
GM Frost |

Do you like to HP that? It's a Crit Fail

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"I think you missed a spot over there High in the Mountains."
Giles points out one spot among many.
Ignore that aid if it's too late.

GM Frost |

Before High can do the job of removing the molds, they make the leshy feel cold when they are next to them, dealing 2d6 ⇒ (5, 2) = 7 cold damage to High. Working on the mold, they seem to not find the right rhythm...
Crit Fail becomes Fail instead, thanks to Giles' Aid from One for All. High can try again, or others can try but will take 2d6 cold damage first for being adjacent to the mold before disabling it.

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High in the Mountains will motion everyone back as it gets very cold.
Survival to remove the mold again: 1d20 + 6 ⇒ (7) + 6 = 13
Hero Point Survival to remove the mold again: 1d20 + 6 ⇒ (15) + 6 = 21

GM Frost |

High attempts again and the mold recedes to give way for them. As the mold recedes, the lumps are revealed to be a pair of leather satchels. Each satchel contains a lesser frost vial, which the brown mold couldn’t consume due to its weakness to cold.
Hazard Success!
Creature Abated condition in effect: The steady wave of explorers has damaged the creatures that live under the mountain. At the start of the next combat, reduce any enemy creature’s hit points by 25%. This condition can only apply to a combat in the current Act.
If you wish to heal allies before proceeding to next area, we can retcon that.
They continue their journey and arrive at a vast chamber. Webs coat half of this chamber in thick layers that obscure the rock underneath. It rises 20 feet in height.
Their arrival disturbs some of the vermin that makes this place their habitat.
Koi Polloi's Initiative using Avoid Notice: 1d20 + 7 ⇒ (11) + 7 = 18
High in the Mountains's Initiative using Scout: 1d20 + 9 ⇒ (7) + 9 = 16
Lissa Valthum's Initiative using Detect Magic: 1d20 + 8 ⇒ (13) + 8 = 21
Giles le Renard's Initiative using Avoid Notice: 1d20 + 9 ⇒ (2) + 9 = 11
Cur's Initiative using Scout: 1d20 + 5 ⇒ (1) + 5 = 6
Crowd: 1d20 + 5 ⇒ (17) + 5 = 22
Pack: 1d20 + 5 ⇒ (5) + 5 = 10
Sneaky: 1d20 + 5 ⇒ (14) + 5 = 19
Finicky: 1d20 + 5 ⇒ (10) + 5 = 15
Squeaky: 1d20 + 5 ⇒ (19) + 5 = 24
Squeaky Rat runs to Giles and bite him!
Jaw Attack: 1d20 + 7 ⇒ (7) + 7 = 14
It bites air. Blue Crowd surrounds the frontliners with swarming bites. DC 17 basic Reflex save vs 1d6 ⇒ 3 P damage (and Fever on Failure)

GM Frost |

⬤ SCAVENGER'S SANCTUM! Round 1 ⬤
Terrain Feature(s): Area has no illumination, and the ceiling is 20 feet high. The tunnels are natural stone caverns.
Map Link: ENCOUNTER MAP
Note(s):
BEFORE YOUR TURN
❗ Koi Polloi: DC 17 basic Reflex save vs 3 P damage (and Fever on Failure) ❗
❗ Giles le Renard: DC 17 basic Reflex save vs 3 P damage (and Fever on Failure) ❗
❗ Cur: DC 17 basic Reflex save vs 3 P damage (and Fever on Failure) ❗
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Yellow Squeaky (HP -) |
Blue Crowd (HP -4) |
➤ Lissa Valthum (AC 14) (HP 14/14) | 2☘️ |
➤ Whistle Wit (AC 17) (HP 20/20) | 3☘️ |
➤⠀⠀⠀Whisper (AC 17) (HP 10/10) |
Orange Sneaky (HP -) |
Koi Polloi (AC 16) (HP 15/15) | 3☘️ |
High in the Mountains (AC 19) (HP 27/34) | 1☘️ |
⠀⠀⠀Howard (AC 17) (HP 18/18) |
Red Finicky (HP -) |
Giles le Renard (AC 19) (HP 14/28) | 1☘️ |
Purple Pack (HP -) |
Cur (AC 18) (HP 8/23) | 2☘️ |
EFFECTS & CONDITIONS REFERENCE

