
GM Frost |

Alright then.
Hancock fails to frighten H2 with his yelling. He then rages and attacks H2, the weapon bonks to the enemy! H2 takes 19 total damage and is eliminated.
❖❖❖❖❖❖ OLD STONE BRIDGE ENCOUNTER Round 2 ❖❖❖❖❖❖
Party Conditions: ---
Terrain Features: Squares with foliage can provide Standard Cover (+2 to AC, Reflex, Stealth; can Hide)
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points
❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
➤ Nhorri (☘️ 2/3) (AC 18) (24/30 HP)
➤ Tarkis (☘️ 2/3) (AC 15, 16 w Glass Shield) (27/27 HP)
H1 (-18 HP)
H2 (-30 HP)
H3 (- HP)
Luz (☘️ 1/3) (AC 18) (48/48 HP)
Mao (☘️ 2/3) (AC 17) (20/20 HP)
Hancock (☘️ 1/3) (AC 21, 20 when Raging) (65/70 HP) | Raging
Stork-That-Towers (☘️ 1/3) (AC 19, 20 w Shield) (3/30 HP)

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Tarkis asks the blessings of the Elven gods to heal Stork-That-Towers. Divine energy flows from his hands and strikes the Gnoll squarely at this back, and heals him.
◆ Healer's Blessing
◆◆ Heal
Heal: 1d10 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Tarkis has Healing Hands as a feat. Converts healing from 1d8 to 1d10

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"Oh, see now: that's just too pretty. Stand back everyone, or it'll bite you in the butt in a bit!" (As in: it returns along the same path during her next turn.) Nhorri sends a blade of whirring air right toward both thugs. She chooses not to drift away from the one right in her face, after seeing the other one whack Stork while she was casting.
Aerial Boomerang (slashing): 2d4 ⇒ (4, 1) = 5
Both thugs need to make a DC 18 basic reflex save vs. Aerial Boomerang.
Smiling sweetly, she shuffles her feet, then reaches up to boop H1's nose. "Oo! Static shock!"
Elemental Blast: 1d20 + 7 ⇒ (16) + 7 = 23
Electrical damage: 1d6 + 2 ⇒ (4) + 2 = 6

GM Frost |

Tarkis heals Stork, restoring her some vitality. Nhorri, on the other hand, throws an air boomerang that catches two thugs!
H1: DC 18 basic Reflex save: 1d20 + 5 ⇒ (2) + 5 = 7 (Crit Failure, 10 S damage)
H3: DC 18 basic Reflex save: 1d20 + 5 ⇒ (10) + 5 = 15 (Failure, 5 S damage)
She then electrifies H1 which easily brings H1 down! H1 eliminated. The remaining gang member gets terrified now that his allies are down and flees!
ENCOUNTER OVER! WELL DONE!
Tarkis 27/27 HP
Luz 48/48 HP
Mao 20/20 HP
Hancock 65/70 HP
Stork-That-Towers 17/30 HP
The downed Grim Rictus gang members haven’t had too much success in their extralegal exploits as you search their bodies. Between them they have a handful of cheap jewelry stolen from those foolish enough to travel into the Gravelands (worth 25 sp) and a small bag of coins containing 2 gp and 10 sp. One of the bandits also carries an amateurish map of possible ambush sites nearby. This parchment can be used toward completion of the Horizon Hunters faction mission.
At this point, the next step in your journey is to search the River Bank for signs of the spot where Claudiette exited the woods of the Gravelands. From her directions, you recall that she found the old stone bridge across the river. Claudiette recommended sticking to the southern bank of the Path River going northwest from the Old Stone bridge.
To find Claudiette’s tracks, a PC must succeed at a DC 18 Survival check to Track, or a DC 16 Scouting Lore check. Only one PC can attempt this check, others can Aid to improve the primary skill check.

