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Soguch strides forwards and tries to bring some holy light to black
spell attack: 1d20 + 11 ⇒ (20) + 11 = 31
fire damage: 5d6 ⇒ (3, 2, 6, 6, 6) = 23
extra spirit damage to unholy: 5d6 ⇒ (3, 6, 3, 2, 5) = 19

GM Valen |

Some lead melts and some bones crackle under Soguchi's magical assault, but the undead foe (black) continues on.
The skeleton closest to Folmyr (blue) flails at the fey!
Melee, serving tray v. Folmyr: 1d20 + 11 ⇒ (10) + 11 = 21
Damage, bludgeoning: 1d12 + 5 ⇒ (7) + 5 = 12
Melee, claw +11 (agile) v. Folmyr: 1d20 + 13 - 4 ⇒ (19) + 13 - 4 = 28
Damage, slashing: 1d10 + 5 ⇒ (10) + 5 = 15
Melee, claw +11 (agile) v. Folmyr: 1d20 + 13 - 8 ⇒ (1) + 13 - 8 = 6
Damage, slashing: 1d10 + 5 ⇒ (2) + 5 = 7
The skeleton near Hepcut (red) similarly strikes!
Melee, serving tray v. Hepcut: 1d20 + 11 ⇒ (11) + 11 = 22
Damage, bludgeoning: 1d12 + 5 ⇒ (10) + 5 = 15
Melee, claw +11 (agile) v. Hepcut: 1d20 + 13 - 4 ⇒ (8) + 13 - 4 = 17
Damage, slashing: 1d10 + 5 ⇒ (2) + 5 = 7
Melee, claw +11 (agile) v. Hepcut: 1d20 + 13 - 8 ⇒ (14) + 13 - 8 = 19
Damage, slashing: 1d10 + 5 ⇒ (8) + 5 = 13
A BOG AMBUSH! (or Pb or Not Pb, That is the Question!) - Round Three Begins!
PCs in bold may act
Folmyr -38 HP
Seoni
Glenda
Hepcut -15 HP
Skeleton (black) -37 HP
Soguchi -9 HP
Skeleton (blue) -36 HP
Skeleton (red) -3 HP

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Strike vs Blue: 1d20 + 14 ⇒ (12) + 14 = 26for: 2d12 + 4 + 3 ⇒ (10, 12) + 4 + 3 = 29
If Blue falls, then move into Black's space, otherwise Strike vs Blue: 1d20 + 14 - 5 ⇒ (7) + 14 - 5 = 16for: 2d12 + 4 + 3 ⇒ (11, 6) + 4 + 3 = 24
Strike vs Blue or Black: 1d20 + 14 - 10 ⇒ (20) + 14 - 10 = 24for: 2d12 + 4 + 3 ⇒ (6, 11) + 4 + 3 = 24

GM Valen |

[dice=Strike vs Blue]1d20+14[dice=for]2d12+4+3
If Blue falls, then move into Black's space, otherwise [dice=Strike vs Blue]1d20+14-5[dice=for]2d12+4+3
[dice=Strike vs Blue or Black]1d20+14-10[dice=for]2d12+4+3
Folymr downs a skeleton (blue) with one strike, then moves toward another (black).
As it contains the proper multiple attack penalty, I will apply the second strike meant for blue against black. I will allow you to apply the crit roll on your next attack, should you wish.The fey misses.
A BOG AMBUSH! (or Bog Dancing!) - Round Three Cont'd!
PCs in bold may act
Folmyr -38 HP
Seoni
Glenda
Hepcut -15 HP
Skeleton (black) -37 HP
Soguchi -9 HP
Skeleton (blue) -36+ HP
Skeleton (red) -3 HP

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"Now to take care of you..." Glenda says, tossing Fishy at the red skeleton.
++ K Blast: 1d20 + 11 ⇒ (15) + 11 = 26 Bldg Dmg: 1d8 + 4 ⇒ (7) + 4 = 11
+ K Blast: 1d20 + 6 ⇒ (4) + 6 = 10 Bldg Dmg: 1d8 ⇒ 5

