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Lester killed Pink. Red is also gone.
Henri takes a step and shoots Blue with some positive energy.
Blue screams as the ghoul is burned by the holy energy.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
DC 18 Fortitude vs Zombie Rot: Ephesian
DC 15 Fortitude vs Paralysis: Ephesian
Before Your Turn:
------------------
Those with ** may go
Eliadyr - AC 21, 42/42
**Zac Freelan 3 - AC 21, 56/56 (Quickened 1, 1 minute, Stride only; +1 to saves)
Lester - AC 20, 47/47 (+1 to saves)
**Salissa - AC 21, 58/58 (+1 to saves)
Henri Hart - AC 19, 36/44 (+1 to saves; Zombie Rot S1)
**Ephesian - AC 20, 18/37 (+1 to saves; OG 1 rd)
Green (-61; 3 persistent bleed)
Blue (-6)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
An infected creature can’t heal damage it takes from zombie rot until it has been cured of the disease
S1: Carrier w/ no ill effect (1 day)
S2-4: d6 Void damage (1 day each)
S5: Dead; Rising as a plague zombie immediately.
Any living, non-elf creature hit by a ghoul’s attack must succeed at a DC 15 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

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Action 1: Glaive vs Green hit: 1d20 + 13 ⇒ (17) + 13 = 30 dmg: 1d8 + 4 ⇒ (3) + 4 = 7 slashing. Probably a crit for 14 + deadly d8: 1d8 ⇒ 4
Action 2: Move
Action 3: Glaive vs Blue hit: 1d20 + 8 ⇒ (14) + 8 = 22 dmg: 1d8 + 4 ⇒ (1) + 4 = 5 slashing

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Zac swings his glaive and finishes Green off. He moves and also gashes open Blue's chest.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
DC 18 Fortitude vs Zombie Rot: Ephesian
DC 15 Fortitude vs Paralysis: Ephesian
Before Your Turn:
------------------
Those with ** may go
Eliadyr - AC 21, 42/42
Zac Freelan 3 - AC 21, 56/56 (Quickened 1, 1 minute, Stride only; +1 to saves)
Lester - AC 20, 47/47 (+1 to saves)
**Salissa - AC 21, 58/58 (+1 to saves)
Henri Hart - AC 19, 36/44 (+1 to saves; Zombie Rot S1)
**Ephesian - AC 20, 18/37 (+1 to saves; OG 1 rd)
Blue (-14)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
An infected creature can’t heal damage it takes from zombie rot until it has been cured of the disease
S1: Carrier w/ no ill effect (1 day)
S2-4: d6 Void damage (1 day each)
S5: Dead; Rising as a plague zombie immediately.
Any living, non-elf creature hit by a ghoul’s attack must succeed at a DC 15 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

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Salissa moves to engage the final undead. She summons a wooden dagger and launches two quick attacks.
elemental blast vs blue, off guard: 1d20 + 11 ⇒ (20) + 11 = 31
damage, vitality: 1d8 + 2 ⇒ (5) + 2 = 7
elemental blast vs blue, off guard: 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 15
damage, vitality: 1d8 + 2 ⇒ (7) + 2 = 9
◆ Stride, ◇ weapon infusion, ◆ strike, ◆ strike

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Salissa moves up and launches two quick attacks with a wooden dagger. Both attacks hit and the ghoul is no longer undead (it's dead-dead).
COMBAT OVER!
Ephesian Fort DC 18: 1d20 + 8 ⇒ (1) + 8 = 9
Ephesian Fort DC 18, HP: 1d20 + 8 ⇒ (3) + 8 = 11
It's not a crit fail
Ephesian Fort DC 15: 1d20 + 8 ⇒ (16) + 8 = 24
Henri Treat Wounds, DC 20: 1d20 + 13 ⇒ (9) + 13 = 22
Healing, DC 20: 2d8 + 10 ⇒ (2, 2) + 10 = 14
Ephesian - 32/37 hp
You enter the barrow. Lester volunteers to remain outside and cover your backs... Beyond the archway is a narrow chamber hollowed from the earth, with stone ribs reinforcing its walls. A long rock formation stretches to the ceiling in the middle of the room, its painted decorations now faded and streaked with dust. Two short sets of steps to the northeast and northwest lead deeper into the barrow, and another sloping path branches off to the east. The air smells of rot and decay.
As you move past the entryway, a ghostly host of god callers and their eidolons manifests to defend the barrow against intruders, and the strains of a battle song fill the air.
Zac Freelan 3, Search: 1d20 + 9 ⇒ (18) + 9 = 27
Henri Hart, Search: 1d20 + 11 ⇒ (13) + 11 = 24
Ephesian, Scout: 1d20 + 8 ⇒ (7) + 8 = 15
Eliadyr, Avoid Notice: 1d20 + 11 ⇒ (16) + 11 = 27
Salissa, Search: 1d20 + 6 ⇒ (19) + 6 = 25
Haunt: 1d20 + 14 ⇒ (4) + 14 = 18
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Disable - see below; each attempt uses 2 actions
Successes needed: 0/2
------------------
Those with ** may go
**Eliadyr - AC 21, 42/42
**Zac Freelan 3 - AC 21, 56/56
**Salissa - AC 21, 58/58
**Henri Hart - AC 19, 36/44 (Zombie Rot S1)
Haunt
Ephesian - AC 20, 18/37 (Zombie Rot S1)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
DC 22 Deception to appear to be a defender of Storasta
DC 22 Diplomacy to demonstrate benign intentions, or
DC 20 Occultism/Religion to ward off the malevolent spiritual energies.

