
GM Hawthwile |

The stranger looks at Kiku intently, then nods. "Sterk som du er, trenger du hjelp. Jeg vil ikke la hjemmet mitt bli ødelagt av utlendings uvitenhet." he says, then points at the hilltop shrine. "Utfør dine seremonier. Jeg vil samle det jeg trenger for reisen og returnere kort tid." With that, he departs the way he came.
What do you do?

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Knowledge (Local): 1d20 + 7 ⇒ (18) + 7 = 25
Knowledge (Religion): 1d20 + 19 ⇒ (13) + 19 = 32
"You recognize his markings right? He's one of the 'Winter's Favor'. They helped setup the seal originally."
"Since he hasn't attacked yet, I'm guessing we're good here. Anyone know what appropriate ritual should be done here?"
If my K Religion is enough for me to know, I'll gladly share and perform said ritual

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As the giant stomps off Hamish asks, "so what did he say? Are we clear to head there? Are they gonna help or let us do the ritual thing?"

GM Hawthwile |

As Edgar studies the shrine, he sees that it is a somewhat sheltered flat stone with small hollows etched by many offerings. It looks as though people place an offering on the stone before offering up a quick prayer and then leaving. From the scratch marks and paw prints in the snow nearby, it looks as though the bears might feed on the offerings left here. With the strange giant still absent, there is time for an offering and a prayer as well should someone feel the need.
What do you do?

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Does the shrine only seem to have housed perishable/food offerings, or are there non-food offerings (e.g. trinkets) left as well? Would anyone know what offerings here would be appropriate?
Religion Check: 1d20 + 5 ⇒ (7) + 5 = 12

GM Hawthwile |

From the bear tracks, food offerings seem somewhat common, and the Pathfinders can see small carvings and other trinkets knocked aside in the snow.
What do you do?

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Kiku smiles at her companions and takes a deep breath to release tension. She jumps at Edgar’s revelation. ”Oh my goodness! I was so caught up trying to find the right thing to say. I didn’t realize.”
She thinks to herself as she finally puts the pieces together about how he knew so much. She then returned to her companion’s other questions.
”Um...he will come with us and help it sounds like. We have his permission to leave offerings. We should be nice to him, as he’s not very happy with us for ruining the seal.”
Kiku will take some of her food for the day and lay it down as an offering, kneeling down in the snow and praying.
”Winter’s Favored, please accept this small offering as a token of our gratitude. We are humbled by your magnanimity in allowing us to atone for our misdeeds. May the creatures of the snowy woods find sustenance in our gifts.”

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Hamish pats her on the back, "excellent work there and quick thinking with the spell." He pulls out the provided food for the day and places it on the stones before heading back towards the bears to check to see if they will recover on their own.
How do the bears look in regards to his Deathwatch Goggles?
Assuming they are merely unconscious and not negative HP, he heads back to the sled to prepare to move out. He will eat personal rations to cover the reduction in food.

GM Hawthwile |

As the Pathfinders finish their offerings, the stranger returns. "Hvis du er ferdig her, har vi langt å reise,", he says gruffly. "Du kan ringe meg Ainamuuren." He heads towards the sleds, walking briskly through the packed snow and ice.
What do you do?

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Shiro will leave a small collection of shiny colored glass beads in a clear jar as an offering, placing it just so that the winter sun catches it at the optimal angle for maximum shininess/distraction factor. He then follows his companions when they are ready to depart back to the sleds.

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Hamish advises that the bears will wake with a grumpy disposition, but will wake in a couple hours.
He is ready to go when the giant arrives.

GM Hawthwile |

Their offerings placed, the Pathfinders make haste to the excavation site. Ainamuuren is a stoic companion, hunting only enough to feed himself as the short days turn into a long week and then another. Finally, after two full weeks of travel, the Pathfinders arrive.
The excavation site sits on a broad plain near the edge of the ice pack. A wide pit dug into the snow and permafrost exposes the top of an ice crystal formation that extends from the ground. A symmetrical series of icy channels are connected to the crystal, forming a geometric pattern marred in several places by digging. At the edge of the pit, several tents and tables have been torn apart, with papers and tools scattered everywhere. A dark, powdery dust lies in patches on the snow, forming a thin crust that seems to resist the wind.
Several humanoid bodies lie dead throughout the wrecked camp, but some still move! Throughout the pit, strange mummified humanoids claw and beat at the crystalline structure. As the Pathfinders watch, one breaks completely through the ice and releases a cloud of the dark dust along with another mummified creature. On the far side of the pit, cries for help can be heard from behind a barricade under assault by a pair of the undead - and a familiar hooting!
Kiku: 1d20 + 3 ⇒ (11) + 3 = 14
Hamish: 1d20 + 2 ⇒ (10) + 2 = 12
Noke: 1d20 + 3 ⇒ (3) + 3 = 6
Shiro: 1d20 + 5 ⇒ (3) + 5 = 8
Edgar: 1d20 + 2 ⇒ (20) + 2 = 22
Undead: 1d20 + 0 ⇒ (4) + 0 = 4
These are mummies, but of a different variety than most documented encounters. Like most mummies, they are immune to the same things as all undead (such as mind-affecting effects) as well as reducing the damage dealt by all types of weapons. They look to be coated in the same dark powder, known as blackfrost. Anyone the mummy touches becomes exposed to this strange poison found only in the far north. Additionally, these mummies look to deal cold damage when they strike an opponent, but are also likely to be highly flammable.
These are mummies, but of a different variety than most documented encounters. Like most mummies, they are immune to the same things as all undead (such as mind-affecting effects) as well as reducing the damage dealt by all types of weapons. These particular mummies likely have a chill touch to their attacks, forcing those they strike to resist the cold of the arctic or become slowed.
These are mummies, but of a different variety than most documented encounters. Like most mummies, they are immune to the same things as all undead (such as mind-affecting effects) as well as reducing the damage dealt by all types of weapons.
These are mummies, but of a different variety than most documented encounters. Like most mummies, they are immune to the same things as all undead (such as mind-affecting effects) as well as reducing the damage dealt by all types of weapons.
These are mummies, but of a different variety than most documented encounters. Like most mummies, they are immune to the same things as all undead (such as mind-affecting effects) as well as reducing the damage dealt by all types of weapons.
Round 1! Bold may act!
Edgar
Narika
Kiku
Yojimbo
Hamish
Shiro
Noke
Red
Blue
Green
Yellow
Purple
Brown
Ainamuuren
Archeologists
Environmental and Area Effects:
- Walls are short enough to see over, but difficult terrain to cross
- Red sections are where the ice rune is broken
- Black areas are covered in blackfrost
What do you do?

