PF2E Stolen Fate

Game Master andreww

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◆ Single action ◆◆ Two actions ◆◆◆ Three actions ◇ Free action ⟳ Reaction


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CG Aasimar Halfling Bard 20 | HP 266/266 | AC 42 (43) | Spd 50' | F+31, R+33, W+35 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +30 (+3 visual, +1 haunts/spirits) | Init: 33 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 45. Slots: 1□□□ 2□□□ 3□□□ 4□□□ 5□□□ 6□□□ 7□□□ 8□□□ 9□□□ 10□□, Focus□□□ | Sorc 1□ 2□ 3□ 4□ 5□ 6□ 7□ 8□ | Staff 10/10 | Harrow Omen: Stars (Will) | Half Luck □, Guid Luck □, Quick Cast □ | Cond: energy aegis (res 10), heroism (+2)

Billy look around and decides we should speed things along. Using Quickened Casting, he sings,

"I'm Billy. Hear me croon. The Prince's reign won't last.
Let's end it real soon. We'll finish strong and fast."

With Quickened Casting, he casts Haste (7th rank) for the entire party.

Then, focusing on the Prince.
"You call yourself a Prince? I'm really not impressed.
Your shadow makes you wince? I never would've guessed."

Billy casts Unspeakable Shadow and creates a vision of the Prince's shadow to terrorize him.
Will Save: DC 39. On success, Frightened 2, and must spend 1 action attacking shadow or fleeing. If failure, a little worse.

Mental Dmg: 1d6 ⇒ 4
Persistent Flat Check: 1d20 ⇒ 17
Billy takes a bit more mental damage, but his headache finally dissipates.

◇ Quickened Casting, ◆ Haste, ◆◆ Unspeakable Shadow


CG Aasimar Halfling Bard 20 | HP 266/266 | AC 42 (43) | Spd 50' | F+31, R+33, W+35 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +30 (+3 visual, +1 haunts/spirits) | Init: 33 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 45. Slots: 1□□□ 2□□□ 3□□□ 4□□□ 5□□□ 6□□□ 7□□□ 8□□□ 9□□□ 10□□, Focus□□□ | Sorc 1□ 2□ 3□ 4□ 5□ 6□ 7□ 8□ | Staff 10/10 | Harrow Omen: Stars (Will) | Half Luck □, Guid Luck □, Quick Cast □ | Cond: energy aegis (res 10), heroism (+2)

Realizing Pine and Slick are out of range for Haste and any healing, Billy instead brings up a magical shield.

◆ Instead of Quickened Haste, cast Shield.


The Prince shrugs off Billy's magic with ease.

Meanwhile, his shadow flies over to Billy

Rolls:

Will: 1d20 ⇒ 20, crit pass

Attack: 1d20 ⇒ 3, miss

Combat Status:
Round 3

Inspire 3/3

Turn Order

Pine
Sigourney
-------------------------------------------
Xespardue
Prince of Wolves
-------------------------------------------
Billy
-------------------------------------------
Shadow Prince
-------------------------------------------
Slick

Bold to act.

Combat status

Slick [280], 20 thp, ground level
Billy [210], 47 damage, see invisibile, 40' up
Pinebrush [244], 174 damage, 2d6 bleed, invisible
Sigourney [212], 95 damage, 40' up, flying, 1d6 fire, 1d6 mental
Reginald [119], 71 damage, 40' up, 1d6 fire, sickened 1, wounded 1

Prince of Wolves, 192 damage, ground level
Xespardue, 360 damage, 15' up, confused 1 minute
Shadow Prince, 182 damage, 40' up


Male Half-Elf Fighter 20 | ♥️ 308+22/308| ➕ slash 5, electricity 20, fiend spells/magic 2, falling ∞ | AC 45 | Speed 60' | Scout (Init +31, +2 visual) | Antimagic: F+33M (Battle Hard.) R+32M (Bulwark, Temp. Ref.) W+32M (Bravery) | Perc+29M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 37; Slots: 1□ 2□ 3□ | Hero 1, ☨□, ⚒++• ★+• ♛+ | ✋+3 MS Greatsword | Status:

Including the additional quickened Strike action from Quickstrike rune.

Slick frowns when the Prince steps away from him. "Where do you think you're going? You'll have to go a lot further away than that to avoid what's coming." And without further ado, he launches himself at the Prince once more and the blows rain down. Noticing that Pinebrush looked a little more wounded than was good for him, he takes a break from his slashing spree for a quick prayer to whatever war god was the flavor of the month and tries (apparently unsuccessfully) to tap Pine for some quick healing.

Actions 1 & 2 (◆◆): Needle in the Gods’ Eyes
- Action: Leap with Greater Boots of Bounding - Up to 55 feet horizontally or vertically.
- Action: Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem and Gang Up vs Off-Guard Prince of Wolves.
- Action: Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem and Gang Up vs Off-Guard Prince of Wolves.

Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (14) + 29 + 3 + 1 = 47 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (2, 3, 12) + 13 + 1 = 31 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 1 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 4 holy spirit damage

Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (10) + 29 + 3 + 1 = 43 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (9, 9, 2) + 13 + 1 = 34 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 5 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 4 holy spirit damage

Action 3 (◆): Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem, Gang Up and MAP2 vs Off-Guard Prince of Wolves.

Greatsword Attack: 1d20 + 29 + 3 + 1 - 10 ⇒ (13) + 29 + 3 + 1 - 10 = 36 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (9, 8, 3) + 13 + 1 = 34 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 5 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 3 holy spirit damage

Action 4 (◆): Cast a Spell: Lay on Hands [L8] with Amplifying Touch on Pinebrush

Hidden Flat Check with Blind-Fight vs DC 5: 1d20 ⇒ 4

Sigh! Hero Point reroll required.

Hidden Flat Check with Blind-Fight vs DC 5: 1d20 ⇒ 2

Wow! The dice gods really don't like Pine today.


Slick lands two telling blows on the Prince, who winces.

Combat Status:
Round 4

Inspire 3/3

Turn Order

Pine
Sigourney

-------------------------------------------
Xespardue
Prince of Wolves
-------------------------------------------
Billy
-------------------------------------------
Shadow Prince
-------------------------------------------
Slick

Bold to act.

Combat status

Slick [280], 20 thp, ground level
Billy [210], 47 damage, see invisibile, 40' up
Pinebrush [244], 174 damage, 2d6 bleed, invisible
Sigourney [212], 95 damage, 40' up, flying, 1d6 fire, 1d6 mental
Reginald [119], 71 damage, 40' up, 1d6 fire, sickened 1, wounded 1

Prince of Wolves, 271 damage, ground level
Xespardue, 360 damage, 15' up, confused 1 minute
Shadow Prince, 182 damage, 40' up


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 20| HP 228/228| AC 42| F+31, R+32, W+33 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +33| Init +33 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 44. Slots: 1□□□+□, 2□□□, 3□□□ , 4□□□, 5□☑☑, 6□□☑, 7□□□+□□, 8☑□□, 9□□□, 10□□ Focus□□□| Staff Charges: 10+8 (18 net)| KnifeWand Uses: □□|Focus recharges □ | ✋Knifewand✋Staff✋| Quicken Spell □|

With Reginald finally in control of his senses again, he draws upon his connection to their patron to tangle up the Shadow Prince.

Command as free action using Patron's Puppet.

With the Prince throwing around dangerous insta-death spells, Sigourney knows that Pine is at real risk of dying here. Despite her better judgment, she flies closer to the melee and tries to target and Heal Pine.

"Pine! Where are you? I need you to stand still and let me Heal you." She calls out to Pine in the last area where she saw the Prince get hit. "By Nethys' noisy knickers, I wish I stayed long enough in Wizard College to learn See Invisibility." Sigourney mutters under her breath.

Her Staff of Healing glows with Primal might...and miraculously, some of that might manages to suffuse through Pine's form.

DC 11 Flat Check vs Hidden Pine: 1d20 ⇒ 12

Heal (7th rank, 2 action, True Staff of Healing): 7d8 + 56 ⇒ (4, 5, 1, 8, 2, 7, 6) + 56 = 89

◇ Command (Patron's Puppet), ◆ Fly 40 feet (20 east, 20 straight down to reach 20 feet), ◆◆ 2 action 7th rank Heal from Staff of Healing.


Male Familiar of Freezing Rime 20| HP 140/140| AC 42| F+31, R+32, W+33| 40 feet speed | Spells DC 46| ✋ ✋ | Perc +28, Low-light vision Cond:

Reginald glares at this shadow of the Prince - the same individual that nearly took his life. With vengeance in his eyes, he squeaks out some harsh words and demateralises into several sharp strands of string, each one flying towards the Shadow Prince's throat!

