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"One left"
Echoing boom thunders through the woods as Axel fires his longarm, reloads a shell, and closes on the corpse, wading through the water to set up a flanking position with Studley.
Potent Harmona Gun vs Zombie: 1d20 + 11 ⇒ (8) + 11 = 191d10 + 2 ⇒ (8) + 2 = 10
◆) Strike
◆) Reload
◆) Stride

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And between the two of them, the last zombie is vanquished.
--- Combat Over ---
A leather satchel still draped around Featherfall’s body holds the few valuables Claudiette kept safe on her animal companion. These include a handful of gems (worth 2 gp) and Claudiette’s portion of the map of enclaves and towns hidden away in the Gravelands. This map is one of the parchments needed to fulfill the Horizon Hunters mission. Hidden in the carriage train are bags of jewelry and riches kept safe from grave robbers by the wild undead roaming the area.
From here, the path turns away from the river, leading further south. You can attempt a Survival check to Track the path leading through the woods, a Nature or Perception check to observe where the forest’s animals follow safer trails, or a Society check to Decipher Writing and interpret the vague notes and hastily sketched maps you find among the wreckage. Each of you must attempt a check.

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◆) Hunt Prey
Kneeling over, Axel catches a whiff of Claudiette on the wind, and slinging his longarm back over his shoulder, starts heading off in the direction they lead...
Track (Survival, Trained) w/ +2 vs Prey: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23

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With Axel's 'crit' you are able to find your way down the ravine to a Downed Oak. This giant oak has fallen in the middle of the only navigable path. The oak is as thick as an inn’s taproom, and smells like decay and death.
Athletics check to haul stones out of the way to make another path, a Crafting check to build a makeshift walkway of branches over the oak, or a Survival or Scouting Lore check to find another path Each of you must attempt a check unless someone crits.

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Deerslicer grunts at the gems and jewelry. "Shiny rocks. Can't eat any o' d'is." He cuts the claws off the owlbear zombie. "Anyone else want some o' d'ese? Make a necklace as a trophy!"
As they reach the ravine, Gracie doesn't seem thrilled about the idea of climbing over the oak. Deerslicer begins looking around for another path that will be more comfortable for the young bear.
I have Athletics +9, but I'm guessing the Scouting Lore +6 may be a better shot, given that applicable Lores are usually lower diffs. Plus Deerslicer goes with his brains over his brawn ... unless it involves reading, or killing things.

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...he then hurls logs and rocks out of the way with surprising strength using his height as a fulcrum...
Athletics (Expert): 1d20 + 9 ⇒ (12) + 9 = 21
“Smells like Death”

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Not a secret check

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was any one else hurt?
The paladin will spend some tim healing his wounds through the intercession of Ragathiel
;ay on hands for 6 pts of healing,
that leaves me 8 short from total correct?
He will spend 10 minutes refocusing and then try to bandage himself up
1d20 + 9 ⇒ (8) + 9 = 17 medicine
2d8 ⇒ (4, 4) = 8 healing
That looks like he should be up to full health, correct?

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Once he has seen to his wounds, the paladin will take point as the party continues deeper into the undead infested lands. As the group approaches the area covered with trees and rocks, he looks around for an alternate way of bypassing this obstacle.
It may be more prudent to look for paths less trodden, to know which way to go, in case we have to backtrack here. The rocks and the trees may be a defensible point if it is needed.`
1d20 + 7 ⇒ (19) + 7 = 26 survival

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Scouting Lore: 1d20 + 6 ⇒ (13) + 6 = 19

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You make your way past the oak and into the Haunted Grove ((Kidron got a crit))
A half-acre circle of unnaturally large willow trees protects a quiet space hidden in the folds of the wild and dying forest outside. From what was once a sacred grove and shrine to the god Erastil, only the canopy of trees and crumbling stone statue of the Stag God remain. The sounds of the outside forest cease at the long, curtained limbs of the willows, and the mist caressing the ground of the grove glows with a pale green light.
When you step into the grove, the grove, broken and tormented due to the necromantic energy infecting the area it protected, manifests an illusion to warn others of the region’s plight and plead for help. Pharasmin cleric and Pathfinder Seldrick Dralston trudges into the grove, injured and infected with some kind of evil corruption. He defiles the statue of Erastil in the center of the grove, and the golden light illuminating the grove ceases, revealing the black skies above. Purple magical energy emanating from a nearby tower seeps into the sacred grove, and the life within the grove’s protection begins to die.
Everyone please make a Will Save.

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Will vs Haunted Grove: 1d20 + 8 ⇒ (15) + 8 = 23

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Studley receives mental damage: 4d6 ⇒ (4, 6, 1, 5) = 16
Kidron and Axel are unaffected.

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Deerslicer Will save: 1d20 + 10 ⇒ (6) + 10 = 16
Gracie Will save: 1d20 + 7 ⇒ (16) + 7 = 23
"Arg! Headache!" the goblin shrieks. Gracie looks at him confusingly.

