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Zekki Religion: 1d20 + 2 ⇒ (4) + 2 = 6
Zekki doesn't recognize what's going on. (RK is a secret check)
Hands start grasping at you from the ground.
Each of you takes Negative Damage, DC 17 Basic Will for half: 1d4 ⇒ 3
Suddenly Crawling Hands materialize in front of you.
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
------------------
Those with ** may go
Zekki AC 18, 15/15 (DC 17 Will Save pending)
Ruins
**Kromrock Crushmaster AC 17 (19 w/shield), 20/20 (DC 17 Will Save pending)
**Griphook Ragnok AC 17 (18 w/shield), 19/19 (AC 18)
**Mordok Dune AC 14, 18/18 (DC 17 Will Save pending)
Red
White
Shagrat AC 18, 21/22
Green
Pink
Damian Darkblood AC 17, 16/18
Blue

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Red/White/Green/Pink/Blue Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
Red/White/Green/Pink/Blue Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
Red/White/Green/Pink/Blue Reflex: 1d20 + 5 ⇒ (19) + 5 = 24
Red/White/Green/Pink/Blue Reflex: 1d20 + 5 ⇒ (3) + 5 = 8
Red/White/Green/Pink/Blue Reflex: 1d20 + 5 ⇒ (16) + 5 = 21
Mordok runs up and incinerates most of the tiny hands, leaving 2.
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
------------------
Those with ** may go
Zekki AC 18, 12/15
Ruins
**Kromrock Crushmaster AC 17 (19 w/shield), 20/20 (DC 17 Will Save pending)
**Griphook Ragnok AC 17 (18 w/shield), 19/19 (AC 18)
Mordok Dune AC 14, 15/18
**Shagrat AC 18, 21/22
Green (-4)
Damian Darkblood AC 17, 16/18
Blue (-4)

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Griphook purses his lips once again on his whistle flute and plays an ominous music, suited for the battle. (I am assuming we were able to refocus in between the encounters.) He then follows the music with some encouraging notes for his allies, whatever sound it may be. He then gets past the others and stands behind Shagrat, followed by abjuring a magical shield.
Performance check for Lingering Composition: 1d20 + 7 ⇒ (18) + 7 = 25
◇ Cast a Spell, Lingering Composition
◆ Cast a Spell, Inspire Courage
◆ Stride
◆ Cast a Spell, Shield

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Griphook plays a tune on his flute, giving courage to his companions, before conjuring a shield for himself.
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Inspire Courage (3 rds)
------------------
Those with ** may go
Zekki AC 18, 12/15
Ruins
**Kromrock Crushmaster AC 17 (19 w/shield), 20/20 (DC 17 Will Save pending)
Griphook Ragnok AC 17 (18 w/shield), 19/19 (AC 18)
Mordok Dune AC 14, 15/18
**Shagrat AC 18, 21/22
Green (-4)
Damian Darkblood AC 17, 16/18
Blue (-4)

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I assume Mordok has something special because Burning hands does 2d6 damage and not 2d8. I’m interested to know how to improve the dice for one of my characters.

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Good point. I didn't notice that. Though the dice didn't really help since they're still within 2d6 :)

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It could still affect the outcome of the roll, Though they are within range, different numbers can still come up, higher or lower.
real damage: 2d6 ⇒ (3, 3) = 6 Although if you don't want to retcon, I understand, just rerolling to be fair.

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"Gah! Get hands off Shagrat!" the goblin fighter shouts as he makes a pair of clumsy attacks against the disembodied hands.
rapier +9/+4/-1 ◆(P)(disarm, deadly 1d8, finesse): 1d20 + 9 ⇒ (2) + 9 = 111d6 + 2 ⇒ (5) + 2 = 7
dogslicer +9/+5/+1 ◆(S)(backstabber, agile, finesse): 1d20 + 9 ⇒ (8) + 9 = 171d6 + 2 ⇒ (6) + 2 = 8

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There will be some retcon due to Mordok's damage reroll.