DC 39 Reflex Save, Slashing, CA: 16d6 + 1 ⇒ (3, 4, 2, 2, 4, 2, 4, 2, 2, 6, 4, 6, 3, 3, 4, 2) + 1 = 54

At the time of the spell (start of my turn), Reginald unravels into magical fibres that encompass an enemy within 30 feet and deals 16d6 slashing damage, with a basic reflex save against spell DC. On failure, target is immobilized for 1 round or until it Escapes against my spell DC (DC 39). Reginald then reforms in his original square.


| HP 286/286 | AC 44 | F+31 s->cs R+38 cf->f, f->1/2 damage, s->cs W+31 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 10 | weakness cold iron 5 | Perc +30 (+31 if involving sight, constant truesight) | Speed 35 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +38), Scout while in favored terrain (forests), and Search | Active Conditions: None

As Slick hits the Prince, Pine takes the opportunity to lash him with his whip while he's distracted.
⟳ Opportune Backstab Whip: 1d20 + 32 ⇒ (7) + 32 = 39 for slashing (nonlethal): 3d4 + 6 + 3 ⇒ (4, 1, 4) + 6 + 3 = 18, precision: 4d6 ⇒ (6, 3, 6, 2) = 17, cold (ignores resistance): 1d6 ⇒ 2, and spirit (holy) damage: 1d4 ⇒ 2; total of 39 damage
◇ If that hit, Debilitating Strikes to inflict Enfeebled 1 and 3d6 persistent bleed

"Right here!" he calls, though he supplements Sigourney's healing with the power from his healer's gloves.

Deciding that it might be better to focus on the big demon for the moment, he snaps its toe with his whip--mildly painful but essentially harmless and intended primarily to divert its attention. It works, it works very well, and he darts to the side to strike at it as it looks for him (hopefully it can't see invisible things too).

◆ Healer's Touch (from healer's gloves) on self Healing: 4d6 + 15 ⇒ (1, 3, 6, 1) + 15 = 26
◆ Feint using Overextending Feint Deception: 1d20 + 30 ⇒ (20) + 30 = 50 against Xespardu; assuming that's a crit, Xespardu takes a -2 penalty to all attacks against Pine on its next turn.
◆ Strike Minty Toothpick: 1d20 + 32 ⇒ (2) + 32 = 34 for piercing: 3d6 + 6 + 3 ⇒ (5, 6, 4) + 6 + 3 = 24, precision: 4d6 ⇒ (1, 2, 4, 2) = 9, cold (ignores resistance): 1d6 ⇒ 5, and spirit (holy) damage: 1d4 ⇒ 2, plus an additional spirit (holy) damage: 1d4 ⇒ 1 assuming it's unholy
⟳ If that hit an unholy creature: Holy Healing, Pine regains HP equal to double its level
◇ Debilitating Strike if that hit, Enfeebled 1 and can't flank or contribute to its allies' flank


Sigourney brings some much needed relief to Pine. Reginald manages to wrap the Prince up well and truly with his tangles. He does continue to smoulder.

Pines opportune strike goes a little wide. Healing himself he stabs Xesparude who falls out of the sky, quite dead.

Technically I think Xespardue was out of range being 15' up but given he is confused for a minute lets just let it stand.

The Prince, seeing his doom fast approaching, decides to try and get some vengeance. I may fall but I will at least take one of you scumbags with me. Raven will finish the rest of you!

He steps up to Pine and wails on him!

Rolls:

Pine Bleed: 2d6 ⇒ (2, 4) = 6
Recovery: 1d20 ⇒ 1

Ref: 1d20 ⇒ 2, fail

Reginald fire: 1d6 ⇒ 5
Recovery: 1d20 ⇒ 5

MS: 1d20 ⇒ 17, crit
MS: 1d20 - 5 ⇒ (16) - 5 = 11, hit
SS: 1d20 - 8 ⇒ (18) - 8 = 10, hit
SS: 1d20 - 8 ⇒ (5) - 8 = -3, miss

MS damage: 3d6 + 15 ⇒ (5, 5, 4) + 15 = 29 doubled for 58
MS damage: 3d6 + 15 ⇒ (4, 5, 2) + 15 = 26
SS damage: 3d6 + 13 ⇒ (1, 2, 5) + 13 = 21

105 total, I will add that he clearly wants to kill at least one of you now. If he drops someone he may well take additional attacks on downed enemies.

Combat Status:
Round 4

Inspire Expired

Turn Order

Pine
Sigourney
-------------------------------------------
Prince of Wolves
-------------------------------------------
Billy
-------------------------------------------
Shadow Prince
-------------------------------------------
Slick

Bold to act.

Combat status

Slick [280], 20 thp, ground level
Billy [210], 47 damage, see invisibile, 40' up
Pinebrush [244], 170 damage, 2d6 bleed, invisible
Sigourney [212], 95 damage, 40' up, flying, 1d6 fire, 1d6 mental
Reginald [119], 73 damage, 40' up, 1d6 fire, sickened 1, wounded 1

Prince of Wolves, 325 damage, ground level
Shadow Prince, 182 damage, 40' up


CG Aasimar Halfling Bard 20 | HP 266/266 | AC 42 (43) | Spd 50' | F+31, R+33, W+35 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +30 (+3 visual, +1 haunts/spirits) | Init: 33 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 45. Slots: 1□□□ 2□□□ 3□□□ 4□□□ 5□□□ 6□□□ 7□□□ 8□□□ 9□□□ 10□□, Focus□□□ | Sorc 1□ 2□ 3□ 4□ 5□ 6□ 7□ 8□ | Staff 10/10 | Harrow Omen: Stars (Will) | Half Luck □, Guid Luck □, Quick Cast □ | Cond: energy aegis (res 10), heroism (+2)

While Billy enjoys being the center of attention, he doesn't enjoy his fans getting too close. He moves away. "It's time to clear the battlefield of my more rabid fans. Like our shadowy friend here."

After concentrating to quicken his spellcasting, he sings,
"I'm famous in the land -- this Shadow's fantasy.
I'll force you not to stand. Not stand so close to me."

Using Quickened Casting, Billy casts a 3-action Force Barrage

Force Barrage (7th rank) + Dangerous Sorcery: 12d4 + 12 + 7 ⇒ (3, 2, 3, 1, 2, 3, 2, 4, 2, 3, 2, 1) + 12 + 7 = 47

◆ Stride, ◇ Quickened Casting, ◆◆ Force Barrage (3-actions for the price of 2)


The Shadow Prince collapses into nothingness under Billy's barrage.

Combat Status:
Round 4

Inspire Expired

Turn Order

Pine
Sigourney
-------------------------------------------
Prince of Wolves
-------------------------------------------
Billy
Slick

Bold to act.

Combat status

Slick [280], 20 thp, ground level
Billy [210], 47 damage, see invisibile, 40' up
Pinebrush [244], 170 damage, 2d6 bleed, invisible
Sigourney [212], 95 damage, 40' up, flying, 1d6 fire, 1d6 mental
Reginald [119], 73 damage, 40' up, 1d6 fire, sickened 1, wounded 1

Prince of Wolves, 325 damage, ground level


Male Half-Elf Fighter 20 | ♥️ 308+22/308| ➕ slash 5, electricity 20, fiend spells/magic 2, falling ∞ | AC 45 | Speed 60' | Scout (Init +31, +2 visual) | Antimagic: F+33M (Battle Hard.) R+32M (Bulwark, Temp. Ref.) W+32M (Bravery) | Perc+29M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 37; Slots: 1□ 2□ 3□ | Hero 1, ☨□, ⚒++• ★+• ♛+ | ✋+3 MS Greatsword | Status:

Slick watches as Xespardue falls out of the sky next to him and dissolves away. "Nice one Pine." He then gives Billy a thumbs-up as the halfling's magical missiles down the Shadow Prince.

Turning back to face the Prince of Shadows, he cracks a grin. "Looks like all your friends have decided to go home, Prince. It's high time for you to join them, don't you agree?" Not waiting for a response to his rhetorical question, Slick launches himself at the Prince hoping to finish their nemesis off once and for all.

Actions 1 & 2 (◆◆): Needle in the Gods’ Eyes
- Action: Leap with Greater Boots of Bounding - Up to 55 feet horizontally or vertically.
- Action: Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem and Gang Up vs Off-Guard Prince of Wolves.
- Action: Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem and Gang Up vs Off-Guard Prince of Wolves.

Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (13) + 29 + 3 + 1 = 46 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (6, 6, 7) + 13 + 1 = 33 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 5 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 2 holy spirit damage

Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (15) + 29 + 3 + 1 = 48 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (6, 2, 1) + 13 + 1 = 23 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 4 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 2 holy spirit damage

Action 3 (◆): Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem, Gang Up and MAP2 vs Off-Guard Prince of Wolves.

Greatsword Attack: 1d20 + 29 + 3 + 1 - 10 ⇒ (4) + 29 + 3 + 1 - 10 = 27 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (5, 9, 11) + 13 + 1 = 39 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 5 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 1 holy spirit damage

Action 4 (◆): Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem, Gang Up and MAP2 vs Off-Guard Prince of Wolves.