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The paladin will attempt a medicine check on the orc.
I will attempt to treat your wounds in a more mundane manner, we do not know what we may face here, and Ragathiel's blessings may be needed for more than healing.
1d20 + 9 ⇒ (6) + 9 = 15 MEDICINE
2d8 ⇒ (8, 7) = 15
We should not tarry in this place, he says to the group.

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Deerslicer takes the healing from Studley, then rubs some leaves on his face ... soothingly ... while the other healing and refocusing takes place.
Nature (Treat wounds from Natural medicine): 1d20 + 8 ⇒ (13) + 8 = 21
Healing: 2d8 ⇒ (8, 7) = 15
Back up to full

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Axel paces impatiently - long strides and loud exhales in a short diameter circle...

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Maximas and Luca are unaffected.
Deerslicer takes 4d6 ⇒ (4, 1, 3, 3) = 11 mental damage.
The Haunt starts replaying necessitating another Will save, after ten minutes so, refocusing may not be an option at this stage.
You can disable the Haunt temporary with Trained Occultism or Trained Religion to convince the spirit of the wood the message has been understood.

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The paladin will present his holy symbol and his fauchard.
In the name of the Knights of Lastwall and the General of Vengeance, Ragathiel, be gone from here foul spirit, you have no more power here! This area is now reclaimed!
1d20 + 7 ⇒ (12) + 7 = 19 religion

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Deerslicer takes 11 mental damage.
Okay, so I think I took 11 (instead of 6), and then Studley healed me for 6, so I'd be down 5. Then the damage kicks in for another will save within 10 minutes, so I don't get my Treat Wounds, right? So I'm down 5 and need another Will save?
Will Save: 1d20 + 10 ⇒ (6) + 10 = 16
"Yikes!" Deerslicer sputters. "Me not like it here ..." He yells out, "We got the message, Gozreh!"
Religion(trained): 1d20 + 8 ⇒ (2) + 8 = 10

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Studley tries to resist the next bout of dark magic.
Will: 1d20 + 8 ⇒ (15) + 8 = 23
"Ooh the didn't hurt, but lets get our greenskin A$$e$ out of here my goblin friend."
Studley lays on hands again. Then joins Deerslicer in moving on.
6 more to Deerslicer
"Wait, did you say Gozreh, Deerslicer. That is the problem!! Let me tell you why Shelyn is the way to go. You know the beauty of claiming the first kill of the hunting season, that is ALL SHELYN!! Gotta get on the Shelyn team."
Focus 1/2

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Deerslicer points at the decaying statue. "Me no t'ink he agreein' wit' either of us. Maybe why da Stag God be givin' us headaches."

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No one has managed to disable the Haunt.
Studley and Kidron save and are unaffected.
Deerslicer takes 4d6 ⇒ (6, 1, 1, 1) = 9 mental damage.
Luca will: 1d20 + 8 ⇒ (20) + 8 = 28
Maximas will: 1d20 + 3 ⇒ (11) + 3 = 14
Axel will: 1d20 + 8 ⇒ (18) + 8 = 26
Luca gets a crit success and is immune to the Haunt for the next hour
Axel is unaffected
Maximus takes 4d6 ⇒ (1, 4, 5, 5) = 15 mental damage.
Any more attempts to shut the Haunt down?
Don't forget the use of Hero Points.

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@Kidron - Not until now.
Studley is successful in convincing the Haunt you have understood the message. It fades, waiting for a new audience. The trees around the grove part to show a hidden path to a Hidden Campsite.

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"The beauty and grace of Shelyn has convinced the spirit!! Deerslicer, we gonna start fitting you for a Shelyn holy symbol now?? You gotta believe in the beauty of weapons clashing and the sweet sound of weapon that hits the sweet spot when you need it!! It is the power of Shelyn that heals the nasty trauma in your little green head!!"
Studley sees beauty in many things, even combat.

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Oouch That burnt through my 10 extra HP from being level 1 bump and puts me at 16 HP. Speaking of level bump that actually puts my will at a 15, cause I didn't adjust the number in my profile for the bump if that makes a difference between success and fial.

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Axel searches the hidden path for tracks...

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Success was 22 - welcome to high tier
It does look like this is the way to go. now you can stop, rest, and refocus, you notice a ruined spellbook, long emptied of its spell content by the residual magical areas of the grove, holding a small, ripped piece of parchment, with notes about the haunt taken in the margins around other magical writing.
If anyone succeeds at an Arcana, Religion, or Society check to Decipher Writing you realize this parchment can be used to help fulfil the Horizon Hunters mission.

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”Hold Still”
Pulling out some gunpowder covered bandages, Axel wipes the blood from Maximas' ears and wraps his head in them.
Treat Wounds on Maximas Power (Medicine, Trained) vs DC 15: 1d20 + 6 ⇒ (20) + 6 = 262d8 ⇒ (2, 7) = 9
Critical Success to Treat Wounds: 2d8 ⇒ (5, 1) = 6

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Luca succeeds.