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Molly toasts.
Molly will begin this encounter by casting the spell Hedging Weapons, as floating blades now appear by her.
2 Hedging Weapons, increasing AC by 2.

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Round 1
Shawa
Ridley
Blight Witch - Outlined
Auberon
Keighma
Molly
Dire Boar x2 -Blind and Outlined
Eutrophia
Shambling Mound - Blind and Outlined
Bold is up.
Party Buffs:
Mage Armor- Auberon, Molly, Shawa
Hedging Blades - Molly
The swamp water glows visibly, providing dim light throughout the area. The water is about 2 feet deep and functions as a shallow bog for which it costs 2 squares of movement to enter a square
The large fallen tree near the center of the map forms a slick barrier about 10 feet tall, requiring either an DC20 Climb check to clamber over it or a DC24 Escape Artist check to slip under it while moving half speed.
The narrow fallen tree that crosses to the heart of the blight is unsteady and slippery; a creature must succeed at a DC24 Acrobatics check to cross it, and failing the check by 5 or more dumps that PC in the water.
The party can open two connected portals that allow for instantaneous travel between two trees (bushy things) in this area. Moving into the space of one tree moves a character to a space adjacent to the other tree. The portals work both ways and will remain for 1 minute. The party decides which trees to place the portals on, but they must be within 60 feet of each other. One player can attempt a Knowledge (nature) or Spellcraft DC 24 check to increase the distance between portals to 120 ft.
When you have decided on where to put the portals, place the orange rings on the side of the map over the target trees.
Charm of Luck: Once during the encounter in area Q, a PC can choose to reroll a d20 after seeing the result but before learning the outcome. The PC must keep the new result.
Greater Charm of Luck: This functions as the Charm of Luck, but the PC can roll twice when rerolling the d20 and take the higher result.
Assumed everyone toasted. See Spoiler - Lucky Toast
Assume any healing to be done is done.
We kinda ran to the encounter.
Free action to increase distance once per turn. (if failed)
Dire Board Will Save VS DC 18 1d20 + 2 ⇒ (15) + 2 = 17
Dire Boar Will Save VS DC 18 1d20 + 2 ⇒ (13) + 2 = 15
Shambling Mound Will Save VS DC 18 1d20 + 5 ⇒ (6) + 5 = 11
Blight Witch Will Save VS DC 18 1d20 + 7 ⇒ (16) + 7 = 23
Shawa is able to tell that the Small goblin is in fact a frog talker, one of the few known magic users of the goblins!
This one is likely adept with curses, magic and an ability to curse its foe with Misfortune. She is also able to change forms to an ooze.

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Ridley will toast!
Ridley will toss a bomb at the front left corner of the shambling mount.
Range Touch attack, 2 range increments: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11
Damage: 3d6 + 7 ⇒ (6, 4, 4) + 7 = 21
The shambling mound takes full damage - the other three creatures take 10 damage, DC 19 reflex for half from the splash damage.

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Auberon would toast, but look very uncomfortable while doing it.
Kn(Nature): 1d20 + 10 ⇒ (1) + 10 = 11
Auberon centers his ki while unleashing his inner dragon. He then charges at the closest boar and uses his momentum to put extra muscle into his attack.
attack w/ Sansetsukon +1; charging: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
damage / Sansetsukon +1: 1d10 + 8 ⇒ (5) + 8 = 13
-2AC for the next round; dragon style lets one ignore difficult terrain while charging

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Can we tell anything about the seed pod? (That's the "X", right?)

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Keighma, worried for the daring Auberon, moves up to assist with a mental barrage. Mind Thrust II aimed at Green.
5d8 ⇒ (2, 2, 7, 1, 4) = 16
DC 17 Will for half.

