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"Get over 'ear yah slimey ol' hag I'll show yah! Ohhhh I'll show yah!" he aims his hammer again swinging out aggressively with the magical aid of his comrades at the purple creature before raising his sheild back up.
Attack1: 1d20 + 11 ⇒ (10) + 11 = 21
Damage1: 2d8 + 6 ⇒ (3, 7) + 6 = 16
Attack2: 1d20 + 6 ⇒ (15) + 6 = 21
Damage2: 2d8 + 6 ⇒ (2, 1) + 6 = 9
Same as last round raise sheild and wait for reactions

GM redeux |

Landitho's music is too irresistable and both purple and red fall unconscious! two crit fails!
Harik swings his hammer and with one mighty blow that crack's open purples skull in a single strike! crit thanks to Landitho's sleep! purple is down.
Harik you have one action left if you'd like since you didn't strike a second time.
Round 2; Bold May Act
Drakmak
Ahksiva (disappeared from sight)
Red (-23, unconscious)
The Chill
Aurelius
Koraldur
Round 3
Landitho
Harik (-10, Magic Weapon, Shield Raised)

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Drakmak, moves at a slower speed as he makes his way through the slime, before casting a spell
◆ Stride actual 20ft, with 1 square of difficult terrain.
◆◆ Cast spell, Detect Magic - find magic anywhere north of his position

GM redeux |

Strike: 1d20 + 8 ⇒ (15) + 8 = 23 damage: 1d10 + 4 ⇒ (8) + 4 = 12
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Drakmak's detects magic nearby, but not directly north of his location. Not a moment later, however, Ahksiva reappears next to Harik. She swings at Harik with her claws but it just scratches his shield. She swings a second time, this time hitting the shield with great force and managing to scratch Harik as well. A weakening presence is felt on first contact with her claw. Ahksiva then takes a tactical stride back with a smug look on her face
Ahksiva's last remaining pet slurk stirs slightly, but otherwise remains deep in sleep from Landitho's lullaby.
Shield Block vs 2nd strike - Shield absorbs 5. Harik and Shield take 7 each. Harik needs a Fortitude save (DC 19) or be enfeebled 1
Round 2; Bold May Act
The Chill
Aurelius
Koraldur
Round 3
Landitho
Harik (-17, Shield -7, Magic Weapon, Fortitude save DC 19)
Drakmak
Ahksiva
Red (-23, unconscious)
Active Effects:
•Inspire Courage: +1 status bonus to attack rolls, damage rolls, and saves against fear effects
•Green Slime: Difficult terrain; Attempting to stride at full speed requires DC 15 acrobatics check. If you fail the acrobatics check you fall prone rather than stride.

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"HA! Brother you've had worse wounds than that! Obviously Ahksiva doesn't have a clue who she is up against!" Aurelius soothes Harik after he took another wound from the crazy woman.
Aurelius then strides directly North for partial his speed, doing his best to provide support for Drakmak, knowing full well his Pathfinder friends would seek vengeance upon the woman for her transgressions in quick order.
◆◆ Cast spell, Soothe - Range of 30ft, Heals as well as grants a +2 to all mental saving throws for 1 minute! Note: Last spell slot that I have access too, hopefully this will make the difference! Thanks Lando for relieving me of maintaining the song, means I may be able to move about now. Bard Action Eco is rough!
Soothe(Enc) on Harik: 1d10 + 4 ⇒ (8) + 4 = 12
◆ Stride actual 20ft, with 1 square of difficult terrain.

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Landitho continues playing her lullaby but infuses it the magic of courage.
◆◆: Inspire Courage
Then she focuses her music on intimidating Ahksiva.
Demoralize: 1d20 + 8 ⇒ (1) + 8 = 9
The lullaby is the least intimidating thing anyone has ever heard.

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Harik recoils against his shield before a hearty laugh takes over the dwarf "Ah yah daft witch yah ain't got a brain worth a box of rocks!" he moves up to her using careful movements before unleashing two strikes against her.
Fortitude save: 1d20 + 8 ⇒ (2) + 8 = 10e
Attack1: 1d20 + 10 ⇒ (13) + 10 = 23
damage1: 2d8 + 5 ⇒ (7, 7) + 5 = 19
Attack2: 1d20 + 5 ⇒ (15) + 5 = 20
damage2: 2d8 + 5 ⇒ (7, 2) + 5 = 14
using sudden charge so I can use half movement for the 2 stride actions to avoid the reflex save then attacking twice if im wrong about the math tell me -1 enfeebled +2 (1 from inspire and 1 from magic weapon) for net +1

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The Chill steps over the unconscious slurk and moves through some of the nasty sludge. She is able to make it all the way up to Akshiva, and studies her quickly.
Devise a Stratagem (free action): 1d20 ⇒ 14
She then stabs at the woman.
rapier: 14 + 8 + 1 + 1 = 24 damage: 1d6 + 1 + 1d6 ⇒ (3) + 1 + (2) = 6
Two Stride actions, a free action Devise, then a Strike.