Greatsword Attack: 1d20 + 29 + 3 + 1 - 10 ⇒ (18) + 29 + 3 + 1 - 10 = 41 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (10, 12, 4) + 13 + 1 = 40 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 2 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 2 holy spirit damage


| HP 286/286 | AC 44 | F+31 s->cs R+38 cf->f, f->1/2 damage, s->cs W+31 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 10 | weakness cold iron 5 | Perc +30 (+31 if involving sight, constant truesight) | Speed 35 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +38), Scout while in favored terrain (forests), and Search | Active Conditions: None

While he's distracted by being sliced up by Slick, Pinebrush aims his whip at the Prince's back.
Because what's injury without a little insult?
⟳ Opportune Backstab, the first time Slick hits. Whip (Off-Guard): 1d20 + 32 ⇒ (7) + 32 = 39 for slashing (nonlethal) (Beating): 3d4 + 6 + 3 ⇒ (1, 4, 4) + 6 + 3 = 18, precision: 4d6 ⇒ (2, 6, 2, 4) = 14, cold (ignores resistance): 1d6 ⇒ 5, and spirit (holy): 1d4 ⇒ 3. On crit, add deadly damage: 2d8 ⇒ (2, 1) = 3, DC 34 Fort vs Slowed 1, DC 37 Reflex vs prone, and he triggers RS from Slick as though he used a Manipulate action. Total of 40 damage.
◇ Debilitating Strike if that hit. Enfeebled 1 and -10 to Speeds


Slick leaps at the Prince, landing two powerful blows. Somehow he is still standing as he evades Pines whip. The third swing goes wide but the final, lucky, blow catches the Prince on the side of the head and he finally collapses to the ground.

The demons battling your allies, seeing their leader fall, promptly flee, scattering in all directions. Some are cut down by the magic of the Pactmasters, some are caught by the flying Derhi or leaping Morlocks and some are simply obliterated by the Radiant Warden. Plenty escape though, but they will not return to the islands for a very long time.

With the demon army dispersed the fortress is yours. Exploring the ruined halls you make a variety of findings. Passing through the crumbling gate you find a large area which clearly housed the many demonic throngs, at least from the stench and effluvia. Beyond it you find the second stele, the one you were told prevents the Prince from being permanently killed. You easily dispatch it as you did the last.

Beyond this, at the back of the castle you find an ancient treasury. The chamber is illuminated with continual flames glowing a dull, angry red. The colour matches the thick carpet and an elaborate cloth covering a table. Chests are scattered around the room and numerous Harrow decks and Harrow paraphernalia are on display in niches in the walls. Leaning against a wall is a massive (size Huge) ranseur, carved with the name Mogaran which is clearly potently magical.

Loot!

You find the following in the treasure chamber.

Chests and other containers hold coins, jewels, and art objects worth a total of 25,000 gp. Leaning against one wall is a broken Huge-sized ranseur blade with the name “Mogaran” inscribed on it in Abyssal—a +3 greater striking anarchic greater corrosive ranseur once wielded by its namesake vavakia. While the weapon is too huge for the PCs to wield, its runes can be transferred as easily as any other. Thirteen elaborate and incredibly rare harrow decks of varying ages are stored here as well, each featured in an ornate carrying case with an antique harrow mat. The harrow collection is worth 32,500 gp in all, as among these sets are no fewer than a dozen rare harrow cards, including two copies of the Prince of Wolves. Ten oversized metal tiles with harrow images made of rare materials hang on the wall, each of which is worth 1,000 gp. One niche contains two potions of undetectability, while another has a particularly powerful deck of illusions (Pathfinder Secrets of Magic 182; except this is an 18th-level item with a price of 19,000 gp, and the illusory creature spell it casts when activated is heightened to 7th-level). A circlet of persuasion sits atop the crown of the statue. A lacquered black box on a pedestal contains the Deck of Harrowed Tales (which you are due to return to Sonnorae).

On the Prince you find the following:

+2 greater resilient full plate, +2 greater striking wounding morningstar, +2 greater striking gloom blade, The Cyclone, The Keep, The Waxworks (details on roll20).

That sound you can hear in the background is the level up bell. This brings you to the end of Book 2. I will post an RPG Chronicles link in Discord. Feel free to take 30 days of downtime. I am going to take a week of downtime before moving onto Book 3.


| HP 286/286 | AC 44 | F+31 s->cs R+38 cf->f, f->1/2 damage, s->cs W+31 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 10 | weakness cold iron 5 | Perc +30 (+31 if involving sight, constant truesight) | Speed 35 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +38), Scout while in favored terrain (forests), and Search | Active Conditions: None

"You started it!" says Pin, sticking out his tongue at the fallen "Prince as he cleans and stows his weapons, "Start a fight and then whine about losing. As if we were doing something unfair to him! Hmph!"

As they search the castle, Pinebrush can't help but take notice of how much of the Prince's treasure consists of cards, even beyond the obvious magical Harrow cards and deck. "A little obsessed, huh?"

He alights on the pedestal to take a closer look at the other Deck.


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 20| HP 228/228| AC 42| F+31, R+32, W+33 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +33| Init +33 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 44. Slots: 1□□□+□, 2□□□, 3□□□ , 4□□□, 5□☑☑, 6□□☑, 7□□□+□□, 8☑□□, 9□□□, 10□□ Focus□□□| Staff Charges: 10+8 (18 net)| KnifeWand Uses: □□|Focus recharges □ | ✋Knifewand✋Staff✋| Quicken Spell □|

"Phew...It's over. I wonder who that Raven fellow is? If she has any smarts, she'd run so she doesn't have to face us." Sigourney remarks.

She claims the potion of Undetectability from the stash and spends a week figuring out how to magically enhance all of the party's gear with their new purchases. Once that is done, she announces to the party: "I'm going to spend the next few weeks having a vacation in Harrowheart. Call me in two weeks - I need a break!"


Male Half-Elf Fighter 20 | ♥️ 308+22/308| ➕ slash 5, electricity 20, fiend spells/magic 2, falling ∞ | AC 45 | Speed 60' | Scout (Init +31, +2 visual) | Antimagic: F+33M (Battle Hard.) R+32M (Bulwark, Temp. Ref.) W+32M (Bravery) | Perc+29M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 37; Slots: 1□ 2□ 3□ | Hero 1, ☨□, ⚒++• ★+• ♛+ | ✋+3 MS Greatsword | Status:

Slick is also pleased to have come through the battle against the Prince and his top-tier minions completely unharmed by the whole experience. "It was looking a little ugly in the beginning, but in the end, they were no match for us. Now let's go take care of that last crystal and make sure the Prince of Wolves never bothers us again."

Finding the second stele, he borrows the heart from Sigourney and after everyone else clears the area, Slick once more smacks it against the crystal for another painful, but ultimately very satisfying explosion. "That should take care of it. I expect this Raven person that the Prince mentioned will prove a little harder to deal with, but their fate is sealed if they decide to get in our way."

After everyone gets patched up, they get down to the nitty gritty of gathering up the loot, especially the three Harrow cards they'd come for. Before returning to Harrowheart, they stop to thank all their allies for the invaluable help they provided in the destruction of the Prince's demon throngs. "Our thanks for all your help. Without you keeping these demon throngs at bay, we would not have been able to take down the Prince of Wolves so easily."

Once back in Harrowheart, Slick wastes no time in epitomizing their newly acquired cards.

First he deals with The Waxworks. An unsettling laboratory comes into existence in the dungeons below Harrowheart, along with the polite but always way too excited sallow‑complexioned tiefling whose job it is to keep the bubbling cauldrons of wax happily sputtering and smoking.

Next he walks out of Harrowheart and into the nearby farmlands. Here, The Keep creates a small, fortified keep out of nothing. He makes a mental note to return and see if he can find any interesting armor.

Finally, he heads into the mountains and pointing at one of the higher peaks, he epitomizes The Cyclone. Strong winds kick up and a permanent whirlwind forms around the peak; leering, sinister faces made of roiling vapor constantly form and melt away in these winds. He makes another mental note to come back and brave the winds to claim a little more magic for himself.

The rest of his rest days are spent training hard or keeping an eye on Billy at The Gutless Griffon and making sure none of the patrons get too rowdy.


Male Half-Elf Fighter 20 | ♥️ 308+22/308| ➕ slash 5, electricity 20, fiend spells/magic 2, falling ∞ | AC 45 | Speed 60' | Scout (Init +31, +2 visual) | Antimagic: F+33M (Battle Hard.) R+32M (Bulwark, Temp. Ref.) W+32M (Bravery) | Perc+29M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 37; Slots: 1□ 2□ 3□ | Hero 1, ☨□, ⚒++• ★+• ♛+ | ✋+3 MS Greatsword | Status:

With a little time on his hands, Slick decides to go rabbit hunting. According to Pinebrush, this would require silence and the ability to remain hidden as one moved through the forest. Unfortunately, these were not Slick's fortes, but neither was he a complete slouch. He wanders around the woods stealthily stalking his prey...

Stealth vs DC 30: 1d20 + 24 ⇒ (3) + 24 = 27

...but comes up empty-handed, with nary a glimpse of the rabbit to reward his long day in the forest.

A simple failure for no benefit.

Next up on the agenda was a night of will-o'-wisp chasing, this time through far less appealing swamps full of biting insects and fetid waters. The last time he'd gone out looking for the wisps, he'd only come close enough to hear their delighted giggles, but failed to catch any. Having learned a little of their tricks, he felt that this time he might actually catch them. After a nasty few hours running around chasing floating lights...

Acrobatics vs DC 35 with +4 From Previous Success: 1d20 + 28 + 4 ⇒ (20) + 28 + 4 = 52

...he easily catches up with them. They are startled by his quickness and vanish in a panic, leaving behind another treasure.

A critical success that gets Slick a 15th-level permanent magic item. Put an Antimagic rune on the loot sheet, but if anyone can think of a different GM-acceptable 15th-level magic item that they'd like to obtain for the 3412.50 gp we would get from selling it, let me know.

