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”I don’t know what you are, but I am not interested, especially if you’re going to try playing to my sympathies. All that tells me is that you are willing to say anything to get out of fading away. Even if I did feel bad for you, my mind is my mind, and you sure as hells ain’t getting a bit of it.”

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Kudzu has its place among the many realms. It shall not take root here. Before you go, some excellent wine?"
Religion: 1d20 + 11 ⇒ (1) + 11 = 12

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"Ollyssta!"
Narayan shuts his eyes, his head bowed in sorrow as he seemingly responds to the air. "No. I know enough. I know where your path leads."

GM Doug H |

You reel as the pillar imprints itself: hundreds of years of horrific memories — mostly the torture and starvation of sentient, good beings (you see a silver dragon being slowly corrupted until it becomes the undread thing you just vanquished) — flash through your mind. Alongside these evil acts writhe thousands of strange symbols that twist like a nest of spider legs. After a moment of exquisite pain, you blink away the tears. Something has changed in your mind, and you feel ready to unlock new vistas of knowledge. You feel more powerful. But what that vista is exactly, and where it will take you, only time will tell…
----
However, it is clear that Ollysta is not undergoing this transformation. Ollysta died protected and enveloped by Sarenrae’s light. You feel that she is satisfied with this death and this purpose served, and cannot be raised.
----
Heal up and we'll move on.

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Knowledge (arcana): 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15
Shrug!

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Kirana takes the curative wands from those who need it, and begins applying what healing is necessary. Despite everything, I don't think I took damage. Weird
She dismisses the drakes, their purpose served. To the group she says, "I can still summon aid, but I must say that I don't have much left that the natural world can give me."

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**OVERSEER ANNOUNCEMENT**
Venture-Captain Jorsal of Lauterbury raises a banner, calling out to the expedition’s medics. “Pathfinders, the brave heroes leading the charge need your help. They cannot be allowed to fall before the Whispering Tyrant’s servants! Come with me, and let us tend to their wounds so they may fight on!” Players, you can send your Medic Aid Characters on this mission.
GMs, please begin the Aid Mission (Medic).

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CLWs: 13d8 + 13 ⇒ (8, 3, 4, 8, 2, 3, 5, 4, 1, 4, 6, 8, 4) + 13 = 73
Narayan's smile is not nearly as broad as it was at the start of the day, but he musters one up nonetheless for Kirana as she helps him heal his wounds.

GM Doug H |

Kiku and Honaria can roll medic checks! Tarniss was injured and cannot participate.
- 3d6 for a 5th- to 8th-level Aid Character
- 4d6 for a 9th- to 12th-level Aid Character
- 5d6 for a 13th- to 16th-level Aid Character
- 6d6 for a 17th- to 20th-level character

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A woman with calloused hands and tan skin from obvious years of outdoor work puts on a hopeful smile for her patients. "Look, I should have have run out of magical healing hours ago, but it looks like Erastil is blessing our mission. Let's hope it holds out."
She raises her hands which start to gently glow.
4d6 ⇒ (3, 5, 6, 3) = 17

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Religion: 1d20 + 11 ⇒ (10) + 11 = 21
Viognier looks around at the others, a look of regret in their strange eyes. "The truest evil lives in a people's minds. It cannot be defeated with blades. Only integrity can truly fend it off."
He resumes destroying the stones.

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Knowledge (religion) w/ha and heroism: 1d20 + 6 + 2 + 2 ⇒ (3) + 6 + 2 + 2 = 13
Kiku Aid Mission: 4d6 ⇒ (6, 2, 2, 1) = 11
Sayna quietly mourns Ollysta’s passing. She has lost enough Sisters to know she needs to deal with such tragedies later, once she has had time to allow herself to feel. For now, she continues on with the task at hand.

