
![]() |
1 person marked this as a favorite. |

My bad, I should have looked up the effect.
Silverbeard slices the air, and a crescent of force flies at Blue. It catches the shadowborn just as he turns and slices through an artery.
Crit! Blue (-16) will get updated in next full post.
@Lesley: I'm very very sorry. Red is dead, but I forgot to take his token off the map (fixed now). You don't have a legal target from where you are. Again, sorry for my error.

![]() |

Qigiq begins a focused chant while drawing in the air with his club. A ghostly albatross manifests in the air above the cleric and then disappears in a pulse of energy.
Divine Font - ◆◆◆ Cast heal (2nd): 30 ft emanation, Fortitude DC 20 vs. Holy, Vitality: 2d8 ⇒ (7, 6) = 13
Since it's an emanation, I believe it includes both remaining enemies.

![]() |

No worries. If I can change my set of actions, I would like to Reload, Stride next to Bramblespine and Strike White with the same roll from my previous post.

![]() |

Lesley moves to deny Blue the flank, prompting White to look back at Blue as if to ask “what now?” just before her gun goes off, though the round just barely misses.
Blue : 1d20 + 7 ⇒ (9) + 7 = 16
White : 1d20 + 5 ⇒ (19) + 5 = 24
Blue writhes as the wave of energy eats him from the inside out and he crumbles to dust. White looks even more panicky even as the holy energy burns him, too.
Round 3
The Shadows
Conditions: Netherworld, Dim light or Bright depending on location of wayfinders and light spells. BLESS
BOLD May Act
Bramblespine (-28 of 29 hp)
Olaf
Melania
Black Molly (-18)
White (-9)
Qigiq
Lesley

![]() |

Bramblespine stares down White.
Will DC 19 vs Evil Eye
and heals themselves.
Soothe: 1d10 + 4 ⇒ (3) + 4 = 7

![]() |

Seeing Bramblespine in a bad way. Olaf moves and patches him up.
Doctor's Visitation, Battle Med, DC 20: 1d20 + 13 ⇒ (18) + 13 = 31
Healing, Crit, DC 20: 4d8 + 15 ⇒ (5, 8, 1, 7) + 15 = 36
"As for you, " he says to White, annoyed, "Nethys take you!" he says, sending more positive goodness to him/it.
Vitality Lash; DC 20 Basic Fortitude; Positive Damage: 2d6 + 4 ⇒ (3, 3) + 4 = 10 Enfeebled 1 on CF
◆ Doctor's Visitation
◆◆ Vitality Lash vs White

![]() |

Melenia sends another ball of flame flying towards white and then raises her shield.
Ignition: 1d20 + 8 ⇒ (17) + 8 = 25
Fire Damage: 2d4 ⇒ (4, 1) = 5
◈◈Ignition, ◈Raise Shield

![]() |

With other healing Brambleline unleashes needle darts instead of casting soothe.
Blessed darts vs White: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
piercing: 4d4 ⇒ (2, 4, 3, 4) = 13
Still using evil eye.

![]() |

Silverbeard closes with the last shadow. ”To the deeps with you, ye mangy cur!”, he shouts, bringing his blade to bear while Molly bolsters him.
BM: Cast boost eidolon
CS: Stride, Strike x2 vs White (Slash)
Attack: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 6 ⇒ (7) + 6 = 13

![]() |

Bramblespine stares at White,
Will DC 19: 1d20 + 4 ⇒ (15) + 4 = 19
but he stares back bravely, though it’s clear that he’s just barely keeping it together.
Then the witch’s darts find their mark, though, tearing through the shadowborn’s body with ease.
Fort DC 20: 1d20 + 5 ⇒ (8) + 5 = 13
Olaf blasts the slayer with holy energy, burning him to ash.
Melania and the Cap’n team up to shred the body, though there’s little left of it.
Combat Over!
I think only Black Molly is still injured, and only down 5.
Melania can keep her ammo, if she’s tracking it, and Molly can keep her boost eidolon spell. Technically White was dead after Olaf’s spell and Bramblespine’s darts.

