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Knowledge (Planes): 1d20 + 14 ⇒ (1) + 14 = 15

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Know (Planes): 1d20 + 15 ⇒ (16) + 15 = 31
"The creature is a Couatl, a magic-using native outsider, with snake like attacks. So poison and constriction."

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"They're usually helpful to strangers, yes?" Not-Trixie asks as she puts the appropriate card on the top of the deck. "Like the agathion before. I wonder why it flew away instead of speaking with us..." She shakes her head. "Anyway, I would propose we speak with this one before inciting any violence. Poor thing looks like it's in distress."

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Knowledge (planes): 1d20 + 14 ⇒ (13) + 14 = 27
River nods.
"I agree Not-Trixie. I don't like what we've seen here though. This place may have a powerful corrupting essence if it's affecting these outsiders so. Let's be on our guard"
He then cats heightened awareness and heroism on himself and approaches this creature and stands ready to introduce himself when the others are.

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@Psycho Two more questions if you wish. One more for @River.
I moved you all up, feel free to rearrange yourself.
The Couatl notices your approach, though it doesn't seem she really minds. "No, it must not go on! Seven more have come to share in my loneliness. Just as seven dragged poor Sonorae from this realm. But will they flee at the sight of me?" She looks away dramatically before circling back to eye your reaction.

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Leosa shows her empty hands
I will not flee.

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Weaknesses and immunities

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"Did you know Sonorae?" Not-Trixie asks gently. "We are visitors here, but we seek to reunited the scattered gemstones of this land to rescue our friend, and we believe one is on the other side of that bridge. Perhaps in saving our friend, we might save yours too?" She slowly extends a hand holding the Winged Serpent card towards the couatl.
Diplomacy: 1d20 + 25 ⇒ (7) + 25 = 32

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diplomacy aid for Leosa: 1d20 + 7 ⇒ (11) + 7 = 18
The singular form of the couatl lights up the swamp for a few moments as the card is presented and weakens. In that short time, you see her expression lighten completely. "Sonnorae? Poor Sonnorae. It was I who conspired with the others against her and delighted in devouring the compassion that flowed through her very essence. But her murder and the emotion I stole from her were always at odds, and it poisoned me. I slowly became the Mourning Choir, and I've spent countless ages sobbing and singing dirges in her honor. You have been the first to show me compassion in all that time.
As for her compassion, the Barrow King took that burden from me but now overflows with compassion only for the dead, filling them with a powerful hatred for all living things. But be warned, he cannot be soothed or reasoned with and will blindly attack anyone but mourners who approach the island. If you can turn the tide and finally solve this ageless worry, I shall let you pass."

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Maybe they will hear us. Leosa gestures to Lamont We already travel with the dead.
Diplomacy, aid: 1d20 + 7 ⇒ (10) + 7 = 17

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Crossing the bridge, the island comes into clearer view. The shores of the island look steep and wet.
Flickering, colored fireflies scatter in all directions. Beyond the light undergrowth lies a maze of leaning gravestones. In the center, two white candles stand burning atop a weathered stone sarcophagus. Slouched against it is a hulking undead warrior.
Go ahead and place yourselves on the map however you wish to confront the Barrow King. No further than the end of the bridge (or the edge of the island if flying), please. Note any preparations prior to arriving. The trees rise to a height of 15 feet.

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How's the ambient lighting?
Sihir will use his armor wand before approaching, and when approaching will do so in the most...Wayang of manners....
Knowledge (Religion), DC excuse me???: 1d20 + 12 ⇒ (5) + 12 = 17
Stealth: 1d20 + 21 ⇒ (13) + 21 = 34

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know. Religion: 1d20 + 11 ⇒ (14) + 11 = 25
"The Barrow King is a cairn wight, an energy draining undead."
Psycho pulls out his wand and uses it on himself. mage armor

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Daedîn will draw his bow and move quietly across the bridge, trying to keep a low profile and stay alert...
Stealth: 1d20 + 23 ⇒ (10) + 23 = 33
Perception: 1d20 + 19 ⇒ (9) + 19 = 28