GM Doug H |

Healed and with heavy hearts after your pyrrhic victory, you decide to help your fellow pathfinders and prevent the loss of more life.
You move back through the darkness for several hours. As the surface grows farther away, the air becomes increasingly cloying and stale. The sheer weight of the hundreds of tons of stone above is palpable. The bones of undead hordes litter the way — it seems the pathfinders have fought their way through this place already — and a hard-fought battle it must have been.
Ahead, a dull red glow provides some illumination as the cavern expands, leading to the bottom of a deep chasm where a river of blood flows. It glows with negative energy and you think it would be a bad idea to position yourself too closely. A bridge spans the chasm 50 feet above.
Suddenly an enormous, bat-like creature swoops in from the gloom! It is shaped from utter darkness, and its eyes tiny red stars in the blackest night!
Kirana, Scout Success: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
Lazlo, Scout Success: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Melody, Scout Success: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Narayan, Scout Success: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Sayna, Scout Success: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
Viognier, Scout Success: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Bat: 1d20 + 10 ⇒ (11) + 10 = 21
The Bat Cave: Round One
It has been "several" 1d3 + 1 ⇒ (1) + 1 = 2 hours since you left the pillar. Please adjust your buffs accordingly. I am also fine with you reapplying long term buffs or using short-term buffs before entering the big chamber with the glowing river of blood… seems like a reasonable thing to do.
PCs have to start in s small area on the map, so positioning is awkward here.
You must make a Fort save at the end of your turn if you near the blood (within 5' of the edge or in the river, etc).
Narayan
Kirana
Lazlo
Sayna
Bat
Melody
Viognier

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Lazlo's casting of mage armor should still be up on Narayan (11 hrs).
Kn (religion): 1d20 + 11 ⇒ (9) + 11 = 20 ¯\_(ツ)_/¯
Lazlo will move forward through the air, spying the great flying bat and targeting it with a glitterdust. [ooc]Using an arcane reservoir point and the Potent Magic exploit to bump the Will save DC to 20, so DC 20 Will.

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Continuing to be out of her depth when it comes to the monsters of these depths, Kirana opts to begin a spell summon more help.
Convert Control Water into Summon Nature's Ally IV
The treant, long accustomed to its role as protector now, lumbers forward on it's tree-trunk legs. It moves towards the bat-thing.
Double move
Fort save (Kirana): 1d20 + 12 ⇒ (1) + 12 = 13
Fort save (Treant): 1d20 + 13 ⇒ (19) + 13 = 32

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Ha! I thought that was a charge of my wand! ::triumphantly restores 3 wand charges, then grumpily marks off a couple dozen Remove Sickness/Heightened Awareness charges:: :-p
Then shield/magic weapon at the cave mouth.
Narayan sets himself into a grim stance, gulping down another potion to let him take the fight to the skybound horror.

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Heightened awareness is gone but Sayna would have kept longstrider up
Sayna is suddenly thankful she picked up that potion of fly earlier so she didn’t need to dig into her own stash.
Entering sisterhood style as a swift, drawing a potion of fly as a move, and drinking it with a standard

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Religion: 1d20 + 9 ⇒ (10) + 9 = 19

GM Doug H |

Will: 1d20 + 19 ⇒ (10) + 19 = 29 Lazlo makes the bat-thing glittery, but little else!
----
Kirana you didn't end next to the river so that fort save isn't necessary!
Negative Energy: 8d6 ⇒ (6, 3, 6, 3, 3, 3, 6, 1) = 31
The treant's leaves wither and die in the negative energy, but the powerful being powers through the worst of it. 15 negative energy damage
----
Narayan begins flying, as does Sayna!
----
The bat-creature flies closer and down along the cavern wall where it's difficult to flank it, then casts a spell-like ability. Lazlo easily identifies (and so do the rest of you) as the area is plunged into deeper darkness! This is essentially going to be most of the map.
The Bat Cave: Round One
You must make a Fort save at the end of your turn if you near the blood (within 5' of the edge or in the river, etc).
Whole area is deeper darkness. I'll try to make a 60-foot template in a bit.
Narayan
Kirana
Lazlo
Sayna
Bat
Melody
Viognier
Treant - 15 HP

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Once Melody acts, Viognier calls upon the favor of the Star Savior, ruler of Hyrantam in the Sodden Lands. A fragment of the Eye of Abendego's power lifts the leshy up into the air
Fly spell from boon; Air Walk would have been used up during the long lapse of time between encounters.

