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Fortitude vs Haunting Hands (DC 24): 1d20 + 10 ⇒ (14) + 10 = 24 (7 damage, -10 speed 1-rnd)
Born of the sand, our desert elven hero resists it’s choking grip...

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Anjo moves in and pulls Moonlight out of the haunted area.
"Next time, stand next to me. I can pull you out as soon as you finish the ritual."

GM Zoomba |

Oh, and Itka also needs that Fort save.
Other than that, while the haunt is not mobile, it is a currently-active threat to the Lodge’s lower levels, and a major obstacle between you and the breach the venture-Captain has asked you to seal.

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His connection to the positive energy plane never having had failed him before, our shady hero experiences a moment of self-doubt, before reaching deeper down into his metaphysical consciousness, past the foundation of the ivory tower of will he built his proud elven ego into, and tugs at the root of his very faith.
”Oblivion, Hooded; Gird my Gauntlet, for I command you to Turn the Season on this haunted hall, that it’s own Secrets be let to die with it, that those that find restlessness here are spurned to Sleep Somewhere Anew! Exorcism!”
◆◆) Expend Divine Font to Disable Haunt
◆) ???
Religion (Trained, +2 EA) w/ +2 Heal (Level 3): 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31
The wave of positive energy renewed, it swells with new tide, yellowish-orange sand overfills the chamber, swirling like a storm, cleansing through it’s abrasive blast the spiritual essence of the dungeon!

GM Zoomba |

Resisting the haunt's power enough to keep his voice, Moonlight digs deep and offers a second ode to Ng. Channeling the Eldest's might and eruption of energy shoots from the cleric. Hooded translucent figures emerge and spread out amongst the sands to clasp the grasping hands and pull them upwards. You see ghostly figures be drawn forth from the rubble, and though their bodies are mangled and torn their faces look almost serene. Then it all vanishes, leaving the air still...but breathable.
And with that Crit Success, COMBAT OVER!!!
Botting Itka save last round: 1d20 + 13 ⇒ (14) + 13 = 27
Botting Zenith save last round: 1d20 + 12 ⇒ (12) + 12 = 24
Franzine 67/82 HP
Zenith 64/86 HP
Itka 55/62 HP
Manny 51/85 HP, Heroic
Moonlight 49/56 HP

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”May infinite enigma intrigue...”
A short prayer and Moonlight applies a scented oil to his brow, smoothing out the stress wrinkles from the minor mental damage he sustained.
Treat Wounds (10 minutes) vs Self (Medicine, Expert, Healer’s Gloves, +2 EA) vs DC 15: 1d20 + 15 ⇒ (8) + 15 = 232d8 ⇒ (6, 5) = 11
Fully refreshed, he turns his attention to Manny and Zenith, before looking across at Anjo’s satchel of natural herbs. Once things are sorted, he speaks ”Onwards?”

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"Rest easy..." Manny catches his breath and watches the spirits finally pulled to the Boneyard. "Thanks, Boss." He mumbles to Moonlight.
He returns to pick up the >Thurible of Revelation<. "Looks like this area is clear, right?"
He coughs. "I could use a bit of natural healing, if you have it. Otherwise I can just >Soothe< my wounds."
"We may as well search this are, see if something was left behind. The next of kin may be interested."
Perception: 1d20 + 11 ⇒ (19) + 11 = 30

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"Ugh. I can finally breath again. Wow. That was quite scary."
Franzine feels the welts around her neck where she was strangled by the spectral hands.
"Those poor souls. Good job putting their souls to rest, Moonlight. You saved us from certain death once again, your highness." she says with a wink and a grin to her hero, Moonlight.
"I wish them a safe journey along the River of Souls."
Franzine uses her Lay on Hands ability to heal her wounds.
18 hp healed. Franzine is back to full (I think). She took 15 damage from the haunt and I think that's it.

GM Zoomba |

As you recover, Manny looks about the area. Buried underneath the rubble the bard finds three things:
* a wand made out of carved stone, though it is clearly bent and broken
* a +1 striking dagger
* and a badly bruised and unconscious but alive human woman! Dressed in Pathfinder garb and mostly buried under rubble right past the northwest section of the room.
Meanwhile, those of you looking to the northeast hall can take a look at the crack in the floor. Or more like a chasm: the gap goes deep and the hole from the block’ collapse intersects and cuts through a few other passageways below. If this top level isn’t sealed, it will remain an easy way for undead to clamber from below to the higher levels.
You can try to seal off and plug the breach with a relevant Lore check (Architecture, Engineering, Mining, Labor, some sort of underground lore, etc), or an Athletics, Crafting, or Thievery check.