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Kiku's heart races as she and her companions are thrown right into battle. She smiles and gives an well-needed sigh of relief as she hears Kuokei. Kiku's attention first goes to the seal itself.
Knowledge (arcana): 1d20 + 5 ⇒ (19) + 5 = 24
"We'll need someone dextrous or good at crafting to repair the seal and reactivate it."
And then the mummys.
"Watch out, everyone! These mummys aren't normal! Their attacks are empowered by cold and will slow you down if they hit you."
Kiku holds her staff and spins it in ever-faster circles as she chants.
"Desna, Song of the Spheres, grant us your agility and quickness for just a few moments. Haste!"
Everyone should now be hasted. Nobody is more than 30 ft from each other, and Kiku is high enough caster level

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Yojimbo floats around the corner, still in his incorporeal form from traveling.
Just a movement this turn. He can't interact with anything physical atm. Figured hasting the party was more important this turn

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Spellcraft: 1d20 + 17 ⇒ (17) + 17 = 34
Glancing towards the broken seal, Edgar quickly agrees. "Kiku's got the right idea."
"Ah, but they are highly flammable! Doesn't do me much good...but hopefully at least one of you can create fire? They lack minds to affect sadly...and don't touch them if you can help it. You're liable to get sick."
Moving around the edge, Edgar quickly summons up a blast of air beneath the green tinged mummy.
Bludgeoning Damage? vs green: 2d6 ⇒ (1, 4) = 5
Reflex DC 19 - Failure takes full and flies 35ft up to plumet back down - success negates upward blast and halfs bludgeoning damage

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Noke cast false life on herself at the beginning of the day.
false life temp hp 6 hours, she has two memorized so this could be the second casting on this day : 1d10 + 6 ⇒ (5) + 6 = 11
-
Noke starts casting enlarge person on Shirogane.

GM Hawthwile |

Reflex vs DC 19: 1d20 + 2 ⇒ (12) + 2 = 14
Fall damage: 3d6 ⇒ (4, 5, 4) = 13
As Edgar's spell lifts the mummy into the air, it also draws out more black dust that whirls through the air before settling into the surrounding area. The mummy doesn't seem injured by the blast of air, but the fall back down worsens its structural integrity somewhat. Kiku and Noke both chant furiously, magic weaving through the cold air to mix with the cries for help coming from across the excavation pit.
Round 1! Bold may act!
Edgar
Narika
Kiku
Yojimbo
Hamish
Shiro
Noke
Red
Blue
Green (-8)
Yellow
Purple
Brown
Ainamuuren
Archeologists
Environmental and Area Effects:
- Walls are short enough to see over, but difficult terrain to cross
- Red sections are where the ice rune is broken
- Black areas are covered in blackfrost
- Haste (1/9)
What do you do?

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May we have hour-ish long buffs cast as we approached the area? If so, Hamish would have Heroism up and then use his Standard to start Inspire Courage then move. If not he would cast Heroism and move. Are the yells for help from the middle by the 2 enemies or the far end by the one enemy?
Hamish requests or grants a blessing to the group and darts forwards, weaving through the dust patches and hopping over the walls. ”We’re coming!”
Maybe Inspire Courage up, Move 60, current AC 25, Touch 14.

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Narika points, and a fireball goes off near the creatures who are threatening the survivors. center is marked with a sun on the map...
damage: 9d6 ⇒ (3, 1, 4, 6, 3, 1, 1, 2, 1) = 22
DC 20 reflex for half damage; I believe I have placed it where the fireball can't damage the seal more or hurt anyone other than bad guys...

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Shiro speeds off around the pit like a winter breeze, pulling his seven-branched sword from his back as he moves; ending his jaunt next to the barricade with a loud caw, hopefully drawing the attention of the undead creatures.
If hour-long buff permitted, Shiro would have requested another bump from his mage armor wand. Will use a ki point as a swift action to increase movement speed by 20 feet. Since the movement increase from haste is an enhancement bonus and the increase from the ki point is untyped, it is my assumption that they might stack. If this is a false assumption, Shiro would be two squares back northward and will have drawn his +1 rope dart instead.

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Disregard my question about the barricaded allies. I didn't see way over to the far end of the map on my phone. It all makes more sense now.