GM Valen |

"Now to take care of you..." Glenda says, tossing Fishy at the red skeleton.
Glenda scours a skeleton (red) with a telekinetic blast. The undead avoids a second one.
Seoni uses another magic missile.
Which one?
A BOG AMBUSH! (or Bog Dancing!) - Round Three Cont'd!
PCs in bold may act
Folmyr -38 HP
Seoni (target needed)
Glenda
Hepcut -15 HP
Skeleton (black) -37 HP
Soguchi -9 HP
Skeleton (red) -14 HP

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"Owww, god, that hurt, you psycho!" Hepcut says after the skeleton bashes her with a silver serving tray. She snuffles, and tries to get the skeleton on its back with a wrestling takedown.
Athletics vs Red Skeleton's reflex DC To Trip: 1d20 + 14 ⇒ (2) + 14 = 16 man, she is just not having her luck in getting these athletics checks.
She then tries to smash the skeleton to the ground.
Stumbling Strike, Confident finisher: 1d20 + 10 ⇒ (14) + 10 = 24
Stumbling Strike, Bludgeoning Damage, Confident Finisher: 2d8 + 4 + 3d6 ⇒ (4, 2) + 4 + (6, 5, 5) = 26
For her last action, she will either raise her dueling cape or, if that finishes off the skeleton, move 30 feet towards the remaining skeleton.

GM Valen |

Seoni pelts a skeleton (black) with more magical bolts.
Hepcut then smashes many bones of another skeleton (red). It remains standing and she draws her cape.
With no other targets nearby, the most leaded skeleton (black) concentrates on Folmyr.
Melee, leaded bone-fused hammer (shove) v Folymr: 1d20 + 13 ⇒ (17) + 13 = 30
Damage, bludgeoning plus: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Melee, leaded claw (agile) v Folymr: 1d20 + 13 - 4 ⇒ (6) + 13 - 4 = 15
Damage 2d6+4 slashing plus: 2d6 + 4 ⇒ (2, 5) + 4 = 11
Melee, leaded claw (agile) v Folymr: 1d20 + 13 - 8 ⇒ (5) + 13 - 8 = 10
Damage 2d6+4 slashing plus: 2d6 + 4 ⇒ (5, 1) + 4 = 10
The leaded hammer breaks fey flesh!
Need a Fort save from Folmyr.
A BOG AMBUSH! (or Made of Sternum Stuff!) - Round Three Cont'd!
PCs in bold may act
Folmyr -51 HP (Fort save)
Seoni
Glenda
Hepcut -15 HP
Skeleton (black) -44 HP
Soguchi -9 HP
Skeleton (red) -40 HP

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Tell me spirits what is the deal with thesecreatures
<>Whispers of weakness target black
Voices whisper to you how to best lay a creature low. You target one creature within 60 feet; if it has any weaknesses, you learn them, as well as which of its saving throw modifiers is lowest. You also come to understand its movements, gaining a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune for 1 day.
Then stride and punch Black eith unarmed strike
attack black: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
bludgeon damage: 1d6 + 3 ⇒ (3) + 3 = 6
Soguchi is clumsy 1 so ac 20 and reflex +9

GM Valen |

Tell me spirits what is the deal with thesecreatures
The voices reply, Lead and bone are strong, but still, your foe is lacking in matters of will.
Skeleton (black) has no weaknesses. Will save is its lowestThen stride and punch Black eith unarmed strike
A critical hit!
Upon being struck, the leaded skeleton releases a cloud of lust dust.Reaction; a 5-foot radius cloud of fine particles surrounding
the skeleton. The cloud persists for 1 round, exposing creatures within it to an inhaled form of rapid lead poison.
Need a Fort save from Folmyr and Soguchi
Another skeleton (red) goes after Hepcut.
Melee, serving tray v Folymr: 1d20 + 11 ⇒ (13) + 11 = 24
Damage, bludgeoning: 1d12 + 5 ⇒ (11) + 5 = 16
Melee, claw (agile) v Folymr: 1d20 + 13 - 4 ⇒ (8) + 13 - 4 = 17
Damage, slashing: 1d10 + 5 ⇒ (7) + 5 = 12
Melee, claw (agile) v Folymr: 1d20 + 13 - 8 ⇒ (14) + 13 - 8 = 19
Damage, slashing: 1d10 + 5 ⇒ (7) + 5 = 12
Need a Fort save from Hepcut
A BOG AMBUSH! (or Skull or Nothing!) - Round Four Begins!
PCs in bold may act
Folmyr -51 HP (Fort save)
Seoni
Glenda
Hepcut -31 HP (Fort save)
Skeleton (black) -56 HP
Soguchi -9 HP (Fort save)
Skeleton (red) -40 HP