Finally, he gets around to dealing with the results of their recent haul of Harrow cards from the Prince of Wolves. First up was checking out new the keep that The Keep had created in the nearby farmlands. Slick enters and finds himself in complex maze of locked rooms and barricaded hallways. "Ho, ho! Looks like I have some serious exploring ahead of me." After spending many hours wandering around forcing open doors, portcullises, and barricades to get past the many obstacles the keep put in his way...

Athletics vs DC 35 with Bracers of Strength: 1d20 + 32 + 3 ⇒ (17) + 32 + 3 = 52

...he finally makes it to one of the armories and finds some fancy magical armor.

A critical success that gets Slick a suit of +2 greater resilient armor. I listed it on the loot sheet as Full Plate, but if anyone wants to buy a different type of armor for the 2362.50 gp we would get from selling it, let me know.

He leaves the most arduous task for last. Climbing a mountain peak with a cyclone blasting it continuously was not going to be any fun at all. It requires several hours of careful alpinism while simultaneously ignoring the leering, sinister faces made of roiling vapor that constantly form and melt away around him before he spots the peak above him. With one last mighty burst of energy...

Athletics vs DC 35 with Bracers of Strength: 1d20 + 32 + 3 ⇒ (12) + 32 + 3 = 47

...he reaches the mountain’s peak! Mystical energies strike at him from the whirling winds and he feels the magic burrow down into his bones leaving behind new innate spellcasting abilities.

A critical success that gets Slick the ability to cast a spell as a primal innate spell, choosing from fly (once per day), gust of wind (at will), wall of wind (three times per day), or wind walk (once per day). None of them look particularly interesting to Slick (he can Fly by other means and rarely casts spells during an encounter), but Wind Walk (now known as Migration) is a Level 8 spell that can be cast outside of encounters and might come in useful if we find ourselves having to cross large distances quickly.

Selling the Antimagic rune and +2 Greater Resilient armor increases the loot pile by 4775gp. That's an additional 1193.75gp each, for a new total of 28376.91gp each


| HP 286/286 | AC 44 | F+31 s->cs R+38 cf->f, f->1/2 damage, s->cs W+31 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 10 | weakness cold iron 5 | Perc +30 (+31 if involving sight, constant truesight) | Speed 35 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +38), Scout while in favored terrain (forests), and Search | Active Conditions: None

Pine also keeps a tooth from the Prince of Wolves. Something to present to the Mountain Man later, in the unlikely event they don't face another terrible monster before the opportunity arises.

Pinebrush is actually surprisingly capable at climbing the mountains--especially after spending a little time adjusting to the terrain.

Pine spends an hour to temporarily swap his Favored Terrain to mountains with Terrain Master, then challenges the Cyclone.

Athletics (Follow the Expert): 1d20 + 18 + 4 ⇒ (2) + 18 + 4 = 24
Since Pine can fly, I don't suppose I could ask to make this a Maneuver in Flight check at the same DC to fly through the winds? Pine's bonus for that is much higher, and that would be a success.

If so...:
Pine does fall behind Slick, but finds a niche to rest where he can shelter in place.
Survival: 1d20 + 25 ⇒ (15) + 25 = 40 Success removes the Fatigued condition
He then continues on.
Acrobatics: 1d20 + 35 + 2 ⇒ (5) + 35 + 2 = 42
And then stops to rest again.
Survival: 1d20 + 25 ⇒ (15) + 25 = 40 Success removes the Fatigued condition
And continues.
Acrobatics: 1d20 + 35 + 2 ⇒ (1) + 35 + 2 = 38 Welp, fail either way, it just wastes more time.
Is it just me, or does non-critically succeeding not really do anything? I guess it takes a little less time then making an entirely new attempt.

Damage: 10d10 ⇒ (2, 9, 6, 1, 1, 6, 3, 8, 4, 1) = 41 Recover from that overnight.

Pinebrush returns to Harrowheart a little battered. "I don't need it anyway," he insists, "I can already fly."
He takes a day to recover from the trek.


CG Aasimar Halfling Bard 20 | HP 266/266 | AC 42 (43) | Spd 50' | F+31, R+33, W+35 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +30 (+3 visual, +1 haunts/spirits) | Init: 33 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 45. Slots: 1□□□ 2□□□ 3□□□ 4□□□ 5□□□ 6□□□ 7□□□ 8□□□ 9□□□ 10□□, Focus□□□ | Sorc 1□ 2□ 3□ 4□ 5□ 6□ 7□ 8□ | Staff 10/10 | Harrow Omen: Stars (Will) | Half Luck □, Guid Luck □, Quick Cast □ | Cond: energy aegis (res 10), heroism (+2)

Billy knows better than to embarrass himself with feats of strength at some of the epitomized locations of the cards. Nevertheless, he makes time to play his lute and inspire his friends to success on their attempts.

He also squeezes in a visit to the Mountain Man to deliver a souvenir. "Greetings good Sir. Your gifts proved quite useful to me in our last adventure. Here's another trophy." He hands the man one of the Prince's claws.
If acceptable, Billy chooses the same 2 items as he choose last time.

Near the end of the month, Billy calls each of his companions into the parlor for their individual Harrowing ritual.
The DC for rituals is based on the very hard DC of a task level twice that of the rituals level. The feat removes the very hard adjustment.
Heightened only to rank 7 to avoid chance of crit fail.
Bottom Line: Each PC gets 7 harrow reroll cards. Choose 1 of 2, for each card.

------------------

Slick's Harrowing Ritual:

[ooc]Harrow Card 1
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (8) + 30 + 2 = 40
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 3
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 4
Success. Choose Shields or Books

Harrow Card 2
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (7) + 30 + 2 = 39
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 2
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 5
Success. Choose Keys or Stars

Harrow Card 3
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (6) + 30 + 2 = 38
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 2
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 2
Success. Choose Keys or Keys

Harrow Card 4
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (17) + 30 + 2 = 49
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 2
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 1
Crit Success. Choose Hammers or Keys at +4

Harrow Card 5
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (15) + 30 + 2 = 47
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 2
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 5
Crit Success. Choose Keys or Stars at +4

Harrow Card 6
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (16) + 30 + 2 = 48
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 1
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 3
Crit Success. Choose Hammers or Shields at +4

Harrow Card 7
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (2) + 30 + 2 = 34
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 5
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 2
Success. Choose Keys or Stars

------------------
Billy's Harrowing Ritual:

Harrow Card 1
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (17) + 30 + 2 = 49
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 3
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 5
Crit Success. Billy chooses Shields at +4

Harrow Card 2
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (17) + 30 + 2 = 49
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 1
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 2
Crit Success. Billy chooses Keys at +4

Harrow Card 3
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (4) + 30 + 2 = 36
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 1
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 5
Success. Billy chooses Stars

Harrow Card 4
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (3) + 30 + 2 = 35
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 2
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 6
Success. Billy chooses Crowns

Harrow Card 5
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (20) + 30 + 2 = 52
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 4
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 6
Crit Success. Billy chooses Crowns at +4

Harrow Card 6
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (18) + 30 + 2 = 50
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 5
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 5
Crit Success. Billy chooses Stars at +4

Harrow Card 7
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (18) + 30 + 2 = 50
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 5
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 4
Crit Success. Billy chooses Books at +4

------------------
Sigourney's Harrowing Ritual:

Harrow Card 1
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (6) + 30 + 2 = 38
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 1
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 5
Success. Choose Hammers or Stars

Harrow Card 2
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (11) + 30 + 2 = 43
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 5
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 2
Crit Success. Choose Keys or Stars at +4

Harrow Card 3
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (18) + 30 + 2 = 50
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 3
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 2
Crit Success. Choose Keys or Shields at +4

Harrow Card 4
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (18) + 30 + 2 = 50
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 6
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 4
Crit Success. Choose Books or Crowns at +4

Harrow Card 5
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (12) + 30 + 2 = 44
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 3
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 6
Crit Success. Choose Shields or Crowns at +4

Harrow Card 6
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (18) + 30 + 2 = 50
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 1
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 5
Crit Success. Choose Hammers or Stars at +4

Harrow Card 7
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (13) + 30 + 2 = 45
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 6
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 5
Crit Success. Choose Stars or Crowns at +4

------------------
Pinebrush's Harrowing Ritual:

Harrow Card 1
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (10) + 30 + 2 = 42
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 2
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 5
Crit Success. Choose Keys or Stars at +4

Harrow Card 2
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (20) + 30 + 2 = 52
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 6
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 5
Crit Success. Choose Stars or Crowns at +4

Harrow Card 3
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (10) + 30 + 2 = 42
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 5
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 2
Crit Success. Choose Keys or Stars at +4

Harrow Card 4
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (6) + 30 + 2 = 38
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 4
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 6
Success. Choose Books or Crowns

Harrow Card 5
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (9) + 30 + 2 = 41
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 6
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 6
Success. Choose Crowns or Crowns

Harrow Card 6
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (11) + 30 + 2 = 43
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 6
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 1
Crit Success. Choose Hammers or Crowns at +4

Harrow Card 7
Harrowing Ritual Rank 7, Fortune Telling Lore +Harrow Ritualist, DC 32: 1d20 + 30 + 2 ⇒ (20) + 30 + 2 = 52
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 1
or
Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 5
Crit Success. Choose Hammers or Stars at +4

------------------

The night before their return to action, Billy spends 8 hours visiting The Carnival and looks around for info on a foe we may meet in our next adventure.
Perception +goggles, DC 28: 1d20 + 28 + 2 ⇒ (15) + 28 + 2 = 45
Crit Success => When we meet the foe, Garion will recognize them and will get the equivalent of a crit success on RK.

