
GM Doom 'n Gloom |

7-19 The Labyrinth of Hungry Ghosts

GM Doom 'n Gloom |

On the Grinning Pixie’s deck, Venture-Captain Calisro Benarry stands defiantly amid the howling wind and driving rain. The powerfully built half-orc’s voice carries over the storm. “There!” she yells, pointing to the northwest. “We’ve reached the Gloomspires.” As if on cue, numerous impossibly narrow fingers of black rock suddenly appear in the distance. The unnatural structures exude a sensation of unnatural and profound dread.
Benarry laughs deeply as the sensation descends.
“I bet you’re glad to be back to these gods-accursed spires! I sent in another team to continue the good work you started, and things didn’t go so well. You’re the closest thing to an expert on this rock we have, so I’m trusting you to bring the team through this mission safely.”
She leans in closer. “Let’s review some of the details of your mission.” Her eyebrows furrow. “Two months ago, I sent another team of Pathfinders to Old Sevenfingers’s tomb aboard a Thuvian caravel called the Pride of Aspenthar. The Pride and the Pathfinders never returned to Drenchport. Divinations confirmed that the ship was lost. It apparently sank after transporting the Pathfinders to the tomb, but no Pathfinders were on board. I sent the team into the second level of the tomb—a place called the Labyrinth of Hungry Ghosts. I put a veteran explorer named Jaohd Ilzinian in charge of the team. He’s a paladin of Shelyn known for his skill at fighting against things that should be dead.”
“Ilzinian’s team carried the Orb of Stars with them. It’s a powerful magic item that freezes the Gloomspires in place so they can be explored safely. As you can see,” she says, gesturing to the spires, “the orb isn’t working. In the last few minutes, those columns have shifted twice. Without the orb, the spires only stand still on the solstice.”
Benarry allows her words to sink in before continuing. “The solstice begins in a few hours, so you’ll be able to make your way to the tomb just fine. I need you to climb up to Sevenfingers’s tomb, find out what happened to the Pathfinders, and recover the Orb of Stars. Also, I let Jaohd borrow Old Flotsam, my folding boat. She’s precious to me, and I’d really like her back.”
A sudden flash of lighting and the roar of distant thunder punctuate the captain’s words, and she smirks. ”Sounds simple enough, don’t it? The spires will stay in place for three days. If you find the orb, you’ll get two weeks. If you stay longer than that, you lubbers might run into trouble sailing back out. I’ll circle the Pixie around the spires for three weeks just in case. Any questions before you jump in the rowboat?”
GLOOMSPIRES
ARCANA or HISTORY
SEMPET SEVENFINGERS
ARCANA, HISTORY, LOCAL

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gloomspires arcane: 1d20 + 14 ⇒ (15) + 14 = 29
seven fingers: 1d20 + 14 ⇒ (14) + 14 = 28

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Sorry got distracted
The Gloomspires are inundated with strange, reality-warping effects. The columns occasionally shift their positions, and many explorers report feeling a sense of wrongness and foreboding just from being in the area. This bizarre magic also makes teleportation and plane-traveling magic very difficult, though summoning spells tend to function normally.
Given Sevenfingers was a necromancer as well as a pirate sending an undead specialist was wise. Who else was with Jaohd

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Cenae enjoys the ship ride until they get close to the gloomspires. She tightens her new cloak a bit, "Is it always so cold? Even with my magic I can feel the claws of death creeping down my neck."
She turns to the group, "I know I've read everything about your last mission, but maybe we could just, ya'know, not go back?"
______________________________
At the briefing her tone changes, "Of course we will rescue the lost. It's what we do! Why on our last mission we even saved a bunch of pirates from spiders. Then fought some worse pirates and also some more spiders. It was pretty much just pirates and spiders. Fortunately, neither were resistant to fire so it went easily."
She nods at the returning druid, "Did you have a nice break Arboreal? I'm glad you were able to use up your vacation days before they expired. And don't worry, no teleportation magic here." She taps her chin, "A Necromancer Pirate? Well, we shall see if he is flammable or even better, undead. I can really bring down the light of Sarenrae against the undead."
Glancing at the Captain she adds, "The last time this group went, they had to take digging tools. Is that needed again?"
GM, don't forget to add the +2 from Gloomspire Explorer (for most of us, probably not Stormy & Shade) if you do any block perception checks, thanks!
Knowledge: Arcana Aid Arboreal: 1d20 + 4 ⇒ (15) + 4 = 19

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Yep - not for Stormy or Shade.
They were not Shade proof either. Stormy adds as she strokes the fur of her friend. The large cat's tail twitches in agitation from the strange feeling in the air and seems ready to go.