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Eliadyr tries to assess the nature of the haunt and then attempts to put it to rest.
◆ Recall knowledge on the haunt (occultism* +9, Religion +0, Arcana** +12, Nature* +6, Society* +9) looking for resistances and then weaknesses
◆◆ Disable haunt with occultism
Occultism DC 20: 1d20 + 9 ⇒ (6) + 9 = 15
Hero point!
Occultism DC 20: 1d20 + 9 ⇒ (18) + 9 = 27

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"We are here to bring this place back into peace and being sanctified." Henri proclaims to the ghost. He then begins speaking prayers to cast off malignant spirits, brandishing his religious symbol to them.
DC 20 Religion: 1d20 + 10 ⇒ (7) + 10 = 17
Hero Point! DC 20 Religion: 1d20 + 10 ⇒ (19) + 10 = 29

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"Pleassse calm yourssselvesss. We are here at the behessst of Nelket of the Farheaven clan and their patron god Dolok Darkfur to cleanssse thisss placcce of itsss corruption."
diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21

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That was quick... Henri, keep your hero point.
Assuming you explore the map in turn... just for the sake of expediency. C5 is combat, so prepare yourselves... Keep up this pace and I think we'll finish on time.
C2
A stone pillar covered in painted symbols marks the center of this circular cavern. A staff swirling with mist protrudes from a jagged hole in the floor at the pillar’s base.
The hole contains Aisvira’s remains and her staff, embedded into the middle of her worn sarcophagus.
To Recover the artifacts:
DC 18 Occultism/Religion to safely disperse the resonant magical energies
DC 18 Thievery to gently work the staff and remains loose without damaging them.
[spoiler=If you fail the above check]You unleash a magical backlash of energy, dealing Force Damage: 2d6 ⇒ (5, 1) = 6
Crit Fail
The staff and remains disintegrate
C3
A crater mars the floor of this small cave, cracks spiderwebbing out from its epicenter and up the walls. The stone ribs along the walls are blackened and twisted, and the earthen portions of the floor and walls seethe with a foul-smelling miasma. Countless shards of shattered bone are barely visible scattered across the floor.
C4
The path from the wider barrow branches off to the east, ending in a cavern. An intact stone altar sits directly across from the entryway, elaborately carved with runes and sigils. More symbols are carved on the walls below a mural that depicts scenes of a man performing great feats of strength. The faint rustle of the wind outside is audible through several cracks in the ceiling.
This barrow is the resting site of Selwa, an ancient warrior of the Dreamweft Clan. He The remnant isn’t a true undead and is too insubstantial to harm living creatures or be harmed by them, but it can communicate and interact with its surroundings in a limited fashion.
As you enter the area, a mist curls over the stone altar, coalescing into a wispy figure of a muscular male human with indistinct features. The spear in his hand seems to flicker back and forth between corporeality and incorporeality. The figure’s eyes glow white, then he speaks. "Who disturbs the rest of our hallowed dead? Speak, and tell me if you are friend or foe."
To retrieve the spear:
DC: 18 (all checks)
Athletics to demonstrate your worthiness
Deception/Diplomacy to convince Selwa into giving them the spear
Religion to set the residual spiritual energy to rest, leaving the spear behind
If the successful check was Religion, then his spirit is fully laid to rest and the spear remains

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In C3...
DC 20 Religion to Decipher Writing: 1d20 + 10 ⇒ (15) + 10 = 25
"There must have been protective wards here." Henri notes fragmented mentions of a "protective ward" that shielded the barrows from outside corruptions, which could be reactivated with the right ritual.
"There are lingering Abyssal energies here, but very weak, I think. Nothing to worry about."
I will wait for anyone to explore C2 before Henri proceeds to do something in C4.
Once C2 is also explored, in C4...
"Your soul is weary, please lay to rest. Let the living worry about the living. We are here to sacntify your barrow." Henri begins the process of prayers to lay the spirit to rest.
DC 18 Religion: 1d20 + 10 ⇒ (20) + 10 = 30 Crit Success
"Thank you, Selwa. Your spear will be of great help. The area will be purified in no time." he assures the spirit before it departs. He then picks up the spear.

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Eliadyr spends some time examining the symbols on the pillar in C2 and the damage and bones in C3 but can't make much of them. Perhaps he is still a bit focused on the earlier haunt? Realising he is likely not the best to interact with the shade of Selwa he lets others try first.
Occultism for C2 DC 20: 1d20 + 9 ⇒ (5) + 9 = 14
Arcana for C3 DC 18: 1d20 + 12 ⇒ (3) + 12 = 15

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Just need someone to explore C2 then I can move you on to the last combat encounter...