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"A rat bigger then a cat," says Whisper in an offended tone, "Why the very idea."
"And a nasty, diseased thing by the looks of it. Well, two can play at that game--or three rather, if you would?"
Whistle Wit hops onto Whisper's head for a moment, casting a spell into him. She hops off as the cat hurries forward, jumping through the swarm of smaller rats to reach the big one, which he touches with a paw. "Oh dear, are you allergic to cats as well? Unfortunate." He sounds much happier about that.
◆◆ Cast goblin pox
◆ Command: Spell Delivery. Whisper moves into Yellow's space and touches it, delivering the spell. DC 18 Fortitude save. No effect on crit success, sickened on success, afflicted stage 1 (sickened 1, one round) on failure, and afflicted 2 (sickened 1 and slowed 1, one round) on critical failure

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High in the Mountains would have Treated Wounds on Cur.
Nature: 1d20 + 6 ⇒ (10) + 6 = 16for: 2d8 ⇒ (8, 4) = 12
Then on Giles
Nature: 1d20 + 6 ⇒ (10) + 6 = 16for: 2d8 ⇒ (3, 4) = 7
Then on itself
Nature: 1d20 + 6 ⇒ (4) + 6 = 10for: 2d8 ⇒ (1, 5) = 6

GM Frost |

Giles is not quick to evade the biting rats that are just as big as him. 3 P damage + DC 14 Fortitude vs Fever
Working together, Whistle and Whisper afflict Yellow Squeaky with a pox.
DC 18 Fortitude save: 1d20 + 6 ⇒ (14) + 6 = 20 vs Goblin Pox Success, Sickened 1
The rat seems to be about to puke.
Lissa burns the Crowd Swarm.
DC 17 basic Reflex save: 1d20 + 7 ⇒ (3) + 7 = 10 vs Ignition. Success, 10 Fire damage
She manages to toast all of them.
Orange Sneaky goes straight for the bird (Whistle) it sees (triggers Reactive Strike) and bites!
Jaws Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d6 + 1 ⇒ (5) + 1 = 6 piercing plus fever (DC 14 Fort save)
⬤ SCAVENGER'S SANCTUM! Round 1 ⬤
Terrain Feature(s): Area has no illumination, and the ceiling is 20 feet high. The tunnels are natural stone caverns.
Map Link: ENCOUNTER MAP
Note(s):
BEFORE YOUR TURN
❗ Whistle Wit: DC 14 Fortitude save vs Fever ❗
❗ Koi Polloi: DC 17 basic Reflex save vs 3 P damage (and Fever on Failure) ❗
❗ Giles le Renard: DC 14 Fortitude save vs Fever ❗
❗ Cur: DC 17 basic Reflex save vs 3 P damage (and Fever on Failure) ❗
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Yellow Squeaky (HP -) |
Blue Crowd (HP -14) |
Lissa Valthum (AC 14) (HP 14/14) | 2☘️ |
Whistle Wit (AC 17) (HP 20/20) | 3☘️ |
⠀⠀⠀Whisper (AC 17) (HP 10/10) |
Orange Sneaky (HP -) |
➤ Koi Polloi (AC 16) (HP 15/15) | 3☘️ |
➤ High in the Mountains (AC 19) (HP 34/34) | 1☘️ |
➤⠀⠀⠀Howard (AC 17) (HP 18/18) |
Red Finicky (HP -) |
Giles le Renard (AC 19) (HP 27/28) | 1☘️ |
Purple Pack (HP -) |
Cur (AC 18) (HP 23/23) | 2☘️ |
EFFECTS & CONDITIONS REFERENCE