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Hepcut tries to get her leg above the skeleton shoulder and force him down.
Athletics to trip Red, vs Reflex DC: 1d20 + 14 ⇒ (19) + 14 = 33
Oh, maybe even a critical success, which would deal 1d6 ⇒ 3 bludgeoning
With her opponent on the ground, Hepcut tries punches in the skeleton's ribcage.
Stumbling Strike, Map vs red off-guard: 1d20 + 9 ⇒ (2) + 9 = 11
Bludgeoning Damage, +1 Backstabber Precision: 2d8 + 7 + 1 ⇒ (2, 1) + 7 + 1 = 11
Stumbling Strike, MAP X2, vs Red off-guard: 1d20 + 4 ⇒ (5) + 4 = 9
Bludgeoning Damage, +1 Backstabber Precision: 2d8 + 7 + 1 ⇒ (2, 5) + 7 + 1 = 15

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fort save: 1d20 + 10 ⇒ (14) + 10 = 24

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"Ooh.. that's disgusting!" Glenda says. She flings Fishy at the red skeleton.
++ K Blast: K Blast: 1d20 + 11 ⇒ (5) + 11 = 16 bldg dmg: 1d8 + 4 ⇒ (3) + 4 = 7
+ K Blast: K Blast: 1d20 + 6 ⇒ (2) + 6 = 8 bldg dmg: 1d8 ⇒ 2
Hero point first blast K Blast: 1d20 + 11 ⇒ (13) + 11 = 24

GM Valen |

Seoni uses up her last magic missile on black
The sorcerer sends more bolts toward the undead (black), but it remains on its boney legs.
Hepcut knocks another (red) off of its feet, breaking some bones. Crit!
However, the half-orc keeps punching between the ribs.
Glenda blasts the prone skeleton (red).
The rest of its bones finally shatter.
A BOG AMBUSH! (or Shoulder Blades and Just Blades!) - Round Four Cont'd!
PCs in bold may act
Folmyr -51 HP
Seoni
Glenda
Hepcut -31 HP
Skeleton (black) -67 HP
Soguchi -9 HP
Skeleton (red) -50 HP

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◆ Strike: 1d20 + 14 ⇒ (10) + 14 = 24for: 2d12 + 4 + 6 ⇒ (10, 6) + 4 + 6 = 26
◆ Strike: 1d20 + 14 - 5 ⇒ (2) + 14 - 5 = 11for: 2d12 + 4 + 6 ⇒ (12, 10) + 4 + 6 = 32
◆ Strike: 1d20 + 14 - 10 ⇒ (20) + 14 - 10 = 24for: 2d12 + 4 + 6 ⇒ (4, 11) + 4 + 6 = 25
I don't know where I got the +3 in the prior post
Because of the crit, the foe is now off guard until my next turn
Does 24 even hit? If not, then the third strike is just a simple hit, rather than a crit

