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Nature: 1d20 + 7 ⇒ (11) + 7 = 18
The words, "Jack-O'-Lantern" tumble from the stunned wizard's mouth. "But this one seems somehow more advanced than the ones we studied."
He levels his crossbow and pulls the trigger.
Crossbow {Bless/into melee}: 1d20 + 3 + 1 - 4 ⇒ (6) + 3 + 1 - 4 = 6

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"Well don't this look like a spooky spook." Will says moving closer to the creature, drawing his shield along the way. double move in the difficult terrain

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Round 1: FIGHT!
Light Condition: Dim Light
Active Buffs: None
Active Penalties: All Ground not near the shrine is difficult terrain.
Roland(-0,Fine)
Kelleran(-0,Fine)
Galdur(-0,Fine)
Forescare(-0,Fine)
Yakari(-0,Fine)
William(-0,Fine)
Jack-O'-Lantern(-0,Fine)
A strange aura emanates from the Jack-O-Lantern.
Will Save Galdur: 1d20 + 5 ⇒ (13) + 5 = 18
Will Save Forescare: 1d20 + 5 ⇒ (4) + 5 = 9
Will Save Grand Aigle: 1d20 + 2 ⇒ (14) + 2 = 16
Will Save Yakari: 1d20 + 3 ⇒ (12) + 3 = 15
Forescare seems to be spooked by the aura.
Shaken: 2d6 ⇒ (4, 6) = 10 Minutes of Shaken.
Acrobatics DC13: 1d20 ⇒ 20
Slam Target: 1d4 ⇒ 4
Slam Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Slam Damage: 1d4 + 4 ⇒ (3) + 4 = 7
The Jack-o-Lantern shifts over to get out of any potential flank, seeminlgy unhindered by the difficult plant life. By watching it shift around, you get an idea on how you can take advantage of the terrain.
From now on, at the start of your turn, you may attempt a DC13. Also, I missed reading that at the start of the encounter.
It reaches out with its vines and swings them like a club at Grand Aigle, landing a heavy blow! 7 Damage!

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Round 2: FIGHT!
Light Condition: Dim Light
Active Buffs: None
Active Penalties: All Ground not near the shrine is difficult terrain, DC13 Acrobatics to move full speed.
Roland(-0,Fine)
Kelleran(-0,Fine)
Galdur(-0,Fine)
Forescare(-0,Fine)
Yakari(-0 [-7],Fine)
William(-0,Fine)
Jack-O'-Lantern(-0,Fine)

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Will moves in and slams with the pointy end of his shield. move and swing. Damage: piercing.
shield: 1d20 + 6 ⇒ (10) + 6 = 16 damage: 1d6 + 4 ⇒ (5) + 4 = 9

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Did you remember your IC bonus, William?
Roland double moves toward the enemy, continuing his advice ability.
Would someone move me, please? Remember your IC bonuses as stated earlier.

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Don't tell me how to live my life!
William slams his shield into the Jack-O-Lantern, and deals a hefty blow against the monstrosity! It still stands, but appears shocked that someone so goofy looking could hurt it that badly.

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Sorry. Got my characters mixed up. It was the Bless Spell I cast previously. And there is no IC bonus for Roland. Please remember your Bless bonus, even if I can’t keep it straight myself, lol.

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Blessed but hurt that his buddy is wounded, Yakari maneuvers around the creature to take a blow at it!
Acrobatics Yakari DC 13: 1d20 + 4 ⇒ (1) + 4 = 5 Gasp, he provokes an AoO, then.
Fist in the Jack!: 1d20 + 5 + 2 + 1 ⇒ (20) + 5 + 2 + 1 = 28 for B: 1d6 + 3 ⇒ (4) + 3 = 7
CONFIRM?: 1d20 + 5 + 2 + 1 ⇒ (9) + 5 + 2 + 1 = 17 for B: 1d6 + 3 ⇒ (5) + 3 = 8
****
Grand Aigle flies (with a five wing step) closer and full attacks the Jack!
Bite the vine!: 1d20 + 2 + 2 + 1 ⇒ (8) + 2 + 2 + 1 = 13 for B,P,S: 1d6 + 1 ⇒ (2) + 1 = 3
Talon!: 1d20 + 2 + 2 + 1 ⇒ (7) + 2 + 2 + 1 = 12 for P,S: 1d4 + 1 ⇒ (1) + 1 = 2
Talon 2, return of the vendetta: 1d20 + 2 + 2 + 1 ⇒ (1) + 2 + 2 + 1 = 6 for P,S: 1d4 + 1 ⇒ (3) + 1 = 4

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Round 3: FIGHT!
Light Condition: Dim Light
Active Buffs: None
Active Penalties: All Ground not near the shrine is difficult terrain.
Roland(-0,Fine)
Kelleran(-0,Fine)
Galdur(-0,Fine)
Forescare(-0,Fine)
Yakari(-0 [-7],Fine)
William(-0,Fine)
Jack-O'-Lantern(-24,Dead)
The Jack-O-Lantern collapses!
Yes, you are all still in initiative.