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DC 17 Reflex save: 1d20 + 6 ⇒ (8) + 6 = 14 The athamaru is bitten by the dying blue swarm (3 piercing damage) and contracts a Fever. Its orange splotches acquire a slightly jaundiced tone.
Koi's arms and spear ripple again as it casts ◆◆Forbidden Thought on the Finicky rat, encouraging it severely not to Stride into battle.
DC 17 basic will save, mental damage: 2d6 ⇒ (6, 4) = 10 When it tries to Stride
Then ◆Spears the Sneaky rat with its spear. "Sewer rat, skewer rat, be one fewer rat!"
Dancer's Spear: 1d20 + 3 ⇒ (13) + 3 = 16 for piercing: 1d6 ⇒ 6

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Fort: 1d20 + 5 ⇒ (1) + 5 = 6
Hero Point: 1d20 + 5 ⇒ (9) + 5 = 14
"Ah, no not me! You're supposed to attack the cat--I had a plan for that!"
Whistle Wit is too busy talking to nobody. She simply does not have time to contract a disease.

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◆ Hunt Prey on Orange Sneaky.
◆ Hunted Shot w/volley: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 241d20 + 9 - 2 - 3 ⇒ (2) + 9 - 2 - 3 = 6for: 1d8 ⇒ 71d8 ⇒ 3
◆ Strike w/volley: 1d20 + 9 - 2 - 6 ⇒ (15) + 9 - 2 - 6 = 16for: 1d8 ⇒ 7

GM Frost |

Koi is not quite agile to the situation that it might get fever from it. DC 14 Fort vs Fever. Koi sends a warning to the Finicky Rat if it tries to move. The athamaru also skewers the Sneaky Rat that remains alive but bloodied. 6 P damage
Whistle is unlucky to contract a rat disease. Stage 1 carrier with no ill effect (1d4 ⇒ 3 hours)
High takes out Sneaky out of the way. You have an action left, I will assume you will Hunt Prey. Let me know otherwise.
Red Finicky does try to Stride naturally.
DC 17 Will save: 1d20 + 3 ⇒ (9) + 3 = 12 Fail, 10 mental damage
Going against the warning, its brain explodes right away before it can start moving. Red out
⬤ SCAVENGER'S SANCTUM! Round 1 ⬤
Terrain Feature(s): Area has no illumination, and the ceiling is 20 feet high. The tunnels are natural stone caverns.
Map Link: ENCOUNTER MAP
Note(s):
BEFORE YOUR TURN
❗ Koi Polloi: DC 14 Fort save vs Fever ❗
❗ Giles le Renard: DC 14 Fortitude save vs Fever ❗
❗ Cur: DC 17 basic Reflex save vs 3 P damage (and Fever on Failure) ❗
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Yellow Squeaky (HP -) |
Blue Crowd (HP -14) |
Lissa Valthum (AC 14) (HP 14/14) | 2☘️ |
Whistle Wit (AC 17) (HP 20/20) | Fever Stage 1 | 2☘️ |
⠀⠀⠀Whisper (AC 17) (HP 10/10) |
Orange Sneaky (HP -13) |
Koi Polloi (AC 16) (HP 12/15) | 3☘️ |
➤ High in the Mountains (AC 19) (HP 34/34) | 1 action left | 1☘️ |
➤⠀⠀⠀Howard (AC 17) (HP 18/18) |
Red Finicky (HP -10) |
➤ Giles le Renard (AC 19) (HP 27/28) | 1☘️ |
Purple Pack (HP -) |
Cur (AC 18) (HP 23/23) | 2☘️ |
EFFECTS & CONDITIONS REFERENCE

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fort save: 1d20 + 5 ⇒ (5) + 5 = 10
Giles tumbles into combat, draws his weapon and strikes!
tumble through: 1d20 + 8 ⇒ (9) + 8 = 17
rapier vs yellow+finisher: 1d20 + 9 ⇒ (7) + 9 = 16
damage, piercing, precision: 1d6 + 1 + 2d6 ⇒ (2) + 1 + (4, 2) = 9
◆ Tumble through, ◆ draw weapon, ◆ strike

