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*shrug* He's in a losing fight. His shots against Lamont only count when Lamont's all the way dead. Lamont's shots against him make him less effective every round.

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Not-Trixie rushes forward to take advantage of Sihir's spell, her fingers tracing glowing sigils that burst into a pair of jagged spheres. Pausing a moment to size up her target, the wizard sends them streaking over marionette's head towards the lamia!
Spell Resistance, Reservoir: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
Ranged Touch: 1d20 + 7 ⇒ (13) + 7 = 20
Force damage, Sneak Attack: 5d6 + 2d6 ⇒ (5, 2, 6, 4, 2) + (5, 1) = 25
Bullrush, Reservoir, Multiple spheres: 1d20 + 16 + 2 + 10 ⇒ (8) + 16 + 2 + 10 = 36
Ranged Touch: 1d20 + 7 ⇒ (4) + 7 = 11
Force damage: 5d6 ⇒ (5, 4, 1, 5, 3) = 18
Bullrush, Reservoir, Multiple spheres: 1d20 + 16 + 2 + 10 ⇒ (6) + 16 + 2 + 10 = 34
Move and cast battering blast - hopefully against the lamia's flat-footed touch AC. If only one sphere hits, use its Bullrush result - if both hit, use the higher. Using a point of reservoir to boost CL by 2.

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River's spiritual Warhammer continues to attack the Lamia.
Spiritual weapon attack, level, WIS: 1d20 + 10 + 7 ⇒ (19) + 10 + 7 = 36
Force damage ignores DR: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Spiritual weapon attack, level, WIS, -5: 1d20 + 10 + 7 - 5 ⇒ (16) + 10 + 7 - 5 = 28
Force damage ignores DR: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7
He then casts [URL=https://www.aonprd.com/SpellDisplay.aspx?ItemName=Prayer]Prayer[/dice] to bolster his allies and thwart his enemies.
That's a +1 luck bonus to attack rolls, weapon damage, saves and skill checks to everyone within 40 feet (which I think is everyone but Vendalfek), and -1 to the enemies. No save, but it does have SR and I don't know how many of the enemies have SR so I'll leave that to our illustrious GM

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Both spheres hit with precision against the blind snake woman, sending her staggering from the storm of monkeys. The spiritual weapon has no issues hitting either, and with the final desperate whack, the diva concludes her performance.
Her remaining cockatrice shakes the mud from its eyes and stumbles back in horror.
River chants a prayer to seal the deal.
Purple reflex vs prone: 1d20 + 12 ⇒ (12) + 12 = 24
Orange will vs glitterdust: 1d20 + 2 - 1 ⇒ (11) + 2 - 1 = 12
Round 5 - Bold can act - Haste on Daedîn, Leosa, and Lamont - Prayer is up too!
Daedîn
Pink Dummy <slowed, displacement> -71 damage
Psycho Dread
Sihir Aneh
Leosa
Lamont -17 damage
Purple Snake Woman (Eliara) <unconscious> -110 damage
Red Ventriloquist <haste> -72 damage -17 STR damage
Not-Trixie
Vendalfek
River of Stars<10 feet up> -1 damage
Orange Cockatrice <blinded, haste> -15 damage

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Daedîn will fire at the remaining cockatrice...if it drops while he still has arrows, he’ll target the ventriloquist...
To hit: Base/Dex, Weapon Focus, Magic, PBS, Rapid Shot, Deadly Aim, Haste, Precise Shot, Deadeye Bowman
Damage: Magic, Strength, PBS, Deadly Aim
Longbow: 1d20 + 13 + 2 + 1 + 1 - 2 - 2 + 1 ⇒ (7) + 13 + 2 + 1 + 1 - 2 - 2 + 1 = 21
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (5) + 2 + 1 + 1 + 4 = 13
Longbow (Rapid Shot): 1d20 + 13 + 2 + 1 + 1 - 2 - 2 + 1 ⇒ (11) + 13 + 2 + 1 + 1 - 2 - 2 + 1 = 25
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (4) + 2 + 1 + 1 + 4 = 12
Longbow (Iterative): 1d20 + 8 + 2 + 1 + 1 - 2 - 2 + 1 ⇒ (6) + 8 + 2 + 1 + 1 - 2 - 2 + 1 = 15
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (1) + 2 + 1 + 1 + 4 = 9
Longbow (Haste): 1d20 + 13 + 2 + 1 + 1 - 2 - 2 + 1 ⇒ (19) + 13 + 2 + 1 + 1 - 2 - 2 + 1 = 33
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (6) + 2 + 1 + 1 + 4 = 14