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"I know I've read everything about your last mission, but maybe we could just, ya'know, not go back?"
"Yeah, I'd be quite alright with that, you know. Not the best memories of my life inside that tomb."
Knowledge (arcana), Gloomspires: 1d20 + 11 ⇒ (14) + 11 = 25
Knowledge (arcana), Sevenfingers: 1d20 + 11 ⇒ (5) + 11 = 16

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Can't hit those DC 30 checks we need.
Niza spends her time, as usual, up in the crow's nest or perched on the rigging with Albis. People aren't generally her thing and ships only have a couple spots to stay away from them.
She climbs down for the briefing, "I think it was easy the last time we were here. Shouldn't be a problem. Were there any good guesses as to what the group might face that we might also have to worry about?"
The gnome glances at Kasvot, "Wait, wasn't this where you ate that dead body?"

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The gnome glances at Kasvot, "Wait, wasn't this where you ate that dead body?"
"That might be one of the memories I was alluding to; yes. The memory, in fact. Thank you for so helpfully bringing it back up in front of everyone."

GM Doom 'n Gloom |

Benarry's smug smile slips from her face. "He ate what now?" The look of revulsion in her eyes is clear. With a glower that brooks no argument, "You'll be disembarking first, bloodmage." She spit over the railing before attending to the other questions.
"A Necromancer Pirate?
“He was a powerful wizard and pirate who sailed the Shackles three centuries ago. After a very long and successful career full of killing and looting, he buried himself alive in one of the Gloomspires. His legendary tomb has lured pirates, explorers, and treasure hunters to their doom ever since.”
Were there any good guesses as to what the group might face that we might also have to worry about?"
Benarry guffaws, "I ain't the one who's been there sweetie. You guys are the experts."
Who else was with Jaohd?
“Jaohd is a Taldan paladin who worships Shelyn. He’s tall and scrawny, with gray eyes and red hair. He joined the Society thirteen years ago and became an expert on spirits and haunts. His longsword, a fine blade he calls Ether’s Kiss, can hurt creatures with no real body of their own. Jaohd went into the Gloomspires with four other agents: the Taldan twins Alrasus and Naphinia, known for their quick fingers and quicker wits; Zumek, a Kellid warrior who could wrestle a crocodile and win; and Yetisiel, an elf with the power of storms in her blood.”
"The last time this group went, they had to take digging tools. Is that needed again?"
Benarry snaps her fingers at one of the crew. He carries a small chest over to you and the captain opens it up. "Hopefully there won't be a need for digging, but only a fool'd think there ain't gonna be trouble. Take these with ya." Inside the chest are two pouches of grave salt and a wand of ghostbane dirge wrapped in a shroud. The wand has 6 charges remaining. She explains, “That ratty scrap of cloth wrapped around the wand is connected to Sevenfingers himself. A mystic old sea dog performed a ritual to connect it to the wand. He said it should make the magic item more effective in the Gloomspires, as long as you don’t unwrap it. You let me know if he was trying to pull something on me, and I’ll go get my coin back.”
No 'aid' on the rolls, but The Gloomspire Explorer boon applies. That gives Arboreal a 30 or better for both rolls. Feel free to open the spoilers as I assume Arboreal would share what he knows.

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Cenae grabs the wand and nods, pocketing it for easy retrieval. She hands the dust to Stormy, ”No worries, just toss this at them OR start making a circle with it so my channels hurt the ghosts even more. Also, just keep me alive and any undead should be re-dead very quickly.”

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Niza takes the other packet, "Thanks. I don't know how good I'll be against ghosts either."
She looks at Kasvot, "Sorry, I didn't know you were trying to hide that. I thought maybe you were proud of it or something? If you haven't figured it out by now, reading people isn't my thing."
She spends the next couple hours re-reading the mission notes from the earlier trip into the gloomspires.

