4 ⇒ (3, 3, 1, 4) + 4 = 15

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Oh, fair enough. I didn't think hunters got that. But like I said, you did more than enough damage to destroy the morgh..
Tess takes to the air. Can you notate either in the post or on the slide how high you are.
Sorry DM, meant to say I was flying 20’ straight up last round, and I’ll begin advancing this round.

GM Z..D.. |

Tess takes flight and Pyscho fires off some force missiles at the kellid warriors.
Purple: 19/34
We are a little behind. Instead of wasting time rolling non lethal, are you all taking precautions to do it non lethally

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I don't think any of us are total murder hobos. Even Dortlin owns a sap.

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Yes, I think so. Try to take them out nonlethally and move them away from the source of the negative energy.

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now that the skeleton is down shouldn't we withdraw in order to draw them away?

GM_Starson |

With the speed of our party, I think some tactical retreating could very easily pull them away from the source of negative energy in quick order.

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sorry for those magic missiles.

GM Z..D.. |

A group of kellid warriors come up and take the confused warriors off of your hands. As a thanks of showing restraint, the warriors provide you with 4 potions of cure serious wounds.
As the PCs reach the stone circle, other groups of Pathfinders are busy skirmishing with undead creatures, drawing these enemies away from the dangerous rift within. Medda is already there, and her phantom Anok emerges from the rift a moment later to confer with her, his spectral body weeping ghostly blood. Once she’s heard his report and healed his wounds, the beckons to the PCs.
Medda looks on with some concern. “The rift has already torn open and released many undead, but this is only a fraction of what Eshimka could bring to bear. Anok has examined what lies beyond: a crumbling fortress being used as a staging ground for the assault expected at midnight. Eshimka is nowhere to be found, yet she has left a sub-chief in charge. I suspect she is away mustering her invasion force, and we can’t afford to give her that time. We need to lure her here before she’s at her full strength.”
Several Twinhorn mystics arrive and begin preparing ritual focuses. Medda gestures toward them as she continues. “That involves two steps. First, we need to start closing the rift to force her hand. Second, we need someone to enter that fortress and weaken the forces she already has. I’m hoping that could be you. We can push back against the Negative Energy Plane, creating a small area that’s merely painful rather than deadly. It’s all we can do to keep even a corner of such a powerful plane at bay.”
What you know about the negative energy plane.
This plane is utterly hostile to life, swiftly reducing living creatures to ash. The plane has the following traits.
Negative-Dominant: Planes with this trait are vast, empty reaches that suck the life out of travelers who cross them. They tend to be lonely, haunted planes, drained of color and filled with winds bearing the soft moans of those who died within them. There are two kinds of negative-dominant traits: minor negative-dominant and major negative-dominant.
On minor negative-dominant planes, living creatures take 1d6 points of damage per round. At 0 hit points or lower, they crumble into ash.
Major negative-dominant planes are even more dangerous. Each round, those within must attempt a DC 25 Fortitude save or gain a negative level. A creature whose negative levels equal its current levels or Hit Dice is slain, becoming a wraith. The death ward spell protects a traveler from the damage and energy drain of a negative-dominant plane.
Enhanced Magic: Spells and spell-like abilities that use negative energy are enhanced, functioning as if their caster level were 2 higher than normal. Class abilities that use negative energy, such as channel negative energy, gain a +4 bonus to the save DC to resist the ability.
Impeded Magic: Spells and spell-like abilities that use positive energy (including cure spells) are impeded. Characters on this plane take a –10 penalty on saving throws to remove negative levels bestowed by an energy drain attack. To cast an impeded spell, the caster must attempt a concentration check (DC = 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.
Medda’s ritual diminishes the entropic energy in the fortress’s main room and the broken bridge outside, which has only the minor negative-dominant planar trait. Anything more than 5 feet outside of these areas has the major negative-dominant trait.
If you want to prep before crossing over into the negative energy plane, now is the time to do it.

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How long since the last battle?

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Knowledge, Planes: 1d20 + 7 ⇒ (20) + 7 = 27
Teric hears about the Negative Energy plane and shakes his head. "The Negative Energy plane is very hostile to living creatures. Our bodies will constantly be breaking down, and any cure spells will be hard to cast. " He explains more about what he knows.
Too much to convey. Open the spoiler. Constant 1d6 damage and checks to cast healing spells. Die at 0 hp.