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Three of Daedîn's arrows find separate targets without remorse.
The cockatrice falls quickly unconscious.
The ventriloquist reveals himself as the true eidolon as it's sent back to its home plane far away from the Harrowed Realm.
And the summoner apparently masquerading as a mere puppet clanks to the ground in battered pieces.
Pink Miss Chance: 1d100 ⇒ 98
Combat Over!
Daedîn
Pink Dummy <destroyed> -86 damage
Psycho Dread
Sihir Aneh
Leosa
Lamont -17 damage
Purple Lamia <unconscious> -110 damage
Red Ventriloquist <banished> -85 damage -17 STR damage
Not-Trixie
Vendalfek
River of Stars<10 feet up> -1 damage
Orange Cockatrice <unconscious> -29 damage
Searching the remains, you find Elaria's two glamered +1 Scimitars. The token you seek hangs around Balimar's neck, close to a stylized gem in his chest that identifies him as a soulbound doll. Balio and Balimar’s token, the White Lily, is a dazzlingly beautiful diamond and nearly completes your set.
You also find a lockbox in the theater's ticket office.
I assume you are next off to the Demon's Fen for the remaining token that Biyo spoke of...

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After they secure the token, Daedîn will set to work on the lockbox...
Disable Device: 1d20 + 20 ⇒ (1) + 20 = 21
Disable Device: 1d20 + 20 ⇒ (15) + 20 = 35
...upon opening, he frowns. "Their plays must've been truly dreadful to draw so little...so, on to the Demon's Fen for the last token?"
Whenever they approach the Demon's Fen, Daedîn will draw his bow, move stealthfully, and keep an eye alert for any signs of danger...
Stealth: 1d20 + 20 ⇒ (18) + 20 = 38
Perception: 1d20 + 19 ⇒ (13) + 19 = 32

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It would seem we must.

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"To the Demon's fang then!"

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The group journeys toward the fen. On the fourth day out, you figure you are about halfway there when the dense forest parts and you take some time resupplying your water from a nearby stream.
Muffled thunder rolls through the skies, followed by a hideous screeching of metal against metal. The sun above, held aloft on its brass rod, comes to a halt. Red light bathes the world as the moon jams into place before it, and a rumble echoes from the ground. Something seeks to burst forth!
Daedîn Init: 1d20 + 13 ⇒ (14) + 13 = 27
Lamont Init: 1d20 + 4 ⇒ (19) + 4 = 23
Leosa Init: 1d20 + 4 ⇒ (19) + 4 = 23
Not-Trixie Init: 1d20 + 7 ⇒ (1) + 7 = 8
Psycho Dread Init: 1d20 + 1 ⇒ (6) + 1 = 7
River of Stars Init: 1d20 + 2 ⇒ (10) + 2 = 12
Sihir Aneh Init: 1d20 + 3 ⇒ (6) + 3 = 9
??? Init: 1d20 + 7 ⇒ (6) + 7 = 13
Round 1 - Bold can act
Daedîn
Lamont
Leosa
??? The Rumble ???
River of Stars
Sihir Aneh
Not-Trixie
Psycho Dread
New Map. The red light from the eclipse (some 500 feet above) acts as dim light for the entire area

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With the name "Demon's Fen" River opts once again to help his allies each day against evil outsiders with hunter's blessing.
+2 sacred attack and damage against evil outsiders are the main benefits, for the first 10 hours of each day anyway

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Leosa conjures up a new scimitar and steps back deeper into the shade of the tree. She bids Lamont to wait for whatever is rumbling to show itself before he does anything.
move to create, 5 ft step back, and ready an attack if this thing pops up in front of her. Lamont will delay.