![]() |

Lesley double-checks to ensure the coast is clear, scouting ahead of the group. Her wayfinder's light offers no assistance so she immediately returns to them.
"We should keep moving if everyone is alright," she says.

![]() |

Olaf hurries over to Molly. "Here, let me look at that"
Treat Wounds, DC 15: 1d20 + 13 ⇒ (4) + 13 = 17
Healing: 2d8 ⇒ (5, 6) = 11

![]() |

With everyone healed up, you proceed south into the next room. Bramblespine continues making their map, and Qigiq leads the way down the passage and into a small room. Debris fills this area. The scars of a battle long past mar the walls, both from physical weapons and magical attacks.
We are on the next slide, and for this room I’m just placing Qigiq as a placeholder for the party.
If Anyone succeeds at the Perception check, then they or anyone else can attempt this next check:
The incomplete notes are the first portion of Alystair Caskwater’s journal. He seems to have been a self-styled monster hunter and warrior. His name has been lost to history and is unfamiliar to even the most scholarly PC. The writings detail Alystair’s plan to travel with his retinue to the Netherworld to take on a mage native to that plane who was suspected of weakening the barrier between planes and attacking some rich patron on the Isle of Kortos centuries ago.

![]() |

PFS: 1d20 + 6 ⇒ (14) + 6 = 20
Perc: 1d20 + 12 ⇒ (14) + 12 = 26
Apologies. Made the 2nd check before the first but since Molly found the book already... Go ahead and open the 2nd spoiler (Olaf shares what he knows)

![]() |

PFS Lore: 1d20 + 9 ⇒ (20) + 9 = 29
Bramblespine muses over over the book found by BlackMolly and SilverBeard "Caskwater... not a name that's familiar but it looks like they had a plan to confront a mage from the Netherworld that was attempting to weaken the barriers, probably some foul undead invasion plan or the like. It also looks like they had a rich patron, although I'm not seeing details on them. Maybe we'll find more of the journal if we keep looking."

![]() |

"Maybe the history of this dungeon," Qigiq muses before leading the others onward with his glowing orb floating over his shoulder.

![]() |

You move down the hall and find a strange room to the left.
The smell of rotting offal and blood fills this room. A spout of blood flows from the north wall into the pit below. The pit is half full, blood and offal making a viscous, stinking stew. A carving on the eastern wall depicts a giant figure raising a massive stone from the sea and an island with it. The carving also shows a reflection beneath that raised island of a shadowy land emerging as well, as if reflected in the sea, only the lack of the giant figure and the massive stone indicates this is more than a reflection being depicted.
Both Olaf and Bramblespine immediately urge caution. There is clearly something very evil and very strange here. It seems that perhaps this room had been used as part of a ritual or something, and there are still dangerous occult energies lingering here. It would perhaps be best not to approach this hazard too closely.
DC 20 Occultism or Religion (trained) to counteract the fell energies drawing in life force to power this strange charnel flow or DC 23 Thievery (trained) to disable the spout, stopping the flow at its source.
Although they both can attest to the apparent efficacy of stopping up the spout, they are also both sure that approaching closely enough to do so would trigger the dangerous energies before one could even get to the spout.
I would also take a separate DC 14 Arcana or Occultism check to know more about the carving, if you want to.

![]() |
1 person marked this as a favorite. |

Olaf casts a quick spell to give him a slight edge before attempting to counteract the energies.
Religion, Guidance: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26

![]() |
1 person marked this as a favorite. |

Olaf easily redirects the energies, cleansing the last of the evil from the room. The supernatural smell of offal decreases after a few moments, and the flow of blood trickles to a stop. The pool is still full of nastiness, but you are certain that the otherworldly danger is past.
Well, that was quick.
I would also take a separate DC 14 Arcana or Occultism check to know more about the carving, if you want to.
And does anyone want to do anything else in this room? You know, Pathfindery stuff?

