
GM Bret |

Suddenly the flames flicker.
Awkin: 1d20 + 6 ⇒ (4) + 6 = 10
Fifi: 1d20 + 2 ⇒ (18) + 2 = 20
Ginadori: 1d20 + 7 ⇒ (3) + 7 = 10
Idril: 1d20 + 4 ⇒ (13) + 4 = 17
Sadaf: 1d20 + 2 ⇒ (18) + 2 = 20
Danduun: 1d20 + 4 ⇒ (4) + 4 = 8
Truddig: 1d20 + 4 ⇒ (7) + 4 = 11
Religion check to know what is happening
Round 1:
Bolded may act.
Fifi
Sadaf
Idril
Truddig
Ginadori
Awkin
Something happens
Danduun

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Fifi approaches the flames, trying to see the patterns and shapes formed by each tongue. Having the fire domain throughout her teachings, she tries to match it with all the holy texts she's read about sacred, haunted or significant fires.
Religion check: 1d20 + 8 ⇒ (12) + 8 = 20
(move action forward, and free action knowledge check. Pending standard action depending on what Fifi finds out)

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Fifi yells-"Careful, friends. The fire seems to be haunted by the spirits of the Shoanti, and I believe healing magic might not work on this particular one. It this perhaps Hunts at Night or Silent Footsteps?"-looking back at Awkin.
She steps forward, deeper into the room, trying to see if there's anything they've missed in their search.

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Sadaf follows and looks at Fifi and the writing.
"May This Light Illuminate the Forests of the Night." he says loudly.

GM Bret |

Fifi moves further into the room and looks around. She warns the rest of the group that this is a haunt that is immune to positive energy and notes the writing on the brazier.
Sadat also moves into the room and tries reciting aloud the words in the brazier. Nothing appears to change.
DC 20 Religion to uncover stuff Fifi already told you
Round 1:
Bolded may act.
Fifi
Sadaf
Idril
Truddig
Ginadori
Awkin
Something happens
Danduun

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Gina looks for a prominent place to place the wolf statue, something well lit by the fire and forest-y. With the statue out, it’s only a matter of putting it down somewhere. If nothing else, by the fire.

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Truddig moves into the room and begins looking for a good location for the statue, hoping to help find the best place for it.
Move: 20'
Perception: 1d20 + 13 ⇒ (7) + 13 = 20
"Maybe we should burn it? You know, rekindle the fire?"

GM Bret |

Looking around Truddig sees that there is a clean spot on the floor near the brazier. It looks about the same size as the statue's base.
Perception, Gina: 1d20 + 3 ⇒ (4) + 3 = 7
Gina doesn't immediately see it. Perhaps Truddig or someone could point it out to her.
Talking is a free action that can be done out of the turn order.
Round 1:
Bolded may act.
Fifi
Sadaf
Idril
Truddig
Ginadori (standard action left)
Awkin
Something happens
Danduun

GM Bret |

Looking at the map, you are maybe 20’ away at most.
Awkin sets the statue down near the brazier. As soon as it is there, the flames go back to normal. She looks at it and adjusts the position slightly to fit her artistic senses.
Those of you trained in religion check and believe that was enough to destroy the haunt.

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Gina looks down at her hands, now empty. ”Ah, good, sometimes I just don’t notice what’s right in front of me.”

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Gina wipes away the sweat and enjoys the fire, examining the room. ”I’ve heard of haunts that induce murder and suicide. Not sure this one would have, but Making sure they don’t go off is always a good idea if you can avoid it. The Shoanti have hard lives, I think this place shows that off.”

