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Val quickly neutralizes the venom, then takes out a wand to heal the Dex damage...
Lesser resto: 1d4 ⇒ 1
Lesser resto: 1d4 ⇒ 4
Then, he gestures that everyone injured, gather 'round
channel: 7d6 ⇒ (2, 3, 1, 4, 3, 1, 1) = 15 <--worst channel EVARRRRR
channel: 7d6 ⇒ (2, 2, 2, 2, 1, 1, 4) = 14 <--LOL STAND CORRECTED!!
Plus 2 hits from CLW wand
CLWx2: 2d8 + 2 ⇒ (2, 5) + 2 = 9

Dungeon Master S |

The elves give you basic directions, but as you look into the wood, you can see that it's some of the roughest terrain you've ever laid eyes on. This isn't going to be easy, and you can see why they don't have the strength to go on. It's dense as can be and everything seems to have thorns.

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Reflex: 1d20 + 10 ⇒ (9) + 10 = 19
Balik barely manages to avoid the bug, then gets healed up after it's slaughtered!

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Hal lets out a small chuckle. "Keep your arrows, at least, I have plenty. The rest may be useful, however, and I thank you for it. Return to your General, we shall be right behind."
I've got over 800 cold iron arrows in the saddlebags. Anyone want to put on that belt? I've already got a Dex/Con belt and Str isn't much use to me. I suppose Th'reiwa-don could be equipped with it if no one else wants it, but that'd mostly be a waste.
Kai's Healing (Hal): 2d8 + 8 ⇒ (3, 4) + 8 = 15
Kai's Healing (Bird): 2d8 + 8 ⇒ (1, 1) + 8 = 10
Hal's Wand: 5d8 + 5 ⇒ (8, 6, 8, 6, 6) + 5 = 39 brings us both to full
"My thanks, brothers," the elf nods to Val and Kai. He turns to study the map, memorizing it as best he can. The wood ahead does look unnaturally thick.
There's a spell for this but I didn't prepare it today. I do have the Woodland Stride ability and am happy to take point. I'll adjust my adaption for Skill Focus (survival) and take 10 on for navigation:
Survival (Take 10): 10 + 18 + 2 + 3 = 33

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Would feather step allow me to pass through without issue?

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Varlaniel sighs in relief as the healing magics wash over him and his wounds from the elven arrows seal shut. With a bow to the elves he accepts their aid and their commanders belt for the group.
"Who wishes to honour the commander by carrying his legacy? I already where a belt which enhances my reflexes and resilience so I am fine, though I will wear it if no one else needs it."
Looking at the the thorns he grimaces in despair,
"I guess we best get on if we can complete the Venture captain's mission, i guess Maiden's Kiss may be useful in cutting away thorns."

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In Elven...It would be my honor to bear this belt, this token of your leader, and hopefully give it back to him! unless someone else will benefit more...
I've also got a "scenario-specific goodies" spoiler on my profile so I'll note all the stuff they gave us, does that work for everyone?

Dungeon Master S |

Feather step will definitely help your speed through the area, though it won't protect you from the thorns and fauna.
The elves seem to be genuinely thankful for you now. The fear of a demon trick is but a distant memory. Hal is confident in his ability to find your target.
You see a horse-sized vulture-looking creature flying over the Brush, directly over your goal.

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Perception: 1d20 + 21 ⇒ (14) + 21 = 35
"Ach! Wha' sorta demon-vulture thing is that now?" Balik points up at the vulture circling.
Using a ki point to cast feather step on myself.

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Perception: 1d20 + 21 ⇒ (10) + 21 = 31
Hal shades his eyes and peers carefully into the distance. "Some kind of vulture circles over the hezrou's domain... We best be cautious, and quiet if we can."
I do have mass featherstep prepared!

Dungeon Master S |

Seeing the creature warrants a Knowledge the Planes check, but the details of which are immaterial now... dun dun DUN (go ahead and roll it, but also feel free to execute a plan.
If you're going in a straight line the Feather Step will get you there SUPER fast as you can practically walk across the briar, but the thorns are HORRIBLY sharp. Each character needs a Survival check.
If you go a different route that's fine too, just let me know.