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Stay close, Lamont. Who knows what interest the Barrow King may take in you.
Leosa and Lamont creep after Daedin.
Stealth, Leosa: 1d20 + 20 ⇒ (10) + 20 = 30
Stealth, dim light, Lamont: 1d20 + 8 + 4 ⇒ (9) + 8 + 4 = 21

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I mean, stealth only works if you start from a concealed position, and most undead creatures have darkvision, which would negate any concealment from dim light. And the bridge hardly offers any cover. Just a thought.
GM, has it been less than 9 minutes since the owl encounter? If so, Trixie's fly will still be active. Otherwise she'll be on the bridge next to Psycho. Also, we seem to have lost Not-Trixie's token in the shift to the new map. So who's really the sneakiest of them all? XD
Not-Trixie takes a few moments to ensure that her wards and protections are in place before following after her companions. Above her, Vendalfek is uncharacteristically quiet as he floats through the sickly air on butterfly wings.
Casting mage armor from wand, see invisibility, darkvision, heightened awareness (for the +4 initiative boost - please use!), and invisibility on self.
Knowledge (religion), Heightened Awareness: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18

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River reactivates his flight hex at the bridge and floats along. Around the time the others start casting preparatory spells he fills the air with a blessing of his ancestors.
Casting bless; +1 morale bonus on attack and saves against fear for 10 minutes
He draws his lesser rod of toppling, and Eska floats along at his shoulder

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Leosa has a modified version of Hide in Plain Sight that works as long as there is a shadow within 10 ft. The dim light should make that relatively easy to find.

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It's only been a minute or so since you encountered the Mourning Choir. I put a flying Not-Trixie on the other side of the group from River. Feel free to change if you wish.
As the party moves cautiously across the bridge, the Barrow King raises his pall visage. With a scratchy hiss he exclaims. "Who have you come to lament?"

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The Lady Sonnorae

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"That name holds no sway here, you fools!" The Barrow King snarls to the skies and rises up, knocking over the two votives with a wide sweep of his arm.
Daedîn Init: 1d20 + 13 ⇒ (8) + 13 = 21
Lamont Init: 1d20 + 4 ⇒ (6) + 4 = 10
Leosa Init: 1d20 + 4 ⇒ (9) + 4 = 13
Not-Trixie Init: 1d20 + 7 + 4 ⇒ (20) + 7 + 4 = 31
Psycho Dread Init: 1d20 + 1 ⇒ (5) + 1 = 6
River of Stars Init: 1d20 + 2 ⇒ (19) + 2 = 21
Sihir Aneh Init: 1d20 + 3 ⇒ (9) + 3 = 12
Red Init: 1d20 + 7 ⇒ (10) + 7 = 17
Round 1 - Bold can act - Bless is up!
Not-Trixie <invisible, fly>
Daedîn
River of Stars <fly>
Barrow King
Leosa
Sihir Aneh
Lamont
Psycho Dread

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Knowledge (religion) vs DC 20: 1d20 + 12 ⇒ (1) + 12 = 13
Not-Trixie curses her lack of foresight and starts flipping furiously through her spellbook.
Full-round action to use reservoir point to prepare haste in place of slow, since an undead creature won’t be affected by that spell.

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River starts a chant, but one with a different tone than you've heard before.
He's using the fortune hex on Daedîn. Once per round Daedîn before rolling an ability check, attack roll, saving throw, or skill check, you can choose to use this fortune and roll twice taking the better result. This lasts for 3 rounds (as he's chanting to extend the duration from 2 to 3 rounds), and maybe more if he chants again within 30 feet of you

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Daedîn steps 5’ NW and snipes at the Barrow King...
To hit: Base/Dex, Weapon Focus, Magic, Rapid Shot, Deadly Aim, Precise Shot, Deadeye Bowman
Damage: Magic, Strength, Deadly Aim, Sneak Attack
Longbow vs FFAC: 1d20 + 13 + 2 + 1 - 2 ⇒ (13) + 13 + 2 + 1 - 2 = 27
Magic/Cold Iron/Sneak Damage: 1d8 + 2 + 1 + 4 + 4d6 ⇒ (4) + 2 + 1 + 4 + (5, 3, 2, 2) = 23
...and then tries to remain concealed...
Stealth via Sniping: 1d20 + 23 - 10 ⇒ (10) + 23 - 10 = 23

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Full-round action to use reservoir point to prepare haste in place of slow, since an undead creature won’t be affected by that spell.
...Why wouldn't it? It's not mind-affecting or anything.

