
GM Derek W |

After a quick meal, you begin your journey into the mountains. The pass climbs ever steeper, and before long it it time to rest again for the night.
Nearby you spy a covered wagon half buried in the snow.
I'll assume you all take 10 to investigate, and just give you the info.
Investigation of the wagon uncovers three frozen humans who have obviously succumbed to cold exposure. These explorers foolishly attempted to cross the mountain pass during the cold season and paid with their lives. Fortunately the weather is not as cold now, but during the night the temperature still drops below 40 degrees Fahrenheit for 4 hours (1 a.m.
to 5 a.m.).
The wagon looks like it can fit 5 Medium sized creatures inside, and with the sides and cover still intact, it could provide some protection against the icy wind.
You also see a wood-burning stove with enough fuel to last through the night. The three humans are all wearing cold-weather outfits.

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Walter surveys the wagon and the humans. He than wanders around the area in a 60 foot radius to check for tracks of any predators.
He first--of course--prays for 'Guidance' before exploring a bit.
survival: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Be back in a sec. I just want to secure the area

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"May the Eternal Empress stand watch on your journey to the Lady of Graves. May your families remember your honor and your love. May you find the peace you sought in this life, in the just rewards of the next." Yoshima says quietly standing over the bodies.
He turns to the wizard.
"Do you know any spells that would allow us to restore dignity to these who have gone before?"

GM Derek W |

No threats are in evidence, and the area looks like a safe and secure campsite.
You lay down to sleep, and before long the chill in the air grows quite noticeable.
I will need each of you to roll four Fort saves. If you're in the wagon, add +2; add +2 if you have a fire going in the stove and +5 for cold weather gear - total of +9. Please post any actions/discussion you have before sleeping or at night.

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I'd say we have all of the above going. Unless someone is against the stove running.
1. Fort: 1d20 + 1 + 2 + 2 + 2 + 5 ⇒ (4) + 1 + 2 + 2 + 2 + 5 = 16 yikes, even the dice are cold.
2. Fort 1d20 + 12 ⇒ (4) + 12 = 16 So very, very cold.
3. Fort 1d20 + 12 ⇒ (7) + 12 = 19 getting warmer
4. Fort 1d20 + 12 ⇒ (17) + 12 = 29 Nice and toasty.
Yoshima settles in under his cold weather clothes, with his Katana close by and lets the warmth of the fire help him drift off to sleep.

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Johann lights the stove with a burst of flames from his hand, curls up in his bedroll and keeps his bombs close by. Fort: 1d20 + 3 + 9 ⇒ (8) + 3 + 9 = 20
Fort: 1d20 + 3 + 9 ⇒ (17) + 3 + 9 = 29
Fort: 1d20 + 3 + 9 ⇒ (3) + 3 + 9 = 15
Fort: 1d20 + 3 + 9 ⇒ (1) + 3 + 9 = 13
On vacation this weekend so posting may be sporadic. Feel free to GMPC me if you feel I'm delaying things. In combat, Johann will bomb unless he can't and then will use the crossbow.

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Nice and cold out. At least we can hope that this cold will keep everything else away.
Fort 1: 1d20 + 10 ⇒ (3) + 10 = 13
Fort 2: 1d20 + 10 ⇒ (12) + 10 = 22
Fort 3: 1d20 + 10 ⇒ (20) + 10 = 30
Fort 4: 1d20 + 10 ⇒ (13) + 10 = 23

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Walter, wearing his fancy new cold weather outfit, decides that a fire in these conditions would be fine.
The immediate area is without traffic so we should be as safe as...well, hopefully better off than these poor folk
fort: 1d20 + 13 ⇒ (6) + 13 = 19
fort: 1d20 + 13 ⇒ (19) + 13 = 32
fort: 1d20 + 13 ⇒ (13) + 13 = 26
fort: 1d20 + 13 ⇒ (19) + 13 = 32
Also Walter will pray to Abadar to allow him to 'detect magic' among the wagon area and he will pray for 'sift' to remove some snow and such to aid his search. And--of course--pray for 'Guidance' in his search!
perception: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24

GM Derek W |

You pass a chilly night, but make it through only a bit worse for wear. Walter searches the wagon and surrounding area with his detect magic, but uncovers nothing.
You continue on your journey. As the pass winds around a large mountain, you spot a light glinting from a ledge some 50 feet above your current location.
A small statue of a woman complete with a nearby shrine rests on the ledge.