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Retcon
Mordok's spell burns the crawling hands, doing grievous damage. However all survive the fire. Red runs up to Mordok and tries to grab him by the throat.
Red vs Mordok AC 14: 1d20 + 7 ⇒ (19) + 7 = 26
Slashing, Crit: 1d4 + 1 ⇒ (2) + 1 = 3
Crit doubled to 6
The hand closes around Mordok's throat.
White runs up to Shagrat and tries to grab the goblin's throat as well.
White vs Shagrat AC 18: 1d20 + 7 ⇒ (1) + 7 = 8
White vs Shagrat AC 18, MAP, Agile: 1d20 + 3 ⇒ (13) + 3 = 16
Shagrat stabs at White and ends its existence with his dogslicer.
Green crawls in and tries to attack Shagrat as well.
Green vs Shagrat AC 18: 1d20 + 7 ⇒ (1) + 7 = 8
Green vs Shagrat AC 18, MAP, Agile: 1d20 + 3 ⇒ (15) + 3 = 18
Slashing: 1d4 + 1 ⇒ (2) + 1 = 3
Pink crawls up to Griphook and also tries to grab him.
Pink vs Griphook AC 18: 1d20 + 7 ⇒ (4) + 7 = 11
Pink vs Griphook AC 18, MAP, Agile: 1d20 + 3 ⇒ (19) + 3 = 22
Slashing: 1d4 + 1 ⇒ (2) + 1 = 3
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Inspire Courage (4 rds)
PCs grabbed around the throat have difficulty speaking and require 2 actions to do anything with the verbal trait.
------------------
Those with ** may go
Zekki AC 18, 12/15
Ruins
**Kromrock Crushmaster AC 17 (19 w/shield), 20/20 (DC 17 Will Save pending)
Griphook Ragnok AC 17 (18 w/shield), 16/19 (AC 18)
Mordok Dune AC 14, 9/18 (Grabbed by Red; Verbal requires 2 actions)
Red (-6; attached to Mordok, FF)
Shagrat AC 18, 21/22
Green (-3)
Pink (-6)
**Damian Darkblood AC 17, 16/18
Blue (-3)

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Damian Strides forward and tries to spot an opening.
Devise vs Blue: 1d20 ⇒ 5
Not seeing any, he instead focuses on the apparition. Something to do with spirits perhaps?
Recall Knowledge (Occultism): +7+1 (on the case)

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Apologies for the mess with initiative. I forgot that Kromrock was waiting for the retcon before moving. Kromrock, you can go ahead and take your actions.

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The druid casts a spell tearing open the ground under the big hand and then slaming it shut.
Crushing ground:2d6 ⇒ (5, 2) = 7
Reflex DC 17
Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage, is flat-footed, and takes a –10-foot circumstance penalty to Speed.
Critical Failure The target takes double damage and is flat-footed and immobilized. It can attempt to Escape against your spell DC. If it doesn't Escape, the target takes an additional 2d6 bludgeoning damage when the spell ends.
Then he draws his pistol.

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Kromrock, which big hand are you referring to?
Damian Occult: 1d20 + 8 ⇒ (7) + 8 = 15
You recognize the apparition as a haunt suffused with the despair of the slowly dying.
To disable:
Religion to speak the proper burial rites,
Occultism to exorcise the lingering souls,
Intimidation to scare the fearful souls away.
You need 2 successes, each attempt to disable requires 2 actions

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Blue Reflex: 1d20 + 5 ⇒ (19) + 5 = 24
Kromrock, it's a spectral occurrence, so opening the floor underneath it won't do much
Blue manages to jump out of the way, though one of the fingers gets caught. It starts shaking itself (as you would if you got your hand caught in a door).
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COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Inspire Courage (4 rds)
PCs grabbed around the throat have difficulty speaking and require 2 actions to do anything with the verbal trait.
------------------
Those with ** may go
**Zekki AC 18, 12/15
Ruins
Kromrock Crushmaster AC 17 (19 w/shield), 20/20 (DC 17 Will Save pending)
Griphook Ragnok AC 17 (18 w/shield), 16/19 (AC 18)
Mordok Dune AC 14, 9/18 (Grabbed by Red; Verbal requires 2 actions)
Red (-6; attached to Mordok, FF)
Shagrat AC 18, 21/22
Green (-3)
Pink (-6)
Damian Darkblood AC 17, 16/18
Blue (-6)

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Zekki scampers up behind Kromrock and tries to Devise a Strategem on Red.
Devise a Strategem: 1d20 ⇒ 2
The critter doesn't seem to be moving normally, so she tosses the ghost charge at Green.
Ghost Charge: 1d20 + 6 ⇒ (11) + 6 = 17
positive healing/damage: 1d8 ⇒ 1 plus 1 splash positive healing/damage to green and everyone adjacent, and Green is enfeebled 1.