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Survival: 1d20 + 12 ⇒ (9) + 12 = 21

Dungeon Master S |

Survival rolls
Tysi:
Kai:
Ozak:
Balik: 21
Hal: 33
Val:
Gecko:
Axebeak:

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I have the flight hex and can use it in minute increments for a 60' fly speed. Is that possible? If so I will do that, if not I have rolled survival.
activate the black rider mantle for +3 to skill checks
Looking at th thorny path stretching ahead, the golden haired elf presses on with out a word as they make their way to their unknown destination. Tapping into power bestowed upon him from th land that is forever winter, the golden elf gains a nimbus of cold and a black cloak as he zips along.
perception: 1d20 + 18 + 3 ⇒ (5) + 18 + 3 = 26
survival: 1d20 + 2 + 3 ⇒ (10) + 2 + 3 = 15
Planes: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24

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Hal considers his axe beak and ruffles the feathers under its chin. The bird looks at him quizzically and sticks out its long tongue. "Take Th'reiwa-don with you," the elf calls to the Uprooters. "He may be of some protection to you and he has been hurt enough for today." Going to leave Th'reiwa-don behind for this, I think. Using the Guard trick.
A muttered word or three escapes his mouth and a wooden texture darkens his skin, followed by brightly colored feathers sprouting from his face. Barkskin and Aspect of the Falcon.
Perception: 1d20 + 22 ⇒ (4) + 22 = 26 Do I see a better path for us to take? If not, I vote for the straight shot.
Advancing just ahead of the group, Hal makes an effort to pick his way through the briar is quietly as he can. Stealth: 1d20 + 19 ⇒ (18) + 19 = 37

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What the heck, I'll cast life bubble on everybody too. Lasts for two hours apiece, including the gecko, plus four hours for me.
Hal mutters again and a field surrounds of his companions with fresh, clean air.

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good idea! Stealth chck to move unseen stealth: 1d20 + 18 ⇒ (3) + 18 = 21

Dungeon Master S |

Flying at a speed of 60' means you'll use 5 minutes of flight.
The elves understand completely Hal's protection of his bird. They turn to the archer and ask if she wants them to take her gecko too. They nod and solemnly wish you luck. The ranger doesn't see a better option, so the party moves straight:
Survival rolls
Tysi: TBD
Kai: 15 (Confirm flight)
Ozak: 16
Balik: 21
Hal: 33
Val: Flight
Gecko: TBD

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sure

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Survival: 1d20 + 6 ⇒ (20) + 6 = 26
Gecko Wis: 1d20 + 2 ⇒ (6) + 2 = 8
Also, it looks like a Know Planes: 1d20 + 3 ⇒ (2) + 3 = 5
What else did I miss? I could have sworn I checked this before I left work yesterday but man did I miss a lot.

Dungeon Master S |

I messaged Tysi, but someone else can feel free to sum up.
The party begins to wind their way through the brush. The thorns are unnatural though, and they scrape at the people moving through it.
Balik is scraped once for a single point of damage, but in the Tanglebriar nothing is as easy as it seems. Make a FORT save. Everyone else makes it through (or over) no problem.
Survival rolls
Tysi: 26
Kai: 15 (Confirm flight)
Ozak: 16
Balik: 21
Hal: 33
Val: Flight
Gecko: 8
DM stuff: 1d20 ⇒ 14

Dungeon Master S |

You soon make it to Kethalia, or rather what was once the settlement of Kethalia. It is now a vine-choked ruin. Shattered white marble structures now stained with sap and filth still reflect what little light filters in. Rubble from collapsed levels obscures much of the ground, and, like ghouls from a grave, trees have tenaciously clawed their way through the debris, their roots expanding in all directions to buckle paving stones and crack mortar.
The ruins aren't very extensive, and you think if you work together, you can search the area for signs of the remaining Uprooters in under half an hour...