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Tarkis takes a look at the map, then relates it to the directions given, then relate all that to physical signs that are present.
Survival: 1d20 + 8 ⇒ (19) + 8 = 27

GM Frost |

The group now leaves the safety of Ustalav to the dread that awaits them in the Gravelands.
According to her reports, there should be some tracks and broken plants within a quarter mile to show the path she took as she stumbled out of the woods on her way to Ustalav. The haze is thicker along the river, but doesn’t impair their ability to see clearly enough to look for her tracks. Tarkis easily finds Claudiette’s tracks leading into the woods. The mists grow thicker with every step taken deeper into the Gravelands. An eerie silence draws around every living thing like a blanket, pierced only by the sounds of footsteps along the trail, the distant howls of unfamiliar creatures, and periodic hoofbeats on some distant road.
From this point on, the fog is thinner, but even during the day, the fog and trees block most daylight, causing the woods to be bathed in dim light rather than bright light during the day, and darkness at night. To discern the supernatural nature of the Gravelands’ fog and inform a possible way through it, one PC must succeed at a DC 18 Arcana, Occultism, or Religion check or DC 20 Nature check to Recall Knowledge. One PC attempts the check, while other PCs can Aid; the DC of this attempt to Aid is 15.

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Tarks already rolled for the first.
Can someone else roll?
I've a +8 to Religion, only a +4 on Nature, and nothing on Occultism.
recall religion: 1d20 + 8 ⇒ (12) + 8 = 20
Hancock will use his medicine skill on himself. Auto success with the Assurance feat.

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While the others are checking the pockets of the downed thugs, Nhorri chugs some potions.
2x Minor healing potion: 2d8 ⇒ (4, 8) = 12
Full HP
When they find the map, she peeks over to see it. "Oh, hey. This map might be useful. I can hang onto that."
-----
Nhorri sort of listens as Bruce translates Hancock's assessment of the fog. She's mostly imagining the wisps and tendrils of mist are making shapes, like she sometimes does with clouds.

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Ah, yes, the roll for how much healing.
Hancock regains 2d8 ⇒ (1, 5) = 6 HP.

GM Frost |

Everyone is now at full HP except Stork who is at 24/30. If anyone will do some healing, please do so before we get to the next part.
Hancock leads navigating the fog, and within a few hours, they find an old mudflow where a caravan has been wrecked in the river’s meander. The wreckage of a carriage is mired in the shallow mud basin of a meander of the Path River, seemingly driven off the road by a mudslide. The carriage train once bordered on opulent with its colorful paint, decorative filigree, and plush cabins, but it shows little of its former elegance. Of the occupants and team of horses that had once pulled the caravan, no trace remains.

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"Anything useful in there? Maybe maps? Or maybe just a jump-scare-undead-thing?" Nhorri looks, listens, and smells as she cautiously approaches the carriage to peek inside. She makes sure to keep to solid footing for now, testing each step before putting her weight on it.
Perception +5

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Tarkis uses his school's scroll of healing and uses it on Stork-that-Towers.
the +8 of the two-action version alone should cover the last of Stork's damage
Tarkis will spend a few minutes to realign himself (regain focus).

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Hancock also approaches cautiously, foremost in his mind is the warning that the dead rise in this dwarven-godforsaken place. As a show of solidarity he lends his Potency Crystal to Stork-that-Towers with some mumbled instructions and something that sounds like 'I don't need this anymore' made clear by hand waving.

GM Frost |

Nhorri looks around and finds a... creature with a bird-like face in the middle of the river. When it sees the Pathfinders it screeches!
Rolling initiatives...
Hancock the Angry's Initiative using Search: 1d20 + 8 ⇒ (9) + 8 = 17
Stork-That-Towers's Initiative using Investigate: 1d20 + 7 ⇒ (8) + 7 = 15
Tarkis Kirath's Initiative using Search: 1d20 + 7 ⇒ (9) + 7 = 16
Luz's Initiative using Investigate: 1d20 + 10 ⇒ (6) + 10 = 16
Mao Si-Dai's Initiative using Search: 1d20 + 5 ⇒ (17) + 5 = 22
J1 (Red): 1d20 + 8 ⇒ (13) + 8 = 21
I1, I2, I3: 1d20 + 3 ⇒ (1) + 3 = 4
❖❖❖❖❖❖ LOST CARAVAN ENCOUNTER Round 1 ❖❖❖❖❖❖
Party Conditions: ---
Terrain Features: !!! Squares with foliage can provide Standard Cover (+2 to AC, Reflex, Stealth; can Hide)
!!! The river is difficult terrain for Medium or smaller creatures, but not so deep that creatures need to swim.
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points. !!! The whole map is bathed in dim light because of the fog. Creatures and objects in dim light have the concealed condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision.
❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
➤ Mao (☘️ 2/3) (AC 17) (20/20 HP)
J1 (Red) (- HP)
Nhorri (☘️ 2/3) (AC 18) (30/30 HP)
Hancock (☘️ 1/3) (w darkvision) (AC 21, 20 when Raging) (70/70 HP)
Luz (☘️ 1/3) (AC 18) (48/48 HP)
Tarkis (☘️ 2/3) (w low-light vision) (AC 15, 16 w Glass Shield) (27/27 HP)
Stork-That-Towers (☘️ 2/3) (w low-light vision) (AC 19, 20 w Shield) (30/30 HP)
I1 (- HP)
I2 (- HP)
I3 (- HP)