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Zekki can't find an efficient way to handle Red and hurls a vial at Green instead. The vial bursts and deals damage to Green and all of the hands around it.
All of the hands look like they're about to disintegrate. Green looks mostly intact but it's not doing well either.
Spectral hands grasp at all of you.
Negative Damage, DC 17 Will for half: 1d4 ⇒ 2
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COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Inspire Courage (3 rds)
PCs grabbed around the throat have difficulty speaking and require 2 actions to do anything with the verbal trait.
------------------
Those with ** may go
Zekki AC 18, 12/15
Ruins
**Kromrock Crushmaster AC 17 (19 w/shield), 20/20 (DC 17 Will Save pending)
**Griphook Ragnok AC 17 (18 w/shield), 16/19 (AC 18)
**Mordok Dune AC 14, 9/18 (Grabbed by Red; Verbal requires 2 actions)
Red (-7; attached to Mordok, FF)
Shagrat AC 18, 21/22
Green (-6; Enfeebled 1)
Pink (-7)
Damian Darkblood AC 17, 16/18
Blue (-7)
Don't forget to add 1 to attack/damage due to IC

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Okay, enough laughed now.
And he unleashes a wave of positive energy healing some and destroying the others.
Heal 3 actions, inspire courage: 1d8 + 1 ⇒ (7) + 1 = 8
Fort DC 17

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Red/Green/Pink/Blue Fort: 1d20 + 2 ⇒ (20) + 2 = 22
Red/Green/Pink/Blue Fort: 1d20 + 2 ⇒ (10) + 2 = 12
Red/Green/Pink/Blue Fort: 1d20 + 2 ⇒ (14) + 2 = 16
Red/Green/Pink/Blue Fort: 1d20 + 2 ⇒ (7) + 2 = 9
Kromrock unleashes a wave of healing energy to everyone around him. All of the hands but Red crumble to ash.
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COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Inspire Courage (3 rds)
PCs grabbed around the throat have difficulty speaking and require 2 actions to do anything with the verbal trait.
------------------
Those with ** may go
Zekki AC 18, 15/15
Ruins
Kromrock Crushmaster AC 17 (19 w/shield), 20/20 (DC 17 Will Save pending)
**Griphook Ragnok AC 17 (18 w/shield), 19/19 (AC 18)
**Mordok Dune AC 14, 16/18 (Grabbed by Red; Verbal requires 2 actions)
Red (-7; attached to Mordok, FF)
Shagrat AC 18, 21/22
Damian Darkblood AC 17, 18/18

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"If you know the ways of spirits, you may be able to calm them down." Damian informs his allies, "Else we may have to scare them away from us."

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As Kromrock's wave of healing demolishes most of the creatures, Zekki pipes up, "Or just love them to death like Kromrock does."

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Mordok tries to take the hand off of him athletics: 1d20 + 1 ⇒ (7) + 1 = 8
tries again athletics: 1d20 + 1 - 5 ⇒ (18) + 1 - 5 = 14 it is under multiple attack penalty
and again athletics: 1d20 + 1 - 10 ⇒ (19) + 1 - 10 = 10 unless he succeed, the 2nd time, he will move behind, east of Griphook. You can move him on the map when you update your next post, don't know if he succeed on the 2nd try or not.

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Griphook magically hurls a small stone from the ground to Red and raises his magical shield again.
Spell Attack, IC vs Red: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Spell Damage: 1d6 + 4 ⇒ (3) + 4 = 7 bludgeoning damage
◆◆ Cast a Spell, Telekinetic Projectile
◆ Cast a Spell, Shield

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Griphook's shot smacks into the hand on Mordok's neck, knocking it off and causing it to disintegrate into ash.
COMBAT OVER
What now, Pathfinders?

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Disable the haunt? Or can we go to the surface? The following if we still need to disable the haunt.
Well, are you still here? Don't you see that the gods want us to go somewhere else? They need us somewhere else. Let us go now!
Religion: 1d20 + 7 ⇒ (5) + 7 = 12
Religion, hero point reroll: 1d20 + 7 ⇒ (14) + 7 = 21

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Kromrock intones a religious incantation designed to put the souls to rest. The spectral occurrence wavers and weakens but does not quite dissipate.
Need 1 more success - Religion/Occultism/Intimidate to disable; or alternatively, you can simply make a run for it.

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"Spirits! I bind thee. Return to your rest."
Occultism: 1d20 + 7 ⇒ (14) + 7 = 21

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Zekki makes a run for it while Damian speaks the words of an exorcism and the haunt disappears.
You all return to the surface, much to Unzgrin's relief. She has you accompany her to another cave where she stashed additional supplies, as well as your reward.
"I’m a bit disappointed in my findings, to tell you the truth. I’d hoped to find something more insightful: perhaps some ancient artifacts or ruins. I also hadn’t expected to run into as much trouble as I did, and I have you to thank for getting me out of there alive. I'm heading back to the city to see if there are other explorers and join up with them instead of going solo."
As you prepare to depart, she happens to call after you, "Unless, of course, you'd like to come with me..."
Thanks for playing everyone. Apologies again for having dragged this too long.