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Walter points up to the shrine, muttering a prayer (Guidance)
knowledge(religion): 1d20 + 1 + 1 ⇒ (14) + 1 + 1 = 16
I am not certain, but I think that is probably a shrine to Desna? She is the Goddess of Traveler's, although my own--Abadar--also guides those of us who travel.
He bows to the shrine, but continues his course--to stay on the path!
It would be unwise to deviate from our purpose

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Yoshima steps forward from the group and takes a look at the shrine.
"While I'm more familiar with the Gods of Tien. My father took care to teach me of the Gods of Avistan."
Knowledge Religion 1d20 + 5 ⇒ (20) + 5 = 25

GM Derek W |

The path comes no closer, getting a better look will require climbing. Walter and Muteki are able to tell that the figure is not a god or any particularly religious person at all. Sambar does not remember anything about this person being a famous local either. Perhaps a closer look, with a different sort of knowledge is needed?

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Johann searches his memory for any recollection of something similar.
kn(arcana): 1d20 + 7 ⇒ (10) + 7 = 17
kn(nature): 1d20 + 6 ⇒ (18) + 6 = 24
kn(engineering ): 1d20 + 7 ⇒ (13) + 7 = 20

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Sambar realizes that his training in historical people wasn't very strong, but he tries to climb up closer to see if there is a plaque or something identifying the statue.
Climb: 1d20 - 1 ⇒ (11) - 1 = 10

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Walter frowns as the others begin to climb up the cliff face to the shrine.
I suppose if one goes, we all should go. Safety in numbers as it were
Walter begins to climb up behind the others, after he prays for 'Guidance' to Abadar.
climb: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18

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Johann takes off his armor and then puts his cold weather gear back pn before climbing. Taking 10 on Climb for... 10.

GM Derek W |

As the group reaches the ledge, they get a better look at the statue. It is carved in the figure of a woman. She appears to be an adventurer of some sort, and if the statue is of any indication, she may be of noble birth. The glinting light seen from the path is the sun’s reflection off a number of coins and gems in the shrine’s offering bowl.

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Walter stands about 10' away from the shrine.
I will examine this bowl without disturbing its sanctity. Allow me a moment.
He pulls out his symbol to Abadar, praying for insight (detect magic)
He then, after a few seconds (18), he prays again, asking for assistance in combing the bowl:
School divination; Level bard 0, inquisitor 0
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range 30 ft.
Area one 10-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance
DESCRIPTION
You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.
Walter then asks for 'Guidance' as he searching the bowl visually.
perception: 1d20 + 9 + 1 - 5 ⇒ (6) + 9 + 1 - 5 = 11

GM Derek W |

The bowl has a faint magical aura, but nothing inside other than ordinary water and the coins totaling nearly 600 GP in value.

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Walter holds his longspear in front of him.
I am certain that we do NOT need to disturb this sacred shrine, unless to also give alms. I am blessed by Abadar, but if any here choose to offer benevolence to this person, then so be it!
Walter prays to Abadar for his 'Guidance'...if I am using this spell too much please let me know, but it is an orison, so unlimited...lol...so why wouldn't he if given the time needed, right?
Walter stands vigilant, watching their surroundings.
perception: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27

GM Derek W |

Walter's gaze pierces the surrounding area, detecting no threats. When Sambar tosses his coins in a feeling of warmth washes over him for a moment.