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Landing softly at the end of the Briar patch, Varlaniel sighs softly at the expenditure of his hex, looking back at the patch of forest they had just covered he whistles softly in appreciation of nature's fury in taking ay open space.
"Now that was a long briar patch! Now, let us search this place for our kinsman shall we?"
He takes a moment to listen to any noises coming from the ruin before heading in.
1d20 + 18 ⇒ (11) + 18 = 29

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"Aye," Hal replies softly.
What happened with the vulture-bird? Did we learn anything from those Know (Planes) rolls?
Touching his bone-inlaid wayfinder beneath his tunic, Hal whispers to himself. His senses are emboldened with a profound attention to smell... all the better to scout.
Casting bloodhound for the Scent ability. Can I find any scent trail indicating if/where the Uprooters passed/were carried? If so, I will lead us down that trail.
Survival (Track): 1d20 + 23 + 5 ⇒ (12) + 23 + 5 = 40
Perception: 1d20 + 22 ⇒ (8) + 22 = 30
Stealth: 1d20 + 19 ⇒ (20) + 19 = 39

Dungeon Master S |

Bollix, a post was eaten. It was a Vrock and flew away shortly after you noticed it. Will update later today. Sorry guys.

Dungeon Master S |

It becomes quickly apparent that demons or other beings stripped the settlement of anything valuable long ago. However, you do discover signs of an inhabitant in an old temple of Findeladlara,
Findeladlara is the elven goddess of art, architecture, and twilight.
Inside you find a bedroll sized for a Small creature, several unfinished potions, and a portable alchemist’s lab. There are also stale bread crumbs in a nearby gallery. A trail leads from these buildings to a partially collapsed meeting hall. Upon your arrival you see a pair of demonic looking figures. They seem to be teasing a lone gnome with evisceration. They stand, dancing, hooting, and shrieking:
Babau demon, slime covered sadists with wicked natural weapons. You can ask 1 question +1 per 5 you beat the DC.
The gnome cowers in terror upon a tree stump between the two demons. There is no doubt, this pitiful creature is vastly outmatched.
DM Stuff: 1d20 ⇒ 5
More DM stuff: 6d20 ⇒ (13, 19, 5, 6, 1, 5) = 49
The gnome is dead. Something is using it like a marionette.
The demons see you, and don't want you messing with their game...
Baddies: 1d20 + 8 ⇒ (8) + 8 = 16
Tysi: 1d20 + 4 ⇒ (13) + 4 = 17
Kai: 1d20 + 9 ⇒ (17) + 9 = 26
Ozak: 1d20 + 12 ⇒ (15) + 12 = 27
Balik: 1d20 + 4 ⇒ (4) + 4 = 8
Hal: 1d20 + 5 ⇒ (5) + 5 = 10
Val: 1d20 + 2 ⇒ (20) + 2 = 22

Dungeon Master S |

Round 1:
Ozak: Go
Kai: Go
Val: Go
Tysi: Go
Baddies: TBD
Hal: TBD
Balik: TBD

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Fort: 1d20 + 8 ⇒ (17) + 8 = 25
Knowledge Religion: 1d20 + 19 ⇒ (7) + 19 = 26
"Findeladlara! Havena come across that god yet!"

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Oh! Ew!
Know Rel: 1d20 + 3 ⇒ (16) + 3 = 19
Know Planes: 1d20 + 3 ⇒ (14) + 3 = 17
Special Abilities, please.
Tysi, recognizing that the gnome is already dead and, being a gnome herself becomes terribly upset that it is being controlled. She assumes it is a demon that is controlling it like a marionette, shoots the nearest one.
+3 composite longbow, electricity enhanced arrows: 1d20 + 13 ⇒ (9) + 13 = 22 and if it hits does 1d6 + 10 ⇒ (1) + 10 = 11 damage.
+3 composite longbow, electricity enhanced arrows: 1d20 + 13 ⇒ (7) + 13 = 20 and if it hits does 1d6 + 10 ⇒ (2) + 10 = 12 damage.
+3 composite longbow, electricity enhanced arrows: 1d20 + 8 ⇒ (11) + 8 = 19 and if it hits does 1d6 + 10 ⇒ (4) + 10 = 14 damage.
Clustered Shot so all damage adds before DR, if any, assuming any of those hits actually succeed.