Ephesian Aputhil |

Ephesian will make an attempt to understand the writings in C2 Occultism: 1d20 + 5 ⇒ (10) + 5 = 15
And unsurprisingly fail at doing so
"There are some sort of remains here. I can't make out from whom though. Perhaps it is best if we leave them be"

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Eliadyr will have another go at checking the symbols in C2, this time using society, but gets no further.
Society DC 20: 1d20 + 9 ⇒ (3) + 9 = 12

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Untrained in Occultism and Society to Decipher Writing.

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(Not sure if the attempt with both society and occultism was allowed - if not then the society was a hero point use. If it was then I'll try for a hero point but otherwise I think we've exhausted our options with the pillar in C2)

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Colorful paintings of a human woman fighting hordes of monsters decorate the walls of this cavern. Intricate carved symbols caption the paintings. Attached to the wall between two cobwebbed sconces is a golden amulet with a red jewel at its center, recognizable from the surrounding paintings. An unpleasant scent wafts from a hole at the far end of the room, while a path to the west leads out into the rest of the barrow.
Unfortunately, unlike the other barrows, this one seems to be occupied... and the occupant isn't too happy to see you.
If you want to post actions ahead, please do so behind a spoiler. I might get a bit more aggressive with botting since we have about a week left; though other than Pink, you might have an easy time with the other 4...
Zac Freelan 3, Search: 1d20 + 9 ⇒ (9) + 9 = 18
Henri Hart, Search: 1d20 + 11 ⇒ (10) + 11 = 21
Ephesian, Scout: 1d20 + 8 ⇒ (20) + 8 = 28
Eliadyr, Avoid Notice: 1d20 + 11 ⇒ (6) + 11 = 17
Salissa, Search: 1d20 + 6 ⇒ (16) + 6 = 22
Red: 1d20 + 9 ⇒ (6) + 9 = 15
White: 1d20 + 9 ⇒ (15) + 9 = 24
Blue: 1d20 + 9 ⇒ (17) + 9 = 26
Yellow: 1d20 + 9 ⇒ (3) + 9 = 12
Tiyaka: 1d20 + 11 ⇒ (1) + 11 = 12
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
**Ephesian - AC 20, 32/37 (Zombie Rot S1)
Blue
White
Salissa - AC 21, 58/58
Henri Hart - AC 19, 44/44 (Zombie Rot S1)
Zac Freelan 3 - AC 21, 56/56
Eliadyr - AC 21, 42/42
Red
Yellow
Pink

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Targets: 2d5 ⇒ (4, 3) = 7
Blue makes a beeline for Salissa and rakes claws across her face.
Claw vs Salissa AC 21: 1d20 + 11 ⇒ (18) + 11 = 29 for Slashing Damage: 1d6 + 1 ⇒ (5) + 1 = 6 and Evil Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw vs Salissa AC 21, Agile, MAP: 1d20 + 7 ⇒ (8) + 7 = 15 for Slashing Damage: 1d6 + 1 ⇒ (3) + 1 = 4 and Evil Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Salissa also feels a burning pain at the site of the wound.
White heads for Eliadyr and does the same.
Claw vs Eliadyr AC 21: 1d20 + 11 ⇒ (9) + 11 = 20 for Slashing Damage: 1d6 + 1 ⇒ (4) + 1 = 5 and Evil Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw vs Eliadyr AC 21, Agile, MAP: 1d20 + 7 ⇒ (2) + 7 = 9 for Slashing Damage: 1d6 + 1 ⇒ (4) + 1 = 5 and Evil Damage: 1d4 + 2 ⇒ (1) + 2 = 3
This time Eliadyr manages to dodge out of the way.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before Your Turn:
DC 19 Fortitude vs Venom: Salissa
------------------
Those with ** may go
Blue
White
**Ephesian - AC 20, 32/37 (Zombie Rot S1)
**Salissa - AC 21, 47/58
**Henri Hart - AC 19, 44/44 (Zombie Rot S1)
**Zac Freelan 3 - AC 21, 56/56
**Eliadyr - AC 21, 42/42
Red
Yellow
Pink
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Max Duration: 6 rounds
S1-2: 1d6 poison (1 rd)
S3: 1d6 poison, slowed 1 (1 rd)

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Henri recalls about their foes, Blue and Purple.
◆ Recall Knowledge on Weakness of Blue
◆ Recall Knowledge on Weakness of Purple
If Salissa fails the Fortitude check vs Venom... Henri helps Salissa to prevent the spread of poison.
DC 19 Fortitude save to Treat Poison: 1d20 + 13 ⇒ (14) + 13 = 27 (Success, +2 circumstance bonus to its next saving throw against the poison)
◆ Treat Poison
If Salissa succeeds the Fortitude check vs Venom... Henri raises his magic shield
◆ Shield

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fort save DC19: 1d20 + 12 ⇒ (3) + 12 = 15
"Wood and wave to my ssside!"
Salissa draws elemental forces to her aid. Bits of wood and droplets of water surround her. She gathers a ball of water in her hand and lashes out at her attacker.
elemental blast, melee: 1d20 + 11 ⇒ (5) + 11 = 16
damage, bludgeoning: 1d8 + 2 ⇒ (1) + 2 = 3
"Now defend my alliesss!"
A tree grows by Eliadyr, ready to protect Salissa's friends.
◆ channel elements, ◆◆ timber sentinel
Tree has 10 AC and 20HP
failed save poison damage: 1d6 ⇒ 3