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The cleric asks a last question of the captain, "How do we activate the orb to stop the shifting thing once we find it?"
Once that is resolved she sits down and pulls out a small booklet and flips through until she comes upon a certain page, "Ah, here we go. So listen, I know we'll do our darndest to get the orb thing back and stuff. But I just want everyone to know that I can create food and water to nourish us IF for some reason we fail to find the orb in three days. We could easily last until the next solstice and leave then. I'm assuming the pathfinder society would send another ship back then." She glances up at the Captain, "Right?"

GM Doom 'n Gloom |

"These waves should be stable fer the next few days. You got 'til sunset three days from now, then I gotta pull the Pixie back. But if you can recover the Orb, that shouldn't be a problem. As far as activating it? Someone just has to focus on keeping the whole place locked in place, then just keep it with them. Force of will if you will." She laughs at her wordplay. "Check with the quartermaster down in the hold if you need anything. He usually has some useful gear layin' about."
If you need any gear, the Grinning Pixie’s quartermaster can sell you nearly any mundane or alchemical gear in addition to magic items worth 2,500 gp or less.

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Cenae replies, "Should be good, thanks. We'll just wait for the solstice and get this done."

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Arboreal attempts a quiet word with Kasvot I take it some magical compulsion was involved but tell me... What do humans taste of?

GM Doom 'n Gloom |

Climbing the narrow, winding steps to the top of Sevenfinger’s tomb takes the better part of two hours. The Pathfinders find the tomb’s summit is covered with thick tropical foliage, most reaching beyond the foggy ceiling, but Stormy and would guess they rise to a height of 30 to 40 feet.
The ever-present mists limit visibility atop Sevenfingers’s to 15 feet.
Finally, with legs burning, the team seems to arrive at the summit. A lush canopy of tropical trees, flowering vines, and thick undergrowth forms a dark green wall around the small clearing you find yourself in. Just to the south is the edge of the column and a sheer drop of what must be hundreds of feet into the slow drifting fog. Looking out into the drab, gray curtain, you cannot see the ocean nor the Grinning Pixie.

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Survival: 1d20 + 14 ⇒ (9) + 14 = 23
While this jungle is quite welcoming for me and Shade I can tell that there are no other animals on this small island with us. And sound is not traveling as far as I would expect.
Survival: 1d20 + 14 ⇒ (7) + 14 = 21
Here. Boot prints. I can easily track them...?
At this time Stormy will cast her long lasting buffs.

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I take it some magical compulsion was involved but tell me... What do humans taste of?
"That, Arboreal, is a great example of a question I will never answer! Maybe you'll get lucky inside and be able to find out for yourself." Kasvot answers with a wink.
Once the group arrives at the top, Kasvot retrieves a wand and taps it, adding a bit of magical protection.
Mage armor

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Cenae does a little bit of the same spellcasting as well, though she uses a different spell (status), "This way I'll know if you all are under a compulsion when you eat a dead body or just being a horrible person that we should leave behind."
Shade, Arboreal and Kasvot hit with it this time.
She nods at the druid, "Go ahead and track the prints, maybe there are survivors from the group."
And if you are up front tracking, I won't have to be.

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Niza pulls out a wand like Kasvot's and taps Albis with it. She smacks her chest a bit and you hear the rustling of chain mail, "Figured out how to wear this metal stuff and still cast, so no need for the wand on me anymore."
She does cast a different spell on herself, bolstering her health temporarily. Nodding at the scouts she puts her wand away and follows.
Cast False Life on self for 1d10 + 5 ⇒ (4) + 5 = 9 Temp HP.

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Druid Spells Prepared (CL 6th; concentration +9)
Freedom of Movement on Shade 70 minutes
Greater Magic Fang on Shade 7 hours
Barkskin +3 NA on Shade - 70 mointues
Barkskin +3 NA on Stormy - 70 mointues
Delay Poison on Stormy - 7 hours
light on shield
Carrying a Daylight spell. Will ast 70 minutes. Could start with it on?

