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Fort: 1d20 + 3 ⇒ (13) + 3 = 16
Fort: 1d20 + 3 ⇒ (16) + 3 = 19
I passed both! I can't believe it
"I could work on the armor again, but something tells me I may just have gotten lucky. And while I feel particularly vulnerable, Vera and Mak'da find themselves in harms way far more often than I do!" She glances down to the rip and blood stain that remains on her uniform. "At least, most of the time"
--------
As the team marches, Arisira climbs out ahead of the group- hoping to find and mark the easiest ways through the treacherous terrain.
Climb ahead: 1d20 + 7 ⇒ (15) + 7 = 22
Finally climbing into camp, she sits down near a small makeshift fire, tired but proud of the accomplishments of her little legs. "Forget berries and roots- Mak'da, what are the odds you can forage for some ale?"

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Brewer: 1d20 + 8 ⇒ (10) + 8 = 18
"Ale? Here? NOW? It takes time to brew a proper ale. A bottle, some local fruit, and a few odds and ends, I might be able to make something to get you pissed... but that would be beneath me."

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I double checked - apparently the fortitude saves are some of the few where the DCs dont increase based on tier - which I guess makes sense
The pathfinders make great time in the late day and are near exhausted as they clear not ust what was left of the hilly terrain but also most of one plains hex.
No encounter here, so go ahead and rest, rinse and repeat

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As they drop down out of the hills Mak'da scans the plains. She spends some time in bird form scoting ahead.
I suggest we make for straight across the plains and then through the jungle.
Phase 1 Mak'da uses her flight to help the group evade hazards. Do you want two phases of actions? Given the DC's I am ging to suuggeest we dont forced march. We may not want to hustle either given the -5 it applies to most advantage checks
Survival, evade hazard: 1d20 + 13 ⇒ (15) + 13 = 28
Do you just want one phase of rolls?

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Perception: 1d20 + 5 ⇒ (17) + 5 = 22
While Mak'da scouts ahead Valin keeps an eye on the immediate area to guide the group along game trails for easier passage.
"If that's the route the group wants, I can keep running point."

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You never picked a heading, but you may as well roll both sets along with that heading

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I put an arrow on the map

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Survival: 1d20 + 5 ⇒ (18) + 5 = 23
Valin uses what he knows of the dangers of jungle travel to guide the party away from poisonous plants.
"Nasty ones there. Get it on your skin, bit of a rash, but the leaves can cut flesh and then it feels like your veins are on fire."

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Vera tries to find some food as they travel.
Survival: 1d20 + 3 ⇒ (10) + 3 = 13

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Phase 2
Mak'da continues to scout ahead for the group, on the lookout for the best route to take
Perception: 1d20 + 14 ⇒ (12) + 14 = 26

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Catching up, both figuratively and literally- stupid short legs
As they continue to push through the plains, Arisira confides in the rest of the party. "I am not much good at finding supplies or other type things. Perhaps I could be a good look out, if I manage to stay ahead of you"
Not much that Arisira can do on the plains, besides perception. I am happy to let other people take advantages that are better than my +9 perception

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Phase 1 (Plain/Plain):
Makda: SUCCESS
Valin: no attempt
Arisira no attempt
Vera: FAIL
Base move: 3
Advantages allowed: 0
You have moved into Jungle Terrain by the time you reach phase 2, making incredible time, hi
Phase 2 (Half a Plain/Jungle):
Makda: SUCCESS
Valin: SUCCESS
Arisira NO ATTEMPT YET
Vera: NO ATTEMPT YET
Base move: 3 (1 used on plains already, 2 on Jungle) + 2 Advantage
Once we finish resolving Phase 2, there will be an encounter.

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Phase #2
Perception: 1d20 + 9 ⇒ (19) + 9 = 28

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As the group makes honestly pretty quick time through the jungle they come across some fairly obvious tracks and signs of an altercation with the Song'O halflings -- you can hear cries for help coming from the small clearing up ahead which is simply COVERED in webbing Which all serves as rough terrain
The quarters are tight and the halflings will die without you help.
Caterpillar Blue: 1d20 ⇒ 12
Caterpillar Red: 1d20 ⇒ 4
Caterpillar Green: 1d20 ⇒ 10
Arisira: 1d20 + 5 ⇒ (16) + 5 = 21
Valin: 1d20 + 6 ⇒ (6) + 6 = 12
Vera: 1d20 + 2 ⇒ (4) + 2 = 6
Mak’da: 1d20 + 5 ⇒ (13) + 5 = 18
Arisira
Mak'da
T'Kemba
Valin
---
Caterpillar Blue
Catrpillr Green
---
Vera
---
Caterpillar red