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Ignoring the insistent flapping creature next to him, Eliadyr will narrow his focus to the humanoid figure in pink standing in the corner. Taking a quick glance into the future he then weaves a few quick words over the arrow nocked in his bow and it starts crackling with energy. He then lets fly at Pink.
◆ Cast Sure strike
◆◆ Spellstrike with Shocking Grasp (rank 2) Composite Shortbow: 1d20 + 11 ⇒ (7) + 11 = 18 or 1d20 + 11 ⇒ (8) + 11 = 19 on Pink for 2d6 ⇒ (4, 3) = 7 piercing plus 3d12 ⇒ (9, 5, 12) = 26 electricity
(Shocking Grasp is still slightly better for a magus at rank 2 plus it is based in their hit result - of course it has to hit)

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Henri vs Pink: 1d20 + 10 ⇒ (4) + 10 = 14
Henri vs Blue: 1d20 + 10 ⇒ (7) + 10 = 17
Henri attempts to identify the party's foes but can't seem to remember anything in the heat of the moment. Salissa winces as Blue's venom sears her veins but luckily Henri manages to cure the poison. Salissa lashes out at the annoying gnat in her face but doesn't hit. Eliadyr launches another enspelled arrow at Pink but barely misses.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before Your Turn:
------------------
Those with ** may go
Blue
White
**Ephesian - AC 20, 32/37 (Zombie Rot S1)
Salissa - AC 21, 44/58 (+2 next save vs poison)
Henri Hart - AC 19, 44/44 (Zombie Rot S1)
**Zac Freelan 3 - AC 21, 56/56
Eliadyr - AC 21, 42/42
Red
Yellow
Pink
Slight time travel into the future. C6. Might as well get it out of the way and just focus on combat.
Two flights of stone steps, set into the earth, descend to either side of this cavern. A narrow passage branches off to the south before ending at a small shrine. In the room to the west is a stone altar painted with faded green and blue symbols.
Only a primary caster is required but you can get a secondary caster to help as well
Primary Caster - DC 21 Occultism/Religion/Nature (bonuses factored in for: Evaika's advice, success in C3, using Selwa's spear as a focus)
Secondary Caster - DC 18 Occultism/Religion/Athletics
Secondary Check results:
CS: +2 to the primary check
S: No bonus/penalty
F: -4 penalty to the primary check
CF: -4 penalty to the primary check, level of success for primary caster reduced 1 step (i.e. CS becomes S, etc)

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"These inscriptions tell us that this resting place of Irrei, a famed oracle whose prophecies guided the Oldwind Clan to peace and prosperity centuries ago, and the altar is dedicated to her." Henri reveals.
DC 18 Perception: 1d20 + 10 ⇒ (8) + 10 = 18
Henri realizes the altar is unusually clear of plant and fungus growth. He also finds a hidden compartment containing Irrei’s remains and jewelry.
"I think this altar is an appropriate site for the ritual to purify the barrows." Henri infers about the place. "I will lead the cleansing of this barrow. I might need some help for this ritual."
Henri uses Selwa's spear as the focus for purification and begins chanting hymns for the cleansing of the barrow.
DC 21 Religion to Purify the Barrows: 1d20 + 10 ⇒ (11) + 10 = 21 as Primary Caster
I think there is no need for Secondary Caster.

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DC 20 Society to Decipher Writing: 1d20 + 9 ⇒ (8) + 9 = 17
DC 18 Nature: 1d20 + 6 ⇒ (5) + 6 = 11
Eliadyr watches in awe as Henri sweeps through the area and completes the ritual. "Amazing work Henri! It is fitting that an altar to Irrei can be used to purify this place then."
Agreed, looks like you have it covered! I was looking at the secondary caster rules before you posted and wondering if a simple aid would be safer (post remaster)

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Time Travel - jumps into the Tardis
Henri leads the ritual and succeeds in purifying the barrows. The air shimmers with a golden light as the wards take effect. Gathering up the artifacts and remains, you exit the barrow. As you emerge from the barrow, the mists give off a more reassuring air, curling around you like a blanket.
You make the uneventful journey back to the Farheaven Clan village. Nelket and Dolok Darkfur happily accept any remains and relics you were able to
recover from the barrows, along with any information on those buried there. They are overjoyed that you also purified the site. They promise to continue calling on the Pathfinder Society to explore such sites in the future, also offering their aid should the Pathfinder Society request it.
Nelket hands you a Wand of Widening (Burning Hands) as a token of the Village's appreciation, before bidding you a fond farewell, with an open invitation for you to visit the village at any time.
FIN
Thanks for playing all!