At breakfast, on the final morning the group returns through the portals, Billy shuffles his harrow deck and draws a Harrow Omen card.
Harrower Dedication to choose his Harrow Omen and Reading the Signs allows drawing 2 cards to choose from.
Harrow Omen Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 6
Harrow Omen Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 2
Billy chooses Keys for his daily Harrow Omen.

He then activates the daily version of The Carnival card (with a DC 3, instead of DC 6 flat check) to learn about whom we might meet the next day.

Having completed all the party's rituals, and prepped for the journey, Billy is ready for new adventures.


The group takes some time to rest, relax and recover. All goes quiet in Harrowheart but, as ever, it is bound not to last. One change has come over the place though, all of the portals in the Great Hall have fallen empty, leaving simple stone niches. The glowing mist that used to fill them, even when they were inactive, is gone...

Trying to puzzle this out provides no real clues and is a rather frustrating exercise. As you discuss the issues (at least I imagine as Billy and Sigourney discuss them) your breakfast is interrupted by the appearance of a glowing blue doorway.

A pleasant chime echoes as the magical doorway appears from nowhere. The doorway is made of pure light and draped with a colourful beaded curtain that parts with a pleasant clatter as the beads jostle against each other. An elegant boot steps through the doorway, followed by the rest of the figure, an elven man clad in a patterned skirt, a short leather coat, and a turban decorated with a fine, golden emblem (image on roll20). Several items hang from his belt including bottles, instruments, and other talismans. A large satchel hangs from one shoulder while a small gray monkey perches on the other, watching attentively.

With a small bow he introduces himself. Good day to you all. I am but a humble merchant from distant lands, but I believe I have just the thing that you’re looking for today. You are the Heroes of the Harrow yes? Why, of course you are. Fate is written all over your faces. You search for the remaining cards of the deck yes? But they remain stubbornly hidden correct? Your fabulous magical portals have failed.

Well, perhaps I can help with that. Your portals have failed because the cards are cards no more. They have manifested in the world as creatures, embodying their cards and are now moving through the world. Your portals cannot track them but my map can... he says producing an elegant scroll which unfurls to show a map of Golarion on which several small blue dots move about on.

Such a wonder of course does not come cheap. I would be willing to part with it for the miserly price of one hundred thousand golden coins, surely a trivial sum to adventurers of your worth? What say you, do we have a deal?


| HP 286/286 | AC 44 | F+31 s->cs R+38 cf->f, f->1/2 damage, s->cs W+31 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 10 | weakness cold iron 5 | Perc +30 (+31 if involving sight, constant truesight) | Speed 35 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +38), Scout while in favored terrain (forests), and Search | Active Conditions: None

Well, that's very suspicious.

"If you think we're fated to own it, aren't you afraid of trying to keep it from us? I'm not threatening you, I mean like... if it's fate, wouldn't you expect it to come into our possession anyway, probably because something bad happened to you? I'd want to get rid of it if I was you."

If it's true. And... even if he isn't threatening him, why isn't he concerned about them trying to take it by force? Pine decides not to verbalize either of those for now. Instead he asks a different question, as though it was an idle curiosity, while he perches on the table to look at the map.

"How do you know, um... any of that, anyway?"

He watches and carefully observes the merchant's response, but also tries to see if he can glean anything about the map.

Perception to Sense Motive, +28
And Arcana/Occultism +23, or perhaps Survival +25?


CG Aasimar Halfling Bard 20 | HP 266/266 | AC 42 (43) | Spd 50' | F+31, R+33, W+35 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +30 (+3 visual, +1 haunts/spirits) | Init: 33 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 45. Slots: 1□□□ 2□□□ 3□□□ 4□□□ 5□□□ 6□□□ 7□□□ 8□□□ 9□□□ 10□□, Focus□□□ | Sorc 1□ 2□ 3□ 4□ 5□ 6□ 7□ 8□ | Staff 10/10 | Harrow Omen: Stars (Will) | Half Luck □, Guid Luck □, Quick Cast □ | Cond: energy aegis (res 10), heroism (+2)

When the magic doorway opens up and the elven merchant steps through, Billy excitedly jumps up. "Greetings good Sir. I'm Billy. If you wish to refer to me as a Hero of the Harrow, I won't complain. How shall we refer to you?" He continues, "This calls for music." He brings up some Musical Accompaniment. Then, holding out his jug, he offers, "It's never too early for some honey mead. Am I right?" The bard offers the visitor a mug.
Make an Impression (via Diplomacy) +jug +music: 1d20 + 26 + 1 + 1 ⇒ (19) + 26 + 1 + 1 = 47

When Pinebrush questions the stranger, Billy also observes him.
Perception to Sense Motive, +30

He unfurls his cloak (activating it) and adds to the sprite's argument. "Alas, we don't have such a trivial sum. What we do have is the ability to assist you in other ways. Perhaps there is a task you need completed, or maybe an lost item for which you'd be willing to let us borrow the map." Billy looks up hopefully, "Won't you consider doing the right thing for the realm and consider one of these offers.".

Request (via Diplomacy) +marriage +jug +music: 1d20 + 26 + 1 + 1 + 1 ⇒ (12) + 26 + 1 + 1 + 1 = 41
With The Marriage. +3 item bonus to Request (instead of +2 from his troubador's cap, for a net +1)
With Shameless Request, lower the DC by 2, and no crit fails.
With Cloak of Repute, success => crit success)


Male Half-Elf Fighter 20 | ♥️ 308+22/308| ➕ slash 5, electricity 20, fiend spells/magic 2, falling ∞ | AC 45 | Speed 60' | Scout (Init +31, +2 visual) | Antimagic: F+33M (Battle Hard.) R+32M (Bulwark, Temp. Ref.) W+32M (Bravery) | Perc+29M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 37; Slots: 1□ 2□ 3□ | Hero 1, ☨□, ⚒++• ★+• ♛+ | ✋+3 MS Greatsword | Status:

Slick stands in the Great Hall and examines all the portals closely to see if there is any trace of the mist he's gotten used to seeing in them. "Nope. Nothing. Nada. No trace of mist or anything even marginally magical remains. Weird. It's not like we've managed to collect all the cards yet. I wonder what the deal is?"

When the bright doorway appears while they're in the middle of breakfast, Slick jumps to his feet and grabs for his sword, which unfortunately, is nowhere at hand. He curses, spitting partially masticated scrambled eggs and bacon in all directions. "Whaff thuh...! Danng iff! Leff muh shhword in muh room!" He searches the table for a viable weapon, and finding none, curls his hands into fists and prepares to launch himself at whatever comes through the doorway.

Slick pauses as he watches the elegantly dressed elven dandy step through. "He doesn't look all that dangerous." As the elf starts to talk, Slick visibly relaxes as it becomes less and less likely that violence was about to break out. When the elf describes the situation with the remaining cards of the Deck of Destiny and how he has just the thing to help solve their problem for the paltry (ha!) sum of 100K in gold, Slick narrows his eyes suspiciously.

Action: Sense Motive (Perception +26, +2 Visual) - SECRET

He lets Billy do what he does best, and decides that perhaps a little good cop bad cop action might be just the thing.

"Assuming what you say is true, which is yet to be determined, this map of yours will prove very useful, nay, essential, to our mission. Without it we are unlikely to recover the remaining cards."

As he talks, Slick slowly moves closer to the merchant; close enough to be able to reach him if he were to try and make his escape back through the door.

With a undercurrent of menace in his voice (think Don Corelone in The Godfather) Slick continues. "What you call a trivial price, some would call outrageously exorbitant. It would be a shame if someone trying to carry away such a great sum of gold were to slip and fall under the weight. A fall like that might break every bone is one's body, assuming it didn't kill them outright. Perhaps a smaller... much smaller sum might be more easily be transported. Don't you think?"

Slick tightens his fists with a visible creaking sound as his handwraps complain under the pressure he's applying to them.

Activity: Coerce with Guise of the Smirking Devil and Intimidating Prowess vs Merchant

Intimidation (Coerce): 1d20 + 30 + 2 + 2 ⇒ (14) + 30 + 2 + 2 = 48 vs Merchant Will DC

Maybe Sigourney could take a closer look at the map to determine the veracity of what the merchant claims. I'd hate to wrestle him down to a reasonable price only to find that we've been duped with a fake map.


The strange elf beams as you all begin to talk. My, my, aren't you all very bellicose. How marvellous. Now we are getting somewhere, lets negotiate...

Each of you get two checks to try and influence the price down. I am going to take your initial rolls as your first checks with Sigourney yet to roll.

Pine struggles to get much of a read on the man. He is pretty inscrutable. He smiles at him, I believe that fate intends these cards to come to you but fate can be fickle after all. I am afraid that I cannot reveal my sources.