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Valin sees the halflings in trouble and immediately wades in, attacking the closest caterpillar.
Attack, MW Longsword: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Confirm: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d8 + 7 ⇒ (5) + 7 = 12

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"We have to save the Songo's! Pathfinders, onwards! May our deeds here inspire many!"
Standard action: Inspire +2/+2
She steps away, and draws her bow, knocking an arrow as she moves.
Move Action: 20 feet away from the nearest creature

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This is a ridiculously small map for this encounter, can we get a bit more space? Presumably there is more jungle around us than is provided for on the map. Also, just checking we have the four player adjust yes?
Mak'da reaches out and places her hand on T'Kembas flank,, enchancing her strength. She then backs out of the way.
Csting Bulls Strength then moving, Woodland Stride should mean I dont worry about the difficult terrain.

T'Kemba |

T'Kemba hisses and strikes out at the nearest caterpillar.
Bite: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 1d4 + 13 ⇒ (4) + 13 = 17
Grab: 1d20 + 17 ⇒ (11) + 17 = 28
Constrict: 1d4 + 13 ⇒ (4) + 13 = 17

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The combined might of Valins big critical and T'Kemba's crushing blow destroy one of the enormous caterpillars.
However, as T'kemba hits the caterpillar with its body, it gets stuck with some bristles and must roll a REFLEX save to avoid getting stuck. '
The Caterpillars prepare their assault, one lunging at T'Kemba and the other Valin.
Bite T'Kemba: 1d20 + 8 ⇒ (18) + 8 = 262d6 + 6 ⇒ (5, 1) + 6 = 12
Bristle T'Kemba: 1d20 + 3 ⇒ (10) + 3 = 131d3 + 3 ⇒ (2) + 3 = 5
The bite sinks deep into the Snake's flesh as it howls in pain
Bite Valin: 1d20 + 8 ⇒ (10) + 8 = 182d6 + 6 ⇒ (5, 6) + 6 = 17
Bristle Valin: 1d20 + 3 ⇒ (17) + 3 = 201d3 + 3 ⇒ (3) + 3 = 6
With Valin the opposite happens - his now Amphitrehide Breastplate protects him from the creature's bits, but the bristles covering his body get suck in the warrior's skin as he feels the poison of the caterpillar sink into his flesh
(FORT SAVE PLEASE)
A pair of songo halfling burst free of the coccoons they were placed in and begin tossing stones at the blue caterpillar
Yes the 4PA in this one was to add MORE COMBATANTS to the map, but I will be leaving them off
Sling: 1d20 + 7 ⇒ (12) + 7 = 191d3 + 1 ⇒ (3) + 1 = 4
Sling: 1d20 + 7 ⇒ (18) + 7 = 251d3 + 1 ⇒ (1) + 1 = 2
Both sling stones hit home and the caterpillar they aimed at scrwams in injury
Arisira
Mak'da
T'Kemba (-12, Reflex Save)
Valin (-6, Fortitude Save)
---
Caterpillar Blue (-6)
Catrpillr Green
---
Halfling 1
Halfling 2
Vera

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Arisira draws her bow, while calling out the others. "One down. Keep it up!"
She draws two arrows- sending each towards the blue creature.
Shortbow, Precise, Rapid, PBS, IC: 1d20 + 8 - 2 + 2 ⇒ (10) + 8 - 2 + 2 = 18
Damage, PBS, IC: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Shortbow, Precise, Rapid, PBS, IC: 1d20 + 8 - 2 + 2 ⇒ (11) + 8 - 2 + 2 = 19
Damage, PBS, IC: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Free: Continue performance. Full: Rapid shot

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Fort: 1d20 + 6 ⇒ (16) + 6 = 22
"This is why we usually wear all of the plates, instead of just one."
Valin steps to the next closest caterpillar.
Attack, Inspire: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Damage, Inspire: 1d8 + 7 + 2 ⇒ (7) + 7 + 2 = 16

T'Kemba |

It looks like neither caterpillar has reach and they would therefore provoke moving in?
T'Kemba reflex: 1d20 + 7 ⇒ (12) + 7 = 19
OA: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 1d4 + 14 ⇒ (2) + 14 = 16
OA: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 1d4 + 14 ⇒ (4) + 14 = 18

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Mak'da places a hand on T'Kembas flank and casts a spell, her scales grow hard like bark. She then draws out a wand and waves it about.
I dont suppose anyone can activate this on T'Kemba?
Its a wand of mage armour

T'Kemba |

T'Kemba snaps out at whatever caterpillars remain.
Bite: 1d20 + 12 ⇒ (1) + 12 = 13
Damage: 1d4 + 14 ⇒ (4) + 14 = 18
Grab: 1d20 + 18 ⇒ (6) + 18 = 24
Constrict: 1d4 + 14 ⇒ (2) + 14 = 16

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Vera begins calls out to Cayden and Blesses the party. "Good to see you friends." she says to the Song'o's in Polyglot.