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Hmp. Let his lordy-lordship take all the credit, eh? Fine. He helped. Itka mentally grouses a moment before switching to focus on more important matters. "Hmp. Let me see your wounds, Manny." Her voice may be as rough as sandpaper, but her hands are gentle as she binds his wounds even worse.
Treat Wounds DC 15: 1d20 + 10 ⇒ (1) + 10 = 11
Yikes! Sorry, Manny!
Damage to Manny from Itka's incompetence: 1d8 ⇒ 1
"Hmp. I'm...sorry." Truly abashed, she backs away to avoid doing further harm to her ally.
She needs something else to do, and that crack in the floor needs closing before another wave of undead arrives. She begins assembling the rubble into a tight formation that will only hold more firmly if it's pushed on from below, like the 3D puzzle lock she created earlier. Hmp. At least I can't hurt the rocks. She feels bad not trying to heal the woman, but after what she just did to Manny, treating her wounds seems like a foolish idea.
Crafting: 1d20 + 12 ⇒ (13) + 12 = 25

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Ignoring the completely alive woman(!), Moonlight, hero of the entire party, kneels to examine the stone wand...
...he stands by to assist with sealing the crack in case Itka’s earnest efforts prove insufficient...
Hammid will use Ageless Patience to take twice as long to identify the wand, granting him a +2 circumstance bonus to do so.
Arcana (*) +12 via Ancestral Longevity
Crafting (*) +12
Lore: Desert (*) +12
Lore: Herbalism (*) +12
Lore: Sothis (**) +14 or +15 to Recall Knowledge about ancient history, peoples, and cultures.
Medicine (**') +15
Religion (*) +12
Society (**) +14 or +15 to Recall Knowledge about ancient history, peoples, and cultures.

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"Thanks Itka." Manny grins in appreciation as Itka checks his head a little too tightly.
Deception: 1d20 + 13 ⇒ (10) + 13 = 23
"I'll uh... cast Soothe and take care of the rest." Man, she slapped him a bit TOO harshly...
Manny is at 51 - 1 + 20 = 70 HP, as per his >previous post<.
"Huh. A wand. Does anyone know if this is magical?"
"Nice dagger. Magical."
"I sense someone... over there. Come on." Manny hears someone in the rubble.
Manny digs into the rubble. A bit of hesitation... "Hey! She's breathing! She's alive! I can heal some of her immediate injuries..."
Soothe: 1d10 + 4 ⇒ (10) + 4 = 14
"Ma'am? Ma'am? Can you hear me? I'm Emmanuel Holysmith, but you can call me Manny. We're all Pathfinders. Come on. Let's get you out of here. What's your name?"
Diplomacy, Glad Hand: 1d20 + 15 - 5 ⇒ (16) + 15 - 5 = 26
Gotta help people in distress.

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Zenith feels their past life's despair weigh upon them as they struggle to breath and feel as though they'll be buried alive. Can't...give...in their thoughts struggle to form as they dare not to speak. As soon as the haunt is dealth with, the duskwalker gasps for air and falls to one knee. Looking up at Hammid they forget the undead summoning long enough to give a simple "Thank....you" with a gasp of air between their words as they still acclimate to breathing.
Zenith then looks down at their wounds and prays to see the stars again in their lifetime. a dull celestial light radiates from their hand as they treat their wounds.
Zenith will Lay on hands -> +18hp to 82/86, then refocus
----
Zenith attempts to seal the breach by moving more heavy objects into the path.
Athletics: 1d20 + 15 ⇒ (14) + 15 = 29

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As Anjo refocuses, Anjo moves to heal the woman.. Can't treat Manny for an hour because Itka already attempted it.
Natural Healing: 1d20 + 14 ⇒ (18) + 14 = 32 Heal: 2d8 ⇒ (7, 7) = 14 + Crit bonus: 2d8 ⇒ (6, 1) = 7
Anjo then attempts to help seal the breach
Thievery: 1d20 + 13 ⇒ (8) + 13 = 21

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"Oh right, we should try to seal this gap." He helps the woman rest against a wall. "One second, I'll be right back."
Athletics: 1d20 + 15 ⇒ (20) + 15 = 35
Manny likes to impress.