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Round 1
Shawa
Ridley
Blight Witch - Outlined
Auberon
Keighma
Molly
Dire Boar x2 -Blind and Outlined
Eutrophia
Shambling Mound - Blind and Outlined
Bold is up.
Party Buffs:
Mage Armor- Auberon, Molly, Shawa
Hedging Blades - Molly
Blight Witch - Invisible
Well there was only one Knowledge check made.....
So I gave information on the top monster. Will need one for Seed, one for Mound and one for both Boars.
Blight Witch -10 dmg
Green boar -34 dmg
Yellow boar -10 dmg
Shambling Mound -11 dmg
Auberon -31 dmg
The swamp water glows visibly, providing dim light throughout the area. The water is about 2 feet deep and functions as a shallow bog for which it costs 2 squares of movement to enter a square
The large fallen tree near the center of the map forms a slick barrier about 10 feet tall, requiring either an DC20 Climb check to clamber over it or a DC24 Escape Artist check to slip under it while moving half speed.
The narrow fallen tree that crosses to the heart of the blight is unsteady and slippery; a creature must succeed at a DC24 Acrobatics check to cross it, and failing the check by 5 or more dumps that PC in the water.
The party can open two connected portals that allow for instantaneous travel between two trees (bushy things) in this area. Moving into the space of one tree moves a character to a space adjacent to the other tree. The portals work both ways and will remain for 1 minute. The party decides which trees to place the portals on, but they must be within 60 feet of each other. One player can attempt a Knowledge (nature) or Spellcraft DC 24 check to increase the distance between portals to 120 ft.
When you have decided on where to put the portals, place the orange rings on the side of the map over the target trees.
Charm of Luck: Once during the encounter in area Q, a PC can choose to reroll a d20 after seeing the result but before learning the outcome. The PC must keep the new result.
Greater Charm of Luck: This functions as the Charm of Luck, but the PC can roll twice when rerolling the d20 and take the higher result.
Blight witch Reflex vs DC 19 1d20 + 7 ⇒ (10) + 7 = 17
Green Boar Reflex Save vs DC 19 1d20 + 4 ⇒ (15) + 4 = 19
Yellow Boar Reflex Save vs DC 19 1d20 + 4 ⇒ (3) + 4 = 7
Auberon Fort Save vs water 1d20 + 10 ⇒ (20) + 10 = 302d8 ⇒ (7, 7) = 14
Green Will save vs Mind thrust DC 17 1d20 + 2 ⇒ (5) + 2 = 7
Yellow Boar attacks Auberon <50% miss 1d20 + 8 ⇒ (18) + 8 = 262d6 + 9 ⇒ (4, 4) + 9 = 171d100 ⇒ 94
Green Boar attacks Auberon <50% miss 1d20 + 8 ⇒ (19) + 8 = 272d6 + 9 ⇒ (1, 2) + 9 = 121d100 ⇒ 81
Ridley's bomb catches all his targets but he notices that the plant seems to take less damage then expected.
Auberon charges in with a might blow to the head of the Boar covered with Green flowers however even though the skilled Auberon is able to avoid being hindered by the ground, entering the water gets some of it to land on him....
The water is quick to burn him surprisingly though he resists most of its effects.
The Small goblin yelps as the fire reaches her but she waggles her fingers and sings a goblin like chant and disappears...........
Both Boars being blinded attempts to gore the closest Foe they can detect...Unfortunately all that wild trashing about does hits Auberon....

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oops, for some reason when I saw Shawa roll once I did as well without really thinking about it
Kn(Nature)on Seed: 1d20 + 10 ⇒ (1) + 10 = 11
Kn(Nature)on Boars: 1d20 + 10 ⇒ (14) + 10 = 24
Kn(Nature)on Mound: 1d20 + 10 ⇒ (8) + 10 = 18

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Posted from my phone last time, so didn't include knowledge checks -
Kn Nature on Seed: 1d20 + 19 ⇒ (2) + 19 = 21
Kn Nature on Boars: 1d20 + 19 ⇒ (2) + 19 = 21
Kn Nature on Mound: 1d20 + 19 ⇒ (14) + 19 = 33