GM Frost |

I succeeded at the Fort save, though. Wasn't the DC 14?
How did I miss that? Thanks for catching that, my bad!
It is Giles actually who contracted something, but no symptoms is present immediately. Stage 1 carrier with no ill effect (1d4 ⇒ 4 hours) With a tumble, Giles kills off Yellow. Yellow out
High hunts the swarm as prey.
Purple Pack moves and bites those within! Cur, Giles, Whisper: two DC 17 basic Reflex save vs 1d6 ⇒ 2 P damage and 1d6 ⇒ 6 P damage (and DC 14 Fort save vs Fever on Failure)
⬤ SCAVENGER'S SANCTUM! Round 1 and 2 ⬤
Terrain Feature(s): Area has no illumination, and the ceiling is 20 feet high. The tunnels are natural stone caverns.
Map Link: ENCOUNTER MAP
Note(s):
BEFORE YOUR TURN
❗ Whisper: Two DC 17 basic Reflex saves vs 2 P damage and 6 P damage (and DC 14 Fort save vs Fever on Failure) ❗
❗ Koi Polloi: DC 14 Fort save vs Fever ❗
❗ Giles le Renard: Two DC 17 basic Reflex saves vs 2 P damage and 6 P damage (and DC 14 Fort save vs Fever on Failure) ❗
❗ Cur: DC 17 basic Reflex save vs 3 P damage (and Fever on Failure); Two DC 17 basic Reflex saves vs 2 P damage and 6 P damage (and DC 14 Fort save vs Fever on Failure) ❗
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Yellow Squeaky (HP -9) |
Blue Crowd (HP -14) |
➤ Lissa Valthum (AC 14) (HP 14/14) | 2☘️ |
➤ Whistle Wit (AC 17) (HP 20/20) | Fever Stage 1 | 2☘️ |
➤⠀⠀⠀Whisper (AC 17) (HP 10/10) |
Orange Sneaky (HP -13) |
➤ Koi Polloi (AC 16) (HP 12/15) | 3☘️ |
➤ High in the Mountains (AC 19) (HP 34/34) | 1☘️ |
➤⠀⠀⠀Howard (AC 17) (HP 18/18) |
Red Finicky (HP -10) |
➤ Giles le Renard (AC 19) (HP 27/28) | Fever Stage 1 | 1☘️ |
Purple Pack (HP -) |
➤ Cur (AC 18) (HP 23/23) | 2☘️ |
EFFECTS & CONDITIONS REFERENCE

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Fort save DC14: 1d20 + 4 ⇒ (17) + 4 = 21
The athamaru goes ◇Unleashed and gets extra stabby, first with a ◆◆Phase Bolt and then with the butt of its ◆spear.
Phase Bolt v AC: 1d20 + 9 ⇒ (11) + 9 = 20 for piercing: 3d4 + 2 ⇒ (3, 4, 2) + 2 = 11
Dancer's Spear v AC: 1d20 + 3 - 5 ⇒ (14) + 3 - 5 = 12 for bludgeoning: 1d6 ⇒ 3
"Time to pack!"

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Reflex Save: 1d20 + 4 ⇒ (9) + 4 = 13
Reflex Save: 1d20 + 4 ⇒ (2) + 4 = 6
Reflex Save: 1d20 + 4 ⇒ (3) + 4 = 7
Reflex Save (maybe): 1d20 + 4 ⇒ (4) + 4 = 8
Things are not going well for the dwelf.
He steps out of the mass of rats and swings at it twice.
◆ Step
◆ Strike
Anguished Cry of the Mountains (clan dagger): 1d20 + 7 ⇒ (15) + 7 = 22
Bludgeoning Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Spirit Damage: 2 = 2
◆ Strike
Gentle Tears of the Forest (clan dagger): 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19
Bludgeoning Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Spirit Damage: 2 = 2