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Mao takes a cautious step closer to the edge and tries to identify the bird like creature. He then activates his kinetic gate and immediately, drops of water from the nearby river surrounds him.
◈Stride, ◈Recall Knowledge, ◈Channel Elements

GM Frost |

Mao, when you Channel Elements, you can do a 1-action Elemental Blast as part of that action. > Channel Elements <

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Yeah. The bird creature's somewhat far. I don't like my chances here but...
Elemetal Blast: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16
Concealment: 1d20 ⇒ 15
Bludgeoning: 1d8 ⇒ 2

GM Frost |

Mao misses to hit the bird creature.
The bird creature screams, but this time, louder that unnerves those who hear it! DC 19 Will save vs Horrifying Screech (see below) It then slowly advances toward them.
❖❖❖❖❖❖ LOST CARAVAN ENCOUNTER Round 1 ❖❖❖❖❖❖
Party Conditions: ---
Terrain Features: !!! Squares with foliage can provide Standard Cover (+2 to AC, Reflex, Stealth; can Hide)
!!! The river is Difficult Terrain for Medium or smaller creatures, but not so deep that creatures need to swim.
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points. !!! The whole map is bathed in dim light because of the fog. Creatures and objects in dim light have the concealed condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision.
❖❖❖BEFORE YOUR TURN❖❖❖
Mao (☘️ 2/3): DC 19 Will save vs Horrifying Screech (see below)
Nhorri (☘️ 2/3): DC 19 Will save vs Horrifying Screech (see below)
Hancock (☘️ 1/3) (w darkvision): DC 19 Will save vs Horrifying Screech (see below)
Luz (☘️ 1/3): DC 19 Will save vs Horrifying Screech (see below)
Tarkis (☘️ 2/3) (w low-light vision): DC 19 Will save vs Horrifying Screech (see below)
Stork-That-Towers (☘️ 2/3) (w low-light vision): DC 19 Will save vs Horrifying Screech (see below)
❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
Mao (☘️ 2/3) (AC 17) (20/20 HP)
J1 (Red) (- HP)
➤ Nhorri (☘️ 2/3) (AC 18) (30/30 HP)
➤ Hancock (☘️ 1/3) (w darkvision) (AC 21, 20 when Raging) (70/70 HP)
➤ Luz (☘️ 1/3) (AC 18) (48/48 HP)
➤ Tarkis (☘️ 2/3) (w low-light vision) (AC 15, 16 w Glass Shield) (27/27 HP)
➤ Stork-That-Towers (☘️ 2/3) (w low-light vision) (AC 19, 20 w Shield) (30/30 HP)
I1 (- HP)
I2 (- HP)
I3 (- HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is fleeing for 1 round and frightened 3.

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Will Save: 1d20 + 7 ⇒ (4) + 7 = 11
Terrified by the sound of the creature, Mao clumsily moves toward the river to cover ground. He then sends another blast at the creature.
Elemental Blast: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
Bludgeoning Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Concealment: 1d20 ⇒ 5
◈Stride, ◈◈Elemental Blast. If the blast hits, the creature will move 10 ft. to the left.

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Will Save: 1d20 + 10 ⇒ (1) + 10 = 11
Hero Point
Will Save: 1d20 + 10 ⇒ (16) + 10 = 26
Tarkis barely shakes off the creature's scream. He retaliates by way of a Divine Lance. He then casts a defensive Shield. "By the Elven Gods! What is that thing?"
◆◆Spell Attack: 1d20 + 7 ⇒ (19) + 7 = 26 Good: 1d4 + 4 ⇒ (3) + 4 = 7
◆ Shield