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Melody re-ups her own heroism, and Sayna's and Viognier's too, if they would like.
Religion: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
"This is a Nightwing! It is undead and will drain you of beneficial magic!"
Melody tells the inspiring tale of how the group has overcome other challenges! She knows that Kirana is next to her, and she casts Vanish on the druid.

GM Doug H |

The Bat Cave: Round Two
You must make a Fort save at the end of your turn if you near the blood (within 5' of the edge or in the river, etc).
Whole area is deeper darkness; natural light is dark.
Narayan
Kirana
Lazlo
Sayna
Bat
Melody
Viognier
Treant - 15 HP

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Kirana completes her spellcasting and a forest drake appears! It flaps its wings 20ft above the ground and lets our a shrill cawing sound!
With the area blanketed in darkness, Kirana reaches back within herself to feel for her connection with nature. Seeking a source of nourishment for plant life, she places a hand on the clasp of her cloak and lets the bright rays of daylight radiate from the object! It's odd to see, especially since the source itself is invisible.
Cast Daylight, centered on myself.
@Melody - Thanks!
When the illumination returns, she call out to the drake, "Kill it!"
The drake wastes no time, swooping in to bite at the nightwing!
Bite: 1d20 + 10 + 4 ⇒ (11) + 10 + 4 = 25
Damage: 1d8 + 6 + 4 ⇒ (2) + 6 + 4 = 12
The treant then moves forward and around, anxious to stay clear of the river but unable to avoid getting near the nightwing.
Double move. Because of the treant's size I'm pretty sure it provokes an AoO too.

GM Doug H |

The nightwing takes an AOO! Reach 15'
Bite: 1d20 + 25 ⇒ (8) + 25 = 33
P,B: 4d10 + 21 ⇒ (8, 4, 7, 6) + 21 = 46+Cold: 4d6 ⇒ (6, 6, 6, 3) = 21
67 damage, pus a will save if your drake is still alive and has any buffs. The drake misses its bite!
The bat-like being flexes its neck, looking around, ready to attack anyone else who enters its space! Looks like it has combat reflexes.
Treant probably has rocks to throw. This is a cavern, and you got here by moving through caves!

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Narayan calls out to one of the Pathfinders battling nearby. "Crowe! How wonderful to fight by your sside again! Thiss creature vexses me by sstaying above the ground. Can your mighty arm help?"
Magic Lawful Good Cold Iron Silver Bludgeoning* + Holy + Acid: 2d8 + 13 + 6 + 2d6 ⇒ (1, 5) + 13 + 6 + (6, 4) = 35
Scaly Palm Strike: 1d20 + 20 + 2 + 3 + 1 ⇒ (3) + 20 + 2 + 3 + 1 = 29
MLGCISB* + Holy + Acid: 2d8 + 10 + 4 + 2d6 + 1d6 ⇒ (3, 3) + 10 + 4 + (1, 3) + (1) = 25
Shuffling Hook: 1d20 + 20 + 2 + 3 + 1 ⇒ (14) + 20 + 2 + 3 + 1 = 40
MLGCISB* + Holy + Acid: 2d8 + 10 + 4 + 2d6 + 1d6 ⇒ (6, 8) + 10 + 4 + (3, 6) + (3) = 40
Hasty Backfist: 1d20 + 20 + 2 + 3 + 1 ⇒ (3) + 20 + 2 + 3 + 1 = 29
MLGCISB* + Holy + Acid: 2d8 + 10 + 4 + 2d6 + 1d6 ⇒ (6, 5) + 10 + 4 + (2, 3) + (5) = 35
Finishing Hammerblow: 1d20 + 15 + 2 + 3 + 1 ⇒ (3) + 15 + 2 + 3 + 1 = 24
MLGCISB* + Holy + Acid: 2d8 + 10 + 4 + 2d6 + 1d6 ⇒ (7, 4) + 10 + 4 + (6, 3) + (4) = 38
Retreating Cuff: 1d20 + 10 + 2 + 3 + 1 ⇒ (17) + 10 + 2 + 3 + 1 = 33
MLGCISB* + Holy + Acid: 2d8 + 10 + 4 + 2d6 + 1d6 ⇒ (2, 1) + 10 + 4 + (4, 1) + (1) = 23
Focused Driving Cross: 1d20 + 20 + 2 + 3 + 1 ⇒ (13) + 20 + 2 + 3 + 1 = 39
MLGCISB* + Holy + Acid: 2d8 + 10 + 4 + 2d6 + 1d6 ⇒ (5, 4) + 10 + 4 + (4, 6) + (1) = 34
AC is 36 with haste, up to 38 depending on Sayna's turns. Also possibly flanking with the treant?