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Action 1, swing at White bat with blade hit: 1d20 + 13 ⇒ (3) + 13 = 16 dmg: 1d8 + 4 ⇒ (3) + 4 = 7 slashing
Action 2, again hit: 1d20 + 8 ⇒ (2) + 8 = 10 dmg: 1d8 + 4 ⇒ (3) + 4 = 7 slashing
Action 3, move.
My weapon does have reach, so here is my aoo attack when it comes down to it. hit aoo: 1d20 + 13 ⇒ (8) + 13 = 21 dmg: 1d8 + 4 ⇒ (2) + 4 = 6 slashing

Ephesian Aputhil |

♦Exploit Vulnerability on Blue
♦Strike Blue: 1d20 + 9 ⇒ (7) + 9 = 16
Tail Damage: 2d6 + 3 ⇒ (3, 5) + 3 = 11
♦Strike Blue: 1d20 + 4 ⇒ (7) + 4 = 11
Tail Damage: 2d6 + 3 ⇒ (2, 6) + 3 = 11

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"Oooh look here. On the altar. There'sss no fungusss or plant growth. That'sss odd...Aha! A hidden compartment! There'sss sssome jewelry and the remainsss of a human. Ssshould we carefully remove thessse ssso that the Farheaven clan can re-inter them somewhere elssse?"

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Esoteric: 1d20 + 11 ⇒ (3) + 11 = 14
Zac and Ephesian attempt to swing at the flying creatures but don't hit. Ephesian also doesn't recall what weakness Blue has.
Pink shuffles closer to Zac and gets sliced as it comes within range. The slice doesn't affect it much and it swipes at him twice.
Claw vs Zac AC 21: 1d20 + 13 ⇒ (4) + 13 = 17 for Slashing Damage: 2d4 + 5 ⇒ (2, 1) + 5 = 8
Claw vs Zac AC 21, MAP: 1d20 + 8 ⇒ (18) + 8 = 26 for Slashing Damage: 2d4 + 5 ⇒ (3, 3) + 5 = 11
To Zac's surprise, the tree beside him interposes its branches between him and the claws.
Red also flies into Zac's face and tries to claw him.
Claw vs Zac AC 21: 1d20 + 11 ⇒ (12) + 11 = 23 for Slashing Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Claw vs Zac AC 21, Agile, MAP: 1d20 + 7 ⇒ (17) + 7 = 24 for Slashing Damage: 1d6 + 1 ⇒ (3) + 1 = 4
he tree beside him again interposes its branches between him and the claws.
Yellow flies at Ephesian and tries to do the same.
Claw vs Ephesian AC 20: 1d20 + 11 ⇒ (4) + 11 = 15 for Slashing Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Claw vs Ephesian AC 20, Agile, MAP: 1d20 + 7 ⇒ (12) + 7 = 19 for Slashing Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Ephesian ducks and avoids both strikes.
Blue renews its attacks on Salissa.
Claw vs Salissa AC 21: 1d20 + 11 ⇒ (7) + 11 = 18 for Slashing Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Claw vs Salissa AC 21, Agile, MAP: 1d20 + 7 ⇒ (7) + 7 = 14 for Slashing Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Claw vs Salissa AC 21, Agile, MAP 2+: 1d20 + 3 ⇒ (1) + 3 = 4 for Slashing Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Like Ephesian, Salissa expertly dodges all three strikes.
Yellow strikes at Eliadyr twice before flying at Henri.
Claw vs Eliadyr AC 21: 1d20 + 11 ⇒ (16) + 11 = 27 for Slashing Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Claw vs Eliadyr AC 21, Agile, MAP: 1d20 + 7 ⇒ (8) + 7 = 15 for Slashing Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Eliadyr fails to dodge the first claw and gets a scratch across his arm. He feels a burning pain at the wound site. The tree interposes a branch but does not survive the act.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Before Your Turn:
DC 19 Fortitude vs Venom: Eliadyr
------------------
Those with ** may go
Blue
White
**Ephesian - AC 20, 32/37 (Zombie Rot S1)
**Salissa - AC 21, 44/58 (+2 next save vs poison)
**Henri Hart - AC 19, 44/44 (Zombie Rot S1)
**Zac Freelan 3 - AC 21, 56/56
**Eliadyr - AC 21, 40/42
Red
Yellow
Pink (-6)

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DC 19 Fortitude vs Venom: 1d20 + 9 ⇒ (12) + 9 = 21
As the white bat flies away from Eliadyr he sends a glowing arrow streaking at it and then follows up with arcing lightning between white and blue. The comet tail from the arrow hangs in the air (negating concealment and reducing cover for any others attacking white until the start of Eliadyr's next turn).
◆ Cast Shooting Star Composite Shortbow: 1d20 + 11 ⇒ (11) + 11 = 22 (ignores concealment and lowers cover by one step) on yellow for 2d6 ⇒ (6, 4) = 10 piercing
◆◆ Cast electric arc on white and blue 3d4 ⇒ (4, 3, 3) = 10 electricity damage DC 19 basic reflex save.
(spellstrike refreshed)

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Henri keeps his magic shield up and uses a spell that works only to undead against White. He tries his luck. What else can be present in such a place except the undead? he tells himself.
◆ Shield
◆◆ Vitality Lash, DC 20 basic Fortitude save vs 3d6 ⇒ (1, 3, 2) = 6 vitality damage to White

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Swing at red 3 times, then purple if red dies
hit: 1d20 + 13 ⇒ (11) + 13 = 24 dmg: 1d8 + 4 ⇒ (7) + 4 = 11 slashing
hit: 1d20 + 8 ⇒ (8) + 8 = 16 dmg: 1d8 + 4 ⇒ (5) + 4 = 9 slashing
hit: 1d20 + 3 ⇒ (1) + 3 = 4 dmg: 1d8 + 4 ⇒ (2) + 4 = 6 slashing