GM Frost |

Mao, you are done with your turn for the first round but I can keep your post for the next round.
Mao gets Frightened 2. Tarkis becomes Frightened 1.
If he hadn't gotten Frightened, Tarkis would have critically hit the birdlike creature. J1 takes 7 good damage. He then raises Shield. Tarkis is no more Frightened.
❖❖❖❖❖❖ LOST CARAVAN ENCOUNTER Round 1 ❖❖❖❖❖❖
Party Conditions: ---
Terrain Features: !!! Squares with foliage can provide Standard Cover (+2 to AC, Reflex, Stealth; can Hide)
!!! The river is Difficult Terrain for Medium or smaller creatures, but not so deep that creatures need to swim.
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points. !!! The whole map is bathed in dim light because of the fog. Creatures and objects in dim light have the concealed condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision.
❖❖❖BEFORE YOUR TURN❖❖❖
Nhorri (☘️ 2/3): DC 19 Will save vs Horrifying Screech (see below)
Hancock (☘️ 1/3) (w darkvision): DC 19 Will save vs Horrifying Screech (see below)
Luz (☘️ 1/3): DC 19 Will save vs Horrifying Screech (see below)
Stork-That-Towers (☘️ 2/3) (w low-light vision): DC 19 Will save vs Horrifying Screech (see below)
❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
Mao (☘️ 2/3) (AC 17) (20/20 HP) | Frightened 2
J1 (Red) (-7 HP)
➤ Nhorri (☘️ 2/3) (AC 18) (30/30 HP)
➤ Hancock (☘️ 1/3) (w darkvision) (AC 21, 20 when Raging) (70/70 HP)
➤ Luz (☘️ 1/3) (AC 18) (48/48 HP)
Tarkis (☘️ 2/3) (w low-light vision) (AC 15, 16 w Glass Shield) (27/27 HP)
➤ Stork-That-Towers (☘️ 2/3) (w low-light vision) (AC 19, 20 w Shield) (30/30 HP)
I1 (- HP)
I2 (- HP)
I3 (- HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is fleeing for 1 round and frightened 3.

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So, this is a shallow mud basin. How difficult would it be to move about in it?
will save: 1d10 + 9 ⇒ (10) + 9 = 19
Hancock enters his controlled burn of a rage as he watches the giant thing approach. Not liking the idea of getting stuck in the mud he pulls out his rarely used javelin and tosses it at the advancing giant.
to hit: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 1d6 + 4 ⇒ (3) + 4 = 7
First time I've tossed a javelin. Please check the numbers below.
+2[trained] +4[lvl] +1[dex] / 1d6 +4[strength]
Also don;t know if you need an interact action to draw a javelin before you throw it.
* Rage
* interact to draw javelin
* throw javelin.

GM Frost |

So, this is a shallow mud basin. How difficult would it be to move about in it?
Difficult Terrain.
And yes, it needs an action to draw the javelin, and another to throw it. Your math looks good to me too.
Hancock rages and pokes the birdlike creature in the chest. 7 P damage
❖❖❖❖❖❖ LOST CARAVAN ENCOUNTER Round 1 ❖❖❖❖❖❖
Party Conditions: ---
Terrain Features: !!! Squares with foliage can provide Standard Cover (+2 to AC, Reflex, Stealth; can Hide)
!!! The river is Difficult Terrain for Medium or smaller creatures, but not so deep that creatures need to swim.
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points. !!! The whole map is bathed in dim light because of the fog. Creatures and objects in dim light have the concealed condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision.
❖❖❖BEFORE YOUR TURN❖❖❖
Nhorri (☘️ 2/3): DC 19 Will save vs Horrifying Screech (see below)
Luz (☘️ 1/3): DC 19 Will save vs Horrifying Screech (see below)
Stork-That-Towers (☘️ 2/3) (w low-light vision): DC 19 Will save vs Horrifying Screech (see below)
❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
Mao (☘️ 2/3) (AC 17) (20/20 HP) | Frightened 2
J1 (Red) (-14 HP)
➤ Nhorri (☘️ 2/3) (AC 18) (30/30 HP)
Hancock (☘️ 1/3) (w darkvision) (AC 21, 20 when Raging) (70/70 HP)
➤ Luz (☘️ 1/3) (AC 18) (48/48 HP)
Tarkis (☘️ 1/3) (w low-light vision) (AC 15, 16 w Glass Shield) (27/27 HP)
➤ Stork-That-Towers (☘️ 2/3) (w low-light vision) (AC 19, 20 w Shield) (30/30 HP)
I1 (- HP)
I2 (- HP)
I3 (- HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is fleeing for 1 round and frightened 3.