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Reflex: 1d20 + 7 ⇒ (18) + 7 = 25 1 damage
Reflex: 1d20 + 7 ⇒ (15) + 7 = 22 3 damage, prevented by ↺ phase familiar
Whisper fades partially away as the rats descend on him, before scampering back away from them.
Whistle hurls a glob of acid into the swarm, away from Giles. And then she whispers a warning. The rats feel the brush of feathers and feel a warning to stay back and not approach her.
◆◆ Cast caustic blast. DC 18 basic Reflex against acid damage: 1d8 ⇒ 7. On a critical failure, they also take 1 persistent acid. Only Purple is in the area
◆ If it's still up, cast murmuration. No immediate effect, but if it moves closer to Whistle it must attempt a Will save or take sonic damage: 1d4 ⇒ 4. Essentially a basic save, except on critical failure it also takes piercing damage: 1d4 ⇒ 3 instead of doubling
Independent: Stride

GM Frost |

Koi unleashes psyche and poking some rats with bolt but not effectively. 11 P - resistance 6 The spear misses.
Giles is bitten by some while Cur receives a plenty of them. Cur: Fail, Crit Fail, Crit Fail; 3 P + 4 P + 12 P He steps out and bonks them with the handle of his dagger, even to the last rat.
Cur: DC 14 Fort save: 1d20 + 8 ⇒ (1) + 8 = 9 vs Fever Crit Fail, Stage 2 Sickened 1 (1 day)
Whisper: DC 14 Fort save: 1d20 + 8 ⇒ (6) + 8 = 14 Success
COMBAT OVER! WELL DONE!
Whistle Wit (20/20 HP) [2☘️] | Fever Stage 1
Whisper (6/10 HP)
Koi Polloi (12/15 HP) [3☘️]
High in the Mountains (34/34 HP) [1☘️]
Howard (18/18 HP)
Cur (4/23 HP) [2☘️] | Fever Stage 2 (Sickened 1, 1 day)
Combat Success
Caravan Route Success
Once they fully explored the area, the Pathfinders return to base camp to purchase equipment and spellcasting services from the base camp.
If you wish to get back to base camp to purchase something, this is your chance. Or you have the chance to heal and refocus before we proceed to the next location. No rest between locations this time.

GM Frost |

Whistle Wit (20/20 HP) [2☘️] | Fever Stage 1
Whisper (6/10 HP)
Koi Polloi (12/15 HP) [3☘️]
High in the Mountains (34/34 HP) [1☘️]
Howard (18/18 HP)
Giles le Renard (20/28 HP) [1☘️] | Fever Stage 1
Cur (4/23 HP) [2☘️] | Fever Stage 2 (Sickened 1, 1 day)
I thought the Macros were acting up until I found that something was wrong in the formula. Fixed.

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Koi's medicine check is quite poor but still second-place overall to Lissa.
Koi Polloi is good for another combat as it is. Will wait to see if anyone plans to use magic, maybe Koi can attempt to heal the cat. I don't suppose Giles or Cur has a rugged wayfinder from their time at Horizon Hunters?

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Whistle Wit succeeded at her Fort save against the disease, but she should be down some HP. And Whisper only took 1 damage because of phase familiar.
With most of the party a little banged up, and their being somewhat lacking in medics, Whistle Wit casts her last prepared healing spell. "Gather round, just for a moment please."
Three-action Heal: 1d8 ⇒ 7 Well, at least my area heal rolls have been consistently good. That luck is gonna run out.
"I do still have some scrolls," she says, but she's rather hoping someone can treat Cur physically.
Still, emergency supplies are there to be used--but she is hoping she'll be able to return the ones Giles gave her.

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Cur looks flushed and weak following the battle. He would like to purchase an antiplague before moving on, and would appreciate any help from the other Pathfinders handling his afflictions.

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The athamaru Treats Cur’s Wounds for ten minutes, then lets him rest for the rest of an hour.
Treat Wounds v DC 15: 1d20 + 3 ⇒ (6) + 3 = 9
It goes as well as could be expected. Koi then aids another medic’s attempt.
Aid Medicine: 1d20 + 3 ⇒ (9) + 3 = 12 “typically” DC15
”The walls of the Aya-Maru Trench are paved with good intentions.”

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High in the Mountains gathers some herbs, and makes a poultice to treat Cur.
Natural Medicine: 1d20 + 6 ⇒ (11) + 6 = 17for: 2d8 ⇒ (2, 1) = 3 healing.