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it's reasonable to say I've already/still got today's greater false life active, right?: 2d10 + 9 ⇒ (6, 5) + 9 = 20
If so, let's also say I've been using my pass without trace racial power when travelling, because why not, right?

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Daedîn and Leosa instinctively draw their weapons and prepare to attack. Hungry dead burst from the ground around the heroes and converge.
Daedîn and Leosa will get a free readied attack as they emerge and engage.
red skeleton vs Leosa: 1d20 + 8 ⇒ (18) + 8 = 261d8 + 7 ⇒ (8) + 7 = 15
red skeleton vs Not Trixie: 1d20 + 8 ⇒ (5) + 8 = 131d8 + 7 ⇒ (8) + 7 = 15
Round 1 - Bold can act
Daedîn <readied attack>
Leosa <readied attack>
Red Undead!: 1d6 ⇒ 5
Lamont <delayed>
River of Stars
Sihir Aneh
Not-Trixie
Psycho Dread
There is going to be a lot of undead appearing so please be as descriptive as you can when targeting them. Each "wave" will be a different color.

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know religion: 1d20 + 11 ⇒ (9) + 11 = 20
"They are powerful skeletal champion warriors with a resistance to all but bludgeoning weapons."
know arcana: 1d20 + 19 ⇒ (12) + 19 = 31
"The hungry dead will continue to spawn from the earth without end so long as the red light of the eclipse shines."
Psycho takes his wand and uses it on himself.
wand of mage armor

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Knowledge (religion) vs DC 13: 1d20 + 12 ⇒ (20) + 12 = 32
Knowledge (arcana) vs DC 20: 1d20 + 19 ⇒ (18) + 19 = 37
”Whoa!” Not-Trixie yelps involuntarily. Vendalfek, get to safety! She steps back and pulls the red light around herself like a cloak.
Concentration (if needed) vs DC 23: 1d20 + 14 ⇒ (14) + 14 = 28
5 ft step and cast greater invisibility on herself. Haste coming next round, so hold on folks!

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Daedîn will fire at the westernmost undead...
To hit: Base/Dex, Weapon Focus, Magic, PBS
Damage: Magic, Strength, Sneak Attack, PBS, Deadly Aim, Sneak Attack
Longbow vs FFAC: 1d20 + 13 + 1 + 1 + 1 - 2 ⇒ (9) + 13 + 1 + 1 + 1 - 2 = 23
Magic/Cold Iron/Sneak Damage: 1d8 + 2 + 1 + 1 + 4 + 4d6 ⇒ (4) + 2 + 1 + 1 + 4 + (5, 4, 3, 3) = 27
...and then move 5’ NW...

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Today's False Life: 1d10 + 10 ⇒ (8) + 10 = 18
River listens to Psycho's warning with resolve, and begins chanting a shoanti prayer to his ancestors
+1 luck bonus to attack and damage, saves and skill checks to all allies within 40 feet, -1 to all enemies, no save (but it is subject to SR). I've had his AC wrong for a while too, apologies. It's 22 with haste, 21 without

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Lamont swirls around the other undead to distract them from the part's attack, but is unable to cause them direct harm.