Dungeon Master S |

It is covered in a protective slime that will corrode fists and weapons that touch it. It can always see invisible things.
Tysi lets fly a barrage of arrows. They all land and slam into the demon. The electricity crackles without effect, but the arrows certainly harm the demon.
Round 1:
Ozak: Go
Kai: Go
Val: Go
Tysi: ATK
Baddies: TBD
Hal: TBD
Balik: TBD
Black:
Red: 27

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"As much as I hate to be the bearer of bad news," Varlaniel begisn with a sombre expression and regret evident in his voice. "But the poor Gnomish fellow is dead and something is using it like a puppet."
Know. Planes: 1d20 + 15 ⇒ (12) + 15 = 27 DR, Immunities, Special attacks?
Darting up to the edge of the fallen down wall, Kai runs his fingers along his blade to enhance Maiden's kiss Swift for Arcane point - +3 and Keen before coating the blade in the vile blackness of necromancy and then prepares himself for the Demon's fury.
readied attack, +3, Magic, cold iron, adamantine, silver spell strike: 1d20 + 15 ⇒ (20) + 15 = 35 for damage: 1d6 + 8 ⇒ (3) + 8 = 11
crit threat: 1d20 + 15 ⇒ (4) + 15 = 19 for extra damage: 1d6 + 8 ⇒ (3) + 8 = 11
and for Vampiric Touch:
spell resistance: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
damage: 4d6 ⇒ (1, 6, 4, 1) = 12 + crit damage: 4d6 ⇒ (1, 2, 3, 6) = 12

Dungeon Master S |

DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17, no special attacks (though they are often trained rogues...)
The dead gnome is a lure. The stump is actually a creature known as a Wolf-in-sheep's-clothing. They have killer tentacles and this one is BIG. +1 question per 5 over the DC.
Round 1:
Ozak: Go
Kai: Magus prepping
Val: Go
Tysi: ATK
Baddies: TBD
Hal: TBD
Balik: TBD
Black:
Red: 27

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k. dungeoneering: 1d20 + 15 ⇒ (8) + 15 = 23
"The barbau are immune to electricity and poison, resistant to acid cold and fire. Cold Iron or holy weapons are the way to go. Don't go near the tree stump!"

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Val's eyes go flat at the sight of hated demons. His eyes never leave them as he withdraws an oil of Bless Weapon. He then touches Hal and a brief flash of light erupts. Recieve Desna's Luck! <--that's Bit of Luck for ya

Dungeon Master S |

Surely Desna smiles on the combination of archer and luck...
Round 1:
Ozak: Go
Kai: Magus prepping
Val: Bit o'Luck
Tysi: ATK
Baddies: TBD
Hal: TBD
Balik: TBD
Ozak's last post was Tuesday, I'll ping him.
Black:
Red: 27

Dungeon Master S |

Ozak vanishes from sight, the sound of metal being laid bare the last clue to his location. The demon by Ozak gives a toothy grin and locks eyes with the invisible ninja, "Foolish mortal..." He immediately opens up with a barrage of attacks:
Left claw across the face: 1d20 + 15 ⇒ (10) + 15 = 25 DMG: 1d6 + 7 ⇒ (3) + 7 = 10
Right claw to the chest: 1d20 + 15 ⇒ (13) + 15 = 28 DMG: 1d6 + 7 ⇒ (2) + 7 = 9
Bite on the neck: 1d20 + 15 ⇒ (19) + 15 = 34 DMG: 1d6 + 7 ⇒ (4) + 7 = 11
The other demon opts for putting some distance between it and the party. He hurries to the back corner and hurls a chakram at Hal: Chakram!: 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 9, but it clatters on the stone.
Round 1:
Ozak: Vanish
Kai: Magus prepping
Val: Bit o'Luck
Tysi: ATK
Baddies: ATK
Hal: Go
Balik: Go
Black:
Red: 27

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Taking a swift action to go into snake style,Balik lets loose a howl that might be a battlecry or it might be gas. He charges the easternmost demon! CHARGE!: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21 for Damage, counts as magic/cold iron/silver/piercing: 2d6 + 5 ⇒ (4, 6) + 5 = 15!