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Will Save: 1d20 + 5 ⇒ (5) + 5 = 10
Stork whimpers and moves toward the big rock for some cover. She throws up her shield spell, and tries to figure what the heck they're fighting.
Arcana +7, Society +7, Occultism +7. If its religion or nature, retcon it to me getting my guisarme out.
◆ Stride ◆ Shield Spell ◆ Recall Knowledge on J1

GM Frost |

It is Religion to Recall Knowledge.
Stork moves close to the rock and raises Shield. He then draws out his guisarme. Frightened 2 then becomes Frightened 1
Luz and Nhorri are up!

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DC 19 Will save: 1d20 + 6 ⇒ (5) + 6 = 11
Wow. A lot of us got 11s. Still gonna save those Hero Points for
a near-death situation, though.
"Eep!" Scared silly, Nhorri Channels her Element, sending a blast of slashing air at the big-ugly-bird-thing.
Elemental Blast, Frightened 2: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
Slashing damage: 1d6 + 1 ⇒ (5) + 1 = 6
Then she drifts back a bit before sending an Aerial Boomerang at the creature. (Impulse Junction allows half stride movement before/after impulse. I moved her 1 square.)
Aerial Boomerang: 2d4 ⇒ (1, 1) = 2
DC 18 Reflex save
"H-Hancock! Come closer!" Based on what happened last time, everyone knows the whirring blade of air will come right back to her in a few seconds, so they know not to step in front of her. Maybe she wants to avoid giving it reasons to step to the side?

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Hancock gives Nhorri a confused expression. He has no idea why she wants him to closw with her. He does consider it though.

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Will vs Screech: 1d20 + 10 ⇒ (2) + 10 = 12
Luz's skin craws as he attempts to envision an attack.
DaS vs H3: 1d20 ⇒ 13
Moving to clear some distance, Luz tosses his hammer
Ranged Strike w Frightened - Range: 13 + 11 - 2 - 2 = 20 Damage wStrategic Strike: 3d6 ⇒ (6, 1, 6) = 13

GM Frost |

Nhorri gets frightened and has a hard time hitting the ugly bird. She sends boomerang and effectively cuts the enemy!
Nhorri: DC 5 Flat check vs concealment: 1d20 ⇒ 19
DC 18 basic Reflex save: 1d20 + 5 ⇒ (10) + 5 = 15 (Failure, 2 slashing + 10 (slashing weakness) = 12 total
Luz: DC 5 Flat check vs concealment: 1d20 ⇒ 17
Luz is also affected by that screech. He examines the enemy and then moves. He throws his hammer at the nice spot of the ugly bird. Takes 13 damage
The hostilities below begin to move slowly, their arms outstretched in their direction, crowding the gnoll!
Using Mao's actions already posted... Mao moves and bludgeons the bird-like creature, pushing it back in the process. takes 9 B damage
J1 slowly gets closer and uses its beak to poke the barbarian!
Beak Attack vs Hancock w Rage AC 20: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 1d12 + 7 ⇒ (5) + 7 = 12 piercing damage
❖❖❖❖❖❖ LOST CARAVAN ENCOUNTER Round 2 ❖❖❖❖❖❖
Party Conditions: ---
Terrain Features: !!! Squares with foliage can provide Standard Cover (+2 to AC, Reflex, Stealth; can Hide)
!!! The river is Difficult Terrain for Medium or smaller creatures, but not so deep that creatures need to swim.
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points. !!! The whole map is bathed in dim light because of the fog. Creatures and objects in dim light have the concealed condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision.
❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
Mao (☘️ 2/3) (AC 17) (20/20 HP) | Frightened 1
J1 (Red) (-48 HP)
➤ Nhorri (☘️ 2/3) (AC 18) (30/30 HP) | Frightened 1
➤ Hancock (☘️ 1/3) (w darkvision) (AC 21, 20 when Raging) (58/70 HP)
➤ Luz (☘️ 1/3) (AC 18) (48/48 HP) | Frightened 1
➤ Tarkis (☘️ 1/3) (w low-light vision) (AC 15, 16 w Glass Shield) (27/27 HP)
➤ Stork-That-Towers (☘️ 2/3) (w low-light vision) (AC 19, 20 w Shield) (30/30 HP) | Frightened 1
I1 (- HP)
I2 (- HP)
I3 (- HP)

