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I assume that the marked area is the entangle? The arrow designates the portals, which I assume are 2-way?
"Get the the pod! That is our goal!" yells out Alaric
Alaric reflex: 1d20 + 3 ⇒ (7) + 3 = 10
Alaric reroll, 5 star: 1d20 + 3 + 5 ⇒ (4) + 3 + 5 = 12

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Round 1
Argenta - Shield
Blight Druid
Blighted Vine
Urktar - Lucky
Blighted Beast
Varanog
Tere - Lucky/entangled
Thran - Lucky
Alaric - Lucky/Barkskin (and Shredder)
Bold is up.
Knowledge (local) to identify Blight Druid
Knowledge (Nature) to identify Blighted Vine
Knowledge (Nature) to identify Blighted Beast.
The Twinhorn Allies grant you 2d8 bonus damage on your next successful attack! (Thran).
Greater Charm of Luck: Charm of Luck: Once during the encounter in area Q, a PC can choose to reroll a d20 after seeing the result but before learning the outcome. The PC must keep the new result. Greater Charm of Luck: This functions as the Charm of Luck, but the PC can roll twice when rerolling the d20 and take the higher result.
I assume the arrows are the portals an yes they're two way.
Also Alaric you didn't need to use your 5* reroll as You have lucky...

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Reflex Save: 1d20 + 4 ⇒ (16) + 4 = 20
Urktar snarls angrily at the entangling vines keeping him from destroying the vile druid.
double move through difficult terrain

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Naw, I'll save the Greater Charm of Luck for now. Thanks.

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varanog accepts the reward.
reflex: 1d20 + 4 ⇒ (18) + 4 = 22
Varanog sits unconcerned atop his floating disk as the swamp rises up.

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Round 1
Argenta - Shield
Blight Druid
Blighted Vine - Blind but I'm a plant....
Urktar - Lucky
Blighted Beast - Blind
Varanog - Lucky
Tere - Lucky/entangled
Thran - Lucky
Alaric - Lucky/Barkskin (and Shredder)
Bold is up.
Knowledge (local) to identify Blight Druid
Knowledge (Nature) to identify Blighted Vine
Knowledge (Nature) to identify Blighted Beast.
The Twinhorn Allies grant you 2d8 bonus damage on your next successful attack! (Thran).
Greater Charm of Luck: Charm of Luck: Once during the encounter in area Q, a PC can choose to reroll a d20 after seeing the result but before learning the outcome. The PC must keep the new result. Greater Charm of Luck: This functions as the Charm of Luck, but the PC can roll twice when rerolling the d20 and take the higher result.
Urktar tears off vines in his movements as he forces his way through.
The wolf whines as it steps forward hesitantly, trying to sniff out its foes.
Will save 1d20 + 2 ⇒ (3) + 2 = 5
The spirits whispers
"Nows your chance to head for the portal and dispose of the Seedpod....."

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Did I not ID anything in this post. Granted, it was 2 13s, so I wouldn't be surprised.
Alaric tells Shredder to attack, and changes into his dinosaur form (Standard action to wild shape). He then moves through the portal, jumps over the water, and moves towards the flower bud.
acrobatics to jump across water: 1d20 + 2 ⇒ (15) + 2 = 17 Woot!

AC Shredder |

The little dinosaur is confused by his master walking into a tree, but this doesn't worry him for long. He moves through the undergrowth, to move up next to Urktar, where the closest enemy is.

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Varanog follows Alaric through the portal before casting scorching ray at the pod.
scorching ray: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
fire damage: 4d6 + 1 ⇒ (6, 5, 4, 5) + 1 = 21

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Tere slogs through the clinging vegetation to the trunk of the gate tree. He vanishes and reappears at the other terminus, then advances to stand beside Alaric. "Ready?"

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Reflex save: 1d20 + 3 ⇒ (5) + 3 = 8
Greater luck: 1d20 + 3 ⇒ (5) + 3 = 8Greater luck: 1d20 + 3 ⇒ (6) + 3 = 9
Being fated to become stuck in the entangle Thran tries to free himself
Moveing to try to break free
Strenght: 1d20 + 4 ⇒ (12) + 4 = 16
Thran snaps some vines and plows through the marsh towards the portal tree
and lucky manages to just make it there even though the ground just seems to want him to stay where he is