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Salissa summons another guardian tree. She reaches into the trunk and pulls out a dagger which she uses to lash out at her attacker.
elemental blast vs blue: 1d20 + 11 ⇒ (20) + 11 = 31
damage, slashing: 1d8 + 2 ⇒ (5) + 2 = 7
fort save vs poison DC19: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
◆◆ Timber sentinel, ◇ weapon infusion, ◆ elemental blast

Ephesian Aputhil |

Ephesian will rely on the Personal Antithesis that he has on Blue
♦Strike Blue: 1d20 + 9 ⇒ (2) + 9 = 11
Tail Damage: 2d6 + 3 ⇒ (6, 3) + 3 = 12
♦Strike Blue: 1d20 + 4 ⇒ (4) + 4 = 8
Tail Damage: 2d6 + 3 ⇒ (5, 1) + 3 = 9
♦Raise Shield

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W Ref: 1d20 + 12 ⇒ (13) + 12 = 25
B Ref: 1d20 + 12 ⇒ (4) + 12 = 16
W Fort: 1d20 + 6 ⇒ (16) + 6 = 22
R,W,B,Y Healing: 4d6 ⇒ (5, 1, 5, 5) = 16
Salissa, you're not poisoned but I don't wanna lose that crit so I'll hold onto it!
Eliadyr zaps Blue and White. White makes it but Blue isn't fast enough. He also manages to impale Yellow with a sparkler that removes any chance of it concealing itself. Henri blasts White with some goodly energy which it barely withstands. Zac swipes at Red thrice but only connects once. Salissa drops another tree in front of her friends and manages to give Blue a serious slash. Ephesian attempts to strike Blue but does not connect.
You all notice, to your horror, that the small bat-winged critters' wounds close somewhat before they attack you in turn again.
Red tries to scratch Zac in the face.
Claw vs Zac AC 21: 1d20 + 11 ⇒ (3) + 11 = 14 for Slashing Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Claw vs Zac AC 21, Agile, MAP: 1d20 + 7 ⇒ (17) + 7 = 24 for Slashing Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Pink is still for 2 seconds and appears to go into a frenzy before trying to clobber Zac twice.
Claw vs Zac AC 21: 1d20 + 13 ⇒ (11) + 13 = 24 for Slashing Damage: 2d4 + 5 + 2 ⇒ (3, 2) + 5 + 2 = 12
Claw vs Zac AC 21, MAP: 1d20 + 8 ⇒ (2) + 8 = 10 for Slashing Damage: 2d4 + 5 ⇒ (1, 1) + 5 = 7
Blue attempts to slash at Salissa.
Claw vs Salissa AC 21: 1d20 + 11 ⇒ (7) + 11 = 18 for Slashing Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Claw vs Salissa AC 21, Agile, MAP: 1d20 + 7 ⇒ (20) + 7 = 27 for Slashing Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Blue's claws get tangled in the tree's branches as it slashes at Salissa.
White tries to claw at Henri.
Claw vs Henri AC 20: 1d20 + 11 ⇒ (1) + 11 = 12 for Slashing Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Claw vs Henri AC 20, Agile, MAP: 1d20 + 7 ⇒ (13) + 7 = 20 for Slashing Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Again, the tree intervenes, saving Henri's good looks...
Finally Yellow tries to slash Ephesian.
Claw vs Ephesian AC 22: 1d20 + 11 ⇒ (12) + 11 = 23 for Slashing Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Claw vs Ephesian AC 22, Agile, MAP: 1d20 + 7 ⇒ (20) + 7 = 27 for Slashing Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Ephesian also gets his face saved by the tree.
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COMBAT TRACKER
Round: 3
Tactical Map
Before Your Turn:
DC 19 Fortitude vs Venom: Zac
DC 18 Fortitude vs Drain Life: Zac
------------------
Those with ** may go
Blue (-19)
White (-10)
**Ephesian - AC 20, 32/37 (AC 22; Zombie Rot S1)
**Salissa - AC 21, 44/58 (+2 next save vs poison); Protector Tree, AC 10, 1/20
**Henri Hart - AC 19, 44/44 (Zombie Rot S1; AC 20)
**Zac Freelan 3 - AC 21, 40/56
**Eliadyr - AC 21, 40/42
Red (-6)
Yellow (-5; Sparkler)
Pink (-6; Frenzy, temp hp - 8/8, +2 dmg)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Max Duration: 6 rounds
S1-2: 1d6 poison (1 rd)
S3: 1d6 poison, slowed 1 (1 rd)
CS/S: unaffected
F: Drained 1 (increases by 1 on each failed save, up to Drained 4)

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Seeing that his vitality attack against White somewhat works, Henri send healing to everyone.
3-action Heal w Healing Hands, Rank 2: 2d10 ⇒ (2, 4) = 6 HP to allies within 30 ft emanation and vitality damage to affected enemies (DC 20 basic Fortitude save)
◆◆◆ Heal