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Sayna levels her sword at the flying monstrosity, making clear her intent to challenge it to combat. Activating Challenge as a swift action
She then raises her banner high once more. ”This is just one more challenge, friends! Nothing we cannot handle. Surround and destroy!”
Standard action to use Strategy Order, hitting everyone. Y’all know the drill by now. She is taking the AC bump
She then takes to the sky, flying up into melee range of the monster. She will provoke from moving. Her AC is currently 35 vs the creature, 36 if we have haste
Since Sayna is in melee range of the monster she is challenging, everyone gets a +3 circumstance bonus on all melee attack rolls vs it

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Lazlo entreats his friends to wait just a moment, while I address your alacrity...
Casting haste, which should include everyone, though not the treant. Sorry, Treebeard.

GM Doug H |

The bat snaps twice — at Narayan and Sayna! It hits Sayna once, coming close to her head but only getting her arm instead. Nevertheless it's a solid and painful strike.
Narayan delayed for Sayna
Bite, Combat Reflex 1/6, Sayna: 1d20 + 25 ⇒ (19) + 25 = 44
P,B: 4d10 + 21 ⇒ (9, 7, 1, 4) + 21 = 42 + Cold: 4d6 ⇒ (4, 3, 4, 2) = 13
Bite, Combat Reflex 2/6, Narayan: 1d20 + 25 ⇒ (3) + 25 = 28
P,B: 4d10 + 21 ⇒ (5, 7, 3, 3) + 21 = 39 + Cold: 4d6 ⇒ (6, 6, 2, 4) = 18
Bite, Combat Reflex 1/6, Sayna, confirm: 1d20 + 25 ⇒ (10) + 25 = 35 Fails to confirm thanks to Lazlo! (
I need an untyped will save from Sayna.
----
Flying Kick!! (Heroism, Fastball Special, Haste): 1d20 + 20 + 2 + 3 + 1 ⇒ (8) + 20 + 2 + 3 + 1 = 34
Magic Lawful Good Cold Iron Silver Bludgeoning* + Holy + Acid: 2d8 + 13 + 6 + 2d6 ⇒ (1, 5) + 13 + 6 + (6, 4) = 35
Hit; -35
Scaly Palm Strike: 1d20 + 20 + 2 + 3 + 1 ⇒ (3) + 20 + 2 + 3 + 1 = 29
MLGCISB* + Holy + Acid: 2d8 + 10 + 4 + 2d6 + 1d6 ⇒ (3, 3) + 10 + 4 + (1, 3) + (1) = 25
Miss.
Shuffling Hook: 1d20 + 20 + 2 + 3 + 1 ⇒ (14) + 20 + 2 + 3 + 1 = 40
MLGCISB* + Holy + Acid: 2d8 + 10 + 4 + 2d6 + 1d6 ⇒ (6, 8) + 10 + 4 + (3, 6) + (3) = 40
Hit; -75
Hasty Backfist: 1d20 + 20 + 2 + 3 + 1 ⇒ (3) + 20 + 2 + 3 + 1 = 29
MLGCISB* + Holy + Acid: 2d8 + 10 + 4 + 2d6 + 1d6 ⇒ (6, 5) + 10 + 4 + (2, 3) + (5) = 35
Miss, even with +3 from Sayna. It's within 1 so double-check I'm not missing any bufffs.
Finishing Hammerblow: 1d20 + 15 + 2 + 3 + 1 ⇒ (3) + 15 + 2 + 3 + 1 = 24
MLGCISB* + Holy + Acid: 2d8 + 10 + 4 + 2d6 + 1d6 ⇒ (7, 4) + 10 + 4 + (6, 3) + (4) = 38
Miss
Retreating Cuff: 1d20 + 10 + 2 + 3 + 1 ⇒ (17) + 10 + 2 + 3 + 1 = 33
MLGCISB* + Holy + Acid: 2d8 + 10 + 4 + 2d6 + 1d6 ⇒ (2, 1) + 10 + 4 + (4, 1) + (1) = 23
Hit; -98
cused Driving Cross: 1d20 + 20 + 2 + 3 + 1 ⇒ (13) + 20 + 2 + 3 + 1 = 39
MLGCISB* + Holy + Acid: 2d8 + 10 + 4 + 2d6 + 1d6 ⇒ (5, 4) + 10 + 4 + (4, 6) + (1) = 34
Hit; -132
The bat-like monstrosity flies back and begins chittering, pointing a claw at the lot of you! A 60-foot cone-shaped blast of ice and freezing air bursts from its fingertips! Sayna and Narayan get AOOs, as does Treebeard! Afterward, assuming the beast is still up, I need reflex saves from Lazlo, Narayan, Sayna, and Viognier.
The Bat Cave: End of Round Two
You must make a Fort save at the end of your turn if you near the blood (within 5' of the edge or in the river, etc).
Narayan, Reflex save needed, AOO available
Kirana
Lazlo, Reflex save needed, AOO available
Sayna, -44 HP, will save needed, AOO available, then reflex save needed
Bat, -132 HP
Melody
Viognier, Reflex save needed
Treant - 15 HP, AOO available