GM Hawthwile |

The scenario doesn't explicitly state as much, but the intention is for the PCs to be scrambling during this encounter. So unless it's a "I wake up in the morning and immediately cast this spell to last all day" effect, I'm going to say it's not active at the start of combat.
Also - everyone, please keep your stat bars updated with your current defensive numbers!
Narika, to keep the fireball from hitting the barricades I'm placing it above the mummies so it just barely reaches them and only them (since they're right next to each other).
The mummies are caught by surprise by Narika's fiery blast...
Red Reflex vs DC 20: 1d20 + 2 ⇒ (18) + 2 = 20
Blue Reflex vs DC 20: 1d20 + 2 ⇒ (5) + 2 = 7
...but one manages to avoid the worst while the other suffers a badly scorched face. As Shiro and Hamish plunge into the fray, they attract the attention of several of the creatures. The scorched ones step towards the monk and attack...
Red
Slam vs AC 26, Power Attack: 1d20 + 14 - 2 ⇒ (4) + 14 - 2 = 16
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (6) + 7 + 4 + (6) = 23
Blue
Slam vs AC 26, Power Attack: 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 21
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (7) + 7 + 4 + (4) = 22
...but neither can match Shiro's flowing movements and leave only black marks in the snow. The fallen mummy rises to its feet and moves towards Edgar with unnatural swiftness, the dust on the ground swirling around it into a black cloud that engulfs the caster...
Edgar Fortitude vs Poison: 1d20 + 6 ⇒ (20) + 6 = 26
...but he holds his breath as another mummy steps closer to Hamish and swings its arms with incredible speed...
Hammish Fortitude vs Poison: 1d20 + 8 ⇒ (13) + 8 = 21
Yellow
Slam vs AC 25, Power Attack, ??: 1d20 + 14 - 2 + 1 ⇒ (5) + 14 - 2 + 1 = 18
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (4) + 7 + 4 + (2) = 17
Slam vs AC 25, Power Attack, ??: 1d20 + 14 - 2 + 1 ⇒ (17) + 14 - 2 + 1 = 30
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (3) + 7 + 4 + (4) = 18
Hammish Fortitude vs Poison: 1d20 + 8 ⇒ (16) + 8 = 24
Hammish Fortitude vs Slow: 1d20 + 8 ⇒ (18) + 8 = 26
Slam vs AC 25, Power Attack, ??: 1d20 + 14 - 2 + 1 ⇒ (14) + 14 - 2 + 1 = 27
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (1) + 7 + 4 + (1) = 13
Hammish Fortitude vs Poison: 1d20 + 8 ⇒ (15) + 8 = 23
Hammish Fortitude vs Slow: 1d20 + 8 ⇒ (9) + 8 = 17
...and batters the bard around badly. A similar black cloud surrounds Hamish, and the dark powder coating the mummy's hands leaves black marks where it struck, but Hamish is able to shrug off the effects. Another mummy steps towards him and also strikes swiftly...
Purple
Slam vs AC 25, Power Attack, ??: 1d20 + 14 - 2 + 1 ⇒ (18) + 14 - 2 + 1 = 31
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (1) + 7 + 4 + (6) = 18
Hammish Fortitude vs Poison: 1d20 + 8 ⇒ (15) + 8 = 23
Hammish Fortitude vs Slow: 1d20 + 8 ⇒ (13) + 8 = 21
Slam vs AC 25, Power Attack, ??: 1d20 + 14 - 2 + 1 ⇒ (6) + 14 - 2 + 1 = 19
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (6) + 7 + 4 + (1) = 18
Slam vs AC 25, Power Attack, ??: 1d20 + 14 - 2 + 1 ⇒ (7) + 14 - 2 + 1 = 20
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (7) + 7 + 4 + (5) = 23
...and the young bard almost crumples beneath the onslaught, but still he fights on! The last mummy races towards the spellcasters in the back, seeking to extinguish the source of the flames as it strikes at Narika...
Noke Fortitude vs Poison: 1d20 + 9 ⇒ (17) + 9 = 26
Narika Fortitude vs Poison: 1d20 + 8 ⇒ (13) + 8 = 21
Brown
Slam vs AC 23, Power Attack, ??: 1d20 + 14 - 2 + 1 ⇒ (11) + 14 - 2 + 1 = 24
Bludgeoning damage, PA: 1d8 + 7 + 4 ⇒ (4) + 7 + 4 = 15
Narika Fortitude vs Poison: 1d20 + 8 ⇒ (13) + 8 = 21
...catching the halfling by surprise and leaving a black mark on her clothes as the toxic dust swirls around her and Noke. From the center of the pit, two more mummies burst through the ground and begin clawing their way out of their icy grave. Ainamuuren ignores the mummies and heads for a section of broken rune, calling ice from the air to repair some of the damage.
Goodness, that's a lot of dice. And since I forgot to put the extra two mummies in earlier, they'll join the festivities now. Yay!
Round 2! Bold may act!
Edgar
Narika (-15)
Kiku
Yojimbo
Hamish (-49, Heroism)
Shiro
Noke
Red (-16)
Blue (-33)
Green (-8)
Yellow
Purple
Brown
Black
White
Ainamuuren
Archeologists
Environmental and Area Effects:
- Walls are short enough to see over, but difficult terrain to cross
- Red sections are where the ice rune is broken
- Black areas are covered in blackfrost
- Haste (2/9)
What do you do?

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Kiku focuses intently on manifesting Yojimbo's ectoplasmic form.
Full round action

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In his ectoplasmic form now, Yojimbo rushes back to the vulnerable spellcasters and slashes out with his ectoplasmic blade at the mummy.
Not sure what Yojimbo needs to roll vs the blackfrost, otherwise I'd roll it here for you
Slam (haste, piranha strike): 1d20 + 12 + 1 - 2 ⇒ (17) + 12 + 1 - 2 = 28
Damage (piranha strike): 1d10 + 1 + 4 ⇒ (6) + 1 + 4 = 11
Noke and Narika (along with Kiku) are within the 20 ft of Yojimbo's aura, so they all have a +2 competance bonus on attack rolls and saving throws

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Shiro will begin a flurry of attacks using his +1 seven-branched sword on the creatures before him, taking a defensive step backwards after his assault; cawing loudly to hopefully continue them focused on him.
Swift action ki point to add another attack to flurry.
Flurry Trip 2 vs. Blue: 1d20 + 13 + 4 + 1 + 1 ⇒ (5) + 13 + 4 + 1 + 1 = 24
Flurry Attack 3 vs. Red: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Flurry Attack 4 vs. Red: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Flurry Haste Attack 5 vs. Red: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
Flurry Ki Attack 6 vs. Red: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18
Damage 3 if hits: 1d10 + 8 ⇒ (8) + 8 = 16
Damage 4 if hits: 1d10 + 8 ⇒ (6) + 8 = 14
Damage 5 if hits: 1d10 + 8 ⇒ (4) + 8 = 12
Damage 6 if hits: 1d10 + 8 ⇒ (5) + 8 = 13