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Trophie will enter Startoss Style, move up, and throw a stake at yellow.
wushu dart: 1d20 + 12 ⇒ (11) + 12 = 23 for Piercing: 1d6 + 7 ⇒ (1) + 7 = 8

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Round 2
Shawa
Ridley
Blight Witch - Outlined, invisible but still outlined.
Auberon
Keighma
Molly
Dire Boar x2 -Blind and Outlined
Eutrophia
Shambling Mound - Blind and Outlined
Bold is up.
Party Buffs:
Mage Armor- Auberon, Molly, Shawa
Hedging Blades - Molly
Blight Witch - Invisible GM brain fart lol. Can still be seen.
Well there was only one Knowledge check made.....
So I gave information on the top monster. Will need one for Seed, one for Mound and one for both Boars.
Blight Witch -10 dmg
Green boar -34 dmg
Yellow boar -18 dmg
Shambling Mound -11 dmg
Auberon -31 dmg
Water is dangerous.
The swamp water glows visibly, providing dim light throughout the area. The water is about 2 feet deep and functions as a shallow bog for which it costs 2 squares of movement to enter a square
The large fallen tree near the center of the map forms a slick barrier about 10 feet tall, requiring either an DC20 Climb check to clamber over it or a DC24 Escape Artist check to slip under it while moving half speed.
The narrow fallen tree that crosses to the heart of the blight is unsteady and slippery; a creature must succeed at a DC24 Acrobatics check to cross it, and failing the check by 5 or more dumps that PC in the water.
The party can open two connected portals that allow for instantaneous travel between two trees (bushy things) in this area. Moving into the space of one tree moves a character to a space adjacent to the other tree. The portals work both ways and will remain for 1 minute. The party decides which trees to place the portals on, but they must be within 60 feet of each other. One player can attempt a Knowledge (nature) or Spellcraft DC 24 check to increase the distance between portals to 120 ft.
When you have decided on where to put the portals, place the orange rings on the side of the map over the target trees.
Charm of Luck: Once during the encounter in area Q, a PC can choose to reroll a d20 after seeing the result but before learning the outcome. The PC must keep the new result.
Greater Charm of Luck: This functions as the Charm of Luck, but the PC can roll twice when rerolling the d20 and take the higher result.
With the Boar blinded, Trophie finds it easy to find a weak spot.
The party discovers that the Boars are of the Dire quality and even in near death can strike out with deadly force.
The plant though is dangerous being shambling mound.
Having Complete immunity to electricity but instead becomes tougher if subjected to a shock. It like most plants have the same traits of most plants with one crucial difference, It actually resists flames.
Getting attacked and grabbed by one is no means pleasant.
The seed pods looks like a normal seed pod but the miasma it emits though unseen can certainty be felt! It doesn't seem to have any defensive qualities other then a hard outer shell. It does seem cas though it's charged with some form of energy blighting this swamp.

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Molly moves up closer to the battle, then throws one of her Hedging Weapons at the yellow boar.
Attack Roll: 1d20 + 10 ⇒ (10) + 10 = 20
Force Damage: 2d6 ⇒ (1, 6) = 7
"I'm on my way, Auberon!"

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Ridley tosses a bomb at the yellow board.
Range Touch: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Damage: 3d6 + 7 + 1 ⇒ (4, 3, 2) + 7 + 1 = 17
The other boar takes 11 points of damage, DC 19 reflex for half.

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Fearing for Auberon's safety, Keighma takes a 5' step closer to the action, but the intensity of the combat brings out her dark half!
Inky black tears stream from her eyes and her hair blows as though by an unearthly wind.
Swift Action to manifest; Dark Half: save DCs at +1, Will Save +1, Immune to fear, targets damaged by her spells take 2 bleed damage, Keighma gains DR 5/cold iron 1d100 ⇒ 44
Casts Mind Thrust II at Green Boar 5d8 ⇒ (5, 8, 5, 3, 8) = 29 DC 18 for 1/2 (plus 2 bleed)