GM Derek W |

The party proceeds down out of the mountain and camps for the night at the base. The next day, you proceed further north into a dense bog. Thick blobs of fog dance in between large tickets as the foul stench of swamp gas pollutes the air. Several exotic species of vines twist along the vapor-shrouded path, creating an ethereal seeming tangle. At random intervals, a splash of fetid water sounds in the distance, signaling the presence of frogs or other bog creatures. You spend another night camped in the bog.
In the morning you press onward, and the thick rolling fog begins to disperse, allowing you to see where you step. Despite the increased visibility, this area of the swamp is difficult terrain, as the muck and vegetation thicken further.
A large log rests across a dirt path, standing five feet tall. A moldering wood door covers one of the hollow ends of the log, and a makeshift mud chimney emits a thin wisp of blue smoke. From behind the crude house come the sound of someone humming an off-key tune.

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Impetuously, Johann calls out in Sylvan. "Ahoy the house! Good morning! We are travelers and would pass a moment in greeting you if we may!"
He mutters to his friends, [smaller][/b]"This looks like a fey dwelling -- best to be friendly and honest."[/b]
kn(nature): 1d20 + 6 ⇒ (19) + 6 = 25

GM Derek W |

Johann shouts his greeting. He looks more closely at the house, and sees that while it resembles a fey dwelling in some respects, it houses a different kind of creature altogether.
A figure leaps onto the top of the log! It's a small figure with a scaly hide and dog-like snout. Johann recognizes it as a kobold.

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"I do, Muteki, and fortunately Draconic is one of them."
He then translates the kobold's words and his own for the party if needed.

GM Derek W |

I'd like to give you the chance to work out a diplomatic solution if possible, but based on the way this encounter is written, the kobold is hostile right now. Johann, go ahead and roll Diplomacy, and anyone who cares to aid you, please feel free.

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Yoshima bows low and motions for Johann to interpret. He then stands and raises both hands high to demonstrate he conceals no weapon.
"Oh great and honorable dragon-kin, we are simple travelers seeking passage through this mountain pass on our way to the sea. We mean you nor your children any harm and I swear an oath to you now before the sun and sky, that if you allow us to pass unmolested, not one leaf, not one flower shall be harmed in your loveliest of gardens."
Diplomacy (most likely aid another since Johann would have to translate) 1d20 + 6 ⇒ (11) + 6 = 17

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I'm not sure whether I can just directly translate and we can use Muteki's roll, or whether it would have to be a roll by me.
Attempt at diplomacy, or aid another if possible: 1d20 + 1 ⇒ (8) + 1 = 9 (I don't suppose tossing that gold coin in the dish gave any sort of bonus, like a floating Guidance or something... if so, use it!)
Edit: just to be explicit, Everything that any of the other party members say to the Kobold, unless they speak Draconic, Johann will say, "My friend here says," and then translate it, in Draconic to the Kobold.

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Walter looks over the kobold, thinking of its strengths and weaknesses.
knowledge(local): 1d20 + 2 ⇒ (13) + 2 = 15
Better watch out for treachery...they're not exactly know to be friendly to visitors
As Yoshima begins his oratory, Walter also will 'aid' him in his endeavor.
Be at ease good Kobold. We have no design on you or yours. We seek only a peaceful journey to the yonder shores.
diplomacy: 1d20 + 6 ⇒ (9) + 6 = 15
As he speaks, Walter also is looking around for any...surprises that may be unwanted.
perception: 1d20 + 9 ⇒ (18) + 9 = 27

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Johann, sensing that this may be going badly, glances around for any traps or other dangers, and readies an action to drink a Shield extract at the first sign of hostile behavior.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24 (Oh sure now I get the good number)

GM Derek W |

The kobold is unconvinced. She shouts in poor Common "Liars! Intruders!"
She casts Entangle
Approximate area shown on map.
You see a large crocodile at the end of her log home rise out of the bog.
Initiative;
Sambar: 1d20 + 12 ⇒ (8) + 12 = 20
Muteki: 1d20 + 3 ⇒ (20) + 3 = 23
Walter: 1d20 + 2 ⇒ (20) + 2 = 22
Johann: 1d20 + 1 ⇒ (16) + 1 = 17
Kobold & Croc: 1d20 + 3 ⇒ (20) + 3 = 23
The kobold casts shillelagh and jumps down to the front of the entangled area, with the crocodile taking a place by her side.
Kobold is red, croc is blue
Next Up: Muteki, Walter, Samber, Johann!