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Forgot to mention in my earlier post. Daedîn as a sniper of his level, his sneak attack range extends to 50'; he also has Rogue's Edge which reduces his stealth sniping penalty by 10.

Vendalfek the Whimsical |

Not-Trixie wrote:Full-round action to use reservoir point to prepare haste in place of slow, since an undead creature won’t be affected by that spell....Why wouldn't it? It's not mind-affecting or anything.
Undead are immune to effects requiring a Fortitude save unless the effect would also affect objects (such as disintegrate.

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Not-Trixie preps her new spell as her familiar fades away from view. Daedîn's single arrow diverges off the wights armor harmlessly. River augments the archer's aim for next time.
The Barrow King raises his greatsword and bellows. "Face your doom, mortals! As all who lay before you have!"
The island begins to quake, shaking the bridge nervously.
Round 1 - Bold can act - Bless is up!
Not-Trixie <invisible, fly>
Vendalfek <greater invisible, fly>
Daedîn <fortune hex>
River of Stars <fly>
Barrow King
Leosa
Sihir Aneh
Lamont
Psycho Dread

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Psycho starts casting magic missiles.
damage: 5d4 + 5 ⇒ (2, 1, 4, 2, 4) + 5 = 18

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Leosa and Lamont ghost to the end of the bridge, blending into the shadows of the king's poorly lit graveyard.
Hide in Plain Sight, double move
Stealth, Leosa, Shadow Speaker: 1d20 + 20 + 3 ⇒ (2) + 20 + 3 = 25
Stealth, Lamont, Dim: 1d20 + 8 + 4 ⇒ (2) + 8 + 4 = 14
Stopping at the end of the bridge Leosa taps into the shadows once more and draws out a lucerne hammer.
Gloomstorm

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Undead are immune to effects requiring a Fortitude save unless the effect would also affect objects (such as disintegrate.
Slow takes a Will save, though...and in Thassilonian, "Jehovah" starts with an 'I'....
Suddenly, as if to mock the Barrow King's dire proclamation, an eerie, noiseless explosion of ghostly lambency erupts around him!
greater positive pulse, DC 22, vs Barrow King AND Haunt!: 3d6 + 9 ⇒ (4, 5, 1) + 9 = 19
If there's any way at all I could squeeze at least one PC into the blast radius, I will of course do that.

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Leosa and her shadow creep up over the edge of the bridge. Sihir fills the area around the sarcophagus with powerful energy, but the Barrow King only smiles at the sacrilege. As he stands, blade still raised, the ground around him opens up and the grasping hands of hundreds of the dead who walked before you fill the ghastly clearing, clawing for living flesh.
Effectively a black tentacles effect within the grey circle
Psycho lights up the stale air with a barrage of colorful missiles that plunge into the wight.
red will save vs positive energy: 1d20 + 12 ⇒ (10) + 12 = 22
red perception vs HIPS stealth: 1d20 + 18 ⇒ (14) + 18 = 32
Round 2 - Bold can act - Bless is up!
Not-Trixie <invisible, fly>
Vendalfek <greater invisible, fly>
Daedîn <fortune hex>
River of Stars <fly>
Barrow King -27 damage
Leosa
Sihir Aneh
Lamont
Grasping Dead
Psycho Dread

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@Sihir It did, but it was not enough to prevent the effect from manifesting.

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Slow takes a Will save, though...and in Thassilonian, "Jehovah" starts with an 'I'....
Huh. I would have sworn that was a Fortitude save. Oh well - this is more useful.
The familiar smell of licorice fills the air, invigorating the Pathfinders at the edge of the bridge.
Casting haste, catching Daedîn, Lamont, Leosa, Sihir, Not-Trixie, and Vendalfek.