![]() |

"Pee-yew!! This place reeks. Why not one of you young lads go get a rubbing or some such. You know that thing Ambrus told us to do. I'll hold the light up for you!"
Olaf helpfully holds up the light while the others do the Pathfindery stuff...
Arcana: 1d20 + 6 ⇒ (16) + 6 = 22

![]() |

Occultism to Know things: 1d20 + 11 ⇒ (2) + 11 = 13

![]() |

"We should perhaps rub the carvings here?" Lesley examines the carvings and tries to see if she might be familiar with its elements.
Arcana: 1d20 + 7 ⇒ (20) + 7 = 27

![]() |

Molly and Lesley argee that the mural depicts the god Aroden raising the Starstone and the Isle of Kortos from beneath the sea and that the reflection shows the creation of a place in the Netherworld: the birth of the Shadow Kortos that today holds the location of Shadow Absalom.
Leaving the stench of the pit behind, you continue through the strange dim tunnels. They soon turn to more natural caverns that twist and turn upon themselves. Here, signs of another battle fought long ago are in abundance: scorch marks cover walls made of uneven stone, slashes from blades and arrows scar the walls further in, preserved in this collapsed extraplanar demesne. The fighting here seems to have been much more intense than in the earlier chamber.
Written weeks later, this fragment details the travails of the same group from the first fragment as they hunted the mage across Shadow Kortos, tracking them to the dark reflection of the Uromaz Citadel. The last entry indicates that they planned to trap her within by collapsing the citadel above into a massive pile of rubble, kill her, and return to the Universe.
We’re now in the SE corner of this map where Qigiq’s token is.

![]() |

Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Bramblespine fishes a page out the rubble "One step closer I guess. Looks to be more notes on their hunt."
Bramblespine passes the page around. See spoiler

![]() |

"This area is rough," Qigiq says, gesturing toward the walls. "If Bramblespine's map is to scale, we may reach that cave-in to the left. Perhaps we should head to the right."

![]() |

"I wonder what happened to their plan..." Lesley ponders after reaching the page and reading it. "Let's keep this too. And let's go that way." agreeing to the Erutaki warpriest.

![]() |

Following the long thin corridor, you exit into a much larger chamber, its north wall filed with an enormous carved stone mural, this time of a great battle against a draconic foe. Depicted within the mural, a great many faces stand behind a singular individual, weapons raised as a dragon attacks. The hands raising weapons behind the hero are skeletal in nature, and their faces skulls.
Stairs descend into the gloom to the west. A sturdy door made of a black metal* of some sort stands to the south. The door does seem to be rusted shut, but the lock appears to be in working order.
We’re back on on this map. *The Golden Door at the south end of the room is meant to depict the “sturdy door made of black metal.”
To open the door requires either a DC 21 Thievery check to Pick a Lock, OR a successful DC 24 Athletics check to Force Open.
Or move on down the stairs to the west out of this room.
There is no published Recall Knowledge check for the mural.

![]() |

Lesley pulls out her thieves' tools and begins working with the lock after Melenia fails to open the door by pushing it.
DC 21 Thievery to Pick a Lock: 1d20 + 8 ⇒ (10) + 8 = 18
"Hmm, I am having trouble working on this one. Perhaps there is a key for this?" she says but can try again.
"Give me more time, I know I can open this." she tries one more time.
DC 21 Thievery to Pick a Lock: 1d20 + 8 ⇒ (13) + 8 = 21
"There you go," she says in relief and quickly returns the tools into her bag and wields her weapon before pushing the door open for everyone.

![]() |

Bramblespine continues to search for danger while their applies work on the door.

![]() |

Since you didn't Crit fail, and you are not pressed for time, you can keep trying.
Melania shoves at the door, but it's stuck fast. Bramblespine keeps a weather eye out as Lesley tries a few times. On her third try, she takes a deep breath, relaxes, and with a {click} she knows she's got it.
So, through the now unlocked door to the South, or down the stairs to the West?

![]() |

Qigiq chuckles and then says, "Yes."
He slides his club back onto his bandolier so that he can open the door.