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Eliadyr will again try to finish off some of the bat creatures, pumping electricity into them again and firing off an arrow into blue (or white or yellow if they are down already)
◆◆ Cast electric arc on white and blue 3d4 ⇒ (1, 3, 4) = 8 electricity damage DC 19 basic reflex save.
◆ Strike with Composite Shortbow: 1d20 + 11 ⇒ (8) + 11 = 19 on blue for 2d6 ⇒ (6, 3) = 9 piercing

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Salissa pulls another dagger from the tree and attempts to finish off her attacker.
2 action elemental blast vs blue: 1d20 + 11 ⇒ (19) + 11 = 30
damage, slashing: 1d8 + 2 + 4 ⇒ (3) + 2 + 4 = 9
elemental blast vs blue: 1d20 + 11 - 4 ⇒ (11) + 11 - 4 = 18
damage, slashing: 1d8 + 2 ⇒ (4) + 2 = 6
◇ Weapon infusion, ◆◆ elemental blast, ◆ elemental blast

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Salissa's dagger slices Blue's wing off, causing it to drop. Henri stomps on its skull for good measure. Salissa attempts to strike at White but just misses.
W Ref: 1d20 + 12 ⇒ (17) + 12 = 29
Y Ref: 1d20 + 12 ⇒ (2) + 12 = 14
P Fort: 1d20 + 13 ⇒ (5) + 13 = 18
Eliadyr sends a bzzap at Yellow and White. White does a loop-the-loop and avoids the zap entirely but Yellow catches it in the face. He then shoots Yellow with his bow and hits it right it the body. Henri blasts out healing energy, healing his friends. Pink appears to tough out the healing blast.
Don't you have Holy Water from outside??
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COMBAT TRACKER
Round: 3
Tactical Map
Before Your Turn:
DC 19 Fortitude vs Venom: Zac
DC 18 Fortitude vs Drain Life: Zac
------------------
Those with ** may go
White (-10)
**Ephesian - AC 20, 37/37 (AC 22; Zombie Rot S1)
Salissa - AC 21, 50/58 (+2 next save vs poison); Protector Tree, AC 10, 1/20
Henri Hart - AC 19, 44/44 (Zombie Rot S1; AC 20)
**Zac Freelan 3 - AC 21, 46/56
Eliadyr - AC 21, 42/42
Red (-6)
Yellow (-22)
Pink (-6; Frenzy, temp hp - 2/8, +2 dmg)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Max Duration: 6 rounds
S1-2: 1d6 poison (1 rd)
S3: 1d6 poison, slowed 1 (1 rd)
CS/S: unaffected
F: Drained 1 (increases by 1 on each failed save, up to Drained 4)

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Slice at Red 3 more times hit: 1d20 + 13 ⇒ (1) + 13 = 14 dmg: 1d8 + 4 ⇒ (2) + 4 = 6 slashing
hit: 1d20 + 8 ⇒ (20) + 8 = 28 dmg: 1d8 + 4 ⇒ (1) + 4 = 5 slashing. Crit so 10 damage and I have deadly d8 dmg: 1d8 ⇒ 7
hit: 1d20 + 3 ⇒ (11) + 3 = 14 dmg: 1d8 + 4 ⇒ (8) + 4 = 12 slashing
Edit: Sorry didn't see the saves where for me
venmom: 1d20 + 9 ⇒ (20) + 9 = 29 fort
life drain: 1d20 + 9 ⇒ (4) + 9 = 13 fort
Spending last hero point on Life drain hero point: 1d20 + 9 ⇒ (2) + 9 = 11

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Zac swings at Red thrice more and hits with the second slash, grievously wounding it. He powers through the venom but can't quite shake the coldness of the grave.
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COMBAT TRACKER
Round: 3
Tactical Map
Before Your Turn:
------------------
Those with ** may go
White (-10)
**Ephesian - AC 20, 37/37 (AC 22; Zombie Rot S1)
Salissa - AC 21, 50/58 (+2 next save vs poison); Protector Tree, AC 10, 1/20
Henri Hart - AC 19, 44/44 (Zombie Rot S1; AC 20)
Zac Freelan 3 - AC 21, 42/52 (Drained 1)
Eliadyr - AC 21, 42/42
Red (-23)
Yellow (-22)
Pink (-6; Frenzy, temp hp - 2/8, +2 dmg)