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After healing herself, Franzine runs over to help pull the surviving Pathfinder from the rubble.
"Oh goodness! I can't believe she's still alive!"

GM Zoomba |

Standing, she explains: My name is Janahar Atshekar. I was down here trying to trace the undeads' movements when I suddenly was crushed by some unseen force. Maybe a ghost or spirit - I'm not sure, but I felt the air in my lungs giving out. I couldn't even call for help - not that I was sure that would even be the best thing as it could attract some of the other undead! I stumbled away, trying to get back, but then everything went black. I don't recognize any of you: are you new agents to the Lodge?
Based on her position where you found her, it looks like she fell prey to the haunt but managed to get right up to its edge before falling unconscious and collapsing just out of its area. Some lightly fallen rubble seems to have fortunately shielded her from the notice of prowling undead.
As Moonlight identifies the found broken rod as a wand of stone shape currently nonfunctional, the rest of you are able to after a few minutes shift decris and brace items to cover the breach in the floor. It's still not exactly 'up to code' but the gap is packed tight enough and heavy enough that no more undead should be able to pass through it! Well no corporeal ones anyway, but ghosts wouldn't need any breach anyway.

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This wand of stone shape has been used today...
”Is this your’s?”
No stranger to deception himself, he watches carefully as the woman answers or evades his question, taking in the honestly of her body language, watching where she points her eyes to respond, and other cues, while meanwhile talking ”I and my guardians save you now, for we are those pathfinders sent to clear this hall, and to that effect, now that you are in our custody,... he lets that word sink in as he makes eye contact with Itka and Franzine particularly ”...you can count yourself lucky. We determine it best if you remain with us for your own continued safety”
Trying to allay suspicion while nursing his own, our shady hero acclimates to the potentially shady situation as some sort of native insider, his own deception at work in tandem with his ability to perceive such against him!
Deception (*) +12
Perception to Sense Motive (**) +13

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"My name is Janahar Atshekar. I was down here trying to trace the undeads' movements when I suddenly was crushed by some unseen force. Maybe a ghost or spirit - I'm not sure, but I felt the air in my lungs giving out. I couldn't even call for help - not that I was sure that would even be the best thing as it could attract some of the other undead! I stumbled away, trying to get back, but then everything went black. I don't recognize any of you: are you new agents to the Lodge?"
"Hmp. Who else was with you when you came down here?" Knowing the Society's penchant for teamwork, Itka assumes she didn't come down here alone, and her team would like to know that she's alive.
”I and my guardians save you now, for we are those pathfinders sent to clear this hall, and to that effect, now that you are in our custody,... he lets that word sink in as he makes eye contact with Itka and Franzine particularly...
Hmp? Why us, specifically? Odd man. Hmp. Itka's permanent frown takes on a puzzled cast.

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Anjo sets the woman as his prey examines the area look for signs of how the woman might have come and if she was with others.
Tracking (Survival vs Prey): 1d20 + 17 + 2 ⇒ (19) + 17 + 2 = 38

GM Zoomba |

I think I used an ambiguous phrasing: the wand of Stone Shape isn't 'broken' due to being used and overcharged, it looks like it's physically broken and damaged, likely from falling rocks or something of that sort. And by the dust on it, it seems to have been here for some time.
I was with Kamil, the woman says, craning her neck and looking around for any sign of him. I think I fell a bit behind him, lost sight and then that thing happened.[/b]. Anjo does indeed notice a second pair of booted prints leading through the room towards the (now-sealed) pit, but strange scuff marks by the edge show the unfortunate sign of someone slipping and falling into the deep and jagged depths below - and that's not even counting the undead down there. Not a happy ending for Kamil there.
Janahar is still in a bit of shock, but lets you escort her appreciatively and if she notices that odd phrasing of 'custody' she doesn't react to it. Moonlight remains cautious, but doesn't notice anything suspiciously out of place as you continue back with her.
--
With the breach sealed (and some undead and a haunt put down to sweeten the pot) you can return back to regroup with the Venture-Captain. The Hall of Recognition is even more crowded than when you last left. A decent medical station has been set up in one corner where many of the exhausted Pathfinders you rescued from the Old Gate area are recovering, while the west wall is now entirely covered with parchment and maps marking off the lodge's lower levels and undead sightings. Balentiir nods as you come in.
Back again. The breach is sealed off then I assume? Good. good. The man strides over to a few nearby crates of supplies and sits down on one of them, gesturing for you to do the same. You six have been a tremendous help so far. Thanks to you our lodge's forces have been able to move more freely down here again. We've made significant progress in regaining more of the Sandswept Hall - the uppermost levels are now secure and I have a few teams out that are doing the same for the last of the major vaults. Some of my best scouts are right now reconnoitering further into the understructure; they're able to delve deeper outward finally in no small part to your cutting of the invaders' avenues of approach. The man smiles. [b]I think we might be on the verge of pinpointing the source of all these damned undead, maybe even within the day! For now though its a waiting game, so rest up and gather your strength. When the scouts come back Gods willing we'll finally know where to strike at with a final push to end this siege, and you should be at your best for that.
You all can take the opportunity to get a Full Night's Rest (and daily preparations). The Sandsept Lodge can provide accommodations for you, and from his own personal stores the venture captain will offer each of you your choice of two lesser elixirs of life or moderate antiplagues (in any combo you'd like).