![]() |

Qigiq opens the door for the rest of the team, then leads the way into the room. The first feeling that this room gives is the promise of home and light. The second is a palpable wave of dread, as a wave of negative energy flows into the chamber, pouring into the open sarcophagus at its center. Excess energy flows around like a foul wind, smelling faintly of ozone. In the distance, screams echo, or perhaps laughter? It’s impossible to make out. A tattered and rotted body quickly rises from the sarcophagus, garbed in rotted and torn fabrics that may have once been a sign of nobility.
“Finally, I can feel that I’m freed from that accursed lich, and I believe I have you to thank. Sadly, the only gratitude I can offer is death. I need your strength to become my strength, so I can repay those who betrayed me!”
From within the sarcophagus, he immediately draws an enormous sword and attacks. As Alystair speaks, you also hear sounds from the rooms to the west. Beyond that doorway, there is stirring as two crypts bursts open, its animate occupants lurching into the room. One seems confused and gets turned around while the other rushes towards the fresh meat in the first room - you!
Black Molly : 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
Bramblespine: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Lesley (Avoid Notice): 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Melania : 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Olaf : 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
Qigiq : 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Alystair Red: 1d20 + 10 ⇒ (19) + 10 = 29
Blue: 1d20 + 7 ⇒ (1) + 7 = 8
Green: 1d20 + 7 ⇒ (20) + 7 = 27
Full of energy and eager to “repay” your kindness, the creature that was once a skilled monster hunter and warrior moves with preternatural speed. He steps up to the front line of Pathfinders and swipes at Qigiq and the Cap’n both with one mighty swing.
Swipe* attack: 1d20 + 13 ⇒ (9) + 13 = 22
Damage, S: 1d10 + 9 ⇒ (4) + 9 = 13
Plus Grotesque Gift (olfactory) Alystair’s attacks spatter his targets with rancid flesh and rotting seaweed. A creature damaged by Alystair’s Strike must succeed at a DC 18 Fortitude save or become sickened 1 (sickened 2 on a critical failure).
His greatsword cleaves from the warpriest into the pirate spraying rancid flesh across both.
Meanwhile, one of the creatures from the deeper crypt rushes in and attacks NW,N,S: 1d3 ⇒ 1 Olaf
Greatsword: 1d20 + 10 ⇒ (18) + 10 = 28
Damage, S: 1d10 + 4 ⇒ (10) + 4 = 14
Plus Grotesque Gift (olfactory) The creature’s attacks spatter its targets with rancid flesh and rotting seaweed. A creature damaged by its Strike must succeed at a DC 15 Fortitude save or become sickened 1 (sickened 2 on a critical failure).
His huge sword tears into Olaf, likewise sending a spray of stinking seaweed that threatens to make the priest puke.
Round 1
The Ritual Chamber
Conditions: Netherworld
BOLD May Act
Alystair (Red)
Green
Bramblespine
Melania
Qigiq (-13, Pending DC 18 Fort save))
Black Molly (-13, Pending DC 18 Fort save)
Olaf (-14, Pending DC 15 Fort save)
Lesley
Blue
You may roll your own Religion or Undead Lore checks to Recall Knowledge on your turn and tell me what you want to know.
I’m going to assume that after opening the door, Qigiq would draw a weapon before proceeding with exploration. Also, because of the way I split this map, I went ahead and put you all into the room, arrayed along the wall rather than being bottle-necked up in the entry hallway.
*Swipe is a special attack that targets 2 creatures adjacent to each other and within his reach with a 2-action Strike, rolling once for attack and damage and applying it to both targets.