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Leosa laments that the undead do not match the weapon she has in hand, even as she slices at the champion that arose next to her Sihir and her.
Attack of Opportunity: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 1d4 + 9 ⇒ (4) + 9 = 13
Attack, confirm: 1d20 + 17 ⇒ (15) + 17 = 32
Damage: 1d4 + 9 ⇒ (1) + 9 = 10

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Automatic success on both Knowledge checks.
Now this is risible, Thinks Sihir as he backs away from the warrior bearing down on him, but his gaze toward what passes for the heavens around here. A toy eclipse over a toy world raising toy soldiers for a toy apocalypse.
Ha. I'll show them what is "real"...!
Sihir Aneh Yang Mengembara Alam Semesta, the sublime toymaker, undertakes what might just be his most extraordinary feat to date: With a great mirage, he bids the clockwork moon and clockwork sun overhead each appear as the other - they are both only structures, after all, and if the sun shines clearly again, surely that will end this ominous interlude...?
I hope I'm expressing what I'm trying to do well enough; I know it's stretching the bounds of the spell, but these are very peculiar circumstances, and the objects in question are well within range. Surely this counts as "creative problem-solving"?

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Daedîn and Leosa take their shots as the skeletons approach. River chants his familiar prayer as the kitsune and her dragon disappear from view. Psycho abjures himself while Sihir (the sublime toymaker) plays tricks in the sky.
The light changes primarily to sunlight with the clever reversal, but a subtle shade of red illuminates the dome behind. The rumble from the ground does subside for now, but the heart of the problem remains. How does one truly eliminate a troublesome moon?
Round 2 - Bold can act - Prayer is up and affects everyone
Daedîn
Leosa
Red Undead! <0,0,0,-14,0 damage>
Lamont
River of Stars
Sihir Aneh
Not-Trixie
Psycho Dread

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With no way of knowing where she went Leosa just calls out.
Hey, Not-Trixie, I don't suppose we have a card for this?
With the skeletons on hold Leosa's weapon morphs into a warhammer, ready to smash bones.
Move to change the weapon and standard to ready an attack.

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Having fought several types of skeletons before, Daedîn switches to blunt arrows and moving 5' SW and unloading again, starting with the one to the west again, and if it drops, then the one to the south...
To hit: Base/Dex, Weapon Focus, Magic, PBS, Rapid Shot, Deadly Aim, Precise Shot, Deadeye Bowman
Damage: Magic, Strength, PBS, Deadly Aim
Longbow: 1d20 + 13 + 2 + 1 + 1 - 2 - 2 ⇒ (13) + 13 + 2 + 1 + 1 - 2 - 2 = 26
Magic/Bludgeoning Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (6) + 2 + 1 + 1 + 4 = 14
Longbow (Rapid Shot): 1d20 + 13 + 2 + 1 + 1 - 2 - 2 ⇒ (11) + 13 + 2 + 1 + 1 - 2 - 2 = 24
Magic/Bludgeoning Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (3) + 2 + 1 + 1 + 4 = 11
Longbow (Iterative): 1d20 + 8 + 2 + 1 + 1 - 2 - 2 ⇒ (12) + 8 + 2 + 1 + 1 - 2 - 2 = 20
Magic/Bludgeoning Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (3) + 2 + 1 + 1 + 4 = 11

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”Right!” a disembodied voice exclaims before suddenly swearing. ”Barzelai’s soggy boots! One moment Leosa - can’t see which card I’m looking at here.” A few arcane-empowered words hang in the air, cast by an unseen wizard.
Casting see invisibility. Next round she can play the card.

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"We need to destroy that moon or move it away. I can make someone to fly."

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Daedîn unleashes more arrows, but their armor is formidable and only the first one crushes its foe. The other skeletal warriors move in as Not-Trixie tries to view the deck for help, but are weakened to folly.
red skeleton vs River: 1d20 + 8 - 1 ⇒ (11) + 8 - 1 = 181d8 + 7 - 1 ⇒ (4) + 7 - 1 = 10
red skeleton vs Daedîn: 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 221d8 + 7 - 1 ⇒ (6) + 7 - 1 = 12
red skeleton vs Leosa: 1d20 + 8 - 1 ⇒ (3) + 8 - 1 = 101d8 + 7 - 1 ⇒ (6) + 7 - 1 = 12
red skeleton vs Leosa: 1d20 + 8 - 1 ⇒ (3) + 8 - 1 = 101d8 + 7 - 1 ⇒ (2) + 7 - 1 = 8
Round 2/3 - Bold can act - Prayer is up and affects everyone
Red Undead! <0,0,0,28,0 damage>
Lamont
River of Stars
Sihir Aneh
Not-Trixie
Psycho Dread
-----------------------------------
Daedîn
Leosa <gets her readied attack too>

