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using Fallback Strategy again
Kurik lends out his rope to anyone who is likely to make it over to the other side. "Please secure it around a big rock or tree. I am not that good at swimming, so I will use the rope as a safeguard."
Swim - ACP: 1d20 + 5 - 5 ⇒ (2) + 5 - 5 = 2 :-/

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To-to knows he must try even though task is difficult. He dives into water trying to swim. "Same here, rope can save our lives."
Swim: 1d20 + 1 - 1 ⇒ (10) + 1 - 1 = 10

GM Mike...R |

Rolling for Rogarch.
Rogarch removes her breastplate and attempts to swim across the river using the rope (before putting her armour back on upon reaching the other side).
Rogarch swim: 1d20 + 8 ⇒ (10) + 8 = 18
Use of fly will give Altavan an automatic success, and the use of ropes will reduce the DC of the swim checks.
The party make it across the river, but do pick up some knocks with the current smashing them into submerged rocks or collisions with uprooted trees...
Bael: 1d20 ⇒ 15
A. Keg: 1d20 ⇒ 13
Seltyel: 1d20 ⇒ 2
Kurik: 1d20 ⇒ 5
Rogarch: 1d20 ⇒ 3
Seltyel, Kurik and Rogarch all take 18 points of damage crossing the river (although there is time to heal this up before the next encounter).

GM Mike...R |

Having successfully evaded the enemy's outer patrols the Pathfinders find themselves approaching the standing stones where legend has it that Ivvora fought Eshimka all those years ago. A dark tear ripples at the center of the snow-covered monument, and the pale moon struggles to pierce the supernatural gloom.
The party know that Twinhorn mystics are only a short distance behind them, preparing their reagents and conserving their power to close the rift. But these spellcasters will need the area safely secured before they are able to conduct their ritual and it is the Pathfinders job to make sure that this happens.
From where they are stood, the party can see dark energies leaking from the rift and suffusing the area within the standing stones. Occasionally a group of undead will emerge from the rift, spend a short time basking in the dark energy within the stone circle, before heading out to join their allies ravaging the surrounding countryside. As the Pathfinders approach the a pair of sinister looking spiders emerge from the rift, these will need to be dealt with before the mystics can work their magic...
I've added the map for this encounter to slide 6 of the handouts along with your tokens. Feel free to change your starting position to anywhere within the orange square on the map, so long as you do it before the first creature has its turn.
Forested areas on the map are considered difficult terrain, while the standing stones are 10 feet high. The river’s water flows swiftly and would require a successful DC 15 Swim check to traverse. The water also looks numbingly cold and anyone entering it should make a Fortitude save.
Identifying the spiders would be a knowledge (religion) check.
Init(Toto): 1d20 + 2 ⇒ (13) + 2 = 15
Init(Bael): 1d20 + 0 ⇒ (13) + 0 = 13
Init(A. Keg): 1d20 + 2 ⇒ (16) + 2 = 181d20 + 2 ⇒ (14) + 2 = 16
Init(Seltyel): 1d20 + 1 ⇒ (20) + 1 = 21
Init(Kurik): 1d20 + 0 ⇒ (17) + 0 = 17
Init(Rogarch): 1d20 + 9 ⇒ (14) + 9 = 23
Init(Pink): 1d20 + 6 ⇒ (6) + 6 = 12
Init(Blue): 1d20 + 6 ⇒ (14) + 6 = 20
-- ROUND 1 --
Rogarch
Seltyiel
Creature (blue)
A. Kegdrainer
Kurik
To-to
Bael
Creature (pink)
(Bold may act)

GM Mike...R |

Just to double check are you just waiting for someone to do a knowledge check or delaying until the rest of the party go? (Incidentally, as it's late where I am, if there are any knowledge checks in the next few hours I won't be able to provide the details from the check for the next 10 hours or so, due to being asleep).

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Waiting for someone to roll, not delaying for the moment. Depending on what we learn, then I might delay my turn to avoid jumping into melee just to be hit. I am in UK time.

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K:Religion: 1d20 + 14 ⇒ (16) + 14 = 30
"Hum" Altavan said as he looked over the spiders.
Guessing undead since it is a religion check. Saves, weaknesses, special attacks please.

GM Mike...R |

Altavan recognises the creatures as Deathwebs (N undead). He recalls that they are strongest against mental attacks (Best save is Will. Fortitude and Reflex are equal worst) and they have no specific weaknesses. They have the ability to make ranged attacks with their sticky webs and are infested with swarms of poisonous spiders who will attack anyone who comes within 5 feet of them (automatically doing 1d6 points of damage and forcing a Fortitude save vs their strength draining poison). Being damaged by the spiders can cause nausea (anyone damaged by the spider swarm must make a Fortitude save or be nauseated for 1 round). Doing enough area of effect damage to a Deathweb can temporarily destroy its swarm of spiders (for 3 rounds, until a new swarm emerges from inside the Deathweb).