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Narayan smashes a fist into the retreating horror, but is unable to fully escape the wintry blast that follows!
Punishing Uppercut (Heroism, Fastball Special, Haste, Challenge): 1d20 + 20 + 2 + 3 + 1 + 3 ⇒ (17) + 20 + 2 + 3 + 1 + 3 = 46
MLGCISB* + Holy + Acid: 2d8 + 10 + 4 + 2d6 + 1d6 ⇒ (4, 2) + 10 + 4 + (4, 6) + (1) = 31
Reflex (Heroism, Haste, Sisterhood Style): 1d20 + 13 + 2 + 1 + 1 ⇒ (3) + 13 + 2 + 1 + 1 = 20 Improved Evasion, so 1/2 anyways

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Spellcraft: 1d20 + 5 ⇒ (1) + 5 = 6
Glad I didn't have to make a save!
I'd like to see how the saves played out before I take my turn.

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Reflex: 1d20 + 14 ⇒ (19) + 14 = 33
28 cold damage
Joli flicks his kerchief about and flies toward the beast, lunging at it and sticking his rapier up its left nostril.
Rapier, lunch, reach: 1d20 + 24 ⇒ (20) + 24 = 44
Piercing, magic, adamantine: 1d4 + 22 + 6 ⇒ (2) + 22 + 6 = 30
Confirm: 1d20 + 24 ⇒ (17) + 24 = 41
Piercing, magic, adamantine: 1d4 + 22 ⇒ (2) + 22 = 24
AC 23 due to lunge

