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◆ Hunt Prey on the Blue Claw
◆ Hunted shot on the Blue Claw
Shot one w/volley: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25for: 1d8 ⇒ 2
Shot two w/volley: 1d20 + 9 - 2 - 3 ⇒ (17) + 9 - 2 - 3 = 21for: 1d8 ⇒ 3
◆ Final shot w/volley: 1d20 + 9 - 2 - 6 ⇒ (11) + 9 - 2 - 6 = 12for: 1d8 ⇒ 8

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Cur can do little from his current position.
◆ Interact to retrieve weapon
◆ Interact to retrieve weapon
◆ Stand
Fortitude Save: 1d20 + 8 ⇒ (15) + 8 = 23
I believe that ends the poison and the enfeebled condition.

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Then Blue Claw is getting a knife in the face.
◆ Strike
Anguished Cry of the Mountains (clan dagger): 1d20 + 7 ⇒ (17) + 7 = 24
Bludgeoning Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Spirit Damage: 2 = 2

GM Frost |

DC 17 basic Reflex save: 1d20 + 9 ⇒ (16) + 9 = 25 vs EA (Success, 1 E damage)
Both Giles and Koi shrugs off the posion. High lands arrows on the prey. 5 P damage Cur slices the same with knife. 7+2 damage While Lissa swims away and shocks the Blue Claw. The creature is still on its fins swimming.
Whistle Wit is up, a nice hit will take it down and we can move to the next.

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Everyone is so close to the creature, which somewhat limits Whistle's options.
She aims another blast of wind sharpened air bubbles.
◆◆ Cast slashing gust Spell attack: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22 for slashing damage: 2d4 ⇒ (3, 4) = 7. On crit, double damage and add 1d4 persistent bleed
◆ Cast glass shield

GM Frost |

Whistle slashes the last hostile creature for good.
ENCOUNTER OVER! WELL DONE!
Giles le Renard (17/28 HP) [2☘️]
Cur (10/23 HP) [2☘️] | Wounded 1; Enfeebled 1
High in the Mountains (34/34 HP) [2☘️]
Howard (18/18 HP)
Whistle Wit (20/20 HP) [2☘️]
Whisper (10/10 HP)
Koi Polloi (10/15 HP) [1☘️] | Concealed (DC 5)
You have ten minutes to heal and Refocus. I will move you to Event 1: First Contact which is in encounter mode so we will just retcon the healing and Refocusing so that we can move.
The group, after handling the hostile creatures move deeper into the chamber and into the surface out of water. Nearby, the patter of footsteps precedes a group of humans that stumble around the corner. They look at each other in surprise before one says, “Those are the Pathfinders, right?” Another responds, exasperated, “Yes. Get your dagger out.”
Koi Polloi's Initiative using Avoid Notice: 1d20 + 7 ⇒ (13) + 7 = 20
High in the Mountains's Initiative using Scout: 1d20 + 9 ⇒ (7) + 9 = 16
Lissa Valthum's Initiative using Detect Magic: 1d20 + 14 ⇒ (5) + 14 = 19
Giles le Renard's Initiative using Avoid Notice: 1d20 + 9 ⇒ (1) + 9 = 10
Cur's Initiative using Scout: 1d20 + 5 ⇒ (7) + 5 = 12
Perception, Red: 1d20 + 5 ⇒ (4) + 5 = 9
Perception, Black: 1d20 + 5 ⇒ (7) + 5 = 12
Perception, Blue: 1d20 + 5 ⇒ (8) + 5 = 13
Perception, Yellow: 1d20 + 5 ⇒ (11) + 5 = 16
Perception, White: 1d20 + 5 ⇒ (17) + 5 = 22
White delays to act.
⬤ FIRST CONTACT! Round 1 ⬤
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
White Recruit (HP -) | Delaying |
➤ Koi Polloi (AC 16) (HP 10/15) | 1☘️ |
➤ Lissa Valthum (AC 14) (HP 4/14) | 1☘️ |
Yellow Recruit (HP -) |
Whistle Wit (AC 17) (HP 20/20) | 2☘️ |
⠀⠀⠀Whisper (AC 17) (HP 10/10) |
High in the Mountains (AC 19) (HP 34/34) | 2☘️ |
⠀⠀⠀Howard (AC 17) (HP 18/18) |
Blue Recruit (HP -) |
Black Recruit (HP -) |
Cur (AC 18) (HP 10/23) | 2☘️ |
Giles le Renard (AC 19) (HP 17/28) | 2☘️ |
Red Recruit (HP -) |