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If somebody has fireballs and stuff like, this is the time to unleash all that. I will try to hold them, but those beasts look dangerous.
Seltyel moves forward and takes a defensive position.
Move 20 feet and total defense. AC 31, touch 17.

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"I don't want to go in first against those, espicially without fireballs. Let's try to lure them closer." Double move

GM Mike...R |

Altavan's morning star strikes at the deathweb, but the blow goes wide.
Botting Rogarch and Kurik as its been over 24 hours.
Both Rogarch and Kurik move forward and take up defensive stances (total defense). Like its compatriot, the second deathweb scuttles around a bit within the confines of the standing stones, bathing in the negative energy leaking from the rift.
-- ROUND 2 --
Seltyiel
Deathweb (blue)
Rogarch
A. Kegdrainer
Kurik
To-to
Bael
Deathweb (pink)
(Bold may act)

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Thanks for botting - had a few very busy days...

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I do not like it. Something is happening there...
Seltyel moves forward with caution.
If we are going to attack, we must hit hard and all together
I move 20 feet and total defense.

GM Mike...R |

As Seltyel moves up the first deathweb moves out from the cover of the ancient megaliths and shoots a blast of negative energy at the paladin...
negative energy attack vs Seltyel touch: 1d20 + 9 ⇒ (10) + 9 = 19
negative energy damage: 4d6 ⇒ (6, 2, 5, 2) = 15
...hitting its target.
-- ROUND 2 --
Seltyiel -15
Deathweb (blue)
Rogarch
A. Kegdrainer
Kurik
To-to
Bael
Deathweb (pink)
(Bold may act)

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With the group having to deal with a tough foe, Altavan gave a blessing to the group before sending the glowing morningstar towards the closer foe.
Cast Bless and move action, send the Spiritual weapon at Blue
Attack Blue: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 241d8 + 2 ⇒ (8) + 2 = 10

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To-to aims his crossbow at blue deathweb and shoots.
+1 crossbow: 1d20 + 7 ⇒ (18) + 7 = 25
piercing: 1d8 + 1 ⇒ (5) + 1 = 6

GM Mike...R |

@Kurik: It looks like your token moved but you didn't post anything for your turn, so I'm not sure if your post got eaten by the forum? Just in case it did I'm happy for you retrospectively repost it.
Altavan's spiritual weapon has more luck attacking the closer deathweb, connecting with a solid blow. As Bael studies the creature, To-to's crossbow bolt also finds its mark.
Botting Rogarch.
Rogarch moves up and continues to adopt a defensive stance.
The second deathweb follows its ally in attempting to blast Seltyiel with negative energy...
negative energy attack vs Seltyel touch: 1d20 + 9 ⇒ (2) + 9 = 11
...but misses.
-- ROUND 3 --
Seltyiel -15
Deathweb (blue) -16
Rogarch
A. Kegdrainer
Kurik
To-to
Bael
Deathweb (pink)
(Bold may act)

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@GM: Looks like it... :-( Here it is again:
Self healing of Kurik with his wand of CLW (after crossing the river):
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Now:
"I agree, Selty- watch out! Oh, that must have hurt... a lot..."
Kurik moves forward and again takes up a defensive stance (total defense).

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Seltyel focuses on learning if these undead have been tainted by evil before advancing.
I use my detect evil spell-like ability on the pink deathweb as a move action. If it is evil, I activate smite evil against them. Then, total defense and I move forward 5-feet.
Guys, we need to jump several on these creatures. Otherwise, one single-handed against two is going to be a massacre. Have some distance healing ready!

GM Mike...R |

Seltyel determines that the deathweb does not detect as evil as he assumes a defensive stance. The first deathweb to approach continues its advance, moving up to Kurik and attempting to bite him...
blue bite vs Kurik: 1d20 + 15 ⇒ (16) + 15 = 31
damage: 2d8 + 12 ⇒ (3, 1) + 12 = 16
...which proves successful.
-- ROUND 3 --
Seltyiel -15
Deathweb (blue) -16
Rogarch
A. Kegdrainer
Kurik -16
To-to
Bael
Deathweb (pink)
(Bold may act)

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"Ouch!" Kurik quickly heals himself, then retaliates with his adamantine Nodachi. "Take that!"
swift action to lay on hands (self), standard action to attack
LoH: 2d6 ⇒ (2, 1) = 3 :-/
adamantine Nodachi, Power Attack, Furious Focus, Bless: 1d20 + 10 - 2 + 2 + 1 ⇒ (20) + 10 - 2 + 2 + 1 = 31 :-)
Slashing, adamantine: 1d10 + 7 + 6 ⇒ (3) + 7 + 6 = 16
crit? adamantine Nodachi, Power Attack, Furious Focus, Bless, Anatomist: 1d20 + 10 - 2 + 2 + 1 + 1 ⇒ (15) + 10 - 2 + 2 + 1 + 1 = 27 :-D
additional Slashing, adamantine: 1d10 + 7 + 6 ⇒ (7) + 7 + 6 = 20