GM Valen |

Folmyr strikes the remaining skeleton (black) with his first hit.
The remainder of the skeleton explodes into a cloud of particles of lead and bone.
A cloud of lead dust is released, forming a 5-foot radius cloud of fine particles surrounding the skeleton. The cloud persists for 1 round, exposing creatures within it to an inhaled form of rapid lead poison.
Once again, I need aa Fort save from Folmyr and Soguchi.
Otherwise, COMBAT OVER
The remains of the skeletons bear no weapons or armor, and their fine clothes are too badly damaged to have any value. A few of them have small items of jewelry that did not melt or become encased in lead.
In total, these are worth 30 gp.
As the Pathfinders battled their attackers, the trio of humans across the bog to the south have been fighting their own battle.
Surveying the scene after Folmyr falls the final skeletal foe, the humans to the south also manage to shatter the last of the skeletons giving them siege. However, unlike the Pathfinders, the trio has sustained heavy injuries during the fight and are in no shape for any further confrontations.
Looking to avoid any potential conflict and grateful for the assistance, the trio slowly approaches the party making gestures of piece. Their leader, a woman wearing a prominently placed bronze badge with a serpent motif, hails the party.
"Greetings!" The woman calls out. "I am Harp." She points to a human male and female halfling. "These are my fellow agents, Arrow and Bear. We are very grateful for your help."
What do you wish to do, Pathfinders?

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fort: 1d20 + 10 ⇒ (18) + 10 = 28
Well met what brings you to this part of the swamp A good tale and I will sort your wounds as well as my companions
with ward medic I can treat wounds for Hepcut and Folmyr at the same time not sure a if both want to be treated and b is that two rolls (one for each character) or one roll with same results for both

GM Valen |

Well met what brings you to this part of the swamp A good tale and I will sort your wounds as well as my companions
Soguchi knows from the badge that Harp and her fellow agents are members of the Aspis Consortium.
"We have a tale to tell, but I fear it is far from 'good'. More so 'grim', I would say." Harp replies. "This was not our first encounter with the undead. Our leader, Tamis the Hawk, was slain in the first attack, and we survivors have been unsure what to do. When the next wave of skeletons appeared, I feared that we were alone out here being so deep in the bog. We are fortunate that you came along."
Harp pauses for a moment, then asks with a hint of suspicion in her voice. "Did Annika send you?"

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expert treat wounds dc20 Folmyr: 1d20 + 12 ⇒ (1) + 12 = 13
Annika was known to be speaking to Aspis Tempted to say yes to ask if you need help transporting the maid but then realised deception only +3
my final hero point expert treat wounds dc20 Folmyr: 1d20 + 12 ⇒ (18) + 12 = 30folmyr healed for: 20 + 4d8 ⇒ 20 + (5, 5, 5, 5) = 40

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Glenda calls up some fresh produce from Fishy. Purple stuff emerges. "Hmm... I hope you like beets!"
(Fresh Produce 2d4+6 healing for those that need it.)

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Fresh Purple Fruit: 2d4 + 6 ⇒ (1, 4) + 6 = 11
The fruit is almost as large as Folmyr's head, and, most of it is left as a purplish stain all over Folmyr's face, hands, and chest. "Thanks! That really hits the spot."

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treat wound hepcut dc 15: 1d20 + 12 ⇒ (16) + 12 = 28
wounds healed: 4d8 ⇒ (7, 3, 6, 4) = 20

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"Come on Hepcut! Have a taste!" Glenda says, as Fishy coughs up another beet.
Will also restore him 2d4+6

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if I'm the one who responds I'm going to be bluntly honest, so if any of you want to try lying, please do so now... [/QUOTE[
No we were trying to track what happened to those who took the maid. What can you tell us about that? This fruit is good is it available to these Aspis I’m about to treat

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”Yeah, have some!” Glenda says, offering them fresh produce as well.

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fruit for Soguchi: 2d4 + 6 ⇒ (2, 4) + 6 = 12