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"Sir mummy, this is just not your day. First you fell over, now you seem I shall escape your grasp."
Cautiously, he begins to cast a spell. Confidently smiling, he waves at the foe and calls out "Hamish! I'm on my way. Hang in there!"
Edgar takes flight and shoots towards his companion.
Cast Defensively DC 21: 1d20 + 13 ⇒ (18) + 13 = 31
Cast Fly
I provoke as a fly away from green - flying 10ft upward as I go

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I do not envy the GM managing 37 (exaggeration) enemy's rounds of actions on his turn.
His body bruised, broken and battered, Hamish withdraws from the fight... tactically? "Don't worry about me, I'll draw them back to a better spot to fight, Pharasma never said it would be easy."
Withdraw, double move. It doesn't appear I got slowed and lost my haste, but if so I put both possible end locations.

GM Hawthwile |

It's a fortitude save against the poison - which Yojimbo will need to roll with every strike since the mummy's bodies are covered in the blackfrost and he's touching them with his slam attacks (even if they're flavored like swords).
Yojimbo Fortitude, Aura vs Poison: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Yojimbo Fortitude, Aura vs Poison: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Through the sheer strength of his determination, Yojimbo shrugs off the effects of the blackfrost as he cuts into the mummy - but his blade does not cut as deep as he feels it should.
As Shiro strikes at the mummies, he suddenly feels all his training and focus abandon him - he has broken his vow of peace!
If a monk knowingly and willingly breaks his vow, his ki pool is reduced to 0 (as if he had spent all of his ki points) and he cannot replenish his pool or use abilities that require ki or a ki pool until he has redeemed himself. Redemption requires a recommitment to his vow accompanied by an atonement spell. After the redemption, the monk's normal ki pool (without the bonus from the vow) returns. If he upholds the previously broken vow for a full month, his ki pool regains the additional points from taking the vow, and he can decide whether to continue with his vow or forgo his vow without penalty.
Peace: The monk must strive to attain peace and may only use violence as a last resort. He can never strike the first blow in combat. If attacked, he must use the fight defensively action or the total defense action for the first 2 rounds. He must always give his opponent the option to surrender, and cannot purposely slay another creature that could reasonably be influenced to flee or join a civilized society as a productive member (obviously this excludes many monsters).
I don't know that I was paying enough attention to this earlier in the scenario, but this seems to be a pretty clear violation of that vow.
Even without his ki, Shiro is still a formidable opponent. Landing both mummies on their backs in quick succession, he cuts the first one twice - though the mummy's wiry frame absorbs some of the damage. (No ki attack.)
Bite, Invisible vs FF AC 15: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23
Bite damage: 1d8 + 10 ⇒ (4) + 10 = 14
Grapple vs CMD 17: 1d20 + 17 ⇒ (16) + 17 = 33
As Edgar takes flight, a child-sized construct of scrimshaw'ed ivory appears and bites his ankle with jaws much too large for such a tiny face. The heavy little thing keeps the witch from flying away, grappling him by the ankle. (Just flavor - grappled is grappled.) The mummy also swings at the witch...
Slam, PA, ?? vs Grappled AC 13: 1d20 + 14 - 2 + 1 ⇒ (1) + 14 - 2 + 1 = 14
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 1d6 ⇒ (3) + 7 + (5) = 15
...but his sudden change in velocity catches the undead off guard and it misses horribly. Hamish retreats to his companions, unhindered by the mummies's chill touch.
It's some type of construct, but not a common one.
It's a tupilaq, a construct of ivory and scrimshaw. Like most constructs, it is immune to mind-affecting effects and poisons - but it is not immune to magic like some of the more common golems. A tupilaq's creator can inscribe a spell onto the construct as a complex scrimshaw, which the tupilaq can use as a spell-like ability. Erasing these scrimshaws prevents the tupilaq from using the spell and also drives it into a murderous frenzy. The construct's ivory composition makes it incredibly resistant to slashing and piercing damage.
It's some type of construct, but not a common one.
It's some type of construct, but not a common one.
It's a tupilaq, a construct of ivory and scrimshaw. Like most constructs, it is immune to mind-affecting effects and poisons - but it is not immune to magic like some of the more common golems. A tupilaq's creator can inscribe a spell onto the construct as a complex scrimshaw, which the tupilaq can use as a spell-like ability. Erasing these scrimshaws prevents the tupilaq from using the spell and also drives it into a murderous frenzy. The construct's creator can also place a portion of a creature's body inside the tupilaq's mouth to make it seek that target to the exclusion of all other creatures.
Round 2! Bold may act!
Grey (Grappling)
Edgar (-14, Grappled)
Narika (-15)
Kiku
Yojimbo
Hamish (-49, Heroism)
Shiro
Noke
Red (-32, Prone)
Blue (-33, Prone)
Green (-8)
Yellow
Purple
Brown
Black
White
Ainamuuren
Archeologists
Environmental and Area Effects:
- Walls are short enough to see over, but difficult terrain to cross
- Red sections are where the ice rune is broken
- Black areas are covered in blackfrost
- Haste (2/9)
What do you do?

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As the creature grabs onto Edward, Hamish turns and yells, "WITCH, FREE THYSELF!"
Immediate Action casting Liberating Command on Edward. Grants him an Escape Artist attempt with a +12 bonus as an Immediate Action.