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His actions speaking for themselves, our shady hero remains silent, stoic.
Retreating quickly to his own personal quarters, he bathes himself and dons loosely fitting evening gowns, spending the remainder of the time merely wandering the city of Sothis, cool desert evening air brushing against his exposed skin. He people watches, his own costume not designating him as a Pathfinder - indeed - perhaps someone else altogether!
Deep in the night, he meditates upon his own travels, reflecting on the places he has been, and the places he has not yet visited. He prepares himself the same compliment of prayers to his god, and makes room in his belt pouch for one Moderate Antiplague and one Lesser Elixir of Life.
When the time comes to report once more, he arrives dressed much as he came, summer clothes wrapped by a draping hooded cloak, fastening with a buckle that resembles a gauntleted fist - holy symbol to Ng! - a pharoh’s mask once again obscuring his face, and identity, and expression.
Having woken up early, he patiently awaits the others, doffing the antiplague but keeping the elixir stowed safely.

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Manny looks at the footprints, and the markings against the wall. "I'm sorry about Kamil. The best you can do is honor his name." He helps her back to the Hall of Recognition.
Taking a moderate antiplague and an lesser elixir of life, Manny high fives all of his teammates. "We worked together and quickly figured things out. The sooner we get to the source, the better."
Manny uses his magic to soothe himself back to full health. Then he's out in the town, playing his lute, getting to know the locals, and working out an invite to a party or two. Alas, work in the morning means he doesn't have time for the afterparty...
In the morning he returns to the lodge, drinking the moderate antiplague to protect himself for the day. "Hope ya'll slept well. My guardian angel said good things about what we did. But our work isn't over."

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While some teammates go out on the town, Itka opts to rest in her room. Her bad hip is aching terribly from all the activity earlier, and she's certain tomorrow won't be a "sit around reading" day. Her Shadow Plane lecture could use some work; it hasn't been well received lately. And there were those lessons that ***spoiler redacted*** assigned her as well. She divides her time between those tasks before getting a full night's sleep.
After selecting her spells for the day, Itka is surprised that she's not the last to arrive at the meeting area. Noting the others drinking their potions, she decides it can't hurt to consume her lesser antiplague elixir and preemptively cast Mage Armor as well.
"Hope ya'll slept well. My guardian angel said good things about what we did. But our work isn't over."
"Hmp. You have a guardian angel. Who talks to you." Itka deadpans. Hmp. I have a rat that can talk, but it sounds like *him* she thinks, with all the venom in the world dripping from the last word.

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Manny wrote:"Hope ya'll slept well. My guardian angel said good things about what we did. But our work isn't over.""Hmp. You have a guardian angel. Who talks to you." Itka deadpans.
"Yeah, you met her yesterday. She baited the undead into the Old Gate. Her full name is-" deep breath "Shylyetherhonceronimdarsamiburcerinardhon III, but she goes by the nickname Shylye. She's helped me with all sorts of good ideas. I don't think she can intercede directly unless I use some magic... I think."
Emmanuel seems confident in the name and identity, but he's not sure about the mechanics of summoning her. Or maybe he's had one too many "recreational snacks" and is dealing with the aftereffects...