GM Valen |

No we were trying to track what happened to those who took the maid. What can you tell us about that? This fruit is good is it available to these Aspis I’m about to treat
Taking some of the beet, Harp begins to eat with gratitude. "Thank you."
"Someone took the maid?" Bear inquires, curiously. "You don't think that we had something to do with that, do you?"
"Look, we appreciate your help, but if you suspect us of having committed some crime you are mistaken." Harp insists. "If you want to take arrest us, we stand little chance of fighting our way out of this situation, but I can assure that we were not involved in any theft. And we would be willing to testify under oath to that fact if you were to escort us back to town so that we can rest and resupply."
"Show them our orders," Arrow insists.
Harp produces a letter, which she offers to the party. "This proves that we are not here to steal the Maid." Harp insists. "Further, if you look around our camp, you will find that we have archaeological equipment and notes showing we have been busy at work out here in the bog for quite some time. We have fresh callouses that go along with such heavy."
The Aspis agents readily reveal the hard, thickened areas on their rough hands. "We are expecting more supplies and orders to come in on a stagecoach, which is due in town this evening. We would not be operating so carelessly, either in town or out in the bog, if our mission was to steal the town’s prized possession, the bog mummy known as the Maid of Anactoria."
"One of the bog people is missing?" Rusylflick asks, having suddenly reappeared from hiding. "And they have NAMES? Creepy. I overhead some of these bigguns here keep asking why they couldn’t just go steal the 'Maid' instead of digging in this filth—imagine, calling my bog filthy—and the Hawk man told them they weren’t allowed to, because of trouble with someone called… Wispy Treant, I think it was? Didn’t sound too scary to me, but they seemed scared to get into too much trouble.”
The band of undead that you fought must have been from the Garden of Lead before wandering into this area. The skeletons must have been Ustalavic nobles in life, who were captured and murdered by the Skeleton Countess, a servant of the lich-king Tar Baphon. These skeletons show signs that their flesh was burned from their bones by immersion in molten metal, and some of the skeletons are completely encased in lead. The encased skeletons carry lead-coated hammers, the handles of which have melted and fused with their bones.
What do you wish to do, Pathfinders?

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Society (first): 1d20 + 9 ⇒ (13) + 9 = 22
Society (Second): 1d20 + 9 ⇒ (5) + 9 = 14
"Woah! I think 'wispy treant' is our friend's interpretation of 'Whispering Tyrant'. That's bad news. He escaped his prison a while ago, and it took plenty to shove him back into his Isle of Terror."

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Glenda wonders if their new friends are telling the truth.
"Oh dear.. the whispering Tyrant? Sounds really nasty..." Glenda says.
Sociey: 1d20 + 2 ⇒ (5) + 2 = 7 (First)
Sociey: 1d20 + 2 ⇒ (11) + 2 = 13 (second)

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From the beet, 2d4 + 6 ⇒ (3, 3) + 6 = 12 healing
Society for the 1st: 1d20 + 7 ⇒ (8) + 7 = 15
Society for the 2nd: 1d20 + 7 ⇒ (1) + 7 = 8
Welp, might as well.
Society for the 2nd, Hero Point, +1 from having a Pathfinder Shirt: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
"Wait, wait, like, there's this place near here, the Garden of Lead, yeah? Bunch of local dudes got smote by one of Tar-Baphon's crew... I think she was called the Skeletal Countess? They got, like, covered and encased in molten lead," Hepcut shivers at the thought, "Those skeletons we just thought, some of 'em were encased in lead, and like, had hammers bonded to their bones. They must have been like, from there, you know?"

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"Eww... lead.. so... do we head there? What would they want to do with the creepy statue anyway?" Glenda says.

GM Valen |

"Eww... lead.. so... do we head there? What would they want to do with the creepy statue anyway?" Glenda says.
With nothing else of interest in the camp and no other leads, the party presumably heads back to town.
By the time the party arrives back in town presumably with some Aspis agents in tow, the sun has set. The full moon and stars provide dim light.
The Pathfinders can confirm that a stagecoach from Caliphas is expected later this evening, and that Constable Fieru already rode out to meet it on the road.
The PCs can go to intercept the stagecoach or continue their investigation in town.
What do you wish to do, Pathfinders?

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My gut feeling is the riled up undead may try and attack the stage so we should lend the constable a hand
Just to his fellow pathfinders Also any one else want to try and identify this ring this strange aura has me baffled but you may have better luck
+2 bonus to identify from the earlier read aura

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"Hmm.. yeah.. guess we should help them out. Though will that lead us to the maid?" Glenda says.