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Round 2
Argenta - Shield
Savage Plant Sage (Half Orc)
Assassin Vine - Blind but I'm a plant....
Urktar - Lucky
Dire Wolf - Blind
Varanog - Lucky
Tere - Lucky/entangled
Thran - Lucky
Alaric - Lucky/Barkskin (and Shredder)
Seed pod - 21 dmg
Bold is up.
Knowledge (local) to identify Blight Druid
Knowledge (Nature) to identify Blighted Vine
Knowledge (Nature) to identify Blighted Beast.
The Twinhorn Allies grant you 2d8 bonus damage on your next successful attack! (Thran).
Greater Charm of Luck: Charm of Luck: Once during the encounter in area Q, a PC can choose to reroll a d20 after seeing the result but before learning the outcome. The PC must keep the new result. Greater Charm of Luck: This functions as the Charm of Luck, but the PC can roll twice when rerolling the d20 and take the higher result.
Alaric, I could give you the names at most since it wasn't high enough to ID them. It is close to the finale.
Thran struggles with the vines finally breaking free of them as Tere steps though the portal with Varanog who scorches the seedpod with a burst of flames that lick hungrily on the plant. One can see the miasma accumulated trying to burst free from the pod as it cracks.
Alaric rushes through the portal an as a dinosaur takes a great leap across the water to land safely.
Meanwhile the Dinosaur menace known as Shredder keeps close to Urktar.

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Argenta hurries over to the magical portal tree and leaps through, emerging on the far side closer to the Heart.
Double move

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Round 2
Argenta - Shield
Savage Plant Sage (Half Orc)
Assassin Vine - Blind but I'm a plant....
Urktar - Lucky
Dire Wolf - Blind
Varanog - Lucky
Tere - Lucky/entangled
Thran - Lucky
Alaric - Lucky/Barkskin (and Shredder)
Seed pod - 21 dmg
Bold is up.
Knowledge (local) to identify Blight Druid
Knowledge (Nature) to identify Blighted Vine
Knowledge (Nature) to identify Blighted Beast.
The Twinhorn Allies grant you 2d8 bonus damage on your next successful attack! (Thran).
Greater Charm of Luck: Charm of Luck: Once during the encounter in area Q, a PC can choose to reroll a d20 after seeing the result but before learning the outcome. The PC must keep the new result. Greater Charm of Luck: This functions as the Charm of Luck, but the PC can roll twice when rerolling the d20 and take the higher result.
Argenta makes a dash for the portal and ends up on the other side.
The Half Orc begins gesturing again! After taking a step back.....
Spellcraft to identify the spell
While the plant now slithers along in a hurry to get soe freshly split blood.
Blind? 1d20 + 2 ⇒ (8) + 2 = 10

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Urktar smiles viciously and steps up and takes an attack of opportunity on the druid as he casts his spell.
Falchion Raging Power Attack: 1d20 + 10 + 2 - 2 ⇒ (2) + 10 + 2 - 2 = 12
magic adamantine dmg: 2d4 + 8 + 3 + 6 ⇒ (3, 1) + 8 + 3 + 6 = 21
Frustrated by his assumingly ineffective AoO, Urktar's fury reaches new heights as he attacks again. "C'mon Blackie, get some!"
Falchion Raging Power Attack: 1d20 + 10 + 2 - 2 ⇒ (15) + 10 + 2 - 2 = 25
magic adamantine dmg: 2d4 + 8 + 3 + 6 ⇒ (4, 1) + 8 + 3 + 6 = 22

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Spellcraft: 1d20 + 7 ⇒ (9) + 7 = 16

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Round 2
Argenta - Shield
Savage Plant Sage (Half Orc) - 22 dmg
Assassin Vine - Blind but I'm a plant....
Urktar - Lucky
Dire Wolf - Blind
Varanog - Lucky
Tere - Lucky
Thran
Alaric - Lucky/Barkskin (and Shredder)
Seed pod - 21 dmg
Bold is up.
Knowledge (local) to identify Blight Druid
Knowledge (Nature) to identify Blighted Vine
Knowledge (Nature) to identify Blighted Beast.
The Twinhorn Allies grant you 2d8 bonus damage on your next successful attack! (Thran).
Greater Charm of Luck: Charm of Luck: Once during the encounter in area Q, a PC can choose to reroll a d20 after seeing the result but before learning the outcome. The PC must keep the new result. Greater Charm of Luck: This functions as the Charm of Luck, but the PC can roll twice when rerolling the d20 and take the higher result.
The Half Orc shows his surprise indeed as Urktar steps up and delivers what could have being a fatal blow but his tough hide and armor manages to absorb the blow though the Savage Sage definitely felt that!
Urktar then delivers another which smashes apart his defences and something cracks as the Half orc feels his bones shattering but still attempt to concentrate on his spell.
Concentration 1d20 ⇒ 16
The spell fizzles....
Argenta thinks that the Spell could have being one to summon swarm but the energies are wasted as Urktar spills both that and the Savage Sage's blood.
The wolf inches closer....maybe too close as it passes Urktar....
and then it stops....
Will Save 1d20 + 2 ⇒ (15) + 2 = 17
An AOO for Urktar if he still has any....