![]() |

Fort: 1d20 + 9 ⇒ (7) + 9 = 16
"Ugh! You really stink, you know that?! Let's let you experience Nethys' might before anything else happens."
Olaf slams his staff onto the ground and a wave of healing energy explodes from him, radiating outwards for about 30'.
Heal; DC 20 Fort Save for the undead: 2d10 ⇒ (7, 6) = 13
◆◆◆ Heal

![]() |

Melenia sends a current of electricity at Green and Alystair. She then raises her shield.
Electricity Damage: 2d4 ⇒ (4, 3) = 7 DC 18 Reflex Save

![]() |

Molly conjures some protective wards for Silverbeard and herself. Meanwhile, the Cap’n crosses swords with Alystair, and tries to push him away.
BM: Cast shield, forbidding ward between Silverbeard and Alystair
CS: Shove Alystair
Athletics: 1d20 + 10 ⇒ (2) + 10 = 12

![]() |

Lesley springs into action and shoots the one that rises from the coffin before they take them all down.
+1 Triggerbrand - Ranged Attack: 1d20 + 11 ⇒ (6) + 11 = 17 vs Red for Damage: 1d4 + 1 ⇒ (4) + 1 = 5 B/P (concussive) damage
She gets close, changes her weapon into melee mode, and reloads.
She slices the same target with the blade of her triggerbrand.
+1 Triggerbrand - Melee (Shortsword) Attack, Agile, MAP: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15 vs Red for Damage: 1d6 ⇒ 1 P/S damage
◇ Spring the Trap - Interact to draw a combination weapon and set it to melee or ranged mode. On your first turn, your movement and ranged attacks don't trigger reactions that are normally triggered by movement or a ranged attack (such as Reactive Strike).
◆ Strike (with Triggerbrand on ranged mode)
◆ Touch and Go - Step toward an enemy, you can Interact to change your weapon between melee or ranged modes, and you then Interact to reload.
◆ Strike (with Triggerbrand on melee mode)
↺ Hit the Dirt - You Leap. Your movement gives you a +2 circumstance bonus to AC against the triggering attack. Regardless of whether or not the triggering attack hits, you land prone after completing your Leap.

![]() |

Bramblespine stares down the more wounded of the undead.
Red if not obvious or can't tell etc.
Will DC 19 vs Evil Eye.
and then unleashes their electrical wrath.
electric arc vs Red/Green: 3d4 ⇒ (1, 3, 2) = 6
Basic Reflex DC 18

![]() |

Olaf ignores the stench wafting from the garbage and repays their kindness with a blast of holy energy!
Fort Red : 1d20 + 14 ⇒ (15) + 14 = 29
Fort Green : 1d20 + 11 ⇒ (16) + 11 = 27
Although both of the hideous beings resist Olaf’s blast, it does seem to burn them extra anyway, and burn Alystair more than the mook.
Melania zaps them both
Reflex Red : 1d20 + 9 ⇒ (6) + 9 = 15
Reflex Green : 1d20 + 6 ⇒ (10) + 6 = 16
Perhaps distracted by the burning of holy energy, neither manages to dodge her lightning.
Molly goes on the defensive, protecting both herself and the Cap’n. Silverbeard tries to shove Alystair away but gets tangled up in his own feet.
Crit Fail! You may Hero Point that. If not, Cap’n falls Prone (unless he’s “got a thing” to prevent that.)
Lesley springs into action with a shot at Alystair that misses, though it zings right past the undead horror’s ear. She steps in closer and swings but he dodges the to-him “new-fangled” weapon.
Will Red: 1d20 + 8 ⇒ (12) + 8 = 20
After what the lich did to him, Alystair is not afraid of Bramblespine’s patron and shrugs off the hex.
Reflex Red : 1d20 + 9 ⇒ (17) + 9 = 26
Reflex Green : 1d20 + 6 ⇒ (19) + 6 = 25
Having just seen Melania cast the same spell, this time they’re both ready and react a bit more quickly to avoid some of the damage.
Round 1
The Ritual Chamber
Conditions: Netherworld
BOLD May Act
Alystair (Red) (-23)
Green (-21)
Bramblespine
Melania
Qigiq
Black Molly (shield)
Cap’n Silverbeard (forbidding ward, Prone?)
Olaf (-1)
Lesley
Blue
You may roll your own Religion or Undead Lore checks to Recall Knowledge on your turn and tell me what you want to know.