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Round 2
Shawa
Ridley
Blight Witch - Outlined, Invisible, Asleep
Auberon
Keighma
Molly
Eutrophia
Shambling Mound - Blind and Outlined
Bold is up.
Party Buffs:
Mage Armor- Auberon, Molly, Shawa
Hedging Blades - Molly
Blight Witch - Invisible GM brain fart lol. Can still be seen.
Blight Witch -10 dmg
Shambling Mound -11 dmg
Auberon -31 dmg
Water is dangerous.
The swamp water glows visibly, providing dim light throughout the area. The water is about 2 feet deep and functions as a shallow bog for which it costs 2 squares of movement to enter a square
The large fallen tree near the center of the map forms a slick barrier about 10 feet tall, requiring either an DC20 Climb check to clamber over it or a DC24 Escape Artist check to slip under it while moving half speed.
The narrow fallen tree that crosses to the heart of the blight is unsteady and slippery; a creature must succeed at a DC24 Acrobatics check to cross it, and failing the check by 5 or more dumps that PC in the water.
The party can open two connected portals that allow for instantaneous travel between two trees (bushy things) in this area. Moving into the space of one tree moves a character to a space adjacent to the other tree. The portals work both ways and will remain for 1 minute. The party decides which trees to place the portals on, but they must be within 60 feet of each other. One player can attempt a Knowledge (nature) or Spellcraft DC 24 check to increase the distance between portals to 120 ft.
When you have decided on where to put the portals, place the orange rings on the side of the map over the target trees.
Charm of Luck: Once during the encounter in area Q, a PC can choose to reroll a d20 after seeing the result but before learning the outcome. The PC must keep the new result.
Greater Charm of Luck: This functions as the Charm of Luck, but the PC can roll twice when rerolling the d20 and take the higher result.
Green Boar Will Save vs DC 18 1d20 + 2 ⇒ (17) + 2 = 19
Blight Witch in red on map. Forgot she was glittered.
Will save vs Slumber 1d20 + 7 ⇒ (1) + 7 = 8
Keighma destroys one of the boars by literally rending its mind!
It collaspes twitching onto the ground as its lifeblood ppours out from its ears and mouth.
Ridley and Molly's efforts down the remaining boar as well as its body despite its ferocious nature is unable to keep up with the burden of its injuries.
The Blight witch seems to be motionless..........

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green boar still on map but I am ignoring it.
Auberon leaps into the air, foot directed at the shambling mound, unleashing of flurry with limbs and weapon, spending part of his ki.
attack 1 w/ ki strike (magic) foot: 1d20 + 10 ⇒ (12) + 10 = 22
damage 1 / foot and dragon style: 1d8 + 7 ⇒ (2) + 7 = 9
attack 2 w/ Sansetsukon +1: 1d20 + 11 ⇒ (5) + 11 = 16
damage 2 w/ Sansetsukon +1: 1d10 + 8 ⇒ (7) + 8 = 15
attack 3 w/ Sansetsukon +1: 1d20 + 11 ⇒ (10) + 11 = 21
damage 3 w/ Sansetsukon +1: 1d10 + 8 ⇒ (5) + 8 = 13
Will use great lucky toast to reroll that 2nd attack:
reroll 1 attack 2 w/ Sansetsukon +1: 1d20 + 11 ⇒ (19) + 11 = 30
reroll 2 attack 2 w/ Sansetsukon +1: 1d20 + 11 ⇒ (11) + 11 = 22
style strike to move 10 feet as part of flurry; still provokes as normal. Spent ki point for additional flurry attack

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Trophie will advance on the shambling mound and flick a stake at it.
wushu dart: 1d20 + 12 ⇒ (2) + 12 = 14 for Piercing: 1d6 + 7 ⇒ (4) + 7 = 11
I'll use lucky toast to reroll.
wushu dart rr1: 1d20 + 12 ⇒ (17) + 12 = 29 for Piercing: 1d6 + 7 ⇒ (4) + 7 = 11
wushu dart rr2: 1d20 + 12 ⇒ (20) + 12 = 32 for Piercing: 1d6 + 7 ⇒ (3) + 7 = 10
confirm?: 1d20 + 12 ⇒ (6) + 12 = 18 for Crit Damage: 1d6 + 7 ⇒ (5) + 7 = 12