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Varanog hisses at Alaric, nods and casts his spell again
scorching ray: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
fire damage: 4d6 + 1 ⇒ (6, 1, 6, 5) + 1 = 19
lucky reroll
scorching ray: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 or
scorching ray: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
well blah! 15 ranged touch to hit

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Thran moves closer through the muck and starts to chant:
"Kill, kill, kill the pod"
and then as an afterthought adds
".....aaaannddd thooooseee otheeeerrrs aassssweeeellllll"
Move to move and standard to start inspire (inspire doesn't seem to have a range, so Unktar just needs to be able to hear me to benefit as well)

AC Shredder |

Shredder looks back and forth between the very large wolf and the orc who stepped away from him.
1: orc, 2-3: wolf: 1d3 ⇒ 3
The scrappy little dino decides that he wants to shred the largest target, so steps into the wolf! He then lives up to his name, tearing into the creature with tooth and nail!
talon w/inspire vs wolf: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 S/P: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
talon w/inspire vs wolf: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21 S/P: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
bite w/inspire vs wolf: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20 S/P/B: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3

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The dino druid moves up, attacking! He is disappointed that he only gets a single attack, but he still shreds into the bud with his talon.
talon, PA, IC: 1d20 + 8 - 1 + 1 ⇒ (13) + 8 - 1 + 1 = 21 slashing, PA, IC: 1d8 + 5 + 2 + 1 ⇒ (1) + 5 + 2 + 1 = 9

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Indeed he does, since AoO resets after Urktar took his actual turn.
Urktar takes a swipe at the large wolf. "Bad Doggie! Play dead!"
Falchion Raging Power Attack: 1d20 + 10 + 2 - 2 ⇒ (15) + 10 + 2 - 2 = 25
magic adamantine dmg: 2d4 + 8 + 3 + 6 ⇒ (1, 2) + 8 + 3 + 6 = 20
Current status: Uncanny Dodge, Rage
HP: 51/53
AC: 14 / 10 touch / 14 FF

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Thran moves closer through the muck and starts to chant:
"Kill, kill, kill the pod"
Not enough "kills" in there if you want it to scan to the DKs.
Tere drags his way forward and cuts at the pod.
Curve blade to pod, including inspire: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Curve blade damage, incl. inspire: 1d10 + 3 + 1 ⇒ (5) + 3 + 1 = 9

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I'm at work. Varanog will destroy the pod and there'll be an explosion that'll catch everyone in its range. The rest of you after Varanog targeting the pod can redo their actions. Great job varanog!

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Alaric, seeing the pod destroyed, leaps back over the swampy water, through the portal, and engages with the giant wolf. double move
acrobatics DC10: 1d20 + 2 ⇒ (16) + 2 = 18

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Round 2
Argenta - Shield
Savage Plant Sage (Half Orc) - 22 dmg
Assassin Vine - Blind but I'm a plant....
Urktar - Lucky
Dire Wolf - Blind 33 dmg
Varanog - Lucky
Tere - Lucky
Thran
Alaric - Lucky/Barkskin (and Shredder)
Bold is up.
The Twinhorn Allies grant you 2d8 bonus damage on your next successful attack! (Thran).
Greater Charm of Luck: Charm of Luck: Once during the encounter in area Q, a PC can choose to reroll a d20 after seeing the result but before learning the outcome. The PC must keep the new result. Greater Charm of Luck: This functions as the Charm of Luck, but the PC can roll twice when rerolling the d20 and take the higher result.
Varanog sends forth another ray of flame and this one sets the pod on fire!
The pod swells and then explodes in a gory mess releasing miasma around it.
Anybody in 15ft range give me a Reflex Save DC 13 for half or take 4d6 ⇒ (2, 6, 1, 2) = 11 Last I checked no one was in range.
Urktar nearly beheads the wolf and Shredder attempts to finish the job but fails as the wolf tethers between life and death....
Alaric seeing that the pod is destroyed, jumps back through the portal and goes after the wolf.