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River continues chanting, this time exhorting the spirits to grant Leosa fortune as well.
five foot fly, fortune on Leosa and chant to extend both durations. 3 rounds remaining on both

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Daedîn will move 5' northeast and fire a barrage of cold iron at the Barrow King...
To hit: Base/Dex, Weapon Focus, Magic, Rapid Shot, Deadly Aim, Haste, Precise Shot, Deadeye Bowman
Damage: Magic, Strength, Deadly Aim
From my previous shot, I assume everything that's 27 and under is a miss...
Longbow: 1d20 + 13 + 2 + 1 + 1 - 2 - 2 + 1 ⇒ (11) + 13 + 2 + 1 + 1 - 2 - 2 + 1 = 25
Longbow (Rapid Shot): 1d20 + 13 + 2 + 1 - 2 - 2 + 1 ⇒ (19) + 13 + 2 + 1 - 2 - 2 + 1 = 32
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 4 ⇒ (8) + 2 + 1 + 4 = 15
Longbow (Iterative): 1d20 + 8 + 2 + 1 - 2 - 2 + 1 ⇒ (4) + 8 + 2 + 1 - 2 - 2 + 1 = 12
Longbow (Haste): 1d20 + 13 + 2 + 1 - 2 - 2 + 1 ⇒ (20) + 13 + 2 + 1 - 2 - 2 + 1 = 33
Longbow (Confirm): 1d20 + 13 + 2 + 1 - 2 - 2 + 1 ⇒ (11) + 13 + 2 + 1 - 2 - 2 + 1 = 24 (Assuming that does not confirm)
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 4 ⇒ (6) + 2 + 1 + 4 = 13

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Not-Trixie magically speeds some of the party up, while River extends his fortune upon another. Daedîn snaps off his full complement of arrows - two of them stick deep into the wight's chest.
Unwilling to hesitate further, the enraged King charges out to engage the shadow warrior, but she bravely parries his great blade to the dust.
red vs Leosa: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
Round 2/3 - Bold can act - Bless is up!
Barrow King -55 damage
Leosa <fortune hex, haste>
Sihir Aneh <haste>
Lamont <haste>
Grasping Dead
Psycho Dread
------------------------------
Not-Trixie <invisible, fly, haste>
Vendalfek <greater invisible, fly, haste>
Daedîn <fortune hex, haste>
River of Stars <fly>

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Psycho starts casting magic missiles trying to shoot the King.
damage: 5d4 + 5 ⇒ (2, 1, 3, 2, 2) + 5 = 15

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Daedîn will move 5’ SW and follow up Psycho’s missiles with fire more cold iron...
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 + 1 - 2 - 2 + 1 ⇒ (7) + 13 + 2 + 1 + 1 + 1 - 2 - 2 + 1 = 22
Longbow (Iterative): 1d20 + 8 + 2 + 1 + 1 - 2 - 2 + 1 ⇒ (4) + 8 + 2 + 1 + 1 - 2 - 2 + 1 = 13
Longbow (Rapid Shot): 1d20 + 13 + 2 + 1 + 1 - 2 - 2 + 1 ⇒ (14) + 13 + 2 + 1 + 1 - 2 - 2 + 1 = 28
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 ⇒ (20) + 13 + 2 + 1 + 1 - 2 - 2 + 1 = 34
Longbow (Confirm): 1d20 + 13 + 2 + 1 + 1 - 2 - 2 + 1 ⇒ (17) + 13 + 2 + 1 + 1 - 2 - 2 + 1 = 31 (Assuming that confirms)
Magic/Cold Iron Damage: 3d8 + 6 + 3 + 3 + 12 ⇒ (8, 4, 6) + 6 + 3 + 3 + 12 = 42

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Lamont swoops around the king and claws at him.
not sure if this actually works.
Touch attack, haste, flank: 1d20 + 10 + 1 + 2 ⇒ (11) + 10 + 1 + 2 = 24
Str damage: 1d6 ⇒ 1

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1st Attack, flank, haste: 1d20 + 17 + 2 + 1 ⇒ (8) + 17 + 2 + 1 = 28
Damage: 1d10 + 9 ⇒ (5) + 9 = 14
Haste Attack, flank, haste: 1d20 + 17 + 2 + 1 ⇒ (7) + 17 + 2 + 1 = 27
Damage: 1d10 + 9 ⇒ (5) + 9 = 14
2nd Attack, flank, haste, shadow speaker: 1d20 + 12 + 2 + 1 + 3 ⇒ (4) + 12 + 2 + 1 + 3 = 22
Damage: 1d10 + 9 ⇒ (1) + 9 = 10
2nd Attack, flank, haste, fortune, shadow speaker: 1d20 + 12 + 2 + 1 + 3 ⇒ (20) + 12 + 2 + 1 + 3 = 38
Confirm 2nd Attack, flank, haste, fortune: 1d20 + 12 + 2 + 1 ⇒ (3) + 12 + 2 + 1 = 18
Damage: 1d10 + 9 ⇒ (7) + 9 = 16
Leosa's hammer crashes into the Barrow King over and over.
Will you give us the gem? We just want to take our colleague and leave. We have no grudge against you.

