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Dimple explains at length the magic auras she sees.
Sorry, a little pressed for time at the moment.

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Arboreal catches up with everyone else, climbs down the offered rope (2 rounds), moves over to the other side and climbs up the other rope (2 rounds) and then blesses Kasvot with some protection from evil. Haunts obviously aren't evil though, just misunderstood.
Current Rounds left to Act before Haunt Refreshing
Niza 7
Stormy 7
Kasvot 5
Arboreal 2
Dimple 1
LGZ (NA, holding rope)
Kasvot takes a deep breath and reaches out to grab the hanging trinket as the haunt continues building up to another release...
CLIFFHANGER!!!
________________
Another post incoming in a bit

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And with a WHOOSH of air the group in the back room feel their bodies twisted through the ether. Pulled inexorably somewhere with powerful magics!
Finally solid ground is felt below their feet (or talons) and suddenly the room swims into view. It's definitely a bit disconcerting, but it appears you are all back in a nearby room. Oh hey, there's shade!
Stormy just sees LGZ and Niza disappear. But she also feels like the haunt has stopped building its strength back.
If it wasn't clear, and it usually isn't, the group in the back was all teleported out of said room and the Haunt was destroyed. Nifty, eh?

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"Um...what just happened? And I think I peed a little. Wait...maybe not." She slides her hips side to side. "No, we're good."

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Now that the group has defeated the haunt and recovered all the pieces of the mask, they can put it together and attempt to identify it if they want.
Detect Magic or Identify + Spellcraft Roll
The temple seems safe enough now for the pathfinder researchers to descend. Of course, that is if any of them are willing to come after about twenty workers were brutally murdered here. Eh... bloodstains are normal in this business.

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Kasvot, putting the final piece of the mask in place, casts detect magic and tries to identify its properties.
Spellcraft: 1d20 + 10 ⇒ (15) + 10 = 25

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spellcraft: 1d20 + 16 ⇒ (18) + 16 = 34

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Acrimony Veil
Aura moderate evocation; CL 9th
Slot head; Weight 1 lb.; Price 13,500 gp
DESCRIPTION
Acrimony veils are rare ancient magic devices created by Alaznist, the Runelord of Wrath. They are normally composed of several types of interconnected metal and human bones, each etched with complex designs. The device covers the wearer’s entire face (forehead, cheeks, and jaw), but provides no benefit to AC. This mask functions as a lesser empower metamagic rod, but only affecting spells of the evocation school. Additionally, the wearer of an acrimony veil may cast rage on himself once per day.

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Oh man! That's a cool item, especially in CORE. I may have to run this scenario in Standard for a character. Does it list the source material for reference? I admit I have never heard of this before.

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Halla and the surviving workers greet the party with great enthusiasm when they return to the seaside excavation camp. The archaeologist provides food and drink, insisting on a full account of their adventure and details on the location.
Later
Halla and the surviving laborers accompany the party back to Magnimar aboard the Winking Wyvern. During the voyage, Halla examines any artifacts that the Pathfinders have collected, exclaiming that they are amazing finds that will surely yield much valuable information on Bakrakhan with further study. If the party has not yet identified the acrimony veil, Halla does so at this time and also assembles it if the device is still in its separate parts. Halla explains that she has every intention of returning to the dig at the earliest opportunity in order to study the temple complex—it’s obvious from the party’s description that the most valuable information is painted and chiseled on the temple’s walls. Magnimar’s venture-captain is certain to recruit a new archaeological team now that the group has cleared out the obvious threats.
Cenae is DEFINITELY going to get that item. What with her being an evocation spell focused cleric.

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I have a blaster wizard build who would love this as well! Unfortunately, I don't see it in HeroLab. One of the few times that has happened. Still, that won't stop me from picking this up, lol!

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Its a niche item and only available via this scenario so not surprised it is not in hero lab. I just added a metamagic rod to remind myself it was in my gear for my standard greataxe wielding half orc 'Thassalonian Shaman' (half orc barbarian tricked into being a wizard). For arby it is not worth it the CL issue means blaster is not really a mystic theurge option

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Agreed. Thurges make for poor evokers.

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On the other hand spending 17 pp and 1020gp (17 x 60) and I retrain my druid levels into 2 of ranger and one of conjurer and end up with
Male half-elf ranger 2/conjurer 4
N Medium humanoid (elf, human)
Init 6; Senses low-light vision; Perception +16 (+19 to sight-based checks in bright light)
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex; +2 deflection vs. evil)
hp 42 (6 HD; 4d6+2d10+12)
Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil
Immune sleep
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Offense
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Speed 30 ft.
Melee club +4 (1d6 B) or
dagger +4 (1d4 P or S/19+) or
mwk cold iron scimitar +5 (1d6 S/18+)
Ranged longbow 0 (1d8 P/×3)
Special Attacks combat style (archery), favored enemy (undead +2)
Arcane School Spell-Like Abilities (CL 4th; concentration +8)
7/day—acid dart (1d6+2 acid)
Conjurer Spells Prepared (CL 6th; concentration +10)
2nd—cat's grace, scorching ray, scorching ray, summon monster II
1st—burning hands (2, DC 15), grease, protection from evil (2)
0 (at will)—detect magic, mage hand, prestidigitation, read magic
Opposition Schools Illusion, Necromancy
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Statistics
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Str 10, Dex 14, Con 12, Int 18, Wis 17, Cha 8
Base Atk +4; CMB 4; CMD 16
Feats Alertness, Augment Summoning, Combat Casting, Improved Initiative, Precise Shot, Skill Focus (Spellcraft), Spell Focus (conjuration)
Traits magical knack, master of pentacles
Skills Appraise +8, Handle Animal +3, Heal +7, Knowledge (arcana) +12, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (nature) +10, Knowledge (planes) +8, Knowledge (religion) +10, Linguistics +13, Perception +16 (+19 to sight-based checks in bright light), Sense Motive +5, Spellcraft +16, Survival +11, Swim +4; Racial Modifiers +2 Perception
Languages Aquan, Auran, Celestial, Common, Dwarven, Elven, Gnoll, Gnome, Ignan, Infernal, Sylvan, Terran
SQ arcane bond (danny boy, hawk), elf blood, summoner's charm (2 rounds), track +1, wild empathy +1
Combat Gear pearl of power (1st level), pearl of power (2nd level), potion of cure moderate wounds, potion of remove blindness/deafness, scroll of lesser restoration, lesser restoration, wand of cure light wounds (50 charges), wand of endure elements (18 charges), wand of mage armor (36 charges), wand of magic missile (CL 3rd, 22 charges), wand of protection from evil (45 charges), acid (4), holy water (4); Other Gear club, dagger, longbow, mwk cold iron scimitar, cloak of resistance +1, elixir of vision, handy haversack, headband of vast intelligence +2, climber's kit, grappling hook, silk rope (50 ft.), wizard starting spellbook, danny boy, 3,024 gp
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Special Abilities
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Acid Dart (1d6+2 acid, 7/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Favored Enemy (Undead +2) (Ex) +2 to many rolls when dealing with creatures of the undead category.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Track +1 Add the listed bonus to Survival checks made to track.
Weather Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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Well, that is some bad-assery right there.