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"Let's deal with these ones first!"
River steps away from the approaching skeletons and calls forth his spiritual ally to protect him
"Amá sání!"
A ghostly shoanti woman rippled with muscle and carrying a warhammer appears and starts to move toward River's attacker, but he says
Spiritual ally Lvl,WIS,flank: 1d20 + 10 + 7 + 2 ⇒ (4) + 10 + 7 + 2 = 23
Force damage: 1d10 + 3 + 2 ⇒ (9) + 3 + 2 = 14
The ally occupies its space and can take attacks of opportunity etc, though if you want to acrobatics around it it's anyone's guess how to calculate its CMD
Spiritual ally rounds:1/10

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Leosa's hammer swings out at the fresh skeleton between herself and the spectral Shoanti.
Attack, Flank: 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 35
Damage: 1d6 + 9 ⇒ (4) + 9 = 13

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Lamont swoops around another skeleton and draws some of its attention away from Leosa even as he makes sure not to touch the undead.

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Leosa sends another pair of hammer blows at the skeleton she already damaged, directing a shot at the skeleton Lamont is harassing if the first one falls.
1st Attack, Flank: 1d20 + 17 + 2 ⇒ (17) + 17 + 2 = 36
Damage: 1d6 + 9 ⇒ (2) + 9 = 11
2nd Attack, Flank: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Damage: 1d6 + 9 ⇒ (3) + 9 = 12

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Daedîn steps 5’ NW and fires at the one to the south...
To hit: Base/Dex, Weapon Focus, Magic, PBS, Rapid Shot, Deadly Aim, Precise Shot, Deadeye Bowman
Damage: Magic, Strength, PBS, Deadly Aim
Longbow: 1d20 + 13 + 2 + 1 + 1 - 2 - 2 ⇒ (13) + 13 + 2 + 1 + 1 - 2 - 2 = 26
Magic/Bludgeoning Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (6) + 2 + 1 + 1 + 4 = 14
Longbow (Rapid Shot): 1d20 + 13 + 2 + 1 + 1 - 2 - 2 ⇒ (3) + 13 + 2 + 1 + 1 - 2 - 2 = 16
Magic/Bludgeoning Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (3) + 2 + 1 + 1 + 4 = 11
Longbow (Iterative): 1d20 + 8 + 2 + 1 + 1 - 2 - 2 ⇒ (20) + 8 + 2 + 1 + 1 - 2 - 2 = 28
Confirm: 1d20 + 8 + 2 + 1 + 1 - 2 - 2 ⇒ (3) + 8 + 2 + 1 + 1 - 2 - 2 = 11
Magic/Bludgeoning Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (2) + 2 + 1 + 1 + 4 = 10

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Psycho tries to hit one on the east with missiles.
cast magic missile
damage: 5d4 + 5 ⇒ (3, 2, 4, 1, 1) + 5 = 16