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River continues to chant to keep up the fortune effects on Leosa and Daedîn, and also weaves into the chant his familiar prayer

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Like a ghost, Not-Trixie floats around the edge of the island to find a clear vantage point. The other Pathfinders don’t see her signature transparent orbs until they crash into the skeletal figure!
SR (if applicable): 1d20 + 10 ⇒ (14) + 10 = 24
Ranged Touch, Haste, Prayer, Invisible: 1d20 + 7 + 1 + 1 + 2 ⇒ (15) + 7 + 1 + 1 + 2 = 26
Force damage, Sneak Attack: 5d6 + 2d6 ⇒ (2, 3, 2, 3, 3) + (3, 2) = 18
Bullrush, Haste, Prayer, Multiple spheres: 1d20 + 18 + 1 + 1 + 10 ⇒ (15) + 18 + 1 + 1 + 10 = 45
Ranged Touch, Haste, Prayer: 1d20 + 7 + 1 + 1 ⇒ (11) + 7 + 1 + 1 = 20
Force damage: 5d6 ⇒ (2, 1, 3, 1, 4) = 11
Bullrush, Haste, Prayer, Multiple spheres: 1d20 + 18 + 1 + 1 + 10 ⇒ (7) + 18 + 1 + 1 + 10 = 37
Move and cast battering blast. Should be against his flat-footed touch AC, but penalty for shooting into melee has not been figured into the above rolls. As usual, we use the higher of the two Bullrush attempts (assuming both hit).

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Leosa is able to quiet the unquenchable wrath of the Barrow King with a few fortunate swings, and his betrayed form withers to the ground.
Combat Over!
Barrow King -99 damage <destroyed>
Soon after, even the restless dead return to their slumber as the grasping hands retreat back into the unhallowed ground.
Mourning Choir steps loudly upon the bridge behind you and approaches the scene. "I heard your calls for truce, even during the heat of battle. Perhaps one does not have to devour another's compassion to be compassionate. We story-kins do not learn lessons well..."
Looking over the sarcophagus (once the haunt has dissipated), you discover a hollow containing what you seek: the fist-sized ruby known as the Bard’s Heart.
Eager to reunite the seventh token of the conspirators with the others you have gathered and hopefully discern the location of the Striding Fortress (as
Biyo had told you), you carefully place the tokens on the ground next to each other.
Nothing.
You nudge the tokens closer together, hoping for some sort of interaction.
Nothing.
From her distance, Mourning Choir pierces the stunned silence. "There were eight murderers that day, so, so long ago. She stood no chance. We ripped from her not just blood and skin and eyes and tongues - but her very essence, her compassion and wit, as well."
With a soft lilt that obfuscates her guilt, she continues. "And to celebrate (or if only to remember the day) we stole those baubles you have collected from her kapenia leaving her but one as a final insult to her gracious life."
"The nib of a pen."
"Yes, Zassirion kept her scarf and left her the nib - so that she could journal her disgrace in the after-life for all of eternity."
The doleful Couatl turns away to return to her mourning spot.
"You must seek the poor bard, or what remains of her, to complete your collection and find the dragon."

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Mourning Choir's voice continues to trail off as she distances. "Her Garden, where the deed was done..."
-------------------------
Proceeding to the Prophet's Garden takes a several day long trek through the tangled Briar. White marble walls, stained by ages and overgrown with thorns, surround this weed-choked garden to a height of ten feet. White cobblestones lead into the open gate, flanked on either side by tarnished bronze angels. The air is still and languid.
I'll give you a moment to reset your daily buffs and whatnot as you approach. New Map, feel free to place yourself how you wish to enter. The entrance gates are on the south (compass is tilted)