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Koraldur steps slowly as not to wake the beast next to him. He can see his friends battling the...witch further in the room. there is so much slime, he walks around it slowly and speeding up when it is not on the floor. Eventually he makes it so he is standing directly across from Harik. The witch pinned between both of them.
He gets ready to swing the bastard sword hoping to deal significant damage...
◆◆◆ it takes three turns to stride slowly through the slime and to figure out a path to avoid it surround his friends and the witch

GM redeux |

Aurelius's soothe binds Harik's wounds, though Harik is still weakened from her claw strike.
Landitho's song reminds Ahksiva of a song that played when she killed the woman whose form she assumed; it doesn't seem to intimidate her and instead only fuels her. well not really, since crit fail on a demoralize isn't a thing
Harik's magical hammer nearly knocks Ahksiva on the ground; she remains standing but appears to be fairly bloodied. The Chill notices her off guard and lands a solid stab into her.
Koraldur moves into position to flank Ahksiva and react should she try to escape.
Round 3; Bold May Act
Drakmak
Ahksiva (-39, "bloodied")
Red (-23, unconscious)
The Chill
Aurelius
Koraldur
Round 4
Landitho
Harik (-5, Shield -7, Magic Weapon, enfeebled 1)
Active Effects:
•Inspire Courage: +1 status bonus to attack rolls, damage rolls, and saves against fear effects
•Green Slime: Difficult terrain; Attempting to stride at full speed requires DC 15 acrobatics check. If you fail the acrobatics check you fall prone rather than stride.

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Drakmak follows Koraldur, strides closer to the woman and sends an arc of electricity at her.
Stride (include 2 steps through difficult terrain.
Spell Electric Arc 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12 damage 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7 Spell DC = 16

GM redeux |

who?: 1d3 ⇒ 3 strike: 1d20 + 12 ⇒ (14) + 12 = 26 dmg: 1d10 + 4 ⇒ (10) + 4 = 14
who?: 1d3 ⇒ 2 strike: 1d20 + 8 ⇒ (3) + 8 = 11 dmg: 1d10 + 4 ⇒ (4) + 4 = 8
who?: 1d3 ⇒ 3 strike: 1d20 + 4 ⇒ (2) + 4 = 6 dmg: 1d10 + 4 ⇒ (10) + 4 = 14
perception: 1d20 + 5 ⇒ (1) + 5 = 6
perception: 1d20 + 5 ⇒ (10) + 5 = 15
perception: 1d20 + 5 ⇒ (15) + 5 = 20
@Drakmak - MOST offensive spells just have either an Attack roll (1d20+#) or they make the enemy have a saving throw compared against your spell DC. Rarely do they have both. In the case of Electric arc it's a reflex saving throw. The good news is it will always hit (you dont roll against their AC), but based on their saving throw crit failure->failure->success->crit success it might do 200%/100%/50%/0% damage or in this case 14/7/3/0 dmg.
Drakmak's electric arc lands full force on Ahksiva who is unable to dodge out of the way in time. Her hair is singed and it looks as though she's barely hanging on. Ahksiva Failed vs electric arc
"Groetus will bring the End of Times!!" she shouts as she lashes her claws out at The Chill, making her intentions clear that she intends to fight to the death. Ahksiva hits the Chill with razer sharp claws which cut open a deep wound Hit but not a crit: 14 damage (max damage!). The Chill needs a Fortitude save (DC 19) or be enfeebled 1
Ahksiva then attempts to strike Harik and The Chill, but misses on both attempts.
The sounds of battle echo through the old manor, and the remaining slurk's eyes roll back to consciousness. as a note - when unconscious they were making perception checks to beat the DC that put them to sleep. Took 6 tries but they did it
Round 3; Bold May Act
The Chill (-14, needs a Fortitude save (DC 19) or be enfeebled 1)
Aurelius
Koraldur
Round 4
Landitho
Harik (-5, Shield -7, Magic Weapon, enfeebled 1)
Drakmak
Ahksiva (-46, “bloodied”)
Red (-23, awake!!)
Active Effects:
•Inspire Courage: +1 status bonus to attack rolls, damage rolls, and saves against fear effects
•Green Slime: Difficult terrain; Attempting to stride at full speed requires DC 15 acrobatics check. If you fail the acrobatics check you fall prone rather than stride.

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@GM Redux: It's been a tiring weekend, I've seen that spell so many times, I should really know it, I've no idea how I got that from reading the spell.
Drakmak calls to Koraldur, "If you wait, I can make your weapon more potent and maybe see off this mad woman! Apologies lady, but I have found your reaction most offensive. We would have helped."
Action - stride
Action x2 - Cast Magic Weapon of Koraldur's bastard sword

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Koraldur knows the spell his friend placed on the weapon does not have a noticeable effect, but he feels the magic coursing through the weapon.
Not waiting to see if the witch attacks again, he swings his weapon hoping to stopping her from hurting anyone else.
"You have hurt your last innocent. Go to your grave knowing you did not complete your plan. Your god has turned his back on you"
Demoralize: 1d20 + 4 ⇒ (14) + 4 = 18
Bastard Sword swing: 1d20 + 9 ⇒ (6) + 9 = 15 Magic weapon bonus figured in
Damage: 2d8 ⇒ (2, 4) = 6 Magic weapon bonus figured in