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Will Save: 1d20 + 13 ⇒ (2) + 13 = 15
In order from lowest to highest CL: 1 Longstrider, 2 Fly, 3 Haste, 4 Heroism
1d4 ⇒ 1
Sayna is caught off guard by the monster's spell eating ability and is unable to prepare herself. However, her strike against the fleeing monster hits powerfully.
AoO (heroism, inspire +4, challenge, haste, hunter's blessing, power attack): 1d20 + 17 + 2 + 4 + 3 + 1 - 3 ⇒ (20) + 17 + 2 + 4 + 3 + 1 - 3 = 44
Damage (inspire +4, challenge, hunter's blessing, power attack): 1d8 + 6 + 4 + 4 + 2 + 6 ⇒ (1) + 6 + 4 + 4 + 2 + 6 = 23
Crit Confirm: 1d20 + 17 + 2 + 4 + 3 + 1 - 3 ⇒ (14) + 17 + 2 + 4 + 3 + 1 - 3 = 38
Crit Damage: 1d8 + 6 + 4 + 4 + 2 + 6 ⇒ (6) + 6 + 4 + 4 + 2 + 6 = 28
She is just barely able to dodge away from the worst of the blast of cold and the accompanying appropriate end for an ifrit.
Reflex Save: 1d20 + 16 ⇒ (6) + 16 = 22
If she hadn't made that, she'd be at -17 and dead right now D:

GM Doug H |
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Narayan furiously lashes out, connecting strongly. Sana chops into the beast's torso — freezing-cold ichor sprays out as the creature's chittering turns into a scream of pain! The treant then slams its huge fist into the creature.
Narayan hits for 31. Sayna hits for 36 after 15 DR. Treebeard hits for 5 after 15 DR. 72 total. The creature is down 204 HP but still up, so the Cone of Cold happens.
As everyone reels from the frigid blast, a frost-tipped vine bursts from the vapors. The cold black ice falls away, melted by the warm green of life itself as the leshy stabs their rapier into the undead horror's neck!
It screams silently — a pitch you cannot hear — as it dies, slowly drifting down into the river of blood like a huge, rotten leaf.
Out of combat! Lazlo might be staggered from the save so he should make the reflex but you can heal up afterward.

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Kirana is aghast at the force of the cone of cold. She hurries forward, using each person's curative wand to close wounds. Finally she comes to the treant, shifting back into her natural form to use her own wand.
"MISTRESS, THIS PLACE HURTS ME. WHEN CAN WE LEAVE?" the treant rumbles, shaking its head after the druid finishes healing it.
"Soon, I think. We're not long for an escape. Just a bit more though, as there are others who need us," Kirana replies, placing a hand gently on it's bark-like surface. "You have been very brave."
Three charges from her wand.

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**OVERSEER ANNOUNCEMENT**
A flurry of Pathfinders descends on the battlefield, darting between the undead. With medicine and magic, they repair your injuries. The Medic Mission was successful!
GMs, the Medic Mission Success condition on page 26 is in effect.

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Viognier flies to Melody and Sayna, taking each leader's hands in their own and raising them high. "We have you to thank for our success. May the rest of our little army be as fortunate."

GM Doug H |

Each pc immediately gains the effects of a heroically boosted aid token. Saves some wand charges…
healing: 8d6 ⇒ (6, 3, 5, 1, 6, 4, 4, 2) = 31
You move on to a set of rooms that are lined with shelves, each with a small metal plaque and a name. Atop the shelves are crowns, diadems, and headgear of rulership with staggering diversity. It seems to be a trophy room of lands the lich conquered.
You move on into a chamber whose door is decorated with a stylized skull wearing a horned headdress marked with arcane symbols. In your tier it's a symbol pf Pain, which you either bypass (CL 20) or wait an hour before moving on.
Oppressive dread radiates from the walls like waves of heat, and inside a coffer here is a 6-inch-tall statue of a halfling holding a shortsword with three notches cut into the blade.
PCs who recover the relic gain a +1 luck bonus on attack rolls, saving throws, and skill checks for the rest of the adventure.

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Knowledge (Religion): 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
"How strange...this is Chaldira Zuzaristan! She's a halfling god, who watches over battle, luck, and mischief. Why would this be here?" She looks at the rest of the team. "We have to take this with us!"

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Take 10 on Kn (religion) for 21.
Quite agree! Lazlo says with a smile. Unusual to find such a prize amid such darkness. But I suppose it fits, truly, as her domain of Luck lends itself to little shining lights of hope, here and there, after a fashion.