Dungeon Master S |

Balik's charge pays off as he lands a spear-hand poke on the demon! The strike lands true and the demon is clearly injured by it.
Round 1:
Ozak: Vanish
Kai: Magus prepping
Val: Bit o'Luck
Tysi: ATK
Baddies: ATK
Hal: Go
Balik: ATK
Black:
Red: 42

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"Sad," Hal remarks, arching a slender eyebrow at the ineffectual chakram. He draws a pair of cold iron arrows and sights along the shaft at the furthest demon...
Cold Iron arrows. Will switch targets if Black falls. Improved Precise Shot to deal with cover. Clustered Shots to total hits before DR.
Manyshot @ Black: 1d20 + 18 - 3 - 2 + 1 ⇒ (18) + 18 - 3 - 2 + 1 = 32 <-- this roll
Manyshot @ Black: 1d20 + 18 - 3 - 2 + 1 ⇒ (11) + 18 - 3 - 2 + 1 = 25
Cold Iron, Part 1: 1d8 + 4 + 6 ⇒ (8) + 4 + 6 = 18
Cold Iron, Part 2: 1d8 + 4 + 6 ⇒ (1) + 4 + 6 = 11
Rapid Shot @ ???: 1d20 + 18 - 3 - 2 + 1 ⇒ (17) + 18 - 3 - 2 + 1 = 31 <-- this roll
Rapid Shot @ ???: 1d20 + 18 - 3 - 2 + 1 ⇒ (8) + 18 - 3 - 2 + 1 = 22
Cold Iron: 1d8 + 4 + 6 ⇒ (5) + 4 + 6 = 15
Iterative @ ???: 1d20 + 13 - 3 - 2 + 1 ⇒ (6) + 13 - 3 - 2 + 1 = 15 <-- this roll
Iterative @ ???: 1d20 + 13 - 3 - 2 + 1 ⇒ (5) + 13 - 3 - 2 + 1 = 14
Cold Iron: 1d8 + 4 + 6 ⇒ (1) + 4 + 6 = 11
Iterative @ ???: 1d20 + 8 - 3 - 2 + 1 ⇒ (9) + 8 - 3 - 2 + 1 = 13
Iterative @ ???: 1d20 + 8 - 3 - 2 + 1 ⇒ (16) + 8 - 3 - 2 + 1 = 20 <-- this roll
Cold Iron: 1d8 + 4 + 6 ⇒ (7) + 4 + 6 = 17

Dungeon Master S |

Hal opens fire on the far demon hitting it a couple of times, but not putting it down. "You'll have to try harder than that mortal. I'll feast on your soul before the sun goes down on your stupid realm."
Round 2:
Ozak: Go
Kai: Go
Val: Go
Tysi: Go
Baddies: TBD
Hal: TBD
Balik: TBD
Black: 44
Red: 42

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Tysi will let go another volley of arrows, but will imbue her arrows with magic this time, instead of electricity, since the electricity did obviously not work last time.
1: 1d20 + 13 ⇒ (5) + 13 = 18 for 1d6 + 10 ⇒ (4) + 10 = 14 damage, plus 1 extra magically enhanced point.
2: 1d20 + 13 ⇒ (1) + 13 = 14 for 1d6 + 10 ⇒ (1) + 10 = 11 damage, plus 1 extra magically enhanced point.
3: 1d20 + 8 ⇒ (19) + 8 = 27 for 1d6 + 10 ⇒ (4) + 10 = 14 damage, plus 1 extra magically enhanced point.