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A small (even for a halfling) girl with bright purple hair is sitting next to a small, blue flying serpentine creature.
"No, no, Scritch. You go hover over by that DOT over there, and I will throw these bombs at it so you can tell me if I am getting close enough or not." The blue thing shakes it's head, "no".
"You big scaredy dog! It won't hurt you, you just have to dodge out of the way! Fine! In that case, will you help me mix up these chemicals? I have never tried this red one with this yellow one before... here hold this beaker..."

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A rather orcish looking half orc watches the halfling attempt target practice with her eidolon as it carves a deep groove into a wooden bead. It grunts as it looks at its work, then mixes a few pigments together. The deep red-brown coats the original wood completely, and the half-orc ties it on the end of one of it white dreadlocks, the pigment spreading bloodily into hair.

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The dot to end all dots. The dot of destiny. Of fate. Of interwoven paths and simultaneous journeys. A dot that could, with the right circumstances, place this campaign on my home page.

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A weary Ulfen sits in the corner wearing a large grin as he watches the halfling. He is young that is clear enough, but the frosty white of his hair and the multitude of scars across his face and neck have aged him.

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Kel sits in a corner, and scribbles furiously in a ledger. The casual observer can see that it's all about accounts, brewers, vendors, and sales/budgets for his tavern in Absalom, The Laughing Lizard. A non-casual observer would also notice the hidden code inside many of the vendor accounts for thieve's guild fencing and money laundering. He looks up only barely at the other entering, but keeps his rapier close by his hand. Once he's finished, he flips the ledger shut and stands, stretching.
Hello mates. Kel at your service, proprietor of The Laughing Lizard. They usually call me in when there's a more... silent touch needed, instead of the usual dungeon delving and heavy handed diplomacy. If it needs taking, I can get it.

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You finally notice a blond human woman sleeping in the corner. Her book is filled with several pictures of various humanoids, underlining physical features and abnormalities. A moment later she perks up awake and stretches.
"Did I...ugh. Good day's nap!" She stretches and grabs her quarterstaff. "Hi everyone. I'm Cirri. Pleased to meet ya. I'm....not good at talking."

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Neither am I. I just cut off heads. The man simply smiles as he says the last bit, then laughs. OK, not every time but its what I'm good at. Who's leadin' this party?

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"Eww! I vote against the head chopper..."
Scritch whispers something in her ear and her eyes pop wide open. "Er... what I meant to say is 'That man has my full support!' Just don't cut off my head, eh?"
Scritch utters a sigh of relief.

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"Kel seems like the personable type, let him lead. Hehee!" Cirri giggles.

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Well, at least he's human, I think. Sometimes them half-elves make it hard to tell. So the bookkeeper is going to show us the way. Are we to follow the money this time?

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Kel smiles goodnaturedly at Darvik.
Hardly a bookeeper mate, but if you all rather I did the talking, then it's fine by me.

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The half-orc grunts, "It's best to choose a leader when you know the task ahead. Not every battlefield is the same."

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Cirri, didn't we run together in shifty's risen from the sands/destiny of the sands marathon? I know I've run with you using Kamda and Lucky, but I think we've run together with Kel as well.

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Kamda joined Cirri for the Shades of Ice trilogy, and I definitely played alongside Lucky. Not sure if I've met Kel or not.