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I am just gonna use that first attack as T'Kemba's attack since you don't get the OAs
The mighty Anaconda T'Kemba manages to shake of the bristles of the caterpillar before they stick into his skin after striking and constricting it.
It then lashes out and strikes at the same snake as the halflings did, leaving it woozy as the other Halfling Arsira plunges a pair of deadly arrows into it, leaving the Caterpillar motionless.
(Need another REFLEX save from T'Kemba to avoid getting stuck by bristles again)
Valin rushes forward with his sword and on his way in the caterpillar lunges at him!
OA Bite: 1d20 + 8 ⇒ (15) + 8 = 232d6 + 6 ⇒ (1, 2) + 6 = 9
Vera gives everyone the blessing of Cayden but even that is unable to guide Valin's off-balance sword strike into the caterpillars surprsingly tough carapace.
Arisira
Mak'da
T'Kemba (-12, Reflex Save)
Valin (-15)
---
Catrpillar Green
---
Halfling 1
Halfling 2
Vera
The Caterpillar continues to focus its attention on the soldier Valin
Bite: 1d20 + 8 ⇒ (20) + 8 = 282d6 + 6 ⇒ (2, 2) + 6 = 10
Bristles: 1d20 + 3 ⇒ (11) + 3 = 141d3 + 3 ⇒ (1) + 3 = 4
Bite Crit Confirm: 1d20 + 8 ⇒ (20) + 8 = 282d6 + 6 ⇒ (6, 3) + 6 = 15
The bite is able to sink directly into the neck of Valin - he is so used to having armor protect his neck that he did not properly defend himself and instead a huge wound bursts open.
The halflings are horrified by this, reload their slings and continue pestering the beast.
Slings: 1d20 + 7 ⇒ (8) + 7 = 151d3 + 3 ⇒ (2) + 3 = 5
Slings: 1d20 + 7 ⇒ (1) + 7 = 81d3 + 3 ⇒ (3) + 3 = 6
This time both shots ricochet off the creature as Valin falls to the ground, pale and slowly dying
Arisira
Mak'da
T'Kemba (-12, Reflex Save)
Valin (-40 (Unconscious, Dying at -4 HP)
---
Caterpillar Green
---
Halfling 1
Halfling 2
Vera
Conditions Active: BLESS (+1 to hit and saves vs fear)

T'Kemba |

T'Kemba reflex: 1d20 + 7 ⇒ (20) + 7 = 27
T'Kemba hisses and avoids the sticky caterpillar nonsense.
She strikes out again at the remaining monster.
Includes bulls str, inspire and bless
Bite: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d4 + 14 ⇒ (4) + 14 = 18
Grab: 1d20 + 19 ⇒ (13) + 19 = 32
Constrict: 1d4 + 14 ⇒ (1) + 14 = 15
Reflex save assuming I hit: 1d20 + 7 ⇒ (2) + 7 = 9

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Mak'da intones a spell quickly, green energy seeps out of the grass around Valin, stopping him from bleeding out.
Casting stabilise

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Arisira will wait to see if the creature falls

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T'Kembas lunge actually misses despite all of the morale and holy help.

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Letting her bow down, Arisira reaches into her spell component pouch, fumbling for some ground mica. She quickly rubs it into a powder and blows it towards the caterpillar.
Free: Inspire. Standard: Glitterdust + Eastern Mysteries Trait +2 DC 1/day. Will save, DC 19 or blind.

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Will Save: 1d20 + 1 ⇒ (3) + 1 = 4
The glitterdust obviously badly hinders the beast.