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Never having been this close to such a construct, the mage casts a spell that allows him to see arcane auras.
Detect Magic
Perception: 1d20 + 2 ⇒ (14) + 2 = 16

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Roland moved forward and smashed the strange enemy with his iron bound book.
Attack with Bless 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Damage 1d6 + 3 ⇒ (1) + 3 = 4

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Yakari looks with surprise at Roland attacking a dead creature but soon yells: "Anyone can heal Grand Aigle?"

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Roland's book digs deeper into the dead Jack-O-Lantern. It appears to be glowing with a bright energy.

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"Oh!" says Yakari, retreating from the glowing jack o'lantern and whistling at Grand Aigle to do the same.

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Most of the party backs away from the jack-o-lantern, pulling those who don't start right away with them.
Suddenly the pumpkin head explodes in a burst of flames!
**********************************************
Closer to the shrine, you realize that from the outside it appears to be a simple crumbling lumber mill. It is mostly unremarkable except for the wooden statue of Ng protruding from the front on the northern side.
A pile of six goodberries and three immature jack-o-lanterns have been left at the base of the statue. Carved along the side of the statue is the inscription...
Like the Lord of Seasons, our hoods illuminate truth, while their masks shelter deceit. Let this be the sign of our covenant. -E
You infer from the inscription Eylysia was telling her or whomever discovered her message that raising their hood would stand as a signal of support or alliance. This is almost certainly the clue that the you were sent to find.
From inside, a figure watches you all with interest. She is a striking figure wearing a cowl that appears to be made of leaves. She wears armor emblazoned with small purple flowers called "Crocus", and wields a silver lance.
She wears the Autumn's Cowl.

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“Take ye not a step further into Ng’s sacred realm. I am the Crocus Knight, sworn protector of the Thicket of Endless Fall and rightful successor to Ng’s chosen, Zaul Blystone. Are you here to join in the grove’s protection, or defile its splendor? Speak now, lest I add you
to the great harvest.”

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”Successor to Blystone? He was the person we were looking for. We wanted to talk to him about, well, actually, that cowl you are wearing. The Pathfinder society wants to find out more about it.”. Roland will pull out the wayfinder the group was given to see if that might prove who they were.

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She raises an eyebrow and does not let down her guard.
Bluff, Diplomacy, Intimidate, Knowledge Arcana/Nature/Religion DC15. Will need multiple checks, and each skill may be attempted only once.

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"Yes. It seems that you have donned quite the artifact. Legends rumor that..." The mage begins to drone on before interrupted by someone with more common sense.
Arcana: 1d20 + 7 ⇒ (18) + 7 = 25

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Not knowing what to say in a situation like this, William shall attempt to garner more information.
Sense motive: 1d20 + 5 ⇒ (16) + 5 = 21
Will then takes off his hat, "I don't have a hood to raise."

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Not certain if I can make a second check, but if so.
Without pausing for breath, the arcanist vomits forth more unsolicited trivia. "And this does not even touch on the impact on the local ecosystem...."
Nature: 1d20 + 7 ⇒ (16) + 7 = 23

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Yakari whistles and Grand Aigle comes down. Towering Crocus, it shrieks loudly.
Intimidate DC 15: 1d20 + 4 ⇒ (11) + 4 = 15

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Her hard stance softens a bit, and something akin to a smirk can be seen forming on her face.
"Very well, I see now that you are not a foe to me or my cause. It was Ng, whose divine powers as keeper of the seasons, who created the Thicket of Endless Fall. Seeing as you are here for the Autumn's Cowl, I will let you have it, as a sign of good faith for new allies."
You get a closer look at the Autumn's Cowl...
It was the Cowl that forced this location to have an endless Autumn, not Ng directly.
You also ask her about Eylysia.
"Ah yes, there was a gnome woman that came to the grove long ago, but she did not stay long. The gnome inscribed a prayer at the base of the statue of Ng, believing it to be helpful to allies in a future time. I myself was never able to discern its purpose."
It does not directly tell me what it says, so you just copy it with papyrus and coal or chalk or something.
**********************************************
You remove the Cowl from the thicket, which causes the permanent season phenomena to end, and the natural cycle of nature to continue. The Aasimar druid you met earlier opens the Thornwall to let you all through, and is pleased that her duties to this region are now over.
**********************************************
Shortly afterwards, you receive another letter from Kreighton Shaine...
Pathfinders,
From what I can gather, your next clue lies within an old cavern, not terribly far from a dwarven outpost called the Rising Spire, which lies near the ancient settlement of Highhelm. I have little to go on as Eylysia’s notes provide hardly anything more than a location and an odd reference to ‘an old noble’s tale’. I have already made arrangements for your travel to the Spire and for an escort to the cavern. This should be a relatively simple and straightforward task if you can solve this riddle Eylysia has left us with.
Sincerely,
Kreighton Shaine