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I'm going to hope I'm the "Edward" Hamish is referring to.
Escape Artist: 1d20 + 10 + 12 ⇒ (14) + 10 + 12 = 36

GM Hawthwile |

Hamish, remember that you only have a CL of 5 (unless there's something hiding in your profile that says otherwise). But that's still plenty of bonus.
Edgar pops out of the construct's jaws into the air!
Round 2! Bold may act!
Grey
Edgar (-14, Move action only)
Narika (-15)
Kiku
Yojimbo
Hamish (-49, Heroism)
Shiro
Noke
Red (-32, Prone)
Blue (-33, Prone)
Green (-8)
Yellow
Purple
Brown
Black
White
Ainamuuren
Archeologists
Environmental and Area Effects:
- Walls are short enough to see over, but difficult terrain to cross
- Red sections are where the ice rune is broken
- Black areas are covered in blackfrost
- Haste (2/9)
What do you do?

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Noke shouts.
”Careful! This new thing is a constructs, immune to mind-affecting effects and poisons, but it is not immune to magic like some of the more common golems!“
Noke activates her flight hex and takes to the air to move away.
90 ft speed with haste, but only half speed movement to use Acrobatics to avoid AoO for moving out of a threatened square : 1d20 + 9 ⇒ (15) + 9 = 24

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Moonwalking backwards, Edgar calls out "Thank you Hamish!"
5ft step back

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I contest that ruling, it applies to creatures that can reasonably expect to be reformed and join society, which is why I did not fight defensively. If that is not the case, I would have fought defensively.

GM Hawthwile |

Retconning Shiro
Mindful of his vows, Shiro strikes defensively with his sword. He pulls the legs out from under one mummy, but the other is too quick to dodge his second swing. Even on the ground, the first undead creature is an elusive target and manages to avoid all but one cut of Shiro's blade.
Botting Narika
Stepping away from the mummy, Narika points at the creatures threatening Edgar. Once again fire blossoms...
Fire damage: 9d6 ⇒ (1, 5, 5, 1, 3, 1, 3, 2, 1) = 22
Green Reflex vs DC 20: 1d20 + 2 ⇒ (6) + 2 = 8
Grey Reflex vs DC 20: 1d20 + 7 ⇒ (15) + 7 = 22
...and while the little creature is nimble enough to avoid the worst of the blast, the mummy is not so fortunate.
Shiro's distractive tactics seem quite effective as both mummies near him move closer and attack (one having to stand first and the other's movement hampered by the wall somewhat)...
Red
Slam, PA vs AC 27: 1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 26
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (5) + 7 + 4 + (1) = 17
Blue
Slam, PA vs AC 27: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (5) + 7 + 4 + (5) = 21
Shiro Fortitude vs Poison: 1d20 + 8 ⇒ (9) + 8 = 17
Shiro Fortitude vs Cold: 1d20 + 8 ⇒ (19) + 8 = 27
...and while one creature makes contact, Shiro shrugs off the cold and poison. The mummy harassing Edgar steps closer and attacks, but the cloud of dark powder has dissipated and it swings more slowly...
Green
Slam, PA vs AC 15: 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (7) + 7 + 4 + (2) = 20
Edgar Fortitude vs Poison: 1d20 + 6 ⇒ (7) + 6 = 13
Acid/Cold damage: 2d6 ⇒ (5, 4) = 9
Edgar Fortitude vs Cold: 1d20 + 6 ⇒ (14) + 6 = 20
Slam, PA vs AC 15: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 27
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (8) + 7 + 4 + (2) = 21
Edgar Fortitude vs Poison: 1d20 + 6 ⇒ (17) + 6 = 23
Edgar Fortitude vs Cold: 1d20 + 6 ⇒ (19) + 6 = 25
...and both attacks hit, leaving the witch battered and unconscious as poison burns his skin. The mummies that were threatening Hamish turn their attention to Ainamuuren, racing towards him with unnatural speed and swinging angrily. The last mummy turns its attention on Yojimbo, but it too has lost its cloud of black dust...
Brown
Slam, PA vs AC 23: 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 15
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (4) + 7 + 4 + (6) = 21
Slam, PA vs AC 23: 1d20 + 14 - 2 ⇒ (19) + 14 - 2 = 31
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (6) + 7 + 4 + (4) = 21
Yojimbo Fortitude vs Poison: 1d20 + 6 ⇒ (11) + 6 = 17
Yojimbo Fortitude vs Cold: 1d20 + 6 ⇒ (16) + 6 = 22
...and though it leaves a mark on the phantom's ghostly form, Yojimbo resists the additional effects of the attack. The buried mummies dig themselves completely out of the ground and look around hungrily.
With a roar like a blizzard, Ainamuuren becomes a whirling snowstorm and whisks himself away from the excavation pit before returning to his solid form. "Disse skapningene er dine allierte gjør! Fjern dem som jeg kan fortsette å reparere runen!" he yells angrily.
As Edgar falls, Kuokei takes flight. Hovering near Kiku, he holds a stick in his feet and hoots urgently. A scrap of parchment under one talon reads, cure moderate wounds. With its target unconscious, the tupilaq vanishes from sight.
The heat from fireball, while intense, should be fleeting enough to not cause lasting damage to the ice rune.
Round 3! Bold may act!
Grey (-11)
Edgar (-64, Bleeding Out (-2/16), Flying, Poisoned)
Narika (-15)
Kiku
Yojimbo (-21)
Hamish (-49, Heroism)
Shiro (-21)
Noke (Flying)
Red (-23)
Blue (-33)
Green (-41)
Yellow
Purple
Brown
Black
White
Ainamuuren
Archeologists
Environmental and Area Effects:
- Walls are short enough to see over, but difficult terrain to cross
- Red sections are where the ice rune is broken
- Black areas are covered in blackfrost
- Haste (3/9)
What do you do?