He happily takes a drink from Billy and smiles indulgently as he starts up his music, Oh how quaint, do you find that helps when dealing with people? As for my name, well for now lets leave that to one side shall we, I am simply an honest merchant keen to do business. Your offer is interesting but I really dont have any tasks that need doing, I am hardly some mysterious patron handing out quests to untested new adventurers now am I.

This is akin to an influence encounter so the Cloak doesnt apply but that is a pass.

The merchant chuckles at Slicks display but Slick does not a sense of alarm in his eyes as he takes a half step back. Ah, well, you see, do have a large family to support. In fact, I have several, on different continents, and planets, and, err, dimensions. Yes, the life of an interdimensional merchant is really very challenging. Perhaps I can consider a small reduction..

Thats is a crit success. You have 3 vp. Your sense motive checks sense he is largely honest but very keen to haggle and trade, such things are very important to him, perhaps more important that the actual price. Sigourney can make both of her checks, everyone else can make their second check. Relevant skills generally include Perception (sense motive), Deception, Diplomacy or Intimidate, Crafting to examine the map, Mercantile Lore or Occultism given this is about the Harrow.


Male Half-Elf Fighter 20 | ♥️ 308+22/308| ➕ slash 5, electricity 20, fiend spells/magic 2, falling ∞ | AC 45 | Speed 60' | Scout (Init +31, +2 visual) | Antimagic: F+33M (Battle Hard.) R+32M (Bulwark, Temp. Ref.) W+32M (Bravery) | Perc+29M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 37; Slots: 1□ 2□ 3□ | Hero 1, ☨□, ⚒++• ★+• ♛+ | ✋+3 MS Greatsword | Status:

Slick didn't know how much cash they could pull together in short order, but he guessed it would be no more than about 30,000 gp. Anything more than that would require divesting themselves of much of their more valuable equipment, and that would make recovering the remaining cards much more difficult, if not actually fatal.

No, that would not do. They had to get their hands on that map whatever the outcome of the negotiations. If they could not get the trader down to 30,000 gp or less, then Slick would be forced to exchange the trader's life for it. He hoped it didn't come to that, but only time would tell

In an effort to push the price down further, he continues his attempts to cow the trader into submission. Hearing of the trader's many families, Slick takes another ominous step closer to their interlocutor.

"I trust you're using the word small the same way you earlier used trivial. The price you're asking for this map will have to shrink considerably before we'd consider paying it. But just so we're clear, regardless of how these negotiations end, we will end up with the map."

He pauses to let that sink in. "Since the map is fated to be ours, the choice of how this exchange unfolds is yours. Would it not be wiser to return to your many families safe and sound, with a modest sum of gold in your pocket, than to leave them wondering why you never returned at all?"

Activity: Coerce with Guise of the Smirking Devil and Intimidating Prowess vs Merchant

Intimidation (Coerce): 1d20 + 30 + 2 + 2 ⇒ (10) + 30 + 2 + 2 = 44 vs Merchant Will DC


| HP 286/286 | AC 44 | F+31 s->cs R+38 cf->f, f->1/2 damage, s->cs W+31 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 10 | weakness cold iron 5 | Perc +30 (+31 if involving sight, constant truesight) | Speed 35 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +38), Scout while in favored terrain (forests), and Search | Active Conditions: None

"But we're not threatening you," says Pinebrush pleasantly, "he means the fate thing. That you brought up."

"Really though, without any information how do we even know this is what you say it is? How do we know it's valuable at all?

"Besides, as the legendary Heroes of the Harrow, we've been focusing on collecting the cards, not money. Sure, we've found some other treasure along the way, but it's not that much. And since it's so important to the fate of the world that we be as strong as we can be, we've spent most of that money on keeping our equipment upgraded." Pine draws his sword and holds it up. "This might not look like much to you, but it's a powerful magic item--and it has to be! Look at me, fighting giant demons with something that looks like a little needle even to someone only as huge as you! If I didn't have this I'd be completely helpless! But even if I could part with it, it's not worth nearly that much."

Stowing the weapon, Pine shakes his head. "I'm afraid we just don't have that much. We can provide the use of some of the amenities of Harrowheart, and I'm sure we can part with some gold--but isn't the most valuable thing you can get from this negotiation friendship with some legendary Heroes?"

Deception: 1d20 + 34 ⇒ (13) + 34 = 47 or 44 if this doesn't count as the Lie action. For a moment there I was worried this might be too close to completely true to count as Deception and not Diplomacy, but I think "I am Tiny and therefore utterly defenseless," puts it over the edge. The bet lies are still mostly true, right?


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 20| HP 228/228| AC 42| F+31, R+32, W+33 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +33| Init +33 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 44. Slots: 1□□□+□, 2□□□, 3□□□ , 4□□□, 5□☑☑, 6□□☑, 7□□□+□□, 8☑□□, 9□□□, 10□□ Focus□□□| Staff Charges: 10+8 (18 net)| KnifeWand Uses: □□|Focus recharges □ | ✋Knifewand✋Staff✋| Quicken Spell □|

While the others try and cajole, lie to and threaten the merchant, Sigourney decides to take a look at the map. She tries to make sure that should the party actually purchase something, it is a map that actually works instead of an overpriced dud.

"May I have a look?" She asks in a tone that broaches no room for argument. "It's all well and good if the rest of you enjoy bargaining and exchanging verbal barbs, but I'd like to make sure we aren't buying a dud."

Looking over the map the first time round, she finds it to be...a very nice map. It was certainly magical and nice to look at, but accurate and high quality? Sigourney wasn't sure.

Crafting: 1d20 + 35 ⇒ (6) + 35 = 41

With the power of the Harrow backing her up, Sigourney takes a further, better look at the map. She does note that it might work for purpose...but couldn't she do something better herself? Her, the legendary arcanist and magical craftsman? She does not feel that doing something like this map is completely out of her capacity, and she makes that known to the party and their merchant "friend".

"I'll be frank. I'm not entirely impressed with this map. It doesn't seem to accurately show where all the remaining cards are. Plus, you are talking to a legendary arcanist and craftsman here - what makes you think I can't craft something better? I say you should lower the price to better reflect what you are selling here." She states matter-of-factly to the merchant.

Crafting: 1d20 + 35 ⇒ (3) + 35 = 38

Crafting, Books + 4 reroll: 1d20 + 35 + 4 ⇒ (10) + 35 + 4 = 49


The merchant grins widely, My, my, arent you all just fabulous. I have greatly enjoyed this experience, you come up with such inventive and clever ways of putting your case. You have quite charmed me. I can see now why the Harrow has taken such a great interest in you. I tell you what, perhaps my opening gambit was a tad ambitious. I shall reduce my asking price significantly, as you have all been such great sports about this. Shall we say, ten thousand gold. After all, I have several large families in different dimensions to support. If I let it go for any less I would in fact be cutting my own throat!

OK, you start with 5VP, you have earned 10 for a total of 15. Sigourney, save your reroll, your 38 was a pass. The reroll is a crit but that doesnt change the overall result. There were various thresholds, the next was 17 VP and after that 21. So the question is, are you willing to pay or will you try and murder the man and steal his map.


Male Half-Elf Fighter 20 | ♥️ 308+22/308| ➕ slash 5, electricity 20, fiend spells/magic 2, falling ∞ | AC 45 | Speed 60' | Scout (Init +31, +2 visual) | Antimagic: F+33M (Battle Hard.) R+32M (Bulwark, Temp. Ref.) W+32M (Bravery) | Perc+29M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 37; Slots: 1□ 2□ 3□ | Hero 1, ☨□, ⚒++• ★+• ♛+ | ✋+3 MS Greatsword | Status:

Slick, realizing that any additional pressure was unlikely to bring the merchant's price down further, began weighing the options. Stealing the map would almost certainly require killing the merchant, a viable option when the price had been a hundred thousand gold. After all, obtaining the map was crucial, but not at the cost of crippling their ability to make use of it due to lack of resources.

Ten thousand gold, however, was far more manageable, especially with the recent delivery of dawnsilver from The Forge. The idea of cutting down this charismatic merchant in cold blood had never appealed to Slick, though he would have done it if he had to. Fortunately, the merchant had spared him the necessity.

Slick steps back from the elf, his glower shifting into a smile. "Ten thousand gold is a much more reasonable figure. With a bit of sacrifice, I think we can manage that." He turns to the rest of the group. "What do you all think? Do we have a deal?"

He waits for their reactions before glancing back at the merchant. "Any chance you’d accept the ten thousand in dawnsilver? Might be easier to carry that way."


The merchant grins, Yes, of course, provide payment is made immediately then I am happy to take it in the equivalent value of goods.


CG Aasimar Halfling Bard 20 | HP 266/266 | AC 42 (43) | Spd 50' | F+31, R+33, W+35 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +30 (+3 visual, +1 haunts/spirits) | Init: 33 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 45. Slots: 1□□□ 2□□□ 3□□□ 4□□□ 5□□□ 6□□□ 7□□□ 8□□□ 9□□□ 10□□, Focus□□□ | Sorc 1□ 2□ 3□ 4□ 5□ 6□ 7□ 8□ | Staff 10/10 | Harrow Omen: Stars (Will) | Half Luck □, Guid Luck □, Quick Cast □ | Cond: energy aegis (res 10), heroism (+2)

Now that the merchant is being reasonable, Billy breathes a sigh of relief. He figured Slick would be able to reconcile obtaining the map by any means, but Billy would've had a hard time with certain methods.