GM Doom 'n Gloom |

Protections in place, the team moves on. With the druid's guidance, you all easily follow the tracks. Though the jungle canopy over this clearing is exceptionally
thick, a small campfire set in its center illuminates the area significantly. The clearing contains a makeshift camp, with a handful of improvised beds made from old sails and numerous stools and tables scavenged and repurposed from flotsam. A halfling woman stands over a bound and prone form. "Where is it? Bad enough you got the rest of the crew killed! Tell us where you left it, or so help me I will toss your useless ass right off that cliff!" Her interrogation is punctuated with kicks to the form's midsection. Scattered about the area are others, humans, dressed in a similar fashion to the crew of the Grinning Pixie. One of them looks up at your approach.
"Uh...Cap'n Atanda? They're here. Maybe they got a boat?" One of the humans asks as he nods in your direction.
The halfling looks up, wild-eyed. "You here ta take us back! Only to toss me in prison no doubt. And I ain't about to let that happen. If you got yerelves a boat, we're gonna take it and get off of this cursed rock. You got til the count of one to surrender." She smiles wickedly, "ONE." She then mutters off a quick incantation. Suddenly, her body transforms into a terrifying monster. Standing before you now is a beast whose armored head has three sharp horns decorating its face and a large round crest angling back over its neck from its skull.
Cenae: 1d20 ⇒ 19
Niza: 1d20 + 2 ⇒ (19) + 2 = 21
Stormy: 1d20 + 1 ⇒ (11) + 1 = 12
Kasvot: 1d20 + 8 ⇒ (13) + 8 = 21
Aboreal: 1d20 + 6 ⇒ (1) + 6 = 7
Atanda: 1d20 + 7 ⇒ (16) + 7 = 23
Crew: 1d20 + 3 ⇒ (4) + 3 = 7
We are on slide #1 of the map. Please place your icons in the RED 'box' and begin any movement from there.
SURVIVOR'S GUILT or GUILTY SURVIVORS? Round 1 Bold may act
Atanda
Kasvot
Niza
Cenae
Stormy
Aboreal
Crew

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Small side note to remind that Both Wild Shape and casting a spell are normally" standard actions.
Speaking in Druidic Stormy quicky barks:
You would kill a sister over a rowboat? Out ship will not pick you up even if you win and row out to it. Stop this nonsense and talk to us.

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Spellcraft: 1d20 + 4 ⇒ (3) + 4 = 7
K: History: 1d20 + 4 ⇒ (7) + 4 = 11
Cenae isn’t sure what all magic is being thrown out or what the heck language Stormy is speaking, but it seems like she is trying to defuse the situation a bit. Either way, fewer enemies for a bit is a good idea.
”Careful with your spells, they have a hostage. Also, the guy on the edge nearest us is going to quickly decide to run away into the jungle.”
Move, Cast Command on white to flee, Will DC 16 to negate.

GM Doom 'n Gloom |

Small side note...
Yep. One would think the author and/or publisher would know that.

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Sense Motive DC 15: 1d20 + 1 ⇒ (2) + 1 = 3
Spellcraft DC 18: 1d20 + 10 ⇒ (13) + 10 = 23
Knowledge (nature) DC 18: 1d20 + 5 ⇒ (18) + 5 = 23 Special defenses and resistances, please!
"Don't worry, I can target my magic well. And this one won't even leave a mark! Not that she'd be able to see the mark if it left one...."
Standard: cast blindness (Fort DC 18) on Atanda (unless that knowledge check reveals a resistance that makes this silly to cast)

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Niza gets pissed when the captive is kicked, "Hey assbag, how about you learn how to count? Like this, in three seconds one of your friends is going to melt into a puddle of goo. One, Two, Three!"
On three a bolt of acid zips out, headed towards the face of one of the crew.
Cast Acid Arrow targeting Red vs. FF AND Touch: 1d20 + 6 ⇒ (4) + 6 = 10 for Acid + SA: 2d4 + 1d6 ⇒ (1, 4) + (2) = 7. It also does Acid: 2d4 ⇒ (2, 1) = 3 damage next round unless neutralized.