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"Custody?" Franzine wonders with a side glance at Moonlight.
"Doesn't 'His Highness' realize she's a Pathfinder, for heaven's sake?" Franzine just rolls her eyes and helps Janahar out of the room.
"We'll get you out of here and to safety."
"Oh. Poor Kamil." she says softly, followed by a small prayer after learning of his tragic demise.
-------------------------
"You six have been a tremendous help so far."
Franzine raises her hand to interject.
"You mean just one. Moonlight, our liege, did all of the work." she says, pointing her thumb in ridicule at Hammid and giving a wink and a grin at her other teammates."We're just his loyal subjects that perform His Majesty's bidding."
She cups her hand over her mouth to stifle a giggle, then restrains herself.
"I'm sorry. Please continue."
----------------------
Franzine takes a room with Fabner, her expert hireling.
"Your shield took very minor damage, Franzie. I'll have it fixed in a jiffy!"
The tinker gnome gets out his repair kit and gets to work.
"Thank you, Fabner."
Franzine takes a long, hot bath to wash off the grime from earlier in the day.
*Yaawwwwwn*
"I'm going to hit the hay. See you in the morn."
...
...
...
"Wakey, wakey. Eggs 'n' bakey." Fabner sing-songs quietly to wake Franzine.
Her eyes pop open.
"They're all downstairs. You better hurry before there's no more breakfast."
Franzine hurries to get geared up and then bolts down the stairs.
"Good morning, everyone. We did a great job yesterday. Let's hope we do just as well today and send those undead back to where they belong!"
Franzine will take one Moderate Antiplague and one Lesser Elixir of Life.

GM Zoomba |
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As you reconvene over a passable if not especially memorable breakfest the following morning, venture-captain Balentiir comes over to you, with Po’ogaat hopping closely behind. I hope the night was refreshing, because I think we've found it!
The man lays a map on the table and points on it as he explains I and some of my assistants have been puring over the reports our scouts have been gathering. With all of their new reconnaissance factored in, we believe we've uncovered the origin point of these undead incursions. Here:
His finger stretches out to highlight a large space deep below ground level. It's a dry cistern deep below the Sandswept Hall. Several scouts have confirmed that it seems to be now brimming with zombies, and there is no other clear path for them to have come from to reach it. Maybe the empty reservoir was collapsed to grant them access, or perhaps the reservoir was used as a mass grave long ago...I do not yet know why this is the source of our siege but all signs are pointing to it!
I need your group to approach the cistern from the south, Balentiir carefully lays out the plan and confirm if it is the source of the undead incursion. Destroy any undead you encounter there and secure the area. While you are doing that I, Po'ogaat, and a few other agents will lead teams to clear out stragglers from the surrounding passages, then meet up and join with you in the cistern itself.
Be prepared: the scouts couldn't get too close so I'm uncertain exactly what you'll find in there, but I expect it will be a difficult fight. But if this push succeeds we could finally stop the problem plaguing our lodge and end the siege for good!

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Anjo deciided to take the best antiplague elixer, and one for life.
Anjo was happy to get a night to prepare, but slept uneasy. The living dead were polluted his dreams. Before setting, Ajax drinks the antiplague elixer. "Let us hope we shall not need it."

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"Sounds like a plan." Manny taps the whip on his hip. "I have questions about where they came from, but step one is to clear the area."
Once it's time to head out, Manny lights the >Thurible of Revelation< and burns 5 gp worth of essence. "I'm ready when ya'll are."

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Zenith returns to the surface level of the lodge and finds a nice patch of stars to sleep under for the night, stashing the recently received lesser elixir of life and moderate antiplague in their backpack. They gaze up at the stars and take in the light, searching for signs. Who is the tyrant? they ponder, over and over until their eyes grow heavy and close for the night.
In the morning Zenith eagerly shows up to breakfast "It's been a while since I had a proper breakfast" they say. Zenith sits down and starts eating while silently listening to the updated report. In between a few bites of food Zenith simply responds"Seems simple enough, when do we head out?"
1 lesser elixir of life and 1 moderate antiplague for zenith. and Zenith is ready

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To those who haven't taken an elixir as pre-emptitive staving - Franzine and Zenith, in this case - and assuming an air of condescending authority, our shady hero notes "Filthy work down there. It'd be a shame to lose our two strongest guardians to a common and preventable malady" hoping the touch of operant flattery, with or without the authentication of meaningful warmth, will stir the two of them to reconsider their conservatism.
"Captain, we are ready for our approach of the Cistern" presuming, once again, and with great self-importance, to speak for the party!

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"Oh! Right! The elixir."
Franzine guzzles the antiplague.