After agreeing on a price, Billy refills mugs and asks, "Good Sir, now that we have a deal, may we know your name?" The halfling sips his mead and mentions, "You seem to know quite a bit about our portals here at Harrowheart. Without portals, how will we travel to the locations on the map?"

After a short pause, Billy muses aloud "Also, if you care to share, I'm curious how you came across such a map and how you thought to bring it to us. We appreciate it."


Male Half-Elf Fighter 20 | ♥️ 308+22/308| ➕ slash 5, electricity 20, fiend spells/magic 2, falling ∞ | AC 45 | Speed 60' | Scout (Init +31, +2 visual) | Antimagic: F+33M (Battle Hard.) R+32M (Bulwark, Temp. Ref.) W+32M (Bravery) | Perc+29M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 37; Slots: 1□ 2□ 3□ | Hero 1, ☨□, ⚒++• ★+• ♛+ | ✋+3 MS Greatsword | Status:

With the deal made, Slick leaves Billy, Sigourney and Pine to try and extract as much information out of the merchant as possible while he heads down to the loot room to collect the agreed sum from the pile of dawnsilver they'd recently picked up from The Forge.

Loot sheet updated with the 10000gp purchase of the Harrow Cards Map. I subtracted it off the last batch of loot resulting in a 2500gp reduction from 36,645.66gp to now 34,145.66gp Please update your records accordingly.

Slick returns holding a bag chock full of surprisingly light metal and waits for any conversation to come to its natural conclusion. He then plops the bag onto the table next to the map. "Here you go. 10000gp in dawnsilver as we agreed. A pleasure doing business with you."


| HP 286/286 | AC 44 | F+31 s->cs R+38 cf->f, f->1/2 damage, s->cs W+31 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 10 | weakness cold iron 5 | Perc +30 (+31 if involving sight, constant truesight) | Speed 35 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +38), Scout while in favored terrain (forests), and Search | Active Conditions: None

The 90% price drop is suspicious, though it's also enough that Pine isn't so concerned about it any more--especially once Slick reminds him of the stash of valuable metal that he'd forgotten about. That meant he'd end the negotiation with more money then he'd started with, and it was hard to argue with that result.

But still. Suspicious.


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 20| HP 228/228| AC 42| F+31, R+32, W+33 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +33| Init +33 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 44. Slots: 1□□□+□, 2□□□, 3□□□ , 4□□□, 5□☑☑, 6□□☑, 7□□□+□□, 8☑□□, 9□□□, 10□□ Focus□□□| Staff Charges: 10+8 (18 net)| KnifeWand Uses: □□|Focus recharges □ | ✋Knifewand✋Staff✋| Quicken Spell □|

"You know what? I'll take it. Sometimes, Pine, you just have to accept that we have an outcome that just works for both of us, even if it does seem like a really, really good outcome." She says to the party and to Pine, assuaging that merchant that Pine's suspicions won't get in the way of the dealmaking.

Sigourney takes some time to focus onto the merchant with a Biographical Eye so she can find out more about him.

DC 30 Hidden Society to check to find out about a person's origin and history. My modifier is +34.

"So, merchant. Do you think you'll ever come round here again? I am looking for rare spells - you could find a generous customer in me."


The merchant grins widely, You may call me the Trader, I am a specialist in all kinds of wares which is how I know so much about the Harrow. As to the Map, well, that must remain my secret for now.

As Slick hands him the bag of mithril he first checks the contents. Thank you, no offence intended of course but I have occasionally dealt with those who might try to dissemble.

The bag vanishes into the sleeves of his coat. Well now, I must be taking my leave now. No doubt we will meet again soon enough.

With that he is surrounded by swirling blue mist, as it fades away floating in front of you in another Harrow card!

Details on Roll20


Examining the map there are six locations which have harrowkin locations marked on them. They are not static but seem to stay in the same rough location (see the handout on Roll20). Examining each of the locations you can work out the following:

The Avalanche
The Avalanche is located in the Five Kings Mountains, on the eastern slope of Droskar’s Crag. You can narrow down the location with a Nature or Society check.

The Crows, Peacock and Winged Serpent
The region that drew the harrowkin is an area named the Dragonbound Archipelago, an enormous chain of floating islands, some of which are homes to dragons. You can learn more with an Arcana or Society check.

The Cricket, Inquisitor, Teamster and Wanderer
The marker on the Trader’s map representing the Four Travelers flickers at the edge of the Desert of Storms in Casmaron. You can learn more with a Survival or Society check.

The Eclipse
The harrowkin shifts position in the sky above dozens of small, nameless islands scattered through the sprawling reach of the shattered continent of Azlant, the part of the world that took the greatest hit from Earthfall. You can learn more with a Perception check.

The Queen Mother, Courtesan and Unicorn
A PC who studies the map notices a marker in the Mwangi Jungle, east of Lake Ocota. With a successful Nature or Society check you may learn more.


| HP 286/286 | AC 44 | F+31 s->cs R+38 cf->f, f->1/2 damage, s->cs W+31 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 10 | weakness cold iron 5 | Perc +30 (+31 if involving sight, constant truesight) | Speed 35 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +38), Scout while in favored terrain (forests), and Search | Active Conditions: None

"You always can! But some people don't want to."

Pine takes the card and stares at it for a moment. "Oh. Oooooooh."


Also, examining the map, it is apparent that there is one card which is not marked there. The Betrayal.....


CG Aasimar Halfling Bard 20 | HP 266/266 | AC 42 (43) | Spd 50' | F+31, R+33, W+35 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +30 (+3 visual, +1 haunts/spirits) | Init: 33 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 45. Slots: 1□□□ 2□□□ 3□□□ 4□□□ 5□□□ 6□□□ 7□□□ 8□□□ 9□□□ 10□□, Focus□□□ | Sorc 1□ 2□ 3□ 4□ 5□ 6□ 7□ 8□ | Staff 10/10 | Harrow Omen: Stars (Will) | Half Luck □, Guid Luck □, Quick Cast □ | Cond: energy aegis (res 10), heroism (+2)

Billy watches in awe as the Trader fades away in blue mist. "Now that's a proper exit..."

The little gnome easily looks over the tiny sprite's shoulder to see our new card. (How does a sprite even hold these cards?) :) While he's always attracted to diplomatic items, with his new hat, Billy knows the card is better used by someone else.

Studying the map (in the order presented), Billy tries to recall information about the five locations.

Society (Five Kings Mountains): 1d20 + 26 ⇒ (13) + 26 = 39
Society (Dragonbound Archipelago): 1d20 + 26 ⇒ (8) + 26 = 34
Society (Desert of Storms): 1d20 + 26 ⇒ (7) + 26 = 33
Perception +goggles (Nameless Islands): 1d20 + 28 + 2 ⇒ (20) + 28 + 2 = 50
Society (Mwangi Jungle): 1d20 + 26 ⇒ (4) + 26 = 30

Mostly bad rolls, but those Islands shan't remain "nameless" for long...


Male Half-Elf Fighter 20 | ♥️ 308+22/308| ➕ slash 5, electricity 20, fiend spells/magic 2, falling ∞ | AC 45 | Speed 60' | Scout (Init +31, +2 visual) | Antimagic: F+33M (Battle Hard.) R+32M (Bulwark, Temp. Ref.) W+32M (Bravery) | Perc+29M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 37; Slots: 1□ 2□ 3□ | Hero 1, ☨□, ⚒++• ★+• ♛+ | ✋+3 MS Greatsword | Status:

Slick watches the departure of The Trader with some surprise. Was it really a departure though? "Sooo... this guy was a harrowkin instance of one of the cards, eh? I guess that means he didn't really leave, so much as transform back into a card. Interesting."

He takes the card from Pine and looks at it carefully. "Looks like our dawnsilver disappeared when our new friend returned to his original form. I wonder if all that talk of large families in different dimensions was a fabrication." He'd likely never find out.

Seeing as they had a little time on their hands, Slick goes ahead and epitomizes the card. The Trader reappears magically in the village with an accompanying shop from which he can peddle his wares. "Welcome back. I hope you find our little demiplane to your liking."

Slick's available skills are somewhat limited, the best he can do is the following:

Action: Recall Knowledge vs Dragonbound Archipelago (Arcana +21) - SECRET

Action: Recall Knowledge vs Desert of Storms in Casmaron (Survival +22) - SECRET

Action: Recall Knowledge vs Azlant (Perception +26, or +28 if Visual) - SECRET


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 20| HP 228/228| AC 42| F+31, R+32, W+33 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +33| Init +33 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 44. Slots: 1□□□+□, 2□□□, 3□□□ , 4□□□, 5□☑☑, 6□□☑, 7□□□+□□, 8☑□□, 9□□□, 10□□ Focus□□□| Staff Charges: 10+8 (18 net)| KnifeWand Uses: □□|Focus recharges □ | ✋Knifewand✋Staff✋| Quicken Spell □|

"So that was what you meant by meeting you again soon enough. Hey, can I buy from you a Greater Cognitive Mutagen?"

After Sigourney drinks and acquires the mutagen, she feels herself getting much more intelligent and knowledgeable about the ways of peoples. She checks out the map with her improved knowledge, casting Loremaster's Etude before every time she checks the map and refocusing when she runs out of Focus Points.