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Retcon: Koi hasn't used a hero point I don't think. Koi would also apply Recall Knowledge to name the creatures in the previous encounter (Atharmaru Lore). Koi applies Treat Wounds to itself.
Treat Wounds DC15: 1d20 + 3 ⇒ (6) + 3 = 9 Fails to heal self. Back to First Contact
Koi ◆Recalls Knowledge what is known of this competing organization's mission teams. (eg. leadership, origin/diversity, combat tactics). Secret check, Society+4. Koi then Subtly Casts ◆Message to secretly relay any useful information to Lissa.
"Hello! We found you at last. We also found enough of these for everyone. Do you need some?" Koi then ◇Releases one hand off its spear and ◆Draws a sparkler.

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During our break
Giles consumes the potion that he requisitioned from the quartermaster plus one from his personal stores.
minor healing potion: 1d8 ⇒ 6
minor healing potion: 1d8 ⇒ 4

GM Frost |

Then...
Koi recalls that what they just faced were reefclaws, and pufferfish. Reefclaws are aquatic monsters that resemble huge shrimp or lobsters. As one might expect from its name, a reefclaw's oversized claws are powerful weapons with a viselike grip and the ability to inject potent venom into unfortunate prey. It looks like the carnivorous aquatic creatures retreat to this chamber after hunting in the lake. They’re hungry and eager to try new prey, which are Pathfinders who just come to the submerged chamber.
Now...
From the badge they are wearing, Koi easily recognizes that they are recruits of the Aspis Consortium, an unscrupulous multinational trade organization based in Cheliax, but with interests in many parts of Golarion. They may have gotten wind that the Pathfinder Society had discovered a new set of ruins, thus deploying them. It looks like these recruits are trying to prove themselves to the organization. Koi knows that recruits usually impress their senior by taking the blow of their enemy's attacks. Luckily for the Pathfinders, they are all recruits. The athamaru relies this message to Lissa. He then draws a sparkler.
Lissa is up!

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Cur also drink a potion.
Minor Healing Potion: 1d8 ⇒ 7

GM Frost |

Lissa delays to act.
White eventually makes the move and attacks Cur!
Dagger Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Yellow follows and strikes Giles.
Dagger Attack: 1d20 + 6 ⇒ (20) + 6 = 26 Crit
Damage: 1d4 ⇒ 2 P damage x2
⬤ FIRST CONTACT! Round 1 ⬤
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Koi Polloi (AC 16) (HP 10/15) | 2☘️ |
White Recruit (HP -) |
Yellow Recruit (HP -) |
➤ Lissa Valthum (AC 14) (HP 14/14) | 1☘️ |
➤ Whistle Wit (AC 17) (HP 20/20) | 2☘️ |
➤⠀⠀⠀Whisper (AC 17) (HP 10/10) |
➤ High in the Mountains (AC 19) (HP 34/34) | 2☘️ |
➤⠀⠀⠀Howard (AC 17) (HP 18/18) |
Blue Recruit (HP -) |
Black Recruit (HP -) |
Cur (AC 18) (HP 17/23) | 2☘️ |
Giles le Renard (AC 19) (HP 23/28) | 2☘️ |
Red Recruit (HP -) |

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"Hmph. Well, if we're going to be that way."
Whistle Wit nods at a space just behind the closest of the attackers, which erupts with caustic liquid. "And stay away from the cat," she adds, "He's quite dangerous, y'know--and protected."
◆◆ Cast caustic blast, which hits White and Yellow. DC 18 basic Reflex against acid damage: 1d8 ⇒ 1. On a critical failure, they also take 1 persistent acid.
◆ Cast murmuration, targeting Yellow and designating Whisper. No immediate effect, but if Yellow moves towards Whisper they must make a DC 18 Will save or take piercing damage: 1d4 ⇒ 1. No damage on critical success, half on success, full damage on failure, full damage plus another sonic damage: 1d4 ⇒ 1 and -2 circumstance penalty to attack rolls or hostile skill checks this round on critical failure

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"Careful, boys," Lissa says to the recruits. "First three rows are a splash zone. It can get a bit messy." She points to the White recruit and fires a trio of Magic Missiles.
Force damage: 3d4 + 3 ⇒ (4, 2, 4) + 3 = 13
If I haven't mentioned, I use the outdated names for her spells. I think the update to runelords comes out soon, but the current rules are a bit murky.