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Tarkis calls upon the Elven pantheon and directs their healing power towards the raging barbarian.
◆ Healer's Blessing (Hancock)
◆◆ Heal: 1d10 + 8 + 2 ⇒ (5) + 8 + 2 = 15

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Keep forgetting that Devise a Stratagem gives a free Recall Knowledge check. +8 Nature
Successfully hitting the big creature, Luz shares his strategem with the barbarian
Creature is flat footed to Barbarian for one attack
Thus...waiting for Hancock to attack before taking Luz's action

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Actually Hancock only took partial damage because of the rage HP but with the healing it is moot.
Gleefull to find himself in combat once again he screams threateningly at the bird, and lays into it with a couple enthusiastic swings from his maul, his usual slouch now gone and his sour expression replaced with a smile.
intimidate: 1d20 + 5 ⇒ (6) + 5 = 11
to hit Maul: 1d20 + 11 ⇒ (6) + 11 = 17
damage Maul: 2d12 + 4 ⇒ (2, 10) + 4 = 16 bludgeoning damage
4 additional damage with electrical, arcane, and evocation traits on a hit
to hit Maul, iterative1: 1d20 + 11 - 5 ⇒ (17) + 11 - 5 = 23
damage Maul: 2d12 + 4 ⇒ (8, 8) + 4 = 20 bludgeoning damage
4 additional damage with electrical, arcane, and evocation traits on a hit

GM Frost |

Actually Hancock only took partial damage because of the rage HP but with the healing it is moot.
I forgot the temp HP from Rage. With Tarkis' healing, you are at full health with no temp HP left.
Tarkis heals Hancock to full.
Hancock tries to Demoralize the enemy but it just cocks its head. Immune to mental effect.
He then bludgeons it, dealing massive damage but brings down the birdlike creature! J1 eliminated.
❖❖❖❖❖❖ LOST CARAVAN ENCOUNTER Round 2 ❖❖❖❖❖❖
Party Conditions: ---
Terrain Features: !!! Squares with foliage can provide Standard Cover (+2 to AC, Reflex, Stealth; can Hide)
!!! The river is Difficult Terrain for Medium or smaller creatures, but not so deep that creatures need to swim.
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points. !!! The whole map is bathed in dim light because of the fog. Creatures and objects in dim light have the concealed condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision.
❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
Mao (☘️ 2/3) (AC 17) (20/20 HP) | Frightened 1
J1 (Red) (-92 HP) | Eliminated
➤ Nhorri (☘️ 2/3) (AC 18) (30/30 HP) | Frightened 1
Hancock (☘️ 1/3) (w darkvision) (AC 21, 20 when Raging) (70/70 HP)
➤ Luz (☘️ 1/3) (AC 18) (48/48 HP) | Frightened 1
Tarkis (☘️ 1/3) (w low-light vision) (AC 15, 16 w Glass Shield) (27/27 HP)
➤ Stork-That-Towers (☘️ 2/3) (w low-light vision) (AC 19, 20 w Shield) (30/30 HP) | Frightened 1
I1 (- HP)
I2 (- HP)
I3 (- HP)

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Stork spins her guisarme and attempts to spellstrike the strange humanoids bearing down on her with the fury of claw.
SpellStrike, Guisarme vs L2, Gouging Claw, Frightened 1: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14
If that's a miss, I'd like to hero point
Slashing Damage: 1d10 + 4 ⇒ (2) + 4 = 6
Piercing Damage: 1d6 + 3 ⇒ (2) + 3 = 5
She'll then draw the power of her spell inwards and enter an arcade cascade.

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forgot to add that arcane cascade gives me 1 temporary hit point, and it refreshes at the start of my turn until I exit Arane Cascade

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The whirring blade of air sweeps back, shaving off some feathers as the giant, already-dead bird-thing falls. Nhorri drifts 10 feet south (Impulse Junction movement) and activates her Four Winds impulse, targeting Stork, Luz, Mao, and Tarkis.
Stork, Luz, Mao, and Tarkis can choose to take a half Stride movement as part of Nhorri's turn.
Then, still shaken from the giant bird-thing, she raises a trembling hand to send an elemental blast at the undead.
Air Blast: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26
Frightened 1
Slashing damage: 1d6 + 1 ⇒ (3) + 1 = 4 (Crit) x 2 = 8 damage
◆◆ Four Winds, ◆ Elemental Blast