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"I feel certain she and Cayden spend many evenings toasting after their adventures. Yes, let's not leave her likeness in this cursed place."

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**OVERSEER ANNOUNCEMENT**
Pathfinders! Your valiant efforts in the Black Caverns have met with success! The holy relic of the goddess Chaldira Zuzaristan responds immediately to your presence, granting luck to the entire expedition!
GMs, the The Relic Recovered condition on page 27 is in effect.

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**OVERSEER ANNOUNCEMENT**
Pathfinders! Thanks to your efforts, the Whispering Tyrant’s ritual is starting to falter. Necromantic energy from throughout Gallowspire is draining to the Pillar in an attempt to maintain the ritual, and you’re still gaining ground.
The Ritual Disturbed condition on page 27 is in effect.

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**OVERSEER ANNOUNCEMENT**
At last, the ritual reaches a critical point, With the ritual’s anchoring stones disrupted and its guardians slain, the Pillar struggles in vain to stop its magic from collapsing. The Pillar trembles, and a psychic scream echoes through the minds of everyone within Gallowspire. The lasts wisps of magic drift away from the pillar’s surface, filling the room with a quiet fog. The taste of corruption fades from the air.
Utter silence falls, as if all the air in Gallowspire has been drawn away by the inhalation of some massive being. But the peace does not last for long. The stillness is broken a moment later by a titanic crack. Fissures form in the walls, and the ground shifts. Silently, a pitch-black nothingness begins to ooze forth from the newly formed cracks in the walls, floors, and ceilings. The cracks spread with supernatural speed, reaching out like grasping fingers to tear the dungeons to pieces. In the Black Caverns, small rocks begin to rain down from above. Gallowspire is falling apart!
GMs, please apply the Speeding Up the Encounters conditions on page 16 and finish up your encounter quickly.

GM Doug H |

Stalactites riddled with fingers of negative energy begin raining from the ceiling as the entire area shakes treacherously. It is clear that the time to go is now!
The ground begins shaking, pinning some nearby pathfinders under tons of volcanic rock — their screams are muffled all too quickly. You pass a room and see fellow Pathfinders being crushed alive by writing black tentacles of negative energy. Undead arms begin writing from cracks in the walls themselves, grasping blindly at fleeing Pathfinders! Friends and allies everywhere shout for help, gibber terror, cry out in righteous glory — and some fanatically continue to destroy undead, heedless of the danger around them!
Please describe how you escape. Do you help fellow pathfinders at risk to yourself? Do you die a heroic death here, saving others in the Gallowspire?

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Narayan hurls himself into the fray, tearing the tentacles free from his fellow pathfinders and urging them to continue in their flight, using his strength and speed to bodily carry out the wounded if needed!
"Your deathss here would do no more than add greater ssorrows to thiss placce! The greatesst victory is to live!"

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While still in her air elemental form Kirana flits through at great speed, dodging bits of stone. The caverns shake and rumble, and a chunk of falling stone clips her with great force. She strikes the ground, exhaling with a gust as she's winded.
"MISTRESS, I WILL PROTECT YOU." the huge treant rumbles, standing over her fallen form. The cavern shakes, and a stone column comes careening into it. "ARGHHH!"
Kirana begins to stand. "We can make it out. I'll find some magic to make you permanent. I just need-"
"THERE IS NO TIME, MISTRESS," he replies, continuing to ward off falling debris. "PLEASE, RUN."
A lone tear rolls down the undine woman's cheek, but a look of furious determination comes over her. "No. I am Gozreh's will, and your service is not over." She waves her hand, dismissing the magic that created the treant. A momentary look of wooden surprise comes over it before it reverts back into a polished quarterstaff.
The druid is immediately buried in stone.
==========================================
On the surface, wounded Pathfinders mill about. They're the lucky ones who got out in time, though some may not live to see the morning.
The earth bubbles and roils beside a wagon, and seconds later the head of an earth elemental appears! A few nearby agents cry out in surprise, at least until the elemental begins to morph and change... into a battered undine woman holding a polished wooden staff.