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Arrows and hammers fly, reducing the hungry dead to a lone warrior. He is quickly overcome by more arcane missiles leaving the group to figure out how to deactivate the hidden eclipse, in the event that Sihir's illusion might fade for some reason.
As promised, Not Trixie finds the Eclipse card and plays it.
Although you cannot see it through Sihir's glamer (that no one dares to disbelieve), there is the distinct sound of cracking and grinding. Chunks of what was the moon begin falling from the sky, crashing in the distance upon untrod paths. Soon only the dry haze of the sun remains, although still partially dulled by Sihir's spell and the phantom moon he created.
It's not very clear, but you think you hear a cosmic... laughter echo in the trees.
Sihir MM: 5d4 + 5 ⇒ (4, 3, 2, 1, 1) + 5 = 16
red skeleton vs Leosa: 1d20 + 8 - 1 ⇒ (4) + 8 - 1 = 111d8 + 7 - 1 ⇒ (7) + 7 - 1 = 13
-------------
Next round
Spiritual ally Lvl,WIS,flank: 1d20 + 10 + 7 + 2 ⇒ (2) + 10 + 7 + 2 = 21
Force damage: 1d10 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Sihir MM: 5d4 + 5 ⇒ (2, 4, 3, 2, 4) + 5 = 20
Combat over!
Daedîn
Leosa
Red Undead! <LtoR = 32,24,30,28,26 damage>
Lamont
River of Stars
Sihir Aneh
Not-Trixie
Psycho Dread
-----------------------------------------
Continuing on
After a few more days you smell a sickening stench just beyond the reach of the brambles and trees that has been your home for a week. The Demon’s Fen is a twisted, rotting swamp, at the center of which (about a quarter mile away) stands a dismal lake and marshy island. Foul mists rise and fight with the sunlight around you, casting an eerie pall on the whole area.
I'll give you a chance to reset your early morning buffs and place yourselves in a marching order moving left to right across the new map.

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As they approach the dismal lake, Daedîn will draw his bow and go into to scouting mode...he'll keep alert out for any foes, traps, and tracks while using what cover he can to conceal himself as he warily moves about...
Perception: 1d20 + 19 ⇒ (12) + 19 = 31
Tracking (via Perception): 1d20 + 19 ⇒ (3) + 19 = 22
Stealth: 1d20 + 23 ⇒ (18) + 23 = 41

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Assuming that River knows it's more than a day's travel, he will select Lore as his wandering spirit and Arcane Enlightenment as his wandering hex in order to cast Frigid Touch into his armour again, then go back to ancestors as normal on the next day.
Hunter's Blessing will be on evil outsiders again
Today's False Life: 1d10 + 10 ⇒ (2) + 10 = 12

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What's the ambient lighting like?
Sihir maintains a few wards and dweomers upon himself and others....
Today's greater false life: 2d10 + 9 ⇒ (3, 5) + 9 = 17
lucky numbers (2 from wand, 2 prepared) for:
Daedîn: 1d20 ⇒ 8
Leosa: 1d20 ⇒ 8
Not-Trixie: 1d20 ⇒ 15
myself: 1d20 ⇒ 5

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@Sihir It is dim light.
You enter the wet, stinking mess, but the treacherousness of each step forces you to move slower than you wish. The lake once plunged to icy, crushing depths, but years of muck and sediment have filled it in and reduced its depth to a range of 1 to 4 feet.
Ahead of you, dingy orbs of light wander seemingly without purpose. Their numbers increase as you near the center isle.
As you pause to ponder the eerie orbs, Not-Trixie and River hear something approaching stealthily from behind. Although it is vaguely humanoid in size, it is too far in the shadows to discern properly even as it nears.
stealth check: 1d20 + 28 ⇒ (7) + 28 = 35
using Daedîn's roll of 31 from above
perception Leosa: 1d20 + 14 ⇒ (20) + 14 = 34
perception Not-Trixie: 1d20 + 20 ⇒ (16) + 20 = 36
perception Psycho Dread: 1d20 + 17 ⇒ (4) + 17 = 21
perception River of Stars: 1d20 + 32 ⇒ (8) + 32 = 40
perception Sihir Aneh: 1d20 + 0 ⇒ (20) + 0 = 20
Daedîn Init: 1d20 + 13 ⇒ (1) + 13 = 14
Lamont Init: 1d20 + 4 ⇒ (17) + 4 = 21
Leosa Init: 1d20 + 4 ⇒ (18) + 4 = 22
Not-Trixie Init: 1d20 + 7 ⇒ (14) + 7 = 21
Psycho Dread Init: 1d20 + 1 ⇒ (18) + 1 = 19
River of Stars Init: 1d20 + 2 ⇒ (6) + 2 = 8
Sihir Aneh Init: 1d20 + 3 ⇒ (7) + 3 = 10
Black Init: 1d20 + 6 ⇒ (15) + 6 = 21
Surprise Round 1 - Bold can act
Leosa
Not-Trixie
Black ??? moves closer as indicated
Lamont
Psycho Dread
Daedîn
Sihir Aneh
River of Stars