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◆ Hunt Prey on Yellow
◆ Send Howard to harass Yellow
- Howard will fly near Yellow
- Howard will Support
◆ Fire twice at Yellow
First: 1d20 + 9 ⇒ (9) + 9 = 18for: 1d8 ⇒ 1 piercing damage and 1d4 persistent bleed and dazzled from Howard
Second: 1d20 + 9 - 3 ⇒ (15) + 9 - 3 = 21for: 1d8 ⇒ 1 piercing damage and 1d4 persistent bleed and dazzled from Howard

GM Frost |

Whistle burns them with caustic before murmuring something against Yellow.
White: DC 18 basic Reflex: 1d20 + 8 ⇒ (6) + 8 = 14 vs Caustic Blast (Fail, 1 acid damage)
Yellow: DC 18 basic Reflex: 1d20 + 8 ⇒ (3) + 8 = 11 vs Caustic Blast (1 acid damage)
Lissa launches force missiles that easily takes down White. White out
High makes Yellow as prey, launching arrows and while Howard causes bleeding with scratches.
Blue comes in past Yellow (might trigger Reactive Strike) and slices at Giles.
Dagger Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Black joins in getting past their allies (might trigger Reactive Strike) and pokes Koi.
Dagger Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d4 ⇒ 4 P damage
⬤ FIRST CONTACT! Round 1 ⬤
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Koi Polloi (AC 16) (HP 6/15) | 2☘️ |
White Recruit (HP -14) |
Yellow Recruit (HP -3) | Murmuration (Whisper); Dazzled |
Lissa Valthum (AC 14) (HP 14/14) | 1☘️ |
Whistle Wit (AC 17) (HP 20/20) | 2☘️ |
⠀⠀⠀Whisper (AC 17) (HP 10/10) |
High in the Mountains (AC 19) (HP 34/34) | 2☘️ |
⠀⠀⠀Howard (AC 17) (HP 18/18) |
Blue Recruit (HP -) |
Black Recruit (HP -) |
➤ Cur (AC 18) (HP 17/23) | 2☘️ |
➤ Giles le Renard (AC 19) (HP 23/28) | 2☘️ |
Red Recruit (HP -) |
AFTER YOUR TURN
❗ Yellow Recruit: DC 15 flat checks vs two 1d4 persistent bleed ❗

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GIles draws his rapier and moves to engage the boldest of the aspis.
"En Garde!"
rapier vs black: 1d20 + 9 ⇒ (10) + 9 = 19
damage, piercing, precision: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
◆ Draw weapon, ◆ step, ◆ strike

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Yellow Recruit: DC 15 flat checks vs two 1d4 persistent bleed
Only one check is necessary.
Multiple Persistent Damage ConditionsYou can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount.

GM Frost |

Giles easily pokes Black Recruit with the sword. 7 P damage
Cur is up!

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Seems there's some stabbing to do.
Start with Blue, move to yellow if they drop.
◆ Strike
Anguished Cry of the Mountains (clan dagger): 1d20 + 7 ⇒ (17) + 7 = 24
Bludgeoning Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Spirit Damage: 2 = 2
◆ Strike
Gentle Tears of the Forest (clan dagger): 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
Bludgeoning Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Spirit Damage: 2 = 2
◆ Strike
Anguished Cry of the Mountains (clan dagger): 1d20 + 7 - 8 ⇒ (13) + 7 - 8 = 12
Bludgeoning Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Spirit Damage: 2 = 2