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Indeed, PBP boards is a small world :)
The renowned Venture-Captain Sheila Heidmarch strides into her study at the Magnimar lodge. Her eyes scan the space with habitual vigilance, honed by years of successful adventuring. Satisfied that there's nothing amiss, she stands behind her desk, and turns her blade-like attention to the party before her.
"The Pathfinder Society has long been interested in the First World-the otherworldly realm of the fey. By all accounts the fey homeland is dangerous, bizarre, and entirely unpredictable. It's the very type of place sane people avoid, and Pathfinders flock toward."
"Countless expeditions and research teams have been dispatched over the years to investigate regions where the boundaries between the First World and our own Plane grow threadbare. Sanos Forest, which lies to the east of this very lodge, is one such place. The Pathfinder Society's latest research party is currently stationed there, under the capable direction of the druid Ignizi Dinnelletter."
"Dinnelletter doesn't normally work well with others, but this time she's got several newly recruited Pathfinders assisting her. We thought it prudent that she pass on some of her best practices, just in case. After all, we Pathfinders are not known for our longevity. Dinnelletter is entirely selfsufficient, but unfortunately the same cannot be said for her five trainees. Consequently, lgnizi's station needs to be resupplied periodically, something the Magnimar lodge has taken responsibility for. You lot have been chosen to make the next supply run to Sanos Forest, and will leave first thing in the morning. It's not a glamorous detail, but the fey forest never lacks for intrigue, and I'm sure you'll make the most of it.
[b]"Your mission, if you accept it, is simple: Deliver a pack horse loaded with supplies to Dinnelletter's cottage in Sanos. I don't expect any problems, but you never know with the fey. If lgnizi needs any additional help, please assist her in any way possible."
The Venture-Captain pauses, as if she searched for the right words.
"And do try to be patient AND gentle. Ignizi is a most valuable ressource for the society."
You already made your intros but you may asks VC Heidmarch any questions about the trip/mission itself.

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"Oh wow. I've never been to the Sanos Forest before." Cirri ponders. "Venture-Captain, anything we should know about the local fey who live there?"
Knowledge(Nature): 1d20 + 7 ⇒ (1) + 7 = 8
Knowledge(Geography): 1d20 + 4 ⇒ (20) + 4 = 24
"Cause I am drawing a complete blank about the type of forest we're going to. Oh! And who are the 5 apprentices under Dinnelletter's watch?"
The half-orc grunts, "It's best to choose a leader when you know the task ahead. Not every battlefield is the same."
"Hey Ulgrok, maybe you should lead, then. You look like you're good with outdoors and stuff." Cirri stares at the bead the half-orc is whittling away at.

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"What can you tell us about this Dinnelletter? What would offend your agent?" Ulgrok says. "I want to know what to avoid."
Human, nature is not anything separate from you. The same energy runs through our blood, through the tree's sap, through our ancestor's graves. You'll do well to pay more attention to the world around you."

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Kel leans back in his chair.
This'll be a nice change of pace from Osirion. Spent my last four assignments there. I'll be glad to be in a forest, fey or not. Speaking of fey, what sorts should we expect? And you make it sound like being patient with this Ignizi will be difficult...

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Delivery? Hmm, should be simple enough. Go there, check it out, come back. At least its a forest. I still have sand coming out of places I didn't realize I had and I learned that I really hate boats. Maybe the trees will be better.
Darvik looks at the shaman. So does that mean you'll lead us there? Don't worry, I'll have your back.

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"I'm sorry, what? Scritch was distracting me... oh, yah - walk in the woods, take a horsey. All good! When do we leave?"

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"Aye, I think I would agree. A walk in the forest will be a nice change from the hot, arid desert. Although a journey north, into winter, would have been even better."

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Ulgrok grunts, "I see no reason to stand around or waste any more time. Is there any more information you have for us? Any gear that can support us? If not, let us finish preparations and make haste."
Ulgrok's dark brown-black eyes bore into the other party members before they continue, "I will be supporting your life on this trip. I will bleed for you if you will bleed for me."
With that, they take out a bone-handled knife, short and sharp. Drawing it across their greyish palm and a series of white scars, Ulgrok cuts a line across their hand. "Take this as a promise and indication of how seriously I take this vow. Our blood will be one, if you so wish."
With a anticipatory glance, Ulgrok holds out a small pin suitable for pricking a finger, offering it to their allies.

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"Certainly." Cirri takes a look at Ulgrok's scars. "Although I'll use the pin, if you'll let me. I might make a mess of my spellbook otherwise."
Cirri pricks her finger. "I hope this is the only blood we have to spill, but our partnership is bound."

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Sure, why not mate?
Kel steps forward and cuts his hand, spilling his blood as well.
I've seen weirder on my travels. This is actually quite... poignant.
He then wraps his hand in a bit of bandage from his pack and leans back in his chair again.
Hopefully, none of us will be doing much bleeding, but if we do, I happen to have a wand and some potions that may help out. Just in case, you know? But don't worry, my friend. Should it come to it, rest assured my sword will be in between you and danger. We are bound by blood, now. I doubt any foe would last long against this lot anyway, if we work together.