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I believe taking a proferred item is generally considered a move action?
Kiku gives Kuokei a quick nod and a smile. "You are going to get so many treats after this." She takes the wand in her free hand.
She drops her staff and begins raising a fist in quick circling motions, the speed picking up with each rotation. "Ragathiel, General of Heaven, grant us your zeal so that we may defeat evil. Contagious Zeal!"
Temp HP for Yojimbo: 1d6 ⇒ 2
The initial casting is on Yojimbo, so only he can spread it as a free action
Spellcraft: 1d20 + 5 ⇒ (14) + 5 = 19

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Quick accounting: Yojimbo has DR 5/magic and slashing, and you mentioned the mummys do bludgeoning, so he's only down 16, not 21
Also, I'm absolutely okay with Yojimbo having to make saves every time he hits. Since I don't know their ACs, and thus when I hit, would it just be easier for you to roll them or should I?
Yojimbo's ectoplasmic form grows sharper as he is empowered by the spell. He quickly passes it on to the injured Hamish. Free action once a round
Temp HP for Hamish: 1d6 ⇒ 4
Alone with the +2 moral bonuses to attack and damage, as well as +4 morale vs fear
Yojimbo's mask almost seems to grin as he begins unleashing a barrage of iaijustu strikes at the mummy he is engaged with.
Slam 1 (haste, contagious zeal, piranha strike: 1d20 + 12 + 1 + 2 - 2 ⇒ (16) + 12 + 1 + 2 - 2 = 29
Slam 1 Damage (contagious zeal, piranha strike): 1d10 + 1 + 2 + 4 ⇒ (6) + 1 + 2 + 4 = 13
Slam 2 (haste, contagious zeal, piranha strike: 1d20 + 12 + 1 + 2 - 2 ⇒ (20) + 12 + 1 + 2 - 2 = 33
Slam 2 Damage (contagious zeal, piranha strike): 1d10 + 1 + 2 + 4 ⇒ (2) + 1 + 2 + 4 = 9
Crit Confirm: 1d20 + 12 + 1 + 2 - 2 ⇒ (18) + 12 + 1 + 2 - 2 = 31
Crit Damage: 1d10 + 1 + 2 + 4 ⇒ (9) + 1 + 2 + 4 = 16
Haste Slam(haste, contagious zeal, piranha strike: 1d20 + 12 + 1 + 2 - 2 ⇒ (10) + 12 + 1 + 2 - 2 = 23
Haste Slam Damage (contagious zeal, piranha strike): 1d10 + 1 + 2 + 4 ⇒ (9) + 1 + 2 + 4 = 16

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Noke starts a misfortune hex on the purple undead and cackles!
Swift Action: Curiosity: The DCs of the invoker’s hexes and patron spells increase by 1. These DCs increase by an additional 1 at 8th level and 16th level.
Purple makes a DC 20 Will save vs. Misfortune.
Hover : 1d20 + 12 ⇒ (16) + 12 = 28

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Shiro bolsters his defenses with his ki, then attempts to trip the red mummy with his sword; after which he tries to back flip through the air into the pit nearby.
Swift action to boost AC by 4, free action to activate daredevil boots.
Trip vs. Red: 1d20 + 13 + 4 + 1 + 1 ⇒ (5) + 13 + 4 + 1 + 1 = 24
Acrobatics to Avoid AoO: 1d20 + 14 + 5 ⇒ (16) + 14 + 5 = 35

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Hamish, bolstered by a bit of the phantom's zeal to fight and pissed at the giant's lack of courage, steps forward and pulls his flail. He begins yelling a rousing speech, "PATHFINDERS! Today may be the day we meet our final judgement. It may be the day we fail and fall to this scourge. But I will tell you one day it will not be... it will NOT BE THE DAY WE SURRENDER AND FLEE! Stand fast and hold the line, protect our sorceress and she will make quick work of these abominations."
5-ft step under Owl if allowed, if not he'll be in the square south of the owl, Move to Draw Flail, Standard to begin Inspire Courage. +2 Hit/Damage (competence) & +2 vs. Will/Fear (morale) to all except Edgar.
He hollars to Noke, "I'll take that spell you meant for Shiro earlier if you can still cast it, it'll help me protect the true powers behind me." (He'll take the Enlarge whenever)
Watching the little construct go poof he yells to the group, "next time the construct bugger pops up, get something on it so it can't disappear again... and uh I'd take some healing if anyone has it available."
_______________________________________________________________
Current Party Buff List (as best I can track it)
Edgar - Haste
Narika - Haste, IC (+2 hit/Damage, +2 Charm/Fear)
Kiku - Haste, IC (+2 hit/Damage, +2 Charm/Fear)
Yojimbo - Haste, IC (+2 hit/Damage, +2 Charm), CZ (+2 Hit/Damage, +4 Fear)
Hamish - Haste, IC (+2 hit/Damage, +2 Charm), CZ (+2 Hit/Damage, +4 Fear)
Shiro - Haste, IC (+2 hit/Damage, +2 Charm/Fear)
Noke - Haste, IC (+2 hit/Damage, +2 Charm/Fear)