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While grasping his golden key amulet, To-to steps forward channeling holy energy.
Channel energy DC 15: 3d6 ⇒ (4, 6, 4) = 14

GM Mike...R |

Botting Rogarch and Altavan, although I'll have Altavan delay.
Rogarch steps forward, flies into a rage and then attacks the closest deathweb with her lucerne hammer...
PA - MW Lucerne Hammer + bless: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24
damage: 1d12 + 15 ⇒ (11) + 15 = 26
PA - MW Lucerne Hammer + bless: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
...killing it with her first blow. The second deathweb scuttles up and attacks Seltyel....
pink bite vs Seltyel: 1d20 + 15 ⇒ (7) + 15 = 22
...but fails to connect with its jaws.
The blue deathweb's infestation doesn't get to attack the party as the deathweb was killed before that could happen.
-- ROUND 4 --
A. Kegdrainer
Seltyiel -1
Deathweb (blue) -78 (dead)
Rogarch
Kurik
To-to
Bael
Deathweb (pink)
(Bold may act)

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Seltyel thrust his sword twice against the undead spider.
first attack: 1d20 + 12 ⇒ (10) + 12 = 22
damage: 1d10 + 5 ⇒ (7) + 5 = 12
second attack: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d10 + 5 ⇒ (5) + 5 = 10

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Guiding the weapon back to his original target, the glowing morningstar gave the undead spider a solid thump.
Spiritual Weapon: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 251d8 + 2 ⇒ (6) + 2 = 8
Keep an eye out in case anyone goes down.

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Quick thinking the first enemy has fallen by his comrades , he quickly reasesses the situation with the comming enemy, do a quick thinking and find the weak point he was looking about
Move- Studied target Pink .- Standard - Strike, Power attack, furious focus studdied target
Strike Pink PA, Furious focus, Std strike, bless: 1d20 + 10 ⇒ (11) + 10 = 212d6 + 14 + 2 ⇒ (4, 1) + 14 + 2 = 21
2 dmg is precision in the case its not succeptible to it

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To-to blasts remaining spider with magic.
positive energy damage to pink: 1d6 + 3 ⇒ (3) + 3 = 6 Positive pulse: Will save DC 15, Kurik and Seltyiel get +2 bonus on saving throws against death effects, energy drain, negative energy, and effects directly caused by haunts for 1 round.

GM Mike...R |

pink will save vs positive pulse (DC 15): 1d20 + 8 ⇒ (1) + 8 = 9
Altavan's spiritual weapon strikes the deathweb, as does Bael's blow. To-to's blast of positive energy adds to the creatures woes, but it is not finished yet.
-- ROUND 4 --
A. Kegdrainer
Seltyiel -1
Rogarch
Kurik
To-to
Bael
Deathweb (pink) -57
(Bold may act)

GM Mike...R |

As it sounds like it may be useful to get an extra encounter or two in before the next phase starts in a few days time, I'll see if Rogarch can finish off the deathweb.
Rogarch swings her lucerne hammer at the undead spider again...
PA - MW Lucerne Hammer + bless: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
damage: 1d12 + 15 ⇒ (7) + 15 = 22
PA - MW Lucerne Hammer + bless: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
...her first blow connects and finally finishes the foe.
-- END OF COMBAT --
A. Kegdrainer
Seltyiel -1
Rogarch
Kurik
To-to
Bael
Deathweb (pink) -79 (dead)
(Bold may act)

GM Mike...R |

With the undead driven off, the Twinhorn mystics move in and begin setting up the ritual to close the rift.
As the mystics are beginning their preparations, the party spot a familiar figure approaching - One of the Kellid scouts who they got to know during the trek north from the Fangwood named Bayah.
The scout jogs up and skids to a stop. “Be careful, Pathfinders. You are near the territory of one of the more fearsome creatures for miles around: a powerful drake. Several other scouts believed the beast emerged from the rift, but I’ve had a closer look, and I recognize the drake as a type common in the Hold of Belkzen, to the southwest. I’m not sure that it’s truly our enemy, though I can see that it’s angry and looking for a fight. It’s likely not safe to leave alone, otherwise it might attack us when we should be focused on Eshimka.” He rubs at his arm, which is raw as if burned. “I tried talking to it but might have given the wrong impression. Whether you defeat it with speech or spears, we can’t afford to ignore it.”
"If you are willing to help with this I can give you directions to the low tor where the drake lives. I would offer to come with you, but I need to continue with my scouting circuit and report back to Medda. What I can tell you is the drake is extraordinarily fast, can fly and can spit caustic globules that explode on contact and spray on everyone nearby." he rubs the injury on his arm again, clearly in some pain from the wound. "They aren't especially smart, but they are cunning and proud." he adds.
What does everyone want to do about the drake? Bayah has suggested that it may be possible to negotiate with it, or it could just be killed. As before I'll with the majority decision once there is a either a clear majority or 24 hours have passed. Bayah is also still around if you want any further interaction with him.