+3 to Society, Net +1 to the check for 1 hour for a total modifier of +35. With Loremaster's Etude you have to roll twice and take the better for my Recall Knowledges. If I Recall Knowledge and use 3x focus points, then refocus for 20 minutes before using the rest of my focus points, I should have advantage for all the checks.

Recall Knowledge on the Five Kings Mountains with Society

Recall Knowledge on the Dragonbound Archipelago with Society

Recall Knowledge on the Desert of Storms in Casmaron with Society

Recall Knowledge on the small, nameless islands with Perception (+27, +2 if Visual for +29)

Recall Knowledge on the Mwangi Jungle with Society


| HP 286/286 | AC 44 | F+31 s->cs R+38 cf->f, f->1/2 damage, s->cs W+31 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 10 | weakness cold iron 5 | Perc +30 (+31 if involving sight, constant truesight) | Speed 35 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +38), Scout while in favored terrain (forests), and Search | Active Conditions: None
Billy Bardy wrote:
(How does a sprite even hold these cards?) :)

Pinebrush holds the card in two hands to look at it, but once everyone has seen what it does and finished epitomizing it, he rolls it up to stow it in his backpack with the others as he's been doing all along.

He tries out its new power, trading away his practice at deception to retroactively remember more about people and places he's visited or otherwise learned about, as though that's what he'd been focusing on in the first place.
Swapping Trained Society with Legendary Deception for one hour using The Trader.

He then looks over the map.

Secret checks?:
The Avalanche (Society): 1d20 + 29 ⇒ (16) + 29 = 45
The Crows, Peacock, and Winged Serpent (Society): 1d20 + 29 ⇒ (10) + 29 = 39
The Cricket, Inquisitor, Teamster and Wanderer (Society): 1d20 + 29 ⇒ (15) + 29 = 44
The Eclipse (Perception): 1d20 + 28 ⇒ (7) + 28 = 35
The Queen Mother, Courtesan and Unicorn (Society): 1d20 + 29 ⇒ (7) + 29 = 36

Realizing something, Pinebrush takes off his backpack to extract the new card once more. He holds it up (with two hands) towards Sigourney. "I'm sorry, I'm being greedy. Did you say you want this one?"


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 20| HP 228/228| AC 42| F+31, R+32, W+33 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +33| Init +33 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 44. Slots: 1□□□+□, 2□□□, 3□□□ , 4□□□, 5□☑☑, 6□□☑, 7□□□+□□, 8☑□□, 9□□□, 10□□ Focus□□□| Staff Charges: 10+8 (18 net)| KnifeWand Uses: □□|Focus recharges □ | ✋Knifewand✋Staff✋| Quicken Spell □|

"No thank you, it is fine, Pinebrush. I'm sure I'll find a card that's more suited to me later. After all, we can't all be naturally intelligent after all." Sigourney says, trying to hide that she was eying the card. "Objectively speaking, the card is of better use on you. You are very proficient in a lot of things and have the stats to back it up."


I was happy enough for you to roll these ones yourselves but I should have said so. Anyway...

You identify the following about the different locations:

The Avalanche is located on the eastern slope of Droskar's Crag. You have the specific location. The region is affected by earthquakes and landslides. You are likely to need mountain climbing options which do not rely on flight as the Avalanche may impede such things.

The Crows etc are located on four small islands within the archipelago. You will need to be able to fly to navigate the area. The magical nature of the islands produces powerful magical winds that may both aid or impede flight.

The Cricket etc are located in the desert is Casmaron. You have heard tales of the desert and its rigors. The desert’s name stems from the
potent magical storms that plague the land. These rarely produce great rainfall, and are more likely to bring supernatural weather like ice storms, rains of fire, lightning, and even stranger phenomena. Yet no
matter how often it storms, the place remains arid and barren. Anyone exploring the desert should prepare for sudden and dangerous conditions.

The Eclipse is focused on four tiny islands at the southern end of shattered Azlant. Each is likely to hold some clue to the situation. However, the shattered continent is home to many powerful monsters and ancient legacies so expect trouble.

The Queen Mother etc are located in the Mwangi Expanse but the marker only seems to be present in the evening. The marker also exhibits an air of sophistication and manipulation.

OK, those are the five locations. This whole chapter is dealing with these locations and recovering more cards. One complicating factor is that the portals no longer work. However, this is more just an opportunity to show off how powerful and influential you have become so you can simply describe what you do to reach each location quickly and easily. You can generally assume each location will be a separate adventuring day for the most part. Where do you want to start?


Male Half-Elf Fighter 20 | ♥️ 308+22/308| ➕ slash 5, electricity 20, fiend spells/magic 2, falling ∞ | AC 45 | Speed 60' | Scout (Init +31, +2 visual) | Antimagic: F+33M (Battle Hard.) R+32M (Bulwark, Temp. Ref.) W+32M (Bravery) | Perc+29M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 37; Slots: 1□ 2□ 3□ | Hero 1, ☨□, ⚒++• ★+• ♛+ | ✋+3 MS Greatsword | Status:

Once the information about the harrow card destinations is collected, Slick considers the options. "None of these places seem especially welcoming. Not sure it matters much which we head to first, as eventually we'll have to visit them all."

Using the Pathfinder Wiki map, these appear to be distances involved, as the crow flies:
Absalom to Droskar's Crag: 500+ miles
Absalom to Mwangi Expanse: 1000+ miles
Absalom to Casmaron: 1500+
Absalom to Azlanti Islands: 3500+ miles
Absalom to Dragonbound Archipelago: 6500+ miles.

All involve traveling over water, in several cases literal oceans of water. I think that reaching any of these locations will take more than an adventuring day for the most part, assuming we are traveling overland.

He turns to Billy and Sigourney. "I recently picked up some magic on Cyclone Mountain that will help get us to these places, but it's still going to require days and weeks of hard slog across perilous territory. I don't suppose you guys have a quicker way to get us there?"


CG Aasimar Halfling Bard 20 | HP 266/266 | AC 42 (43) | Spd 50' | F+31, R+33, W+35 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +30 (+3 visual, +1 haunts/spirits) | Init: 33 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 45. Slots: 1□□□ 2□□□ 3□□□ 4□□□ 5□□□ 6□□□ 7□□□ 8□□□ 9□□□ 10□□, Focus□□□ | Sorc 1□ 2□ 3□ 4□ 5□ 6□ 7□ 8□ | Staff 10/10 | Harrow Omen: Stars (Will) | Half Luck □, Guid Luck □, Quick Cast □ | Cond: energy aegis (res 10), heroism (+2)

Billy nods to Slick. "There's a very good teleportation spell. It would allow us to travel anywhere on Golarion in 10 minutes." Grinning at Slick, "Hard slogging generally doesn't agree with me."

Thinking more about the spell, he adds, "I'd need to spend the better part of a week learning it. Is that okay with everyone?" If the group agrees, Billy visits the Grand Bazaar in Absalom and begins studying.


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 20| HP 228/228| AC 42| F+31, R+32, W+33 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +33| Init +33 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 44. Slots: 1□□□+□, 2□□□, 3□□□ , 4□□□, 5□☑☑, 6□□☑, 7□□□+□□, 8☑□□, 9□□□, 10□□ Focus□□□| Staff Charges: 10+8 (18 net)| KnifeWand Uses: □□|Focus recharges □ | ✋Knifewand✋Staff✋| Quicken Spell □|

"You know what? I am happy to take a week off to Aid you in learning the spell. Give me 10 minutes first...I need to learn Migration from Slick."

Sigourney turns to Slick with hungry eyes and a writing set in her hands. Reginald runs across the dinning table, ready to devour the resulting magic scroll.

"So, Slick. Teach me how you do that Migration thing. No, no, do not explain it to me - Your knowledge of the Arcane is too limited, to be frank with you. Instead, please turn into a small animal and back for the next 10 minutes."

With Magical Shorthand and Unified Theory, I can use Arcana for this check and it only takes 10 minutes. DC is 34 for a common 8th Rank spell.

Arcana: 1d20 + 34 ⇒ (20) + 34 = 54

Well, with a critical success twice over I learn the spell and expend half the cost - which is half of 650 GP for 325.

Sigourney then spends the next week Aiding Billy in Learning Teleport. She instructs him on the ways of breaching planar wards and more importantly, how to to reach a destination safely.

"Now Billy, the most important thing about Teleportation is not getting lost. Always set your magical destination point before you cast the spell. Otherwise, who knows where we will end up!" She instructs Billy in this manner for the next 7 days.

The DC for Aid is 15.

Arcana, Legendary: 1d20 + 34 ⇒ (7) + 34 = 41

That's a +4 to Billy's check unless the GM modifies the DC.


| HP 286/286 | AC 44 | F+31 s->cs R+38 cf->f, f->1/2 damage, s->cs W+31 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 10 | weakness cold iron 5 | Perc +30 (+31 if involving sight, constant truesight) | Speed 35 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +38), Scout while in favored terrain (forests), and Search | Active Conditions: None

"Ugh, but that's sooo looong! Faster then traveling without it. But sooo looong!"


OK, with access to teleport which location do you want to visit first? The order really doesnt matter, you will go to all of them eventually.

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