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Yakari, satisfied with this task, nods and takes the letter. He seems to struggle to read but eventually gets the message.
"Anyone knows anything about ‘an old noble’s tale’? Is it a song, a tale, a weapon?"
Knowledge Local?: 1d20 + 5 ⇒ (13) + 5 = 18

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Know. Religion1d20 + 9 ⇒ (1) + 9 = 10
Roland tries to place any distinguishing feature of the letter to any religion he has studied.

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Unfortunately, you wouldn't know much of this information, as you are not of Dwarven ancestry. The party makes the trek and ride for Highhelm, and arrive at the Rising Spire.
The claustrophobic tunnels outside of Rising Spire are carved with smoothed stone walls adorned with periodic arrow slits, twisting and turning until they converge at an open cavern about one hundred feet wide and at least twice as tall. At its center stands a tower carved from natural stone, rising up into the darkness.
A young dwarven woman with rock dust in her hair and stonemason’s tools hanging from her belt steps out of the tower. “Beautiful, isn’t it?” she says as she brushes the dust away with a gloved hand before extending it in greeting. “I’m Helga Silverbrew, head architect around here. Welcome to the Spire!”
A middle-aged dwarven man in leather armor steps out after her. “I’m Urgrin. Most call me Urgrin the Everyman. I haul rocks, patch up armor, feed the cat, whatever needs to be done around here. And you lot must be the Pathfinders we were expecting!”
The two dwarves let you all introduce yourselves, and they guide you to the abandoned cavern, chatting along the way. The trip takes about 3 hours.
***********************************************
The cavern entrance begins with a simple stone archway, and its walls are made of smooth stone that is bare of decoration.
This unappealing style is fitting for followers of Droskar.
Slide 5

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Know. Religion1d20 + 9 ⇒ (9) + 9 = 18
”Looks quite unassuming, unadorned, simple. Perfect for the Droskar followers, I’d bet.”

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Yakari travels with ease but is a bit startled at the idea of adventuring underground.
"Not again..." he mutters.
Then, he hears Roland and asks him genuinely:
"Who or what is Droskar?"

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Droskar (pronounced DROH-skar) is a minor dwarven deity with a very limited following among the surface-dwelling races. He believes that sufficient toil leads to eventual success, and that those who fail simply weren't trying hard enough. In the pursuit of this goal, Droskar believes that one should be free to do whatever is necessary to accomplish one's goal, even if that includes lying, cheating, the exploitation of others, or even worse crimes. His symbol is a stone arch with a fire burning beneath it.
Small footprints and drag marks are on the floor. They lead back and forth between here and much further in the cavern, with the occasional detour to another section of the cave.

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Know. Religion 1d20 + 9 ⇒ (6) + 9 = 15
Survival 1d20 + 6 ⇒ (1) + 6 = 7 +1 to follow tracks
Checking in from work. Please read about Droskar in the above spoiler. Thanks!

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Yakari nods, thanking Roland.
Survival: 1d20 + 8 ⇒ (4) + 8 = 12

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survival: 1d20 + 6 ⇒ (12) + 6 = 18
Forskare points out Small footprints and drag marks are on the floor. They lead back and forth between here and much further in the cavern, with the occasional detour to another section of the cave.

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The party continues forward...
Once a statue garden, these halls are cluttered with scorched and shattered stones. Short, dusty pedistals have little to showcase, save for rubble and the occasional stone foot. Several stout skeletons lie beneath the piles of ruin, their brittle bones snapped and scattered. A single pristine warhammer rests on the floor to the northwest.
You hear the sounds of toiling and weeping.

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Perception: 1d20 + 2 ⇒ (15) + 2 = 17
The mage pipes up from the back, "Hey, do you guys hear that? Sounds like someone is ...crying a little, while they are trying to work."

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”Sure, let’s go help them,”Roland says, following the directions of the sound pointed out by the others.
Perception 1d20 + 6 ⇒ (16) + 6 = 22

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Kelleran and Goofy William, you realize it sounds like it is right on top of you. As if there was no connected bodies to these sounds.

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Perception: 1d20 + 7 ⇒ (15) + 7 = 22
"Yeah... Strange! HEY! IS ANYONE THERE?" he shouts.