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Whoa Slow down
Casts Slow on the dino and three closest humans
Will save dc 18 for white red yellow and dino Then dodges out of the way wishing he hd remembered his wand of mage armour before this started Arboreal realises he is too far away to cast the spell he would like instread moves forward and casts twin rays at the triceratops
scorching ray 1 vs touch: 1d20 + 6 ⇒ (3) + 6 = 9
scorching ray 2: 1d20 + 6 ⇒ (16) + 6 = 22
ray1 damage: 4d6 ⇒ (1, 2, 6, 3) = 12
ray2 damage: 4d6 ⇒ (3, 2, 4, 1) = 10

GM Doom 'n Gloom |

Fort+?: 1d20 ⇒ 8
Bonuses applied of screen
The halfling's transformation keys a flurry of activity from The Pathfinders.
Stormy speaks imploringly in an ancient, primal language, only to be ignored.
Cenae calls out with divine powered words. The sailor looks about confused as the words wash over him. He looks about to see if the others a fleeing before standing his ground.
Kasvot realizes that besides the thick skin, the beast has no obvious weaknesses or hidden defenses. He intones the power of his blood and attempts to blind the huge beast. Her eyes begin to dim. With a roar and shake of her head, her pupils clear.
Niza's ire at the halfling results in an attack on one of the sailors. The arrow skims off the studded leather pauldron and skitters into the undergrowth.
Aboreal strides forward. Despite his foot catching on a root, both beams lance into the enormous form.
We are on slide #1 of the map.
SURVIVOR'S GUILT or GUILTY SURVIVORS? Round 1 Bold may act
Atanda {-22/?? hp}
Kasvot
Niza
Cenae
Stormy
Aboreal
Crew

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Stormy's anger flairs as she is ignored. So be it. You have broken a sacred trust. I will show no mercy. She casts an Entangle spell to catch all the enemy. Sorry as this will likely slow things down but she seldom gets to cast this spell and it does seem a reasonable action. DC 14 Reflex or be entangled. She then commands Shade to attack the other druid.
Shade pounces.
Claw: 1d20 + 10 + 1 + 2 ⇒ (10) + 10 + 1 + 2 = 231d6 + 7 ⇒ (2) + 7 = 9
Claw: 1d20 + 10 + 1 + 2 ⇒ (9) + 10 + 1 + 2 = 221d6 + 7 ⇒ (3) + 7 = 10
Bite: 1d20 + 9 + 1 + 2 ⇒ (18) + 9 + 1 + 2 = 301d8 + 7 ⇒ (5) + 7 = 12
Rake: 1d20 + 10 + 1 + 2 ⇒ (5) + 10 + 1 + 2 = 181d6 + 7 ⇒ (5) + 7 = 12
Rake: 1d20 + 10 + 1 + 2 ⇒ (19) + 10 + 1 + 2 = 321d6 + 7 ⇒ (4) + 7 = 11
Grab: 1d20 + 15 + 1 + 2 ⇒ (18) + 15 + 1 + 2 = 36
Animal Companion - Shade
Young female Lion - shadowy grey black coat
N Large animal
Init +3; Senses low-light vision; Perception +8
Defense
—————
AC 24 (27), touch 12, flat-footed 21 (+5 armor, +3 Dex, +7 natural, -1 size) hp 51 (6d8+24)
Fort +9, Ref +8, Will +4 (+4 morale bonus vs. enchantment effects) Defensive Abilities evasion
—————
Offense
—————
Speed 40 ft.
Melee bite +9 (1d8+6 plus grab), 2 claws +10 (1d6+6)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +10, 1d6+6)
—————
Statistics
—————
Str 23, Dex 16, Con 18, Int 3, Wis 15, Cha 10
Base Atk +4; CMB +11 (+15 grapple); CMD 24 (28 vs. trip)
Feats Light Armor Proficiency, Weapon Finesse, Weapon Focus (claw)
Tricks Air Walk, Attack, Attack, Attack Any Target, Come, Defend, Down, Fetch, Guard, Heel, Stay, Track, Work
Skills Acrobatics +6 (+10 to jump), Climb +9, Perception +7, Stealth +2, Swim +9
SQ air walk, attack, attack any target, come, defend, devotion, down, fetch, guard, heel, stay, track, work Other Gear +1 chain shirt
—————
Special Abilities
—————
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Flank [Trick}
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Work [Trick] The animal pulls or pushes a medium or heavy load.