GM Frost |

forgot to add that arcane cascade gives me 1 temporary hit point, and it refreshes at the start of my turn until I exit Arane Cascade
I will add it then.
You can keep your hero point, Stork. The gnoll slashes them with her guisarme imbued with magic! The slashing is effective on the flesh! 6 S + 10 (S weakness) + 5 P = 21 total damage. She then enters into a stance.
DC 5 Flat check vs concealment: 1d20 ⇒ 10
Nhorri brings about more wind to carry herself and her allies (if they wish to be carried away) and blasts some air at (I assume you are targeting the closest, I1) the closest one, I1 which is very effective as well. 8 S + 10 (S weakness) = 18 total
Luz, your turn. Bigbird is eliminated. The purple ones below slowly advance themselves.

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Luz advances, attempts to visualize his hammer hitting the lead creature (I1)
DaS vs I1: 1d20 ⇒ 10 Triggers Known Weakness +8 Religion
Uncertain, Luz throw his hammer anyways.
Ranged Strike - Range - Fear vs I1: 10 + 11 - 2 - 1 = 18 Damage wSS: 3d6 ⇒ (5, 6, 6) = 17
Concealed Flat check: 1d20 ⇒ 10
On a hit, I1 is FF'd to Mao for his next attack

GM Frost |

Luz throws a hammer and bludgeons one of them! I1 takes 17 B damage.
I1 advances further, ignoring the gnoll, and punches 1 Hancock, 2 Nhorri: 1d2 ⇒ 2 Nhorri!
Fist Attack vs Nhorri AC 18: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d8 + 4 ⇒ (7) + 4 = 11 bludgeoning damage
I2 closes in with Stork and does the same!
Fist Attack vs Stork w Standard Cover AC 19+2: 1d20 + 9 ⇒ (2) + 9 = 11
I3 joins the other and punches Stork!
Fist Attack vs Stork w Standard Cover AC 19+2: 1d20 + 9 ⇒ (8) + 9 = 17
❖❖❖❖❖❖ LOST CARAVAN ENCOUNTER Round 3 ❖❖❖❖❖❖
Party Conditions: ---
Terrain Features: !!! Squares with foliage can provide Standard Cover (+2 to AC, Reflex, Stealth; can Hide)
!!! The river is Difficult Terrain for Medium or smaller creatures, but not so deep that creatures need to swim.
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points. !!! The whole map is bathed in dim light because of the fog. Creatures and objects in dim light have the concealed condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision.
❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
➤ Mao (☘️ 2/3) (AC 17) (20/20 HP) | Frightened 1
J1 (Red) (-92 HP) | Eliminated
➤ Nhorri (☘️ 2/3) (AC 18) (19/30 HP)
➤ Hancock (☘️ 1/3) (w darkvision) (AC 21, 20 when Raging) (70/70 HP)
➤ Luz (☘️ 1/3) (AC 18) (48/48 HP)
➤ Tarkis (☘️ 1/3) (w low-light vision) (AC 15, 16 w Glass Shield) (27/27 HP)
➤ Stork-That-Towers (☘️ 2/3) (w low-light vision) (AC 19, 20 w Shield) (30/30 HP, 1 temp HP) | 1 temp HP/rd (Arcane Cascade)
I1 (-35 HP) | FF to Mao
I2 (-21 HP)
I3 (- HP)

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"Careful mates, these are plague zombies. Infected.. This bottles sunlight should be effective. Stork, you will want to stand back."
This bottles do splash damage, so if people want to wait until after stork moves back and Luz attempts to throw before closing with the zombies.

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Tarkis prays for guidance, as he quickly slaps poultice and other medication on Nhorri while she's in combat.
◆◆ Heal: 1d10 + 8 ⇒ (2) + 8 = 10
◆ Guidance on Nhorri

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Hancock first deals with the zombie standing right in front of him, dealing a mighty blow.
After Stork moves back and Luz tosses his lethal vial of sunshiney goodness, Hancock will advance and put the fear of dwarves into the ones in the back (even if I1 does not go down). Or at least he would if they were not dead and not really feeling emotions.
-
to hit I1 Maul: 1d20 + 11 ⇒ (15) + 11 = 26
damage Maul: 2d12 + 4 ⇒ (12, 7) + 4 = 23 bludgeoning damage
4 additional damage with electrical, arcane, and evocation traits on a hit
Note to other players: I'm guessing I1 will be down so you may want to post your actions with that in mind if GM Frost does not post first.
-
to hit I3 Maul, iterative1: 1d20 + 11 - 5 ⇒ (8) + 11 - 5 = 14
damage Maul: 2d12 + 4 ⇒ (10, 10) + 4 = 24 bludgeoning damage
4 additional damage with electrical, arcane, and evocation traits on a hit
* strike
* stride (note that I did not move his icon yet as it would confuse things when the vial is thrown)
* strike