GM Bret |

Since some may want to know…
The room is plunged into supernatural darkness, and each PC must succeed at a DC 15 Will save or be shaken; this is a fear effect. All light levels become total darkness, and darkvision cannot see through it.
To all affected PCs, the room no longer seems to be the chamber that it was—they feel wind on their faces and hear rustling leaves and running water—and they cannot exit the area.
On each round on the haunt's initiative, the PCs hear a bark from the darkness, granting the PCs a vision of their surroundings (including an obstacle) as if by blindsight, after which at least one PC must overcome the obstacle; if all PCs fail to overcome the obstacle, they must repeat it. Once one PC overcomes the obstacle, the scene skips ahead to the next.
First, the bark echoes as if in a cavern, and the PCs see a chasm inside a cave, which they can jump over by succeeding at a DC 20 Acrobatics check.
Second, the bark rings through the air, and the PCs see a fast-flowing river and a nearby log that is large enough to serve as a bridge across, which a PC can create a bridge with by succeeding at a DC 18 Knowledge (engineering) or Strength check.
Finally, the bark comes from above, and the PCs see a sheer rock wall and the possible handholds to climb it, which a PC can do by succeeding at a DC 20 Climb check. On each round in which all of the PCs fail to bypass an obstacle, each PC takes 2d6 points of damage, which appears to come from the features within the haunt. After the PCs accomplish these three things, the haunt is reduced to 0 hit points. On the other hand, if the PCs fail three times, the haunt succumbs to its own despair and retreats.
There is also an ending scene that is slightly different if you go through the trials of the haunt.
You’ve completed this area.
Where to now?

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Back to the front, via the maze

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"Did we check all the rooms? Any damage still to repair?" he asks.

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Gina checks maps and notes. ”I don’t think we missed anything, most of the rooms have been returned to dead calm. Maybe someone can make a joke about that on the way out.”

GM Bret |

You spend a few hours checking all the various rooms to make sure you didn't miss anything.
Satisfied, you make your way back to the entrance.
Hopefully everyone is satisfied with the way I have you arranged on Slide 13 for going from the maze to the main entrance. I'll post tomorrow for the entrance.

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“OK everyone, this was a great experience! We really did some good work here! Now we are ready to go home! I cannot wait to get back to my forest … and my herbal business has been suffering I assume because employees cannot do the work like the entrepreneur!“ he says with a grin.

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"If we'll be returning right away," Truddig counters. "I have a suspicion there might be a surprise waiting for us. That Flame Stoker fellow didn't seem happy to have us here. He'd be happy to prove we couldn't do it, or did it wrong. What do you want to bet we have a 'welcoming committee' outside, to ensure that he was right?"

GM Bret |

As Truddig is saying that, Awkin opens the door from the maze into the entry.
Seems you have one more thing to do in the sepulcher. The guardian has reformed and is between you and the exit.
For a moment, it looks like there are three creatures there. You blink and realize there are only two. Four player adjustment
Truddig says "Orange you glad to see us?"
Sadaf detects this is probably going to hurt.
Gina recites “Be Welcome, My Cousin!”
Awkin: 1d20 + 6 ⇒ (19) + 6 = 25
Fifi: 1d20 + 2 ⇒ (17) + 2 = 19
Ginadori: 1d20 + 7 ⇒ (5) + 7 = 12
Idril: 1d20 + 4 ⇒ (3) + 4 = 7
Sadaf: 1d20 + 2 ⇒ (4) + 2 = 6
Danduun: 1d20 + 4 ⇒ (5) + 4 = 9
Truddig: 1d20 + 4 ⇒ (3) + 4 = 7
Orange: 1d20 + 10 ⇒ (17) + 10 = 27
White: 1d20 + 6 ⇒ (19) + 6 = 25
Orange looks like a clay status of a wolf.
White looks like a composite of several different creatures' skeletons melded and then tied together with sinew.
Orange replies by bounding up the steps and barring its teeth at Awkins. Double move
White moves over, grabs a rib bone, and throws it at Awkin.
Ranged touch: 1d20 + 12 ⇒ (12) + 12 = 24
The rib bone turns into some sort of cage of bone and sinew, trapping them. Then small skeletal skulls that are part of the cage bite at Akwin.
Bite as CMB: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
You can escape the cage like a normal grapple or try to strike it in order to damage it.
You do need to roll to hit if you are trying to damage the cage.
Round 1:
Orange
White
Awkin caged, 5 damage
Cat
Fifi
Gina
Idril
Truddig
Sadaf
Danduun

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"What is going on?? I cannot see anything!" the dwarf shouts.
He casts 'Resinous skin' on himself.