GM Zoomba |

All right then. Balentiir says as he wraps up the map. May the Gods guide us true then!
The venture-captain gives you directions to the cistern as Po'ogaat gathers the other Pathfinder squads together. You set out along with then, with the other groups quickly branching off to their own assignments as you continue on the more direct path. ...relatively: the mazelike hallways and vaults lead you on a circuitous route towards the cistern, though you arrive at its entrance after about 20 minutes.
Reminder again that there are no light sources down below, so if you don't have drakviison please remind me of how you are seeing.
As you enter the expansive chamber you see that it is massive compared to the other rooms below the lodge. Its ceiling arcs up to end 35 feet above you, supported by several 10-foot wide pillars spaced throughout the room. The walls of the cistern are marked with age-old water lines and mineral deposits indicating that it once stored vast amounts of rainwater. While a portion of the eastern wall is crumbling, the weight of the cistern’s dome-like ceiling is supported by three solid arches rising upwards near the southern end of the chamber.
And true to the scouts' reports, there is a swarm of zombies amassed in the chamber. Dozens upon dozens of the undead shamble together in the northern side of the cistern. Around them are two other figures each wrapped head to toe in ancient strips of moldering linen. And behind them all at the far side of the space a rippling veil of shadows lines the northern wall. Arcs of red lightning illuminate it like a storm cloud as it pulses with dark energy.
One of the bandaged figures notices your arrival as you take in them. It extends a wrapped arm out and rasps {In Ancient Osiriani} aatttaacckk....
Itka Biklest's Initiative: 1d20 + 10 ⇒ (18) + 10 = 28
Zenith's Initiative Using Scouting: 1d20 + 10 ⇒ (17) + 10 = 27
Franzine's Initiative: 1d20 + 10 ⇒ (2) + 10 = 12
Hammid's Initiative Using Avoid Notice: 1d20 + 16 ⇒ (20) + 16 = 36
Anjo's Initiative: 1d20 + 18 ⇒ (14) + 18 = 32
B: 1d20 + 16 ⇒ (15) + 16 = 31
R: 1d20 + 16 ⇒ (18) + 16 = 34
Z: 1d20 + 10 ⇒ (7) + 10 = 17
Initiative
Moonlight
Something
Anjo
Manny
Something
Itka
Zenith
Something
Franzine

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His own wayfinder providing him ample light to see 40 feet ahead, having saved the crushed wayfinder from earlier, Moonlight tosses it ahead of Fanzine and Zenith, whereupon it lands on the floor with a loud “clank”, then, resumes an increasingly familiar (if unsettling) guttural hum, which when combined with a motion in which he holds his own head (as if suffering a headache?), orange divine energy flutters out of his third eye, and perverting into a reddish-brown as it leaks, wreaths his head in an unholy and fiery halo!
Simultaneous, the wayfinder rises into the air, and a single skull, still charred, reconstitutes, evil eyes looking onward towards the purple horde ahead, it bursts into flame as well, shrieking in pain, and hovers forth, belching out a gout of flame!
◆◆◆) Animate Dead @ Flaming Skull

Minions |

So commanded, the darkness of these undercaverns penetrated by undead sight, the abomination ambles forward through an invisible current, locates it’s target, and breathes hot death!
◆) Fly
◆) Ranged Strike
Spitfire (Fire) vs Purple Horde: 1d20 + 6 ⇒ (12) + 6 = 181d12 + 2 ⇒ (12) + 2 = 14

GM Zoomba |

Is the 'skull' icon closest to the party meant to be the tossed wayfinder? Throwing that ahead (to illuminate further ahead) would take an Action, whihc would mean you couldn't do that and summon a creature this turn.
(Or is it meant to just indicate where the skull was created, prior to it then flying forwards?)
Once again Moonlight decides to fight undead with undead. The skull spits hot fire at the undead throng. Unfortunately, the flames miss hitting any major body part of the horde.
As this is occuring, one of the wrapped figures stumbles forwards towards all of you. It's gait is slow as it crosses the dry cistern floor. But as it nears you each of you feel an ominous dread deep in you souls...
Each of you find yourselves Frightened 1 as it gets close to you. Also, please everyone make a DC 22 Will save (after factoring in the frightened penalty). Traits are: aura, divine, emotion, enchantment, fear, incapacitation, mental. (due to Incapacitation, anyone 7th level or higher will treat their save result as 1degree better)
Initiative
Moonlight, frightened 1, need Will save
red thing
Anjo, frightened 1, need Will save
Manny, frightened 1, need Will save
Something
Itka, frightened 1, need Will save
Zenith, frightened 1, need Will save
Something
Franzine, frightened 1, need Will save