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Round 3
Shawa
Ridley
Blight Witch - Sleeping. Outlined in glitter.
Auberon -Lucky toast used.
Keighma
Molly
Eutrophia -lucky toast used
Bold is up.
Party Buffs:
Mage Armor- Auberon, Molly, Shawa
Hedging Blades - Molly
Blight Witch - Sleeping. Kiss to wake up.. Might not turn into a prince/princess though
Blight Witch -10 dmg
Auberon -31 dmg
Water is dangerous. Still is.
I also realized that nobody made a tree portal?
Auberon and Keighma makes short work of the shambling mound.
The seed pod awaits.
In another world somewhere, the seed pod has an inner monologue that might have revealed a greater backstory....
The swamp water glows visibly, providing dim light throughout the area. The water is about 2 feet deep and functions as a shallow bog for which it costs 2 squares of movement to enter a square
The large fallen tree near the center of the map forms a slick barrier about 10 feet tall, requiring either an DC20 Climb check to clamber over it or a DC24 Escape Artist check to slip under it while moving half speed.
The narrow fallen tree that crosses to the heart of the blight is unsteady and slippery; a creature must succeed at a DC24 Acrobatics check to cross it, and failing the check by 5 or more dumps that PC in the water.
The party can open two connected portals that allow for instantaneous travel between two trees (bushy things) in this area. Moving into the space of one tree moves a character to a space adjacent to the other tree. The portals work both ways and will remain for 1 minute. The party decides which trees to place the portals on, but they must be within 60 feet of each other. One player can attempt a Knowledge (nature) or Spellcraft DC 24 check to increase the distance between portals to 120 ft.
When you have decided on where to put the portals, place the orange rings on the side of the map over the target trees.
Charm of Luck: Once during the encounter in area Q, a PC can choose to reroll a d20 after seeing the result but before learning the outcome. The PC must keep the new result.
Greater Charm of Luck: This functions as the Charm of Luck, but the PC can roll twice when rerolling the d20 and take the higher result.

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Trophie will call out to the helpful spirits, "Hey, how about a short cut?!" When the portals open, she will move through them, then vault over the last bit of water dividing the pod from the path.
Acrobatics (to jump): 1d20 + 13 ⇒ (6) + 13 = 19
Hope that position for the portals is okay with everyone!

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Molly will move into position to be able to heal all her allies and not the goblin, then ready action to channel energy.
Channel Energy (Positive): 3d6 + 5 ⇒ (1, 4, 2) + 5 = 12
Ready Action will go off if Auberon moves within 30ft of Molly.

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Can you coup de grace with a bomb? I'm not sure... going to assume I can and will repost if that isn't ok.
Ridley steps up, pulls a bomb, and inserts it into the witch's mouth. He pulls the fuse, then ducks and covers before it goes off.
Damage: 6d6 + 12 ⇒ (1, 2, 1, 1, 4, 2) + 12 = 23
I believe that is a DC33 fort save or die for the witch.

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Hell of a way to go, but she was evil and forcing the wildlife to go berserk, so its ok in my book.

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Classic bomb down the back of the pants.

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I'll go with a full toss into the sleeping Blight Witch Mouth.
Fort Save which probably won't matters. 1d20 ⇒ 14
Since you had to move and plant the bomb......
Ridley plants a bomb into the Sleeping witch's mouth and though it didn't look like it, it was the Kiss of Death as the bomb blows up and leaves a still standing corpse acting as a fountain..........
The seed remains as Trophie forms the portal, Molly prepares to heal..
Round 3
Shawa
Ridley
Auberon -Lucky toast used.
Keighma
Molly
Eutrophia -lucky toast used
Bold is up.
Party Buffs:
Mage Armor- Auberon, Molly, Shawa
Hedging Blades - Molly
Auberon -31 dmg
Water is dangerous. Still is. Brown on map is land.