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At Luz's comment, Nhorri gulps. "Eep! Gross!" She flings out another slashing blade of whirring air (this time staying put), narrowly missing Stork, and shouts: "Stay out of its path!" She follows it up with an elemental blast at the closest still-twitching zombie.
Aerial boomerang (slashing): 2d4 ⇒ (2, 1) = 3
DC 18 Reflex save
Elemental Blast: 1d20 + 7 ⇒ (12) + 7 = 19
Concealment DC 5: 1d20 ⇒ 20
Slashing damage: 1d6 + 1 ⇒ (6) + 1 = 7
◆◆ Aerial Boomerang, ◆ Elemental Blast

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Stork-That-Towers laughs and peels back, "Swords, my friends, slice them up! They'll fall apart." With her guisarme, she lets loose a Thunderous Strike!
+1 Guisarme Strike vs L2: 1d20 + 9 ⇒ (5) + 9 = 14
Slashing Damage: 1d10 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Both Zombies need to make basic Fortitude saves or take 2 sonic damage. Critical fail, they fall prone. Since it is a conflux spell, I recharge spellstrike.
She follows it up with another slash at L3.
Guisarme Strike, vs L3, MAP: 1d20 + 4 ⇒ (18) + 4 = 22
Slashing Damage: 1d10 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Stork-That-Towers whoops in triumph.

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Luz drops his whip, takes out the bottle, shakes it, then throws it.
That action economy here is terrible
Throw bomb - Range vs I3: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22
Flat check: 1d20 ⇒ 17
Positive Damage+Splash: 2d4 + 2 ⇒ (1, 2) + 2 = 5 Fire Damage: 2d4 ⇒ (3, 3) = 6
Luz raises an eye brow...."That was disappointing."

GM Frost |

Tarkis heals Nhorri and gives her divine guidance. Hancock brings a massive blow at the one next to him, enough to bring it down. I1 eliminated. He then continues to do the same to another. I3 takes 28 total damage
Positive damage harms only undead creatures, so everyone will be not harmed by it unless you are undead too.
Nhorri brings another boomerang to the zombies. I3 easily evades it while I2, not so much, tearing the decaying flesh out of it.
I3: DC 18 basic Reflex save: 1d20 + 3 ⇒ (20) + 3 = 23 Crit Success, no damage
I2: DC 18 basic Reflex save: 1d20 + 3 ⇒ (17) + 3 = 20 Success, 1 slashing + 10 (slashing weakness) damage
Stork successful slashes I2, bring more damage than usual, cutting I2 into half. 10 S + 10 (S weakness) damage. I2 Eliminated. The attack has thunderous effect added to it that affect the last standing zombie.
I3: DC 18 basic Fortitude save: 1d20 + 6 ⇒ (17) + 6 = 23 Success, 1 sonic damage
Stork slashes again, but this time, the last zombie. 6 slashing + 10 (slashing weakness) damage
Luz makes the final act to burn the last zombie standing with the bottled sunlight!
ENCOUNTER OVER! WELL DONE!
Nhorri (29/30 HP)
Hancock (70/70 HP)
Luz (48/48 HP)
Tarkis(27/27 HP)
Stork-That-Towers (30/30 HP)
A leather satchel still draped around the bird-like creature's body (which you recognize to be Claudiette's animal companion, which > she mentioned in her directions < as her closest friend she lost near the caravan that you just found) holds the few valuables Claudiette kept safe on her animal companion. These include a handful of gems (worth 2 gp) and Claudiette’s portion of the map of enclaves and towns hidden away in the Gravelands. This map is one of the parchments needed to fulfill the Horizon Hunters' mission. Hidden in the carriage train are bags of jewelry and riches kept safe from grave robbers by the wild undead roaming the area.

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Not trusting the creatures to remain there, Hancock gives them all a prod to make sure they are staying dead. He also wonders how long they will stay dead.
Addressing Tarkis, the holy man of the group, he asks, "Whshdo wtem?"