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Esoteric: 1d20 + 11 ⇒ (9) + 11 = 20
Yellow is vulnerable to cold iron
Ephesian clobbers Yellow and knocks it from the air. It falls to the ground in a limp heap and doesn't get back up.
Red concentrates briefly and heals some of its wounds.
Healing: 1d6 ⇒ 2
It then wriggles its fingers and casts a spell at Zac, trying to scare him away. Zac reacts immediately and swings his glaive at Red.
Glaive, Reactive Strike vs Red: 1d20 + 13 ⇒ (7) + 13 = 20 for Slashing: 1d8 + 4 ⇒ (5) + 4 = 9
Zac manages to inflict serious damage on Red but doesn't disrupt the casting. He suddenly sees something from his nightmares...
White claws at Henri's face before attempting to cast the same spell on him.
Claw vs Henri AC 20: 1d20 + 11 ⇒ (7) + 11 = 18 for Slashing Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Henri dodges, preserving his good looks but he also starts seeing things from his nightmares.
Pink stomps forward and attempts to take a pair of swings at Eliadyr.
Claw vs Eliadyr AC 21: 1d20 + 13 ⇒ (12) + 13 = 25 for Slashing Damage: 2d4 + 5 + 2 ⇒ (3, 2) + 5 + 2 = 12
Claw vs Eliadyr AC 21, MAP: 1d20 + 8 ⇒ (19) + 8 = 27 for Slashing Damage: 2d4 + 5 + 2 ⇒ (3, 1) + 5 + 2 = 11
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COMBAT TRACKER
Round: 4
Tactical Map
Before Your Turn:
DC 19 Will vs Fear: Zac, Henri
DC 18 Fortitude vs Drain Life: Eliadyr (x2)
------------------
Those with ** may go
White (-10)
**Ephesian - AC 20, 37/37 (AC 22; Zombie Rot S1)
**Salissa - AC 21, 50/58 (+2 next save vs poison); Protector Tree, AC 10, 1/20
**Henri Hart - AC 19, 44/44 (Zombie Rot S1; AC 20)
**Zac Freelan 3 - AC 21, 42/52 (Drained 1)
**Eliadyr - AC 21, 19/42
Red (-30)
Pink (-6; Frenzy, temp hp - 2/8, +2 dmg)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: unaffected
S: Frightened 1
F: Frightened 2
CF: Frightened 3 + Fleeing (1 rd)
CS/S: unaffected
F: Drained 1 (increases by 1 on each failed save, up to Drained 4)

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DC 19 Will save: 1d20 + 12 ⇒ (15) + 12 = 27 vs Fear (Success, Frightened 1)
Henri partially disbelieves what he is seeing. Henri then visits the magus Eliadyr to heal his wounds.
DC 20 Battle Medicine, Frightened 1: 1d20 + 13 - 1 ⇒ (14) + 13 - 1 = 26 (Success)
Expert Healing, Medic: 2d8 + 10 + 5 ⇒ (6, 5) + 10 + 5 = 26 HP for Eliadyr
He casts Vitality Lash at White.
◆ Doctor's Visitation
◆◆ Vitality Lash, DC 20 basic Fortitude save vs 2d6 ⇒ (6, 1) = 7 vitality damage (and Enfeebled 1 on Crit Fail)

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Fort: 1d20 + 6 ⇒ (17) + 6 = 23
Henri manages to disbelieve the image and heals Eliadyr. He hits White with positive energy but it manages to resist the worst of the damage.
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COMBAT TRACKER
Round: 4
Tactical Map
Before Your Turn:
DC 19 Will vs Fear: Zac
DC 18 Fortitude vs Drain Life: Eliadyr (x2)
------------------
Those with ** may go
White (-13)
**Ephesian - AC 20, 37/37 (AC 22; Zombie Rot S1)
**Salissa - AC 21, 50/58 (+2 next save vs poison); Protector Tree, AC 10, 1/20
Henri Hart - AC 19, 44/44 (Zombie Rot S1; AC 20)
**Zac Freelan 3 - AC 21, 42/52 (Drained 1)
**Eliadyr - AC 21, 42/42
Red (-30)
Pink (-6; Frenzy, temp hp - 2/8, +2 dmg)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: unaffected
S: Frightened 1
F: Frightened 2
CF: Frightened 3 + Fleeing (1 rd)
CS/S: unaffected
F: Drained 1 (increases by 1 on each failed save, up to Drained 4)

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Fortitude DC18: 1d20 + 9 ⇒ (10) + 9 = 19 Drain Life 1
Fortitude DC18: 1d20 + 9 ⇒ (9) + 9 = 18 Drain Life 2
Eliadyr shrugs off the drain and then feels his wounds close "Thank-you for the healing my friend"
He then turns to the frosty creature in front of him "Now you have my attention" and taking his last glimpse of the future fires an viciously enchanted arrow at the creature
◆ Cast Sure strike
◆◆ Spellstrike with R2 gouging claw Composite Shortbow: 1d20 + 11 ⇒ (10) + 11 = 21 (or Composite Shortbow: 1d20 + 11 ⇒ (16) + 11 = 27) on Pink for 2d6 + 3d6 ⇒ (2, 4) + (5, 2, 6) = 19 piercing + 3 persistent bleed
if a crit then add 1d10 ⇒ 4

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Eliadyr powers through the chill of the grave and retaliates with a viciously enhanced arrow that slices Pink open.
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COMBAT TRACKER
Round: 4
Tactical Map
Before Your Turn:
DC 19 Will vs Fear: Zac
------------------
Those with ** may go
White (-13)
**Ephesian - AC 20, 37/37 (AC 22; Zombie Rot S1)
**Salissa - AC 21, 50/58 (+2 next save vs poison); Protector Tree, AC 10, 1/20
Henri Hart - AC 19, 44/44 (Zombie Rot S1; AC 20)
**Zac Freelan 3 - AC 21, 42/52 (Drained 1)
Eliadyr - AC 21, 42/42
Red (-30)
Pink (-23; Frenzy, +2 dmg; 3 persistent bleed)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: unaffected
S: Frightened 1
F: Frightened 2
CF: Frightened 3 + Fleeing (1 rd)