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With the danger seemngly past, Keighma tries to reassert control over herself as she moves to folly Trophie.
1d20 ⇒ 7
1d20 ⇒ 18
It will take two rounds for her to gain control over the malevolent spirit that shares her body. IDK if we're still in initiative, but I'll mark off two rounds and double move through the portal.

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Round 4
Shawa
Ridley
Auberon -Lucky toast used.
Keighma
Molly
Eutrophia -lucky toast used
The Seed. :P
Bold is up.
Party Buffs:
Mage Armor- Auberon, Molly, Shawa
Hedging Blades - Molly
Auberon -31 dmg
Water is dangerous. Still is. Brown on map is land.
Auberon has round 3 action to do as well.

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Auberon will move with alacrity, getting close to Molly on his way through the portal.
heals 12 from channel

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Ridley will move to the portal, then lob a bomb at the seed pod.
Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 3d6 + 6 ⇒ (3, 5, 4) + 6 = 18

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Trophie throws two darts at the plant.
wushu dart 1: 1d20 + 10 ⇒ (11) + 10 = 21 for piercing: 2d6 + 7 ⇒ (1, 5) + 7 = 13
wushu dart 2: 1d20 + 10 ⇒ (5) + 10 = 15 for piercing: 2d6 + 7 ⇒ (2, 6) + 7 = 15

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**OVERSEER ANNOUNCEMENT**
Several blasts of purple energy momentarily light up the battlefield. The initial shouts of celebration are quickly drowned out by the agonized screech emitted by the heart of the blight.
Table GMs, the Weakening Blight condition on page 8 is in play.

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Pushing forward...
Negative Energy burst from seed, Will Save DC 15 for half 6d6 ⇒ (1, 2, 3, 6, 4, 1) = 17
Based on Map, only Trophie gets hit by the burst
Our heroic pathfinders are dispatching their foes finds that the seedpod tough it maybe stands no chance against their concentrated attacks..
It bursts and releases pent up energy that washes over the entire area in an unsettling wave, still living plants wither in its wake. Unfortunately it seems that one of their number bears the initial brunt of its fury!

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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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Grats Everyone is defeating the enemies laid before you. Please excuse them for lying on the job at the moment.
First off, everyone needs to pick a blessing from Vildeis! These are also detailed in the Handouts.
Each character can pick one of the following:
Burning Radiance: As an immediate action when dealing damage to an evil creature, the PC can cause her attack to ignore that target’s damage reduction and deal an additional amount of damage equal to 1d6 plus twice the character’s level.
Healing Sacrifice: As a standard action, a PC can touch another creature to heal it. This functions either as breath of life or as restoration (CL 15th). The temporary negative level from this blessing’s breath of life effect lasts only until the end of the next encounter and is ignored for the purpose of determining whether a PC would die from having too many negative levels. This ability can be used offensively against creatures vulnerable to positive energy, but its damage does not exceed 4 × the character’s level.
Unstoppable Wrath: As a swift action, the PC can choose one of the following undead immunities: bleed, death effects, mind-affecting effects, paralysis, poison, sleep effects, or stunning. For the duration of that encounter, the PC’s abilities, equipment, and spells ignore that immunity for undead creatures. Additionally, the PC ignores the impeded magic property of the Negative Energy Plane during that encounter.
There are three ways to proceed right now: paddle down the river in canoes, fight your way through the horde, or evade the guardians. Three votes moves the party.
In your next post, please indicate which blessing you choose and which route you want to take.
What do you do?
P.S Copied off another GM. Shamelessly.

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does the long journey between 5 and 6 mean we have a night's rest? I just need to do some healing and am wondering if we get a night's sleep for that and to reset abilities.
Auberon glows with a burning radiance of Vildeis' blessing. "While not my god, Vildeis understands the importance of struggle and pain. In this, Irori agrees. While I do not shy away from a challenge, I also see no need to fight minions when better challenges await closer to the rift. Let us seek to avoid notice at first until we find a challenge worthy of our abilities."