GM Hawthwile |

Kiku, I usually say that someone in the handoff has to take the move action. In this case, Kuokei had to double-move to bring the wand over, so you would have to use a move action to take it from him.
Yojimbo, I'm fine either way with the Fortitude rolls. And thank you for the reminder about the DR!
Yojimbo's fiery blade cuts deep into the mummy's torso again and again and again - but the dust from the mummy threatens to poison him...
Yojimbo Fortitude vs Poison: 1d20 + 9 ⇒ (3) + 9 = 12
Acid/Cold damage: 2d6 ⇒ (5, 5) = 10
Yojimbo Fortitude vs Poison: 1d20 + 9 ⇒ (11) + 9 = 20
Yojimbo Fortitude vs Poison: 1d20 + 9 ⇒ (11) + 9 = 20
...and he coughs as the blackfrost gets into his ghostly lungs. As Shiro puts one on its back, another mummy tries to resist Noke's hex...
Will vs DC 20: 1d20 + 8 ⇒ (1) + 8 = 9
...and stumbles slightly as it takes hold!
Round 3! Bold may act!
Grey (-11, Invisible)
Edgar (-64, Unconscious, Bleeding Out (-2/16), Flying, Poisoned)
Narika (-15)
Kiku
Yojimbo (-26, CZ, Poisoned)
Hamish (-49, Heroism, CZ)
Shiro (-21)
Noke (Flying)
Red (-23, Prone)
Blue (-33)
Green (-41)
Yellow
Purple (Misfortuned)
Brown (-45) (forgot to add last round's damage from Yojimbo)
Black
White
Ainamuuren
Archeologists
Environmental and Area Effects:
- Walls are short enough to see over, but difficult terrain to cross
- Red sections are where the ice rune is broken
- Black areas are covered in blackfrost
- Haste (3/9)
- Inspire Courage +2
What do you do?

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Folio reroll vs poison, 2 star: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
That change anything significant GM?
If not...
Seeing the boneyard flash before his eyes, the witch scurries back to safety. "Ouch! That hurts!"
[Ooc]Withdrawal as a full round[ooc]

GM Hawthwile |

It does indeed! Succeeding on the Fortitude save means Edgar doesn't take the acid/cold damage and is therefore still conscious!
Botting Narika
Realizing her fireballs shouldn't harm the icy rune, Narika sends another flying at the mummies...
Fire damage: 9d6 ⇒ (5, 1, 3, 6, 3, 6, 6, 3, 5) = 38
Yellow Reflex vs DC 20: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12
Purple Reflex vs DC 20: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Purple Reflex vs DC 20: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Black Reflex vs DC 20: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
White Reflex vs DC 20: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
...and every mummy cries out in anguish as the heat sears their flesh, leaving them barely standing. As the tripped mummy stands back up and moves towards Shiro, its partner attacks...
Slam, PA vs AC 28: 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (6) + 7 + 4 + (6) = 23
Slam, PA vs AC 28: 1d20 + 14 - 2 ⇒ (8) + 14 - 2 = 20
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (1) + 7 + 4 + (2) = 14
...but Shiro is too quick and the boots are too flashy! As several of the mummies converge on the other Pathfinders, one swings at Hamish...
Green
Slam, PA vs AC 25: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (8) + 7 + 4 + (4) = 23
Crit Confirmation: 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 23
Crit damage: 1d8 + 7 + 4 ⇒ (7) + 7 + 4 = 18
...and fells the young bard, though the blow does not seem as terrible on closer inspection. The rest converge on Yojimbo...
Yellow
Slam, PA, ?? vs AC 22: 1d20 + 14 - 2 + 1 ⇒ (13) + 14 - 2 + 1 = 26
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (3) + 7 + 4 + (2) = 16
Yojimbo Fortitude vs Cold: 1d20 + 9 ⇒ (12) + 9 = 21
Purple
Slam, PA, ?? vs AC 22: 1d20 + 14 - 2 + 1 ⇒ (1) + 14 - 2 + 1 = 14
Slam, PA, ?? vs AC 22: 1d20 + 14 - 2 + 1 ⇒ (11) + 14 - 2 + 1 = 24
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (4) + 7 + 4 + (3) = 18
Brown
Slam, PA vs AC 22: 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (7) + 7 + 4 + (6) = 24
Slam, PA vs AC 22: 1d20 + 14 - 2 ⇒ (19) + 14 - 2 = 31
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (5) + 7 + 4 + (6) = 22
Yojimbo Fortitude vs Cold: 1d20 + 9 ⇒ (12) + 9 = 21
...and while only two blows strike, they are almost enough to send Yojimbo back to the Ethereal Plane. The dust swirls in the air around the mummies...
Narika Fortitude vs Poison: 1d20 + 8 ⇒ (14) + 8 = 22
Kiku Fortitude vs Poison: 1d20 + 13 ⇒ (3) + 13 = 16
...but both spellcasters breathe through their sleeves and avoid the worst of the poison. Meanwhile, the newly-emerged mummies shamble quickly towards Shiro - one moving around the desk and another charging right past it...
Black
Slam, PA, ?? vs AC 29: 1d20 + 14 - 2 + 1 ⇒ (14) + 14 - 2 + 1 = 27
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (6) + 7 + 4 + (5) = 22
White
Slam, PA, ??, Charge vs AC 30: 1d20 + 14 - 2 + 1 + 2 ⇒ (13) + 14 - 2 + 1 + 2 = 28
Bludgeoning damage, PA, Cold damage: 1d8 + 7 + 4 + 1d6 ⇒ (5) + 7 + 4 + (3) = 19
...but though both come close, Shiro ducks and weaves out of the way with intuitive grace. With the mummies occupied elsewhere, Ainamuuren returns to the rune and repairs more damage. Kuokei hoots again and takes off for the other side of the pit, rejoining someone on the other side of the barricade. Near the center of the excavation, yet another mummy bursts through the ice (though it is still partially stuck).
Round 4! Bold may act!
Grey (-11, Invisible)
Edgar (-54, Flying 10 ft high)
Narika (-15)
Kiku
Yojimbo (-54, CZ, Poisoned)
Hamish (-68, Unconscious, Bleeding Out (-10/14), Heroism, CZ)
Shiro (-21)
Noke (Flying 20 ft high)
Red (-23)
Blue (-33)
Green (-41)
Yellow (-57)
Purple (-57, Misfortuned)
Brown (-45)
Black (-57)
White (-57, Charged)
Orange (Digging out)
Ainamuuren
Archeologists
Environmental and Area Effects:
- Walls are short enough to see over, but difficult terrain to cross
- Red sections are where the ice rune is broken
- Blue sections are where the ice rune has been repaired
- Black areas are covered in blackfrost
- Haste (4/9)
- Inspire Courage +2
What do you do?