GM Doom 'n Gloom |

No worries. Why wouldn't you cast that spell. It's laid out perfectly for you.
Bonuses applied off screen
At Stormy's command, roots and branches erupt into life, writhing and grasping for anything to hold fast. Atanda shrugs off the flailing vines, as does more of the agile crew. Two however are caught fast.
With powerful legs, Shade leaps at the dinosaur in a flurry of attacks.
Bonuses applied off screen
Burned and bloodied, seeing multiple threats, the halfling-minded titan thunders at the exposed mage.
Gore!: 1d20 + 12 ⇒ (6) + 12 = 18
Horn: 2d10 + 11 ⇒ (3, 6) + 11 = 20
The crew flees from the vines as best as they can. Unfortunately for Aboreal, that leaves him nearly surrounded. One of the sailors swings his blade while the other hoists an ax from his belt and hurls it at the elf. Another pair races out the back of the forest spell's effect.
Scimitar vs Aboreal: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Throwing Axe vs Aboreal (in melee, range): 1d20 + 7 - 4 - 2 ⇒ (19) + 7 - 4 - 2 = 20
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
We are on slide #1 of the map.
SURVIVOR'S GUILT or GUILTY SURVIVORS? Round 1 Bold may act
Atanda {-34/?? hp or -45/?? hp} (see discussion tab)
Kasvot
Niza
Cenae
Stormy
Aboreal {14/46 hp remaining}
Crew White & Purple entangled.

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"Well, that was disappointing. It's always so nice when sight gets stripped away." Kasvot takes a different approach this time, bringing a different spell to bear. "You know what's funny about that though? No, really; I don't. I was hoping you might."

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Do the forested tiles provide concealment or cover and are they difficult terrain?

GM Doom 'n Gloom |

Do the forested tiles provide concealment or cover and are they difficult terrain?
Difficult terrain. The fog has mysteriously lifted from this section of the island, because of...plot(?). So no concealment or cover.
RETCON (due to Shade's movement)?
Relocated Shade adjacent Atanda before she moved to attack Aboreal.
CMB vs Shade to reverse the grapple: 1d20 + 12 ⇒ (20) + 12 = 32 {Success}
Bonus applied off screen
The three-horned lizard manages to grab one of the raking legs and drag Shade to the ground, slamming her massive, scaled foot on the feline's chest. Her eyes dart toward the half-orc as she feels the magic try to take hold. The wicked grin he receives in response is both unnatural and unnerving.
Using this handy dandy grapple flowchart.
We are on slide #1 of the map.
SURVIVOR'S GUILT or GUILTY SURVIVORS? Round 1 Bold may act
Atanda {-45/?? hp} (Grappled)
Kasvot
Niza
Cenae
Stormy and Shade (Grappled)
Aboreal {34/46 hp remaining}
Crew White & Purple entangled.

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Whoa slow down
Arboreal steps back and casts slow on red blue white and dino
Casting defensively if red proves to have step up
possible defensive: 1d20 + 15 ⇒ (15) + 15 = 30
Will save dc 18

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Cenae looks around for Dimple, "Huh, didn't we have a bard or something? I could have sworn. I guess that might explain why it has been so quiet lately. Anyway, I guess I'll have to do the ear shattering stuff." She pulls out a small tuning fork, taps it against her shield and hums until she matches the note.
Then she releases an incredibly high and guttural screech directed at several island thugs.
Move and Cast Sound Burst hitting Cyan and Red for 1d8 ⇒ 1 Sonic Damage and a DC 19 Fort Save or be Stunned for 1 Round.

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If Shade minds being grappled it's hard to tell it. He turns into a blender of teeth and claws.
Claw:: 1d20 + 10 + 1 - 2 ⇒ (20) + 10 + 1 - 2 = 291d6 + 7 ⇒ (3) + 7 = 10
Claw:: 1d20 + 10 + 1 - 2 ⇒ (20) + 10 + 1 - 2 = 291d6 + 7 ⇒ (2) + 7 = 9
Bite:: 1d20 + 11 + 1 - 2 ⇒ (16) + 11 + 1 - 2 = 261d8 + 7 ⇒ (8) + 7 = 15
Rake:: 1d20 + 10 + 1 - 2 ⇒ (19) + 10 + 1 - 2 = 281d6 + 7 ⇒ (6) + 7 = 13
Rake:: 1d20 + 10 + 1 - 2 ⇒ (6) + 10 + 1 - 2 = 151d6 + 7 ⇒ (5) + 7 = 12
Confirm, Claw:: 1d20 + 10 + 1 - 2 ⇒ (8) + 10 + 1 - 2 = 171d6 + 7 ⇒ (3) + 7 = 10
Confirm, Claw:: 1d20 + 10 + 1 - 2 ⇒ (18) + 10 + 1 - 2 = 271d6 + 7 ⇒ (6) + 7 = 13
Stormy casts a spell to enchant her club as she pulls the weapon and advances.