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Venture-Captain Heidmarch raises an eyebrow seeing the strange display before her eyes.
"Errrm... Right. You're bound by... blood."
She turns towards Cirri and shakes her head. "No, my dear. Feys come from the first world. You can never predict how a fey acts or reacts. Beware not to fall into traps, though. And be aware that some of them just want to... play."
After a few instants of thinking, she opens her mouth and says "Oh! I almost forgot. Here are the instructions that detail the route. The journey is quite simple, mainly just following a distinctive stream until you reach the valley that Ignizi's settled."
Then, she looks at Ulgrok and answers "Ignizi is originally from Whistledown, the gnome settlement just to the east of Sanos Forest. She joined the Pathfinders as a young gnome, and was a very capable adventurer in her day-a little difficult to work with, but effective. As she grew older, she returned to her homeland to study the First World's influence on the Material Plane, eventually becoming the preeminent researcher in the field. She still looks young and wide-eyed, but don't be fooled. She knows how to get what she wants."
She claps her hands together and says "Well, these informations should be enough. Anything else? Be aware that Dinnelletter's shopping list is always a little eccentric. It consists mostly of alchemical supplies and food-nothing worth stealing. If you run into any trouble on the road, it won't be because of the cargo."

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Darvik takes the pin and does what is needed to become bound by blood. Sure, I don't see the harm in it.
Darvik takes the instructions, looks at it, then passes it off to next adventurer to examine. Shopping list? Good thing we have an accountant with us.

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"Trouble can come from anywhere. But hey, that's what we're here for, right?"
Leepo is ready to go.

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"I will leave the shopping to, uh," Ulgrok looks around for the most civilized-looking Pathfinder, "Kel. Yes, Kel."
I am ready to head out.

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"Very well. Have a safe journey!" shouts VC Heidmarch.
The party marches east along the Dry Way - the trade road along the northern bank of the mighty Yondabakari River toward Korvosa - for several days. You spot a distinctive stream, which your instructions indicate you should follow north into Sanos Forest. Once you're
in the woods, all signs of humanoid activity abate.
Midway through your first day in the forest, you approach a small vale where they catch a whiff of rotting meat, find several bear tracks, and notice the forest has suddenly gone quiet. According to your instructions, you should be within half a mile of the cottage where Ignizi Dinnelletter lives.

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When Ignizi's cottage comes into view, the PCs find it besieged by forest creatures.
Several owlbears clumsily slam themselves against the cottage, which creaks under the weight of the impacts. The PCs can hear cries of alarm filter out from inside the cottage.
The windows and doors are boarded up and reinforced, but they're weakening, and it will be less than a minute before one of them gives way.
These owlbears seem not in their right state. You think they're zombies!
What do you do?

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Kel sees the siege, and draws his rapier.
What in the bloody nine hells is going on here?!

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Knowledge, nature: 1d20 + 7 ⇒ (16) + 7 = 23
"Well, it looks to me like those big zombie creatures are trying to get in that cottage and eat our contact's brains. Let's stop them!"
Leepo gets out a couple of alchemist fires and moves to get in range, handing one to Scritch.

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Knowledge(Nature): 1d20 + 4 ⇒ (4) + 4 = 8
"Eeee! They're under attack!"
Cirri takes a deep gulp when Leepo mentions zombies. "Zombies? Ugh, I HATE Zombies!"
Cirri prepares her spellbook and looks up her Enlarge Person spell. "Anyone wants to grow big before we get in there? Otherwise I'm gonna grow huge!"

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As you speak and prepare for battle, one of the owlbear notice you and howls in your direction! The owlbears spend their first action tearing chucks of the house down. You hear afraid squeaking inside the house!
Cirri: 1d20 + 1 ⇒ (15) + 1 = 16
Leepo: 1d20 + 3 ⇒ (5) + 3 = 8
Ulgrok: 1d20 + 0 ⇒ (2) + 0 = 2
Kel: 1d20 + 7 ⇒ (10) + 7 = 17
Valjoen: 1d20 + 5 ⇒ (6) + 5 = 11
Darvik: 1d20 + 0 ⇒ (13) + 0 = 13
ZO: 1d20 + 2 ⇒ (19) + 2 = 21
Cottage under Siege - Round 1 - Party's up!
ZO
Cirri, Leepo, Ulgrok, Kel, Valjoen, Darvik