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@GM, Hamish has lingering performance, so his inspire should still be up for the next two rounds. Also don't forget that Kiku has an extra +4 on all saves versus effects created by undead, so she would be at +17 for those saves
Kiku's breath is shallow and ragged and the mummys close in. She moves behind Yojimbo and activates her mnemonic vestment.I double checked and the vestment says you just need to be carrying the written spell source, so she shouldn't need to draw it
"Kelinahat, She of Ebon Wings, grant this phantom your concealment. Displacement!"
Cast Defensively (combat casting) DC 21: 1d20 + 16 + 4 ⇒ (13) + 16 + 4 = 33

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Gritting his teeth underneath his ectoplasmic mask, Yojimbo stands his ground. As the situation worsens, his resolve to push through it only increases.
He passes the contagious zeal along to Narika, seeing how her fire may be what gets the group through this.
Temp HP for Narika: 1d6 ⇒ 2
He will start his attacks on yellow since it looks the most hurt and he isn't blocking it from squishies like purple (also purple is misfortuned), then move on to brown
Slam 1 (inspire, haste, contagious zeal, piranha strike): 1d20 + 12 + 1 + 2 ⇒ (13) + 12 + 1 + 2 = 28
Slam 1 Damage (inspire, contagious zeal, piranha strike): 1d10 + 1 + 2 + 2 + 4 ⇒ (2) + 1 + 2 + 2 + 4 = 11
Slam 2 (inspire, haste, contagious zeal, piranha strike): 1d20 + 12 + 1 + 2 ⇒ (6) + 12 + 1 + 2 = 21
Slam 1 Damage (inspire, contagious zeal, piranha strike): 1d10 + 1 + 2 + 2 + 4 ⇒ (3) + 1 + 2 + 2 + 4 = 12
Haste Slam (inspire, haste, contagious zeal, piranha strike): 1d20 + 12 + 1 + 2 ⇒ (6) + 12 + 1 + 2 = 21
Haste Slam Damage (inspire, contagious zeal, piranha strike): 1d10 + 1 + 2 + 2 + 4 ⇒ (5) + 1 + 2 + 2 + 4 = 14

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Noke decends a little and casts burning hands.
Burning hands on purple and yellow dc 17 Ref half : 5d4 ⇒ (2, 3, 3, 3, 4) = 15

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Watching the man fall, knowing the telltale signs of an impending meet up with Pharasma, Edgar opens his coat for a moment. "Allen! I know it's cold, but help Hamish!"
Releasing Allen from my robes as a move action
Looking at the numerous foes and allies beneath him, Edgar takes a deep breath. "Lady of Graves, bless me once more with your cleansing light."
Pointing downward, a blast of piercing white light shoots down from the heavens and wells up inside the man before slamming into the ground and exploding outward.
Damage to Undead (positive energy): 3d6 + 7 ⇒ (5, 4, 3) + 7 = 19
Undead need a Will DC 20. Damage is negated on a successful save
Area drawn in purple on map
Those that would be healed by positive energy in the radius gain +8 vs death effects, energy drain, negative energy, and effects directly caused by haunts for 1 round
Link to Spell
Positive Pulse Base Info
This spell causes a wave of positive energy to spread from a point you designate, damaging foes vulnerable to positive energy and bolstering living creatures. Each creature damaged by positive energy in the area (such as undead) must succeed at a Will save or take 1d6 points of damage, plus 1 point for every 2 caster levels (maximum +5). Haunts manifesting in the spell’s area also take this damage.
This spell does not heal creatures healed by positive energy; such creatures instead gain a +2 bonus on saving throws against death effects, energy drain, negative energy, and effects directly caused by haunts. This bonus lasts for 1 round.
Greater Positive Pulse version info
This spell functions like positive pulse, except that the damage dealt increases to 3d6 plus your caster level, and the bonus on saving throws increases to +8.

Allen Poe |

Fort vs Cold Weather: 1d20 + 1 ⇒ (3) + 1 = 4
Casting something, he reluctantly flies out of the comfort of Edgar's Robes, Allen looks towards Hamish. "The Lady of Graves is not ready for you." he advises
Flying away from the undead and down, the tiny bird pecks the man softly with it's beak. A bright energy shoots out and into Hamish's prone form.
Rebuke Death: 1d4 + 3 ⇒ (3) + 3 = 6
At least your stable for the moment
Cast and hold charge as a standard, fly to Hamish as move, Touch for free. Green arrow is Allen's path - should avoid any AoO's as he flies away and back down
You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points.

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Eyes rolling back into his head as the cold and bludgeoning attack slams into his body, Hamish drops like a sack of potatoes. As the life-force that sustains him trickles out, a bird's gift of health stems the quick parade to death and his breathing steadies.
It appears he is currently stable at -4.
_______________________________________________________________
Hamish does indeed have lingering performance so that even when useless, he's useful. :P
Current Party Buff List (as best I can track it)
Edgar - Haste, IC (+2 hit/Damage, +2 Charm/Fear)
Narika - Haste, IC (+2 hit/Damage, +2 Charm), CZ (+2 Hit/Damage, +4 Fear)
Kiku - Haste, IC (+2 hit/Damage, +2 Charm/Fear)
Yojimbo - Haste, IC (+2 hit/Damage, +2 Charm), CZ (+2 Hit/Damage, +4 Fear)
Hamish - Haste, IC (+2 hit/Damage, +2 Charm), CZ (+2 Hit/Damage, +4 Fear)
Shiro - Haste, IC (+2 hit/Damage, +2 Charm/Fear)
Noke - Haste, IC (+2 hit/Damage, +2 Charm/Fear)