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It doesn't. I haven't got any better leads sometimes preventing trouble leads us back to the original problem Soguchi shrugs
Or tell me you are meta gaming without telling me your meta gaming

GM Valen |

Looks like the party is headed to intercept the stage coach.
The party presumably places the Aspis agents into the custody of some village official. When the official learns that the Pathfinders are heading to help the constable, the villager provides them with horses.
After a jostling 15-minute ride, the party discovers the stagecoach mired off to the side of a narrow track in the bog. The coach has been nearly pulled free, and the half dozen passengers and drivers wave to the party
for help.
When the party presumably dismounts to help free the coach, a pair of monsters lurches out of the swamp. Animate, vaguely humanoid amalgams of peat moss, the monsters head for the stagecoach.
The coach passengers head into the bog to hide nearby.
Folmyr, Perception w/Scout: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
Hepcut, Perception w/Scout: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Soguchi, Occultism w/Scout: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
Glenda, Perception w/Scout: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Seoni (Search?), Perception w/Scout: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Monster (blue), Perception: 1d20 + 12 ⇒ (19) + 12 = 31
Monster (red), Perception: 1d20 + 14 ⇒ (17) + 14 = 31
The pair of monsters scuffle forward.
Each: Move x2
As they approach, Hepcut's nostrils are assaulted by a smoldering stench.
Need a DC 17 Fort save and a DC 19 Fort save from Hepcut or be sickened 1 (sickened 2 on crit fail).
Each creature then flings a flaming fist at the swashbuckler.
Monster (blue), Melee, flaming fist v Hepcut: 1d20 + 13 ⇒ (1) + 13 = 14
Damage bludgeoning plus persistent fire: 1d8 + 5 ⇒ (6) + 5 = 11
Monster (red), Melee, flaming fist v Hepcut: 1d20 + 15 ⇒ (15) + 15 = 30
Damage bludgeoning plus persistent fire: 1d8 + 7 ⇒ (2) + 7 = 9
ROAD RAGE! - Round One Begins!
PCs in bold may act
Elite Monster
Monster
Folmyr
Soguchi
Seoni
Hepcut -9 HP (2 Fort saves; persistent fire)
Glenda

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Fort Save 1: 1d20 + 11 ⇒ (4) + 11 = 15
Fort Save 2, sickened 1: 1d20 + 11 - 1 ⇒ (15) + 11 - 1 = 25
"Holy crapola, they came out of nowhere," Hepcut says as she raises her dueling cape.
She sets her feet loosely and starts swaying, and then tries to make herself throw up.
Fort save to wretch, sickened 1: 1d20 + 11 - 1 ⇒ (16) + 11 - 1 = 26
1. Raise dueling cape, 2. enter stumbling stance, 3. Throw up to get rid of sickened.
Would I have the reaction to do a oppurtune riposte on that nat 1? Its up to the GM to determine if we have reactions.
Flat check for the fire: 1d20 ⇒ 12

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What have we here
Soguchi shares what he knows and then casts bless

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Glenda eyes the things.
"Oh dear.. what are these things.." She tries to figure out what they are but Fishy just wants to come out blasting as it hurls itself at red.
+ recall knowledge (Nature+7, Crafting +6)
+ Channel Elements -> K Blast Red K Blast: 1d20 + 11 ⇒ (7) + 11 = 18 Bldg Dmg: 1d8 ⇒ 2
+ K Blast Red K Blast: 1d20 + 6 ⇒ (5) + 6 = 11 Bldg Dmg: 1d8 ⇒ 7
Going to take move as might be too busy to post next few days.

GM Valen |

"Holy crapola, they came out of nowhere," Hepcut says as she raises her dueling cape.
She sets her feet loosely and starts swaying, and then tries to make herself throw up.
Hepcut attempts a riposte, but it fails to strike the creature.
Persistent fire: 2d4 ⇒ (1, 2) = 3
Soguchi concludes these creatures are likely uncommon or rare, because he can't recall anything quite like this before.
Nature is correct skill
Glenda, Nature to ID: 1d20 + 7 ⇒ (17) + 7 = 24
Glenda concludes that these creatures are indeed uncommon as they are flaming moss monsters.
Immunities fire
Neither of her blasts manage to effect the flaming moss monster.
ROAD RAGE! - Round One Cont'd!
PCs in bold may act
Party Buff: bless
Elite Flaming Moss Monster
Flaming Moss Monster
Folmyr
Soguchi
Seoni
Hepcut -12 HP (persistent fire)
Glenda