![]() |

Qigiq grunts as he deflects the powerful blow. He maintains his defensive posture while praying to the Passage for protection. Faint blue and green ribbons of light begin to swirl around him and his allies.
◆ Raise a Shield
◆◆ Cast: benediction (+1 status bonus to AC for you and your allies, 15 ft emination)
AC 24
+2 saves
↺ Shield Block 7 (9 vs. bludgeoning)

![]() |

Qigiq sends a prayer of protection across the team of Pathfinders.
The second of the undead from the other room arrives. He’s clearly not stupid, sees the traffic jam, and notes the holy man. That’s the threat, so he moves to focus on Olaf.
Greatsword: 1d20 + 10 ⇒ (4) + 10 = 14
The tight corners of the room make swinging a greatsword hard, and he misses.
Alystair laughs as Cap’n Silverbeard falls on his ghostly ass. He twirls his greatsword and sweeps across the two standing foes in front of him: Qigiq and Lesley.
Swipe attack: 1d20 + 13 ⇒ (16) + 13 = 29
Damage, S: 1d10 + 9 ⇒ (1) + 9 = 10
Plus Grotesque Gift (olfactory) Alystair’s attacks spatter his targets with rancid flesh and rotting seaweed. A creature damaged by Alystair’s Strike must succeed at a DC 18 Fortitude save or become sickened 1 (sickened 2 on a critical failure).
Overjoyed with his success, and still chortling at the poor Cap’n, he swings again at Q vs L: 1d2 ⇒ 2 Lesley
Greatsword Strike, MAP: 1d20 + 13 - 10 ⇒ (12) + 13 - 10 = 15
Maybe he should focus on fighting and not on laughing.
The one in the Green tabard picks his targets carefully
1d3 ⇒ 1
1 = Olaf and Molly, 2 = Molly and Cap’n, 3 = Olaf and Cap’n
Swipe attack: 1d20 + 10 ⇒ (17) + 10 = 27
Damage, S: 1d10 + 4 ⇒ (6) + 4 = 10
Plus Grotesque Gift (olfactory) The creature’s attacks spatter its targets with rancid flesh and rotting seaweed. A creature damaged by its Strike must succeed at a DC 15 Fortitude save or become sickened 1 (sickened 2 on a critical failure).
Olaf and Molly get slashed by the sword and sprayed by more foul seaweed.
Also happy with how things are going, he swings again at the holy man
Greatsword Strike, MAP: 1d20 + 10 - 10 ⇒ (4) + 10 - 10 = 4
Round 2
The Ritual Chamber
Conditions: Netherworld; Benediction (+1 AC)
BOLD May Act
Alystair (Red) (-23)
Green (-21)
Bramblespine
Melania
Qigiq (Shield block? DC 18 Fort save)
Black Molly (-10, shield, DC 15 Fort save)
Cap’n Silverbeard (forbidding ward, Prone)
Olaf (-11, DC 15 Fort save)
Lesley (-10, DC 18 Fort save)
Blue
@Lesley: I’ll just tell you now to save you time and effort in your posts. They’re using greatswords and have no other weapons on them. They don’t have any ranged attacks. At all. So your Hit the Dirt reaction can’t get used.
You may roll your own Religion or Undead Lore checks to Recall Knowledge on your turn and tell me what you want to know.

![]() |

Fort: 1d20 + 9 ⇒ (2) + 9 = 11
Fort, HP, TShirt: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Olaf manages to hold his breath at the spattering seaweed stench. He drops his staff and intones a spell. A fiery staff materializes in his hands and he immediately uses it to clobber Green.
+1 Striking Fiery Staff vs Green: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11 for Fire: 2d6 + 2 ⇒ (6, 6) + 2 = 14
◆◆ Blazing Armory
◆ Whiff

![]() |

Bramblespine gives the trick a rest and focuses on Alystair with a trio of thorns.
Force Barrage vs Red: 3d4 + 3 ⇒ (3, 2, 3) + 3 = 11