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Mak'da has already stabilized him

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The caterpillar rears back and slams its mouth into T'Kemba trying to gravely injure the snake before the inevitable happens to it.
Bite: 1d20 + 8 ⇒ (13) + 8 = 212d6 + 6 ⇒ (6, 6) + 6 = 18
Hit on 51+: 1d100 ⇒ 39
Bristles: 1d20 + 3 ⇒ (13) + 3 = 161d3 + 3 ⇒ (1) + 3 = 4
Hit on 51+: 1d100 ⇒ 72
Hindered by all of the glitter in its vision, the creature wildly and viciously flails at a spot no one is currently in a woosh of air blasting harmlessly into T'Kemba.
The halflings take this opportunity to keep firing at their captors.
Sling: 1d20 + 7 ⇒ (5) + 7 = 121d3 + 3 ⇒ (2) + 3 = 5
Sling: 1d20 + 7 ⇒ (4) + 7 = 111d3 + 3 ⇒ (2) + 3 = 5
But even blind and not dodging, the stones fail to hit any vital spots on the giant insect.
Arisira
Mak'da
T'Kemba (-12)
Valin (-40 (Unconscious, Stable at -4 HP)
---
Caterpillar Green
---
Halfling 1
Halfling 2
Vera

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Missed that.
Vera looks around on the ground for a weapon. She finds a stick and moves up to the caterpillar.
Clubish -4 for Improvised: 1d20 + 3 + 1 - 4 ⇒ (4) + 3 + 1 - 4 = 4
Damage: 1d6 ⇒ 6

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Mak'da ducks around the now blind creature, casting a spell so that she can threaten the thing. She thrusts her hand at its body.
Yay for woodland stride! Finally it sees some use. Casting produce flame and making a melee touch attack
She strikes out at the caterpillar.
Produce flame touch, flank: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Confirm: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Reflex if needed: 1d20 + 2 ⇒ (16) + 2 = 18

T'Kemba |

T'Kemba lashes out at the blinded caterpillar.
Includes inspire, bless, flank, bulls str
Bite: 1d20 + 15 ⇒ (11) + 15 = 26
Damage: 1d4 + 14 ⇒ (3) + 14 = 17
Grab: 1d20 + 21 ⇒ (1) + 21 = 22
Constrict: 1d4 + 14 ⇒ (1) + 14 = 15
Reflex if needed: 1d20 + 7 ⇒ (7) + 7 = 14

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"We must avenge our comrade! Distract the beast and seek our revenge!"
+1 Shortbow, Precise, Rapid, PBS, Inspire: 1d20 + 8 + 1 - 2 + 1 + 2 ⇒ (10) + 8 + 1 - 2 + 1 + 2 = 20
Damage,PBS,Inspire: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7
+1 Shortbow, Precise, Rapid, PBS, Inspire: 1d20 + 8 + 1 - 2 + 1 + 2 ⇒ (19) + 8 + 1 - 2 + 1 + 2 = 29
Damage,PBS,Inspire: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7

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The third caterpillar is finally destroyed by the party with the ensnared Halflings thankful to you. Once again, thank you for your help. It seems us song-o are in your debt once again...

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Mak'da leans over, panting a little. Think nothing of it, we must work together to survive this wilderness and the dangers of the race she says looking over at Valin. Vera, can you help him, and T'Kemba. She pats the huge snake on the flank. You did well girl, those wounds wont last long
Now, lets see if this muck hole contains anything of use to us.
Perception: 1d20 + 14 ⇒ (16) + 14 = 30

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Arisira quickly heads to the fallen pathfinder, not needing the lean down much to inspect his wounds. She looks back up at Mak'da and Vera.
"Who has the leftover healing potion? I am sorry, Valin- I should have tried to blind them sooner!"
Once Valin has been seen to, she approaches the Song'o halflings.
"Jeg er glad for, at vi kom, da vi gjorde. Er der noget vi kan gøre for dit sårede eller faldne?"

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There were 6 CLW potions in the stash. I've lost track of if we used any.
Potion of Cure Light: 1d8 + 1 ⇒ (1) + 1 = 2
Potion of Cure Light: 1d8 + 1 ⇒ (6) + 1 = 7
With a couple potions down his throat Valin is up and around, if a bit wobbly, and helps search the area.
Perception: 1d20 + 5 ⇒ (19) + 5 = 24

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OK, looking back we found 6 cure light wounds potions. Arisira took two after the encounter with the drafon lizard things. Valin has taken two which I think leaves him on 5hp. Vera, I think we really need some channels. I would keep the remaining two potions for now.

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The potions are really valuable- especially if Vera goes down. Arisira doesn't have any healing spells known (which is not ideal for this particular adventure)

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Vera gathers the party together and Channels Energy. "This should help. Cayden help us in our time of need."
Channel: 3d6 ⇒ (5, 5, 1) = 11
Channel: 3d6 ⇒ (3, 3, 1) = 7