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Knowledge Nature: 1d20 + 5 ⇒ (20) + 5 = 25
Ulgrok looks affronted at the existence of the zombified owlbears. "Who would do such a thing," they growl. "This is an affront."
Ulgrok pushes forward and calls out, "Pierce these creatures' dark ties and return their bodies to the earth." A faint light shimmers around them, cutting through the undead monsters.
Moving within 30 feet of the owlbears to channel positive energy. 2d6 ⇒ (5, 3) = 8 points of damage, DC 14 Will save to halve.
We aren't placed on the map yet, so I'm assuming that I can get that close.

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Cirri pulls out her spellbook and begins casting Enlarge Person. "Never a dull moment. But why Zombies, of all things?"

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Darvik, not knowing how long the buildings will hold up against the zombies, rushes forward to engage them! Run toward them, full-round action. Stopping short of the fence since I'm not sure how combat would work with that square.

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Additional questions: Any special defenses/immunities? What is their reach?
Leepo and Scritch both double move forward to close the range.

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Kel dashes forward Double Move as well, and readies himself to attack.

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Valjoen is still up!
Leepo: They have regular undead immunities but seem to but much faster than regular zombies. As you see them attack the house, it seems they need to be adjacent to it to attack it.
Darvik: You'll have to roll an acrobatics check as part as your move action if you want to jump over the fence.

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Sorry, didn't geet an update on my campaigns tab.
Valjoen moves forward to defend the house and lets loose a battlecry, "HAVOC!"
Double move forward. Was I able to use my wand of mage armor before the initiative started? Assumming no, I'll draw my greatsword as part of the move.

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Yes, you were, Val.
The zombowlbearlies notice the party eventually and goes to the fight! The northern one just reaches for Scritch and... that's all for him. The other two face the party! The greener one (mostly because of moss) will strike 1 Kel, 2 Val: 1d2 ⇒ 1 Kel but misses widely. The other one, bluer (another stage of decomposition), tries to strike Darvik but fails.
Green Claw vs Kel: 1d20 + 9 ⇒ (6) + 9 = 15
Blue Claw vs Darvik: 1d20 + 9 ⇒ (3) + 9 = 12
Cottage under Siege - Round 2 - Party's up!
ZO
Cirri, Leepo, Ulgrok, Kel, Valjoen, Darvik

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Kel slides between the owlbear's legs, coming up on the other side, and grins at Valjoen.
Valjoen, mate, let's make this quick, shall we?
Use one use of Daredevil Boots to gain +5 on the Acrobatics check. 9/10 uses remaining.
Acrobatics to Avoid AoO: 1d20 + 17 ⇒ (2) + 17 = 19
Attack, Rapier, Power Attack, Precise Strike: 1d20 + 10 ⇒ (4) + 10 = 14
Trait Reroll if the Attack Misses: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d8 + 12 ⇒ (7) + 12 = 19
Sneak Attack: 1d6 ⇒ 5
Confirm Crit: 1d20 + 10 ⇒ (3) + 10 = 13
Extra Crit Damage: 1d8 + 12 ⇒ (8) + 12 = 20
Opportune Parry If It Tries to Hit Me Back: 1d20 + 10 ⇒ (17) + 10 = 27
Riposte: 1d8 + 12 ⇒ (3) + 12 = 15

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Moving over slightly with a clang of chainmail, Ulgrok smiles and says, "Yes, yes, they came to me."
The birthmark on Ulgrok's arm begins to glow as they chant, "Let go the bonds of undeath and return back to the earth." A blue-tinged light emanates, washing over the three zombies.
5-foot stepping to get within 30 ft of all 3 owlbears. Channeling positive for harm for 2d6 ⇒ (5, 6) = 11 points of damage, DC 14 Will halves.
Note: The bloodletting earlier was my component for my shaman lifelink. At the start of my turn, if you have been damaged for 5 or more hitpoints, you heal five and I take five. You need to remain within 100 ft of me for this to stay active.
Zinou - I'll note this in my header.