GM Bret |

Looks like Sadaf could see that Awkin was now caged.
Sadaf casts a protective spell on themselves.
Could you please give me your DC for the Reflex save on Resinous Skin?
Round 1:
Orange
White
Awkin caged, 5 damage
Cat
Fifi
Gina
Idril
Truddig
Sadaf Resinous Skin DR 5/piercing, weapons stick Reflex DC ??
Danduun

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"Hey, is everything okay out there? Is it Flame-Stoker?"
Truddig can't see around the corners necessary to know what's going on. I'll jump back in if I see that someone else's action gives him an opportunity to act; otherwise, he's in Delay until further notice.

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Awkin starts to rally the group with tales of pathfinders-past.
Inspire courage: Allies receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls.
Flagbearer: +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects.
Total: +3 bonus on attack rolls, weapon damage rolls, and +2 saving throws against fear and charm effects.
"Cat attack the cage."
Claw: 1d20 + 9 + 3 ⇒ (13) + 9 + 3 = 251d6 + 3 + 3 ⇒ (3) + 3 + 3 = 9
Claw: 1d20 + 9 + 3 ⇒ (20) + 9 + 3 = 321d6 + 3 + 3 ⇒ (4) + 3 + 3 = 10
Claw: 1d20 + 9 + 3 ⇒ (20) + 9 + 3 = 321d6 + 3 + 3 ⇒ (3) + 3 + 3 = 9
Claw Confirmation: 1d20 + 9 + 3 ⇒ (17) + 9 + 3 = 291d6 + 3 + 3 ⇒ (1) + 3 + 3 = 7
Claw Confirmation: 1d20 + 9 + 3 ⇒ (16) + 9 + 3 = 281d6 + 3 + 3 ⇒ (3) + 3 + 3 = 9

GM Bret |

Cat is easily able to tear through the sinews holding the cage together, destroying it in two attacks.
Shouldn't it be bite, claw, claw? It doesn't matter here, just want to clarify.
Round 1:
Inspire Courage w/banner, +3 competence to attack and weapon damage. +2 moral to saves vs Fear or Charm
Orange
White
Awkin 5 damage
Cat
Fifi
Gina
Idril
Truddig
Sadaf Resinous Skin DR 5/piercing, weapons stick
Danduun

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Gina attempts several things.
She starts lecturing about the Bone Guardians identified earlier.
Naturalist: +1 insight (stacks) bonus to attacks, AC, and saves vs the big creature.
Then, attempts getting into the room, with a move and tumble through past the wolf thing, rapier coming out during the move. She ramps up the move with nervous tapping at her drum.
acrobatics: 1d20 + 10 ⇒ (8) + 10 = 18
not sure that’ll work, but planning on moving half speed and to the south of the wolf.

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Fifi readies her shield and starts pushing through the corridor, trying to make her way to the other side of the wolf, trying a more aggresive approach from Gina's, but allowing room for the bard to flank-"I will hold the bone giant at bay! Or perhaps turn it to ash?"-smiling and getting ready to block its next attack.
Overrun, which provokes: 1d20 + 8 + 2 + 1 ⇒ (4) + 8 + 2 + 1 = 15
T-shirt reroll!: 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29
Looking right at the bone-y creature, Fifi tries to recognize it, and see if it is an undead of some sort.
Knowledge religion: 1d20 + 8 ⇒ (13) + 8 = 21

