The four characters make it to the mine, its dusk as they arrive. I ask my oracle if they encounter anything as the descend into the mouth of the mine. I get No, But… Drawing a card from the deck of many things I get Moon. Reading the card reference guide I think there is a ‘place concealed by terrain’. The companions will know this, but I think they would look over the entrance. A perception check may work here? I set a DC of 20. Lini makes the first perception check, she has Perception +11 and rolls 19 for a total of 30, a critical success. Perfect — with a 30, Lini doesn’t just spot the hidden place… she sees it with absolute clarity, as if the land itself is whispering the truth to her.
A little while ago I picked up the ‘Deck of Many Things’ which while designed for Dungeons & Dragons, works beautifully with other systems, Pathfinder included.
to set the scene for the next part of the campaign I drew five cards, one for each of the following
The path back into the Echo Woods felt different this time — heavier, as though the trees themselves sensed what the companions carried with them. Branwen walked at the front, bow in hand, every instinct sharpened. Lini padded beside her, small but steady, her connection to the forest humming like a quiet heartbeat. Nyra’s steps were purposeful, her presence a calm centre in the growing unease. Renka kept close to Lark Pindle, the girl’s small hand gripping hers tightly, while Elara Moonshadow drifted at the rear like a shadow that had chosen, reluctantly, to follow.
The hearth is still warm from last night’s fire, and the smell of bread and smoked fish lingers. Tavish leans on the bar, polishing a mug with a rag that’s seen better days. His eyes narrow as Branwen mentions the shrine and the “Abandoned Zealot.”
At the end of my last Pathfinder session, Renka, Branwen, Lini, and Nyra had just left Granna Veil’s cottage when Elric the Merchant, accompanied by four thugs, stopped them in the street. Elric was determined to take Renka’s magical shamisen, resorting to force if necessary.
To read the last installment of my Mapmakers Folly Pathfinder 2e Campaign, click here. To read from the very beginning, click here.
Scene 24, “The Merchant’s Ultimatum: Renka’s Shamisen in Peril”
The sun drops below the horizon, Willowshades street is in silence—no vendors shouting, no carts creaking, only the smells of meals cooking drift through the air. Renka the Kitsune bard brushes her shamisen lightly behind her back, her fingers gently touch the strings, weaving a melody that turns heads. Elric the merchant steps to block her path, flanked by four rough-looking thugs.
Elric theMerchant (smirking): “It’s a fine instrument you’ve got there, fox. Rare wood, delicate strings… worth more than your life, I’d wager. Hand it over, and maybe you walk away with your tail intact.”
He leans in, voice low and sharp, eyes glinting with menace. His thugs spread out, blocking escape routes. The one or two people in the street senses trouble and begin to drift away.
🏹Branwen Hollowmark, Human Ranger (level 3). She trusts her bow, her instincts, and little else. 🧙Lini Thistlekin, Gnome Druid (level 3). She believes the forest speaks in riddles and dreams. Nyra of the Whispering Step, Suli Cleric (level 3). Her silence moves like starlight through shadow, and her grace is the hush before courage. 🎼 Renka, Kitsune Bard(level 3). Her music is a gift and a curse, coveted by many, feared by more.
New to Willowshade? Read from the beginning,click here
Monster Stats
Abandoned Zealot
Creature 6
Abandoned Zealot – CREATURE 6
Alignment: Chaotic Evil Size: Medium Type: Incorporeal Spirit Undead Perception: +14; Dark Vision, Lifesense 60feet, Sense apostate Languages Common, Necril, one regional language Skills: Athletics +14, Boneyard Lore +12, Intimidation +14, Religion +12, Stealth +16 Str -5, Dex +4, Con +0, Int +2, Wis +2, Cha +4 Sence Apostate (detection, divination, divine) An abandoned zealot can sense the presence and direction of false priests within 500 feet of them. Lead or running water blocks this sense.
AC 22 Fort +10, Ref +14, Will +16; +1 status to all saves vs. divine and positive HP: 75, negative healing; Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistancess all damage 5 (except force, ghost touch, or positive; double resistance against non-magical) Anathematic Aversion (emotion, fear, mental) If they encounter a priest of their former faith, an abandoned zealot must attempt a Will save against the highest spell DC among those priests, or the highest Will DC if none of them can cast spells. The zealot attempts this saving throw only once per minute, even if more priests arrive later. Critical Success The abandoned zealot spends their reaction to Stride directly toward a priest of their former faith. For 1 minute, the abandoned zealot’s hand of despair deals one additional damage die against priests of the creature’s former faith. Success The abandoned zealot spends their reaction to Stride directly toward a priest of their former faith. Failure The abandoned zealot becomes frightened 1 and gains the fleeing condition until the end of their next turn. Critical Failure As failure, but frightened 2. Elegy of the Faithless [reaction](abjuration, divine, mental) Trigger A divine spell is cast within 30 feet of the abandoned zealot; Effect The abandoned zealot howls an elegy of regret, forcing the spellcaster to attempt a DC 22 Will save, or DC 24 if the caster is a member of the zealot’s former faith. On a failure, the elegy disrupts the spell. Speed fly 40 feet Melee [one-action] Hand of Dispare +16 (finesse, magical), Damage 2d10+4 negative plus rend faith Divine Innate Spells DC 24; 6th zealous conviction (self only); 4th crisis of faith Rend Faith When hit by an abandoned zealot’s hand of despair, a creature capable of divine spellcasting or with divinely granted abilities must succeed at a DC 24 Will save or be unable to use those spells or abilities until the end of its next turn.
Skeleton Guard
Creature -1
skeleton Guard – CREATURE -1
Alignment: Chaotic Evil Size: Medium Type: Mindless Skeleton Undead Perception: +2, Dark Vision Languages Orc Skills: Acrobatics +6, Athletics +3 Str +2, Dex +4, Con +0, Int –5, Wis +0, Cha +0 Items Spear, Shortbow