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Manny maintains a >Light< spell on his brooch. A charm from his mother, one of the few things she does that isn't part of the plan.
But that thing approaches. And in it, Manny feels the weight of failure press upon him.
Will Save, Frightened 1: 1d20 + 11 ⇒ (19) + 11 = 30
Nothing some Inspire Courage can't repel! (+1 Save vs Fear won't help you against whatever Red did, it wasn't my turn yet.)
Lingering Composition: 1d20 + 15 ⇒ (16) + 15 = 31
Now we're talking! Manny swears he heard a harp accompany his shout. Everyone else feels courageous for an extra long time.
While holding the >Thurible of Revelation<, Manny tries to identify the creature With a +11 Religion (Expert)
With his whip ready, Manny runs past the undead and around the corner, to the other undead thing (but under Moonlight's command.) "Sup, Mr. Bones! Make sure you're on the straight and Marrow!" He grins at the creature wrapped in Red. "Come on, make a move... any move!"
◇ Will Save, I probably crit succeeded even without Incapacitation.
◆ >Inspire Courage< (+1 Attack/Damage/Saves vs Fear, but not whatever Red did)
◇ >Lingering Composition.< Success! Inspire Courage lasts for 3 rounds.
◆ Recall Knowledge vs Red thing: +11 Religion (Expert)
◆ Stride (this will provoke an AoO if Red has one)
↺ >Opportunist<: Manny has an AoO of his own with his 10 ft whip.
+1 Striking Silver Whip, Reach, Nonlethal, Disarm, Trip, Finesse, Disrupting
With Inspire Courage
Whip: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
Nonlethal Slashing: 2d4 + 3 + 1 ⇒ (3, 4) + 3 + 1 = 11
>Disrupting<
If target is undead, Good Damage: 1d6 ⇒ 1

GM Zoomba |

As Manny moves and his words linger in the air, the bard recognizes the undead he's circling around is a mummy. Undead creature's whose strikes can carry their rotting curses, Manny also realizes he's being affected by their 'Aura of Despair'. 30 ft aura around them that makes all living creatures frightened 1 that does not go down at the end of your turn as normal, though does immediately if you leave the aura.
Initiative
Inspire Courage up
Moonlight, frightened 1, need Will save
red thing
Anjo, frightened 1, need Will save
Manny, frightened 1
Something
Itka, frightened 1, need Will save
Zenith, frightened 1, need Will save
Something
Franzine, frightened 1, need Will save

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Will (Expert, LB, Frightened 1) vs Fear (DC 22): 1d20 + 13 - 1 ⇒ (5) + 13 - 1 = 17
Fear grips Moonlight, mentally locking him in his own tower of will, unable to move!

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The bandaged undead shambles forward. Franzine is overwhelmed with a cloying sense of despair.
Will Save & Frightened: 1d20 + 12 - 1 ⇒ (19) + 12 - 1 = 30
Strong willed, she shakes off the sense of dread.
Just wondering, would my Promotional Accessory boon work on the despair aura effect if I had failed?
(promotional)
Prerequisites: Player is wearing or carrying an accessory that promotes Pathfinder Society (Grand Lodge Faction Pin).
Up to twice per adventure, you can spend an action to reduce the severity of your frightened or stupefied condition by 1.
Special: A PC can only benefit from one promotional boon per game.

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DC 22 Will save, Frightened 1: 1d20 + 12 - 1 ⇒ (5) + 12 - 1 = 16
Hero Point Reroll: 1d20 + 12 - 1 ⇒ (14) + 12 - 1 = 25

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suspect it won't matter, but I didn't relize we were close to the surface...if possible Anjo would have gotten some fresh herbs for Natural Medicine
Will Save: 1d20 + 14 ⇒ (20) + 14 = 34
Anjo seems to not notice the mummy's aura as he moves back. Anjo sets the mummy as he prey and fires a round of shots.
Hunted Shot 1 wInsp: 1d20 + 16 + 1 ⇒ (4) + 16 + 1 = 21 Damage wInsp: 2d8 + 3 + 1 ⇒ (8, 6) + 3 + 1 = 18
Hunted Shot 2 wInsp: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19 Damage wInsp: 2d8 + 3 + 1 ⇒ (7, 1) + 3 + 1 = 12
not sure what the light situation is.