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Aurelius, seeing the red creature begin to rise, laughs aloud as he takes his glaive and begins to fend off the creature from reach, hoping to fend it off from advancing to his allies behind him.
"Stop spouting your religious nonsense Deceiver, you and your pets have been forsaken and your lies fall on deaf ears! To the grave with you all, just as your god would have it!" Aurelius mocks as he swings his glaive.
◆ Stride 10 feet, difficult terrain (5 feet remaining)
◆ Attack against red pet, inspire bonus added.
◆ Attack 2nd time, Forceful bonus to damage against red pet. Inspire bonus added
Free action to mock the witch from behind his allies.
Attack1: 1d20 + 7 ⇒ (13) + 7 = 20 (+1 Inspire Courage)
Damage1: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10 (+1 Inspire Courage)
Deadly1?: 1d8 ⇒ 4 (Applied only if Crit.)
Attack2: 1d20 + 2 ⇒ (16) + 2 = 18 (+1 Inspire Courage)
ForcefulDamage2: 1d8 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8 (+1 Inspire Courage, +1 Forceful)
Deadly2?: 1d8 ⇒ 4 (Applied only if Crit.)

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"I won't tell yah again yah brain dead boil, stay down! Feel Torag yah wart!" flanking with his alley he swings out with his hammer looking to put an end to the profit of this grotesque "god" before ducking behind his sheild tactically. He then continues to taunt the woman "Try ta run from dwarven justice yah slimey worm."
Attack1: 1d20 + 10 ⇒ (9) + 10 = 19
damage1: 2d8 + 5 ⇒ (7, 6) + 5 = 18
Attack2: 1d20 + 5 ⇒ (7) + 5 = 12
damage2: 2d8 + 5 ⇒ (1, 7) + 5 = 13
riasing sheild last action of she runs aoo... depending on damage I may take the hit to reserve reaction.

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Landitho continues with her song. Change of tactics. Death metal isn't the most appropriate. Lullabies are out. Folk music?
-Inspire Courage
Then the gnome yells: "Stay still!!"

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Fortitude: 1d20 + 3 ⇒ (15) + 3 = 18 Daaamn. Enfeebled 1.
The Chill takes the painful cut and then growls at the woman, studying her for another moment.
Devise: 1d20 ⇒ 5 The woman seems to have her guard up very well at the moment, but she'll try anyway.[/ooc]
Rapier: 5 + 8 + 1 = 14 damage: 1d6 + 1 ⇒ (3) + 1 = 4
Rapier 2: 1d20 + 8 + 1 - 5 ⇒ (12) + 8 + 1 - 5 = 16 damage: 1d6 + 1 ⇒ (3) + 1 = 4
Rapier 3: 1d20 + 8 + 1 - 10 ⇒ (2) + 8 + 1 - 10 = 1 damage: 1d6 + 1 ⇒ (1) + 1 = 2
Free action devise, then three stabs. Meh. Can't always win.

GM redeux |

Ahksiva looks like she stands still for a moment before Koraldur makes use of his magic weapon and slices off her head; Harik then smashes her body to the ground pulverizing it. The Chill pokes what remains of the corpse a few times to ensure that she is, in fact, dead. Aurelius moves against the remaining pet slurk and puts his glaive clean through it.
End of combat! And for mechanics sake, magic weapon and inspire courage gave koraldur's attack exactly enough to hit, so nice buffs!
Searching the nearby area the group is able to find several bags stuffed with magical reagents and gifts offered to the prophet. Her religious symbol of Groetus from the wall can also be recovered 4 treasure bundles, making all 10 treasure bundles found
The return journey through the swamp is uneventful outside of finding Hestia Themis outside of the Guiding Light. "Got word you headed this way earlier in the night. We suspected something gone awry so we raided the building and have apprehended Reast Mycer here."
Reast looks at the group, and see's Ahksiva's silver religious symbol, "No! It can't be! My love!!" He collapses and grovels at the loss of Ahksiva.
Later that night in the Pathfinder Lodge, Venture-Captain Hestia is estatic of the work that was accomplished. She promises that she will do everything she can to see Admiral's Fen be restored to it's former glory and to keep the hope alive, "So long as they have hope and faith, they won't need to turn to anger and false prophets!"
Primary Objective
For defeatingg Ahksiva and ridding Admiral Fen of her destructive cult, you each earn 2 reputation
Secondary Objective
you fulfilled the secondary objective by remaining unknown to Reast Mycer until after his sermon, earning you another 2 reputation.
Treasure Bundles
You earned the maximum treasure bundles, so you'll get the max amount of gold possible for the scenario!
TLDR - full rewards all around, great job!

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Wow this went fast and we flowed through it all so well! Well done to everyone!

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Thanks GM it was swift, but none-the-less very very enjoyable. Thanks to a fun crew and GM.