GM Doom 'n Gloom |

Saves vs Sound Burst: 2d20 ⇒ (16, 11) = 27
The combination of spells sees all of the sailors either move far slower or drop their weapons completely.
From her back, Shade's claws sink deep into the transformed halfling. Arteries are cut deep. With a lunge, the giant cat's jaws rip out the druid's throat, killing her instantly.
Stormy, you may save your spell.
Out of Combat...(if you want)
When she falls, nearest sailor turns back toward the rest of the crew. "They did it! They killed her." A cheer of relief echoes across the small plateau. He turns back towards the Pathfiders as if they are a liberating force. "Thank you. You have no idea how terrible she was. When we washed ashore and it was clear the Cap'n was dead, Atanda took over. She was cruel and ruled with an iron fist. Anyone who didn't follow her orders more often 'n not ended up being tossed off o' that cliff not too far yonder. Ain't none of us heroes. Crossin' her was a death sentence to be sure. You'll have no trouble with the rest of us." He slides his weapon away apologetically. "Sorry elf. Nuthin' personal." He looks to the rest of the team, "So, are you here to rescue us, or did the waves get yer boat too? Yer welcome to share our camp. We ain't got much. It was tough to salvage anything after the Pride went down. The way things are 'round here, I couldn't even tell you how long ago that was."
He hikes a thumb at the bound form. "All we know is that this morning Jaohd came stumblin' outta the crypt 'r whatever. Atanda pounced on him right quick trying ta find out where the magic boat is. You think he's really got one? Cuz I'd really like ta see that."
STATUS
Kasvot Full HP
Niza Full HP
Cenae Full HP
Stormy and Shade Full HP
Aboreal {34/46 hp remaining}

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Cenae moves up and eyes the rest of the pirates suspiciously, making sure they all seem to agree with the speaker.
Sense Motive: 1d20 + 15 ⇒ (6) + 15 = 21
She pulls out a wand and zips up Arboreal's injuries while she watches them.
CLW Wand: 3d8 + 3 ⇒ (2, 3, 5) + 3 = 13
"Alright, say we believe you. If so, then yes, we are here to help. We will get you some food and water and basic medical attention. But after that we need to figure out what happened here with the mission. Then we can worry about getting everyone out of here."
Diplomacy: 1d20 + 6 ⇒ (6) + 6 = 12

GM Doom 'n Gloom |

The remaining crew seem to be honestly relived to see the Pathfinders and are not upset at Atanda's passing. They look like a weight has been lifted.

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Thank you says Arboreal to Cenae before taking out a wand of his own (mage armor)

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Stormy strokes the bloody cast affectionately. If the other druid's death bothers her it is hard to tell. She will cast detect magic and search both the druid and the area.
Perception: 1d20 + 13 ⇒ (15) + 13 = 28
Those were some pretty good attack rolls there for shade. Two nat 20s in a row.

GM Doom 'n Gloom |

Thatbwas very opportune to say the least. She only had 61 hp to start and Aboreal and Shade had already put in some work last round. I will give everyone a chance to chime in or ask questions.

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Cenae checks him out to see if she can figure out what is wrong.
Heal: 1d20 + 9 ⇒ (4) + 9 = 13
She mutters to herself, "This is why I use magic. I never was professionally trained in the healing arts."

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Niza moves up with her rapier out and demands all the individuals take their armor and weapons off, tossing them into a pile in the middle of their camp. She has them strip the druid of anything valuable as well. Then she sits and starts going through it, looking for anything of value or magical in nature.
"Your personal effects will be returned to you when we leave. Any other items are now considered property of the Pathfinder Society. Said items MAY be returned to you as needed for personal protection OR after the mission ends, if deemed so by us or the mission coordinator."
She also searches the downed fellow once the healer has checked him over.
Take 10 on Spellcraft w/ Detect Magic nets a 23 on all magical items for identification.