GM Bret |

Gina starts her review of what she remembers about the guardian and tries to get past the clay wolf but fails.
The clay wolf bites Fifi as she tries to overrrun it.
jaws: 1d20 + 10 ⇒ (18) + 10 = 28
damage: 1d6 + 6 ⇒ (6) + 6 = 12
Fifi successfully gets past the beast, almost knocking it prone as she goes past.
Looking at the bone-y creature and listening to some of what Gina says, Fifi realizes that this is a construct rather than any sort of undead creature.
Round 1:
Inspire Courage w/banner, +3 competence to attack and weapon damage. +2 moral to saves vs Fear or Charm
Naturalist: +1 insight to AC, Attack Rolls, and saving throws vs White.
Orange
White
Awkin 5 damage
Cat
Fifi
Gina
Idril
Truddig
Sadaf Resinous Skin DR 5/piercing, weapons stick
Danduun

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Truddig grips his bow tighter, loosing a burst of electricity that spreads up and down the sinew-tightened arch of the weapon's form. He steps forward and continues to look for an opening into which he can move.
Standard: activate thundershot on bow
5' step

GM Bret |

Truddig supercharges his bow and waits for an opportunity to move someplace he can use it.
Does someone want to Bot Idril? It was Tuesday when he could have first posted.
Round 1:
Inspire Courage w/banner, +3 competence to attack and weapon damage. +2 moral to saves vs Fear or Charm
Naturalist: +1 insight to AC, Attack Rolls, and saving throws vs White.
Orange
White
Awkin 5 damage
Cat
Fifi
Gina
Idril
Truddig
Sadaf Resinous Skin DR 5/piercing, weapons stick
Danduun

GM Bret |

Idril pets Cat, making it purr with power!
Orange narrowly misses Awkin with a bite.
Jaws: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d6 + 6 ⇒ (5) + 6 = 11
White moves up to Fifi and attempts to slam her, also missing,
slams: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 2d6 + 1 ⇒ (5, 5) + 1 = 11
Round 1:
Inspire Courage w/banner, +3 competence to attack and weapon damage. +2 moral to saves vs Fear or Charm
Naturalist: +1 insight to AC, Attack Rolls, and saving throws vs White.
Orange
White
Awkin 5 damage
Cat Bull’s Strength (+4 Str)
Fifi
Gina
Idril
Truddig
Sadaf Resinous Skin DR 5/piercing, weapons stick
Danduun

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"Not an undead, eh? Well, no matter. I come prepared for battling skeletons, be they foul or artificial."-as she pulls out a steel warhammer in the shape of a lion's head.
She passes it through her hair in one swift motion, and imbues it with holy fire. She then steps forward and swings at the creature's knee!
Warhammer: 1d20 + 10 + 3 + 1 ⇒ (16) + 10 + 3 + 1 = 30
Scimitar dmg: 1d6 + 3 + 3 ⇒ (6) + 3 + 3 = 12 bludgeoning damage, plus 7 points of fire damage.
Move action to pull out warhammer, 5-foot step, swift action to Energy Channel, and standard to attack!

GM Bret |

Fifi's hammer hits for full damage.
Round 1:
Inspire Courage w/banner, +3 competence to attack and weapon damage. +2 moral to saves vs Fear or Charm
Naturalist: +1 insight to AC, Attack Rolls, and saving throws vs White.
Orange
White 12 damage
Awkin 5 damage
Cat Bull’s Strength (+4 Str)
Fifi
Gina
Idril
Truddig
Sadaf Resinous Skin DR 5/piercing, weapons stick
Danduun

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Sadaf starts casting a summon nature’s ally spell.
1 round casting time.

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”Nice Idea!”
In between more lectures on the foe, Gina casts invisibility on herself and uses that to get past the wolf construct without AoOs. It’s eerie being lectured by a disembodied voice, so Gina makes sure to fill it with “fun facts” about the Shoanti everyone has been learning anyways.
another acrobatics check: 1d20 + 10 ⇒ (19) + 10 = 29
As she enters the room, she also directs a ”Be welcome, my cousin.” at the entry plate.