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He listens, always eager to find a proper opportunity
A foe turned an ally or at least turned a foe ofd our foe its a blessing we should not let pass easily, I am sure that there would be a way to negotiate with it, everyone needs something, being this swert words of friendship or a promise for a future boon, after all this is how sentient beings should solve conflicts after all
Negotiate if posible Diplomacy is +19 + 1d6

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“A powerful drake, you say? Well, maybe I can convince them that it is in our both interests that we leave each other alone. We can always fight them if they do not listen to reason - or if they are evil, right? Bayah. you're still injured - let me heal you...” Kurik draws his wand of CLW and uses it to heal the scout's arm.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Another vote for a diplomatic approach. Kurik also has +11 Diplomacy - and the wand of Honeyed Tongue that he'll use (before the encounter) on everyone who wants to try to improve the drake's attitude.
@Seltyiel and Bael Sartriza: Bael has +13 Diplomacy. Would it be better if all three of us tried (and roll twice) instead of getting two more auto-aids? (To-to also auto-aids with Diplomacy).

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“A powerful drake, you say? Well, maybe I can convince them that it is in our both interests that we leave each other alone. We can always fight them if they do not listen to reason - or if they are evil, right? Bayah. you're still injured - let me heal you...” Kurik draws his wand of CLW and uses it to heal the scout's arm.
[dice=CLW]1d8+1
Another vote for a diplomatic approach. Kurik also has +11 Diplomacy - and the wand of Honeyed Tongue that he'll use (before the encounter) on everyone who wants to try to improve the drake's attitude.
@Seltyiel and Bael Sartriza: Bael has +13 Diplomacy. Would it be better if all three of us tried (and roll twice) instead of getting two more auto-aids? (To-to also auto-aids with Diplomacy).
Sheet doesn't show the Clever wordplay Trait. he rolls diplomacy with Intrlligence instead of charisma for a +19 +1d6- Sorry for the confusion

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Thanks for the clarification! Then only Bael will get one charge of my wand - and a minimum of 3 aids...

GM Mike...R |

It sounds like everyone wants to go with the diplomatic option.
Bayah is very thankful for having his arm healed, rummaging around in his backpack he pulls out a potion "Perhaps this may also be of some help." he says handing the potion to Kurik. "Its a potion of cat's grace.".
After party part ways with Bayah, it takes the Pathfinders about 10 minutes to reach the drake's lair - a steep hill which provides a commanding view of the surrounding area (I've added a map of the hill to page 6 of the slides. Climbing the hill without taking the path would require a DC 16 climb check and all of the rocks on the map are 5 feet high).
As everyone reaches the foot of the hill a reptilian head pokes out from the rock outcroppings on the hill's crest. Spotting the party it roars out a challenge, at first in Draconic and then in slightly broken Common (as I don't think anyone in the party can understand Draconic) "Who dares intrude on the territory of the mighty Zurhriga?".
Mechanically for this challenge the party will need to employ a number of arguments to persuade the drake to ally with them. For each argument they successfully employ they get a success and they need to get a certain number of successes before they get too many failures. Initially I'd suggest the party pick up to three lines of argument that they want to go with and do any roleplay and rolls for those (including any aid another checks). Possible lines of argument are:
Bribing the Drake: A bribe of money or items worth around 300gp would seem appropriate, but they could offer less. This would need to be accompanied with an average difficulty Appraise, Knowledge (arcana) or Use Magic Device skill check or hard Bluff or Spellcraft check.
Give the drake a reason why it would be in the drake's interest to help them: This would require a hard Diplomacy or Knowledge (planes) check or a very hard Bluff check.
Flatter the drakes ego: This would require an average difficulty Diplomacy or Perform check or a hard Bluff check.
Shame the drake: This would require an average difficulty Handle Animal or Intimidate check or a hard Perform (comedy) or Sense Motive check.
Another approach: If the party come up with another good idea not covered above that may be possible, generally the skill checks for this will be hard and will be made harder if the check involved is a skill that has already been used.

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"Mighty Zurhriga! We humbly ask you not to interfere with our campaign against dark being called Eshkimka."
Diplomacy aid: 1d20 + 9 ⇒ (7) + 9 = 16