GM Zoomba |

Just wondering, would my Promotional Accessory boon work on the despair aura effect if I had failed?
Good question: I am going to say no, due to you sill being in the radius of the active effect causing the condition (the wayfinder would remove it, and then it would immediately return).
suspect it won't matter, but I didn't realize we were close to the surface...if possible Anjo would have gotten some fresh herbs for Natural Medicine
That seems reasonable.
not sure what the light situation is.
As stated earlier, this whole chamber is DARK. At least Moonlight and Manny have light effects around them so the nearest mummy is currently in bright light and able to be seen clearly, but the farther elements are in darkness unless you have darkvision/there is additional light sources in play.
Anjo fires off a pair of shots at the approaching mummy, though both go wide.
Meanwhile Manny can make out a second bandaged figure stumbling dangerously close to him.
Manny: can you (and anyone who approaches w/in 30 feet of the blue figure) make another DC 22 Will save. Same traits and consequences as the above (though once each of you have made the save for each of them, you're immune to their aura's secondary effects for the encounter).
Initiative
Inspire Courage up
Moonlight, frightened 1, Paralyzed
red thing
Anjo, frightened 1
Manny, frightened 1, need another Will save
Something
Itka, frightened 1
Zenith, frightened 1, need Will save
Something
Franzine, frightened 1

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"We got another mummy!" Manny feels his heart skip a beat.
Will Save, Inspire Courage, Incapacitation: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20 Failure -> Success due to Incapacitation
"Come on, Manny! You're bigger than this!" A voice rings in his head, giving him the strength to avoid incapacitation.
Manny makes a "bring it on" gesture. "Tired? This whip will put you sleep real soon and grant some eternal rest."

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DC 22 will save: 1d20 + 10 ⇒ (20) + 10 = 30 crit success
Zenith having time to prepare to meet a tyrant has calmed their nerves and remains stoic in the face of these abominations. The duskwalker steps towards red mummy, reaches out to grab it, and then follows up with a slice of their trusted starknife.
Grapple vs Fort DC, frightened: 1d20 + 15 - 1 ⇒ (16) + 15 - 1 = 30 if success-> gain panache
Strike w/ Eclipse (cold iron, returning starknife), frightened: 1d20 + 15 - 1 - 4 ⇒ (6) + 15 - 1 - 4 = 16
S dmg: 2d4 + 4 ⇒ (3, 4) + 4 = 11 | if panache, precision: 3 = 3
Actions: ◆Step ◆Grapple ◆Strike
Reaction ↺ If an enemy damages, grabs, or grapples ally when both the enemy and ally are within 15 feet of Zenith: Liberating Step!

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Also forgot that Hunt Prey trigers a recall Knowledge check on the mummy +10 religion, on a crit, everyone gets +1 to hit for the first attack

GM Zoomba |

Anjo also believes his target to be a mummy, and realizes their linen-wrapped forms likely make them more exposed to catching on fire.Success but not a Crit
Zenith strides forwards and gets a good hold on the cloest mummy. Unfortunately their following strike still fails to cut into the undead's wriggling form. Grapple success, so panache; Strike is a miss
Initiative
Inspire Courage up
Moonlight, frightened 1, Paralyzed
red mummy, grabbed
Anjo
Manny, frightened 1
blue something
Itka, frightened 1
Zenith, frightened 1, panaché'd
Something
Franzine, frightened 1

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Itka has darkvision.
"Hmp." Pulling a thin line of greasy black substance from nothing, Itka uses it as a stick to tap Zenith, applying a Circle of Protection (vs. Evil) to her.
Everyone within 10' of Zenith gets +1 AC and +1 on saves vs. effects from evil creatures for one minute.
◆ Reach Spell, ◆◆ Cast a Spell

GM Zoomba |

Seeing the kayal engaging the enemy, Itka lays some mystical protection over them.
Those with darkvision can see them clearly from the jump, but for the rest of you a cacophony of moans accompanied by countless feet stamping and squelching against the stone marks the approach of the crowd of zombies. Manny has front row seats as the swarm flows over and around itsef as it approaches him, the leading edge of the throng reaching out to grab at, lash at, and bludgeon the bard.
Manny, you are facing Bludgeoning: 2d6 + 8 ⇒ (1, 5) + 8 = 14 damage from the zombie troop, with a DC 21 Basic Reflex save
Initiative
Inspire Courage up
Moonlight, frightened 1, Paralyzed
red mummy, grabbed
Anjo
Manny, frightened 1, need Reflex save
blue something
Itka, frightened 1
Zenith, frightened 1, panaché'd, circle of protection around them
zombie mass
Franzine, frightened 1