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Ridley will select Healing Sacrifice.
He votes to paddle down the river in canoes.

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Keighma accepts Vildeis's Unstoppable Wrath and she too votes to avoid the guardians.
"I never did fancy a river voyage."

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"Mind you, it is not that I am scared of the water, but rather that it provides a less than ideal stage to practice my arts."

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"Why fight our way through when we can strike for the enemy's heart, as it were?"
Trophie will take Healing Sacrifice and vote to evade the guardians.

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Yes. I assume so. Rest and reset. We also have an AID token.
Although hundreds of undead and void-touched foes have already emerged onto the Material Plane through the rift, they’re spread out over more many square miles. If the party are careful, they can evade the roving bands of enemies.
The challenge before our heroes looms before them, They but take a moment to survey what lies before them.
A moment passes and they move.............
Avoiding the patrols requires taking less-traveled paths, such as one that ascends a boulder-strewn hill and passes through narrow ravines. The PCs can attempt the following checks: DC 20 Climb/Escape Artist/Knowledge (geography).
The PCs’ route cuts through thick forests, where the boughs have recently shed needles at an alarming rate thanks to the Negative Energy Plane’s influence. Nearby undead require avoiding the creatures’ paths and moving stealthily. The PCs can attempt the following checks: DC 24 Perception, DC 20 Stealth/Survival.
Uncharacteristic melt waters have flooded a seasonal river, turning it into a swift torrent strewn with fallen trees. However, the PCs need to cross nearby if they’re to avoid prowling fiends. The PCs can attempt the following checks: DC 24 Acrobatics, DC 20 Knowledge (nature)/Swim.

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I am not sure if we can commit these challenges individually, or as a group, but I will just roll...
Boulder Slopes
Shawa does her best to stay quiet and out of sight. She finds herself in quite a tricky situation as she tries to squeeze through the boulders...
Escape Artist: 1d20 + 4 ⇒ (7) + 4 = 11
Forest Cover
The next challenge might be much up her ally. Although she is a Winter Witch, she knows the forests of Irisen very well, and how to make it through them alive.
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
River Crossing
Shawa loves water, she knows how to manipulate it. She loves watching water freeze under her touch, and her experiments with this trick have payed off.
Nature: 1d20 + 15 ⇒ (4) + 15 = 19
I don't think I did very well...

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1.
Knowledge Geography 1d20 + 9 ⇒ (20) + 9 = 29
2.
Perception 1d20 + 6 ⇒ (18) + 6 = 24
3.
Acrobatics 1d20 + 1 ⇒ (17) + 1 = 18

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1st: Know Geography: 1d20 + 3 ⇒ (13) + 3 = 16
2nd: Stealth: 1d20 + 12 ⇒ (18) + 12 = 30
3rd: Know Nature: 1d20 + 3 ⇒ (14) + 3 = 17
Staying Heirophant for this part.

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Challenge 1:
Escape Artist: 1d20 + 10 ⇒ (13) + 10 = 23
Challenge 2:
Stealth: 1d20 + 5 ⇒ (16) + 5 = 21
Challenge 3:
Acrobatics: 1d20 + 13 ⇒ (19) + 13 = 32

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Ridley will drink an extract of heightened awareness and prepare an extract of spider climb before beginning this portion.
Challenge 1:
Knowledge Geography: 1d20 + 18 + 2 ⇒ (16) + 18 + 2 = 36
Challenge 2:
Perception: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Challege 3:
Kn Nature: 1d20 + 18 + 2 ⇒ (20) + 18 + 2 = 40

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Challenge 1: Climb: 1d20 + 10 ⇒ (18) + 10 = 28
Challenge 2: Perception: 1d20 + 13 ⇒ (18) + 13 = 31
Challenge 3: Kn(nature): 1d20 + 10 ⇒ (8) + 10 = 18