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***OVERSEER ANNOUNCEMENT***
Several blasts of purple energy momentarily light up the battlefield. The initial shouts of celebration are quickly drowned out by the agonized screech emitted by the heart of the blight.
Table GMs, the Weakening Blight effect on page 39 is in play.

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Seeing the pod go up in flames in front of him Thran goes over to take a quick look to see if there was anything in there after casting detect magic to pick up any residual energies
Perception: 1d20 + 3 ⇒ (20) + 3 = 23
While somehow keeps humming an inspiring ballad..mostly involving killing

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Round 3
Argenta - Shield
Savage Plant Sage (Half Orc) - 22 dmg
Assassin Vine - Blind but I'm a plant....
Urktar - Lucky
Dire Wolf - Blind 33 dmg
Varanog - Lucky
Tere - Lucky
Thran
Alaric - Lucky/Barkskin (and Shredder)
Bold is up.
The Twinhorn Allies grant you 2d8 bonus damage on your next successful attack! (Thran).
Greater Charm of Luck: Charm of Luck: Once during the encounter in area Q, a PC can choose to reroll a d20 after seeing the result but before learning the outcome. The PC must keep the new result. Greater Charm of Luck: This functions as the Charm of Luck, but the PC can roll twice when rerolling the d20 and take the higher result.
Tere retreats as the pod is obviously destroyed.
Thran on the other hand goes forward to examine it.
Sage 1d20 ⇒ 8
Vine 1d20 ⇒ 5
Wolf 1d20 ⇒ 10
The creatures are all affected by the blast of purple energy but it's obvious the vine is affected more then the rest....

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***OVERSEER ANNOUNCEMENT***
Strands of purple energy whip across the battleground and begin to swirl above the remains of the giant flower. The continuous chant of the Twinhorn shamans reaches a fever pitch and then suddenly stops. After a breathless moment of silence, a loud reverberating boom echoes across the swamp as a column of purple energy pierces through the clouds, dissipating into the starry sky. Shouts of celebration begin to sound across the field as Medda makes her way to the heart of the blight. A shaft of moonlight shines on the site through the parted clouds as she rips through the withered roots of the blighted flower. Medda reaches in and draws out the shriveled remains of a female crusader. In stark contrast to the rest of the remains, her silvery breastplate glimmers in the moonlight. A grievous blow has scarred its surface where a golden engraved figure spreads out her wings. Trails of blood seep out from scars running across the figure. Medda lowers the remains gently upon a white cloak that a Twinhorn warrior has placed on the ground.
With a heavenly glow, the ghostly form of Ivvora appears in the clouds above. “She was my sister-in-arms against the vile Tar-Baphon. I now know that her sacrifice spared me all those years ago, as it will all of you in the days to come. Go with Vildeis’ grace and use this blessed plate to vanquish my hated adversary. Hurry back north, for the moment of Eshimka’s reckoning draws near!”
Medda looks up to the sky as the visage of Ivvora dissipates, the red phantom hand of Anok floating above her shoulder. After a moment, she kneels next to the crusader’s remains and carefully wraps them up in the white cloak, which is slowly soaked with red. She looks at the crowd gathered around her and speaks up. “We stand here triumphant, having rid this land of corruption. But this is a mere shade of the darkness that awaits us at the Solstice Scar! Fear not, for Vildeis’ blessing will guide our weapons to strike true and eradicate Eshimka for good!”
Medda motions for the Twinhorn warriors to raise the bundled remains on their shields as one of the honored dead. “Pathfinders, you have done much for my tribe and our lands, but I ask you once more to lend us your weapons so that we might end the evil that haunts Solstice Scar. What say you?”
This concludes Solstice Scar, Version C. Table GMs, thank you for all your hard work! When filling out chronicle sheets, please note that the house has earned the Fangwood Purifier boon.

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"BRING IT! Let's give 'em some scars they'll never forget!" As the shouting and cheers linger, Urktar leans in close to Thran and whispers in his ear, "Where are we going? And who needs killing? Nevermind, just lead the way..."
Thanks for running, Nightdeath, and thanks to all my fellow players.

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Your foes limp off with the wounds you have given them and the power of the blight broken, it is doubtful they can even survive past the night.
As fellow pathfinders celebrate and toast each other for a job well done. You gather to discuss your options............

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"Sure, happy to."
Tere tears himself loose from the no-longer-militant flora and heads for the nearest celebration.
Thanks for running, nd, and I'll probably see you all around the boards again sooner or later.