GM Frost |

Cur makes a series of attacks against the recruits, showing them how it is down professionally. He easily takes down Blue and Yellow.
Red meets Cur with a blade yelling and cursing.
Dagger Attack: 1d20 + 6 ⇒ (7) + 6 = 13
The yelling is too much, but the blade is easily deflected.
⬤ FIRST CONTACT! Round 2 ⬤
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Koi Polloi (AC 16) (HP 6/15) | 2☘️ |
White Recruit (HP -14) |
Yellow Recruit (HP -17) |
➤ Lissa Valthum (AC 14) (HP 14/14) | 1☘️ |
➤ Whistle Wit (AC 17) (HP 20/20) | 2☘️ |
➤⠀⠀⠀Whisper (AC 17) (HP 10/10) |
➤ High in the Mountains (AC 19) (HP 34/34) | 2☘️ |
➤⠀⠀⠀Howard (AC 17) (HP 18/18) |
Blue Recruit (HP -15) |
Black Recruit (HP -7) |
Cur (AC 18) (HP 17/23) | 2☘️ |
Giles le Renard (AC 19) (HP 23/28) | 2☘️ |
Red Recruit (HP -) |

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Whistle Wit flaps her wings and sends gusts of slicing winds towards the remaining foes; hopefully this spell is more effective above water.
It seems unlikely they'll get past the front line at this point, but she also puts up a magical shield. Why not?
◆◆ Cast slashing gust Spell attack vs Red (cover): 1d20 + 8 ⇒ (17) + 8 = 25 for slashing damage: 2d4 ⇒ (3, 2) = 5 and Spell attack vs Black: 1d20 + 8 ⇒ (20) + 8 = 28 for slashing damage: 2d4 ⇒ (2, 3) = 5. On a crit, a target takes double damage and 1d4 persistent bleed.
◆ Cast glass shield

GM Frost |

With the slashing gust of winds from Whistle's wings, it slices both the remaining recruits and takes them out of combat.
OUT OF COMBAT! WELL DONE!
Lissa Valthum (14/14 HP) [1☘️]
Whistle Wit (20/20 HP) [2☘️]
Whisper (10/10 HP)
High in the Mountains (34/34 HP) [2☘️]
Howard (18/18 HP)
Giles le Renard (23/28 HP) [2☘️]
Checking their persons, the Pathfinders only find bronze Aspis Consortium badges and daggers.
We will retcon healing and refocusing if you wish to do so. I will move you to the next area.
Moving on, another part along their way is submerged. Thankfully they have enough from the potion so that they can still freely breath underwater. Just like in the entrance, this area has bioluminescent algae that flourishes, shedding dim light. Water lapping on stone is the loudest sound at the surface of the water in this chamber, marking its isolation from the rest of the Pallid Peak. The stone in the room’s center has broken away, and the water continues down into darkness.
To the north, a wide hallway rises above the water’s edge. To the east, barricades of bone and rocks block two entrances to another chamber beyond.
The area is cool, dark and quiet, as it’s truly separated from the rest of the Pallid Peak. The water in this room is 30 feet deep in most places, with a further 20 feet of air above the water’s surface. The hallway and the chamber that lead on from this room are at the level of the water’s surface, with small puddles formed by lapping waves. Fallen rocks block the exit to the south entirely.
There is a dark hole in the floor (marked with "-100 ft" by the darker spaces on this map).
What will you do?

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The athamaru returns its sparkler to its waterproof pocket and Treats its own Wounds.
Treat Wounds: 1d20 + 4 ⇒ (4) + 4 = 8
...something it knows it is not very good at. Koi recognizes the party's safety depends on it getting this right, and it tries extremely hard, making a quick prayer to Lysianassa, deity of the currents surrounding them. ”Gush!”
(Uses a ☘️Hero Point)
Reroll Treat Wounds: 1d20 + 4 ⇒ (20) + 4 = 24
Thank goodness! Critical heal: 4d8 ⇒ (7, 5, 2, 2) = 16
The athamaru grasps its spear once more, but stays clear of the gaping hole. Indeed, the blocked southern exit suggests it would be a safer area to search for clues that might indicate any aquatic inhabitants.
Possibly an Athamaru Lore +4 secret check

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"I do still have the healing scroll they issued me, Koi," says Whistle Wit, "and a spare I brought with me. I hope to save them for emergencies, but I have them if we really need them."
"Hmph. Can't we go someplace less wet?"

GM Frost |

Koi recognizes the dark hole in the floor as a naturally occurring shaft where the water’s depth could possibly go down to 100 feet; the algae doesn’t grow far enough down to illuminate the bottom.
----
Onto the next location B3...
Upon inspection into this area, it is fortunately not under water, and the barriers blocking these doors have telltale signs they were placed deliberately. Bones and rocks are lashed together with rope to create a fence. Through tiny gaps in the fence, the Pathfinders can see movement on the other side. There is a lone dwarf inside minding their own business.