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Walter activates his Travel domain power
and if you need it, his Ref save: Ref: 1d20 + 3 ⇒ (12) + 3 = 15
He then moves 20' down and 2 across to put him within 10' of the Kobold and granting him 20% concealment (CRB p.197).
Walter then prays to Abadar, pointing a finger at the Kobold, lonspear kept readied.
In the name of Abadar, I 'Command' you to drop your weapon!
Command save DC 15 Will
He also activates his judgment as a swift action:

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CRB p. 203...ready
You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.
You can take a 5-foot step as part of your readied action, but only if you don't otherwise move any distance during the round.
Initiative Consequences of Readying
Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not yet performed your readied action, you don't get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.

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Reflex Save 1d20 + 1 ⇒ (16) + 1 = 17
I'm assuming a 17 makes the save if not ignore everything I do next and I'll add a strength check to the end
The paladin grimaces at the woman's decision. This his face hardens in his resolve. He calls on his Goddess silently to help him strike down his foe and charges.
Yoshima has enough movement to get out of the entangle, get close enough to the Kobold to charge and attack. As part of his movement he draws his Katana.
As he comes into range he raises his blade high and brings it down with righteous fury.
Attack 1d20 + 4 + 2 + 2 ⇒ (11) + 4 + 2 + 2 = 19 Subtract two from the final total if the Kobold is not evil.
Damage, if I hit 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 Subtract 1 if the Kobold is not evil.
My AC against the Kobold remains 17 due to my Deflection Bonus. Against the Croc, I'm at 15.

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Sambar tries to identify what spells the Kobold casted.
Spellcraft: 1d20 + 8 ⇒ (8) + 8 = 16
Recognizing the shillelagh Sambar yells out.
"Ware the club, it is magically enhanced."
reflex: 1d20 + 2 ⇒ (2) + 2 = 4
If he is entangled he will move as close as possible and cast grease at the area that contains both the kobold and the crocodile.
Concentration: 1d20 + 5 ⇒ (8) + 5 = 13
If the check is under 16 it fails. And in entangle it is difficult terrain even if you pass the save so you can only move half speed and can't charge

GM Derek W |

I'm going with the following: "Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn." - PRD. So my ruling is that Muteki can charge in this case. If you fail the save you gain the entangled condition, which resticts movement to half speed and gives you an attack and Dex penalty. And yes, the DC for Sambar's check is 16. For the entangle the DC is 14. Now let me sort this out!

GM Derek W |

Muteki rushes forward, and strikes a blow against the reptilian spellcaster, casuing a grievous wound to open up in her side.
She is evil - I think you can tell when your smite works, no?
Sambar is entangled, and as he moves forward, he loses concentration on his spell.
Johann quaffs his extract.
Walter steps up and directs his command at the kobold.
Will Save: 1d20 + 5 ⇒ (20) + 5 = 25
She is undaunted!
Round One is over.
Round Two:
She swings her club at Mutkei while her crocodile bites at him.
Club: 1d20 + 2 ⇒ (9) + 2 = 11
Bite: 1d20 + 5 ⇒ (10) + 5 = 15
Bite damage: 1d6 + 3 ⇒ (5) + 3 = 8
The kobold's club misses, but the croc bites down hard on Muteki's leg, injuring it severely.
Ok, Muteki, Walter, Sambar, Johann! Walter and Johann, please roll your Reflex save again.