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Knowledge (religion): 1d20 + 16 ⇒ (7) + 16 = 23
"Caution, something approaches from behind."
River activates concentrates and starts to float slightly.
Activating flight hex as a standard action

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Knowledge (religion) vs DC 30: 1d20 + 12 ⇒ (4) + 12 = 16
Not-Trixie’s attention is pulled away from the glowing orbs before she can study them in detail by the sounds of something following the group. ”We’ve got company!” she hisses as she pulls out a black feather from her pouch and uses it to trace a series of looping sigils in the air.
River seems to have a good idea - casting fly.
Casting haste and move straight up 20 ft.

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As two take to the air, Leosa can make out the creature with her extended darkvision.
Round 2 - Bold can act - Haste is up
Leosa
Not-Trixie <fly> casts haste
Black ???
Lamont
Psycho Dread
Daedîn
Sihir Aneh
River of Stars <fly>
*Either spending a move action to try another perception while it is stealthed or waiting for it to come out of stealth.

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Knowledge (Planes): 1d20 + 14 ⇒ (18) + 14 = 32
Over there. It's an Agothian. You'll want silver or evil to really hurt it.

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@Leosa What else do you want to know with the Knowledge of 32? Go ahead and take your round of actions too.

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Sorry, only had a minute at work earlier.
1. Special Attacks
2. Can Lamont harm it
3. Typical alignment
4. Special Defenses
5. Casting/Spell like abilities
Leosa moves toward the back of the party with empty hands displayed.
Hello? I can see you back there. I don't suppose we can talk?
Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18

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@Leosa The creature has a strange special attack where it tries to steal one's shadow (not Shadow... shadow) over the course of half a minute or so and Lamont would be able to sap it's strength. It does have a few evocation spell-like attacks as well.
There is an audible and forlorn "Ehh!" and the group can see (at least the form) of the creature take flight and head away from you back toward the fringes of the marsh.
It is about 20 feet in the air and 200 feet away now. Leaving the initiative up in case you still want to engage... otherwise it appears to want to simply leave.
Round 2/3 - Bold can act - Haste is up
Black Agothian
Lamont
Psycho Dread
Daedîn
Sihir Aneh
River of Stars <fly>
-----------------
Leosa
Not-Trixie <fly> casts haste

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So long friend. I wish you the best.

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"Time will tell if we will regret this decision."

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The group lets the disappointed creature disappear into the mists.
Continuing toward the island, your ears seem to betray you. A gorgeous song — part lullaby, part dirge — pierces the otherwise haunting silence before dissolving into sobs. Reaching the center of the swamp, you see the true source of the wails.
Black and reeking of mildew, the frigid-looking lake spreads out from the broken terrain of the swamp. Nothing lives in the Demon’s Lake anymore, but fanciful notions of dead fish line its shores. Its still surface reflects the distant shore. A single, rocky island rests in the center (60 feet offshore), capped with sickly grass and tangled growth and glowing with dozens of flickering, colored lights - but provides no obvious beach. An ancient, withered suspension bridge runs from the island to the banks providing the only easy access. Blocking its entrance is a great serpent with multicolored wings, her slumped wings hanging at her mangy sides and her tears rolling down her snout and long body, filling a shallow, rainbow-hued pool around her.
I've left you off the map to give you a chance to approach as you wish. Still low light. Note the new map has large squares that represent 10 feet each.