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"A mysterious hole? Time to explore, no? I shall report anon."
Giles activates his wayfinder and climbs down into the depths.
climb speed 20
Nature: 1d20 + 0 ⇒ (9) + 0 = 9
Giles shouts upwards. "There are magical runes here that I cannot comprehend. Perhaps now is the time to cooperate? "

GM Frost |


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Whistle Wit grumbles a bit. "Well, those potions are still in effect, right? Might as well use 'em." She dives down as well.
Nature: 1d20 + 5 ⇒ (8) + 5 = 13
Hero Point: 1d20 + 5 ⇒ (18) + 5 = 23
"This inscription helps control the tides... do you want me to try to deactivate it?"

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"But of course. If one discovers a button one must push it, a switch, one must flip it, a lever, one must pull it, a dial, one must turn it, no?" The tiny rodent twitches his whiskers in amusement.

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"Well, let's see. I think if I can just disrupt this here..."
Nature: 1d20 + 5 ⇒ (4) + 5 = 9
"Oh right, this etching is obviously water proof. We, hm, might need a more experienced witch."

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Unable to assist with the runes, Cur keeps an eye out for trouble.
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
He probably should have used both eyes.

bigrin42 |

**HOUSE GM ANNOUNCEMENT**
Fellow Pathfinder Society agents have thinned out the dangers of the mountain.
The Creatures Abated condition is now in effect for Act 1.
**HOUSE GM ANNOUNCEMENT**
With a source of copper being discovered within one of the ruins, the spellcasters at the base camp have more resources available.
The Enhanced Spellcasting condition is now in effect

GM Frost |

The group seems to struggle deactivating the runes.
Moving on to the next area (B3), the dwarf seems unbothered in their presence.
The dwarf attitude is currently Unfriendly. Perhaps they know more about the ruins. Each of you can attempt to communicate with her with a successful DC 15 Diplomacy, Performance, or Society check or a relevant DC 13 Lore check. I am looking for a certain number of Successful checks.

GM Frost |

As for the Conditions in effect:
Hazards Identified condition: Other Pathfinder Society teams have noted where hazards appear. Reduce the Stealth DCs and Stealth modifiers for all hazards in the current Act by 2.
Creatures Abated condition: The steady wave of explorers has damaged the creatures that live under the mountain. At the start of the next combat, reduce one enemy creature’s Hit Points by 25%. This condition only applies to a combat in the current Act.
Enhanced Spellcasting: The reserves of needed spellcasting reagents have been replenished, allowing for the casting of non-essential spells. The PCs can purchase spellcasting services for any common spell in the Pathfinder Core Rulebook of up to their level at a 10% discount for the duration of the adventure. It takes at least 30 minutes to reach each of the encounter areas, so this feature is best used for spells with a duration of at least 1 hour. Spellcasting services to remove negative conditions are also available at this 10% discount. This discount only applies to purchases made with gold.

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Giles tumbles into the room and does a quick soft shoe dance concluding his performance by removing his hat and bowing deeply. "Ta daaa! Greetings Monsieur Dwarf. Eet is I, Giles le Renard. May I ask the purpose of this erm...lovely fence?"
performance: 1d20 + 6 ⇒ (8) + 6 = 14
It sounds as though we're trying to Make an Impression. If so then Giles has You're So Cute and would get +1 to the check.

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The athamaru bounces around excitedly upon encountering the dwarf. "Hello, hello! It is so exciting to meet you!" Turning to Giles, Koi nods. "It is a glorious fence. I hope we have not overly disturbed it, coming through. We can help put it back together." Koi does an especially enthusiastic jig. Overly enthusiastic, perhaps.
Performance: 1d20 + 8 ⇒ (4) + 8 = 12
Koi stops jigging around and sets to work repairing the fence as respectfully as possible.
Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12
Ugh.

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"Well hello there! We're with the Pathfinder Society, looking to discover anything we can about a certain lost city--I don't think we were particularly expecting to find too many current residents of the area, so I do apologize if we've disturbed you."
Society: 1d20 + 8 ⇒ (15) + 8 = 23