
GM Fuzzfoot |

Dragged down again, the Baron yanks a kukri from his belt and swings at the creature. He draws a small amount of blood.
Attack from prone, blessed, inspired: 1d20 + 3 - 4 + 1 + 1 ⇒ (19) + 3 - 4 + 1 + 1 = 20
Crit confirm?: 1d20 + 3 - 4 + 1 ⇒ (14) + 3 - 4 + 1 = 14 Nope
Damage: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Round 3: (Bold may act)
Baron (23 dmg, prone)
Akter
Stolka
Laeowynne
"Tiger"/Red (7 dmg)
Celewen
Lem
Keldra
Kyra
Bless is in effect.

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Stolka moves up cautiously along one side.
"OK Mr. Baron guhy, you've goht this! If I stun this guhy you can go ahead and get up, OK?"
Stolka squeezes his fists and they sprout tiny thorns, then he swats at the creature with the flat of his hand.
[dice=Unarmed Strike for nonlethal damage w/Stunning Fist (DC 14), bless, inspire courage]1d20+4+1+1[/dice]
[dice=nonlethal bludgeoning damage (wooden fist, inspire courage)]1d6+4+1+1[/dice]

GM Fuzzfoot |

Fort Save: 1d20 + 6 ⇒ (9) + 6 = 15
Sorry - not stunned. But a solid hit!

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BTW did you give the Baron Lem's inspire courage and Kyra's bless? At least I assumed that this post meant that Lem was using inspire courage.

GM Fuzzfoot |

Missed the inspired courage, so edited.
Round 3: (Bold may act)
Baron (23 dmg, prone)
Akter
Stolka
Laeowynne
"Tiger"/Red (7 dmg + 9 NL)
Celewen
Lem
Keldra
Kyra
Inspired courage, Bless is in effect starting round 3.

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Would a 15 confirm? You added inspire courage to the initial attack roll and damage but not the critical confirmation attack roll.

GM Fuzzfoot |

Good catch - yes, that would just do it.
Additional Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Round 3: (Bold may act)
Baron (23 dmg, prone)
Akter
Stolka
Laeowynne
"Tiger"/Red (10 dmg + 9 NL)
Celewen
Lem
Keldra
Kyra
Inspired courage, Bless is in effect starting round 3.

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Akter moves, trying to flank if possible. He tumbles if necessary.
Tumble: 1d20 + 6 ⇒ (9) + 6 = 15
The ranger then attacks, trying to benefit from his strategy.
Attack: 1d20 + 4 + 2 + 1 + 1 ⇒ (13) + 4 + 2 + 1 + 1 = 21
Damage: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

GM Fuzzfoot |

Akter closes in, trying to surround the creature, and scores a decent hit.
Laeowynne, you're up!
Round 3: (Bold may act)
Baron (23 dmg, prone)
Akter
Stolka
Laeowynne
"Tiger"/Red (15 dmg + 9 NL)
Celewen
Lem
Keldra
Kyra
Inspired courage, Bless is in effect starting round 3.

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"Keep it up guys, y'all are really pounding that thing. Keep it off of the Baron, my heals are small." In his head, "Stupid! you just set yourself up for another short-joke! You couldn't have said, Give me time to heal him or He's very hurt? No, you had to use little words."

GM Fuzzfoot |

I am going to assume we have lost Laeowynne for now. He mentioned some troubles a little while back, so I hope all is ok. Let's go ahead and proceed without him for now, and he can join back in when he can.
The creature bites the Baron's leg again, causing it to bleed profusely. The Baron does not have much left in him, but he refuses to yield.
Bite Attack vs prone: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Round 3: (Bold may act)
Baron (30 dmg, prone)
Akter
Stolka
Laeowynne
"Tiger"/Red (15 dmg + 9 NL)
Celewen
Lem
Keldra
Kyra
Inspired courage, Bless is in effect starting round 3.

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"CUT! IT! OUT!" Celewen is getting very angry at the critter chewing on the Baron. Trusting that the others are much more capable of taking down the beast, the halfling cleric suppresses his rage and works his little magic wand again.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

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The warrior woman steps up besides the Baron and takes a mighty swing at the 'tiger'. "Your death comes soon creature because now you face Keldra and her axe."
With a Power Attack, Keldra swings at the monster with her axe.
Power Attack on 'tiger': 1d20 + 5 + 1 + 1 - 1 ⇒ (19) + 5 + 1 + 1 - 1 = 25
Damage: 1d12 + 6 + 1 + 3 ⇒ (4) + 6 + 1 + 3 = 14

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A viscous cheer erupts from the halfling when he sees Keldra's axe bite into the tiger. "Kill it! Kill it quick! And don't let it get away!"
Much later on, when discussing the night's events, Celewen emphatically (yet gently) denies ever saying such things. :)

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"Stop you vicious creature!"
Kyra slahes with her Scimitar but she does not hit.
Scimitar, bless: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Scimitar Damage: 1d6 + 2 ⇒ (6) + 2 = 8

GM Fuzzfoot |

With Kendra's hit, the creature drops. It is bloody from its wounds, but does appear to be alive. (1 hp, 9 non-lethal damage)
Thanks to Celewen, the Baron also survives. He stands up and looks at it - it has the haunches and tail of a tiger, but clearly is not one.
"That is not a tiger... what is it? But look here," he says, pointing at a scar along the leucrotta’s flank. "That is left by my bullet five years ago. I am sure of it."
Then he shoots it in the heart, ending its life.
"Thank you, all for helping me finally get this beast, and provide a little payback for my hunting group that died those five years ago."
You earn 1 Favor Point for helping the Baron bag his beast.
At this point, you have a chance to rest before you set off toward the Urapangi Lowlands. You can rendezvous with Count Matsanda and the rest of the hunting party if you like, or you may set off directly from this location.
A large freshwater swamp dominates the Lowlands, making travel through the region difficult.
PCs must succeed at a DC 15 Survival check to locate the ruins of the temple. If successful, they reach the ruins of the temple in less than a day. Failure indicates that they spend a day lost in the swamp, risk contracting malaria, and must wait until the next day to try again. You have earned enough Favor Points with the Baron, you can ask him to guide you, but he isn't really interested in your temple.

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The ranger examines the beast with interest, trying to understand what exactly it was.
Knowledge (Nature)?: 1d20 + 5 ⇒ (19) + 5 = 24
He then collects his belongings, adjusting again his sword and board - but especially preparing to move again with his beloved longbow.
He finally approaches the rest of the group for the decision, but he's ready to track and travel quick through the region and locate the temple.
Survival: 1d20 + 7 ⇒ (13) + 7 = 20

GM Fuzzfoot |

Akter gets a better look at the creature and knows this is a Jalmeri crocotta, a more animal-intelligent version of the leucrotia, which is a magical beast. They have powers to lure unsuspecting prey into their midst (which you can now recognize as happened to the Baron at the beginning of this contest), and they are known to kill for sport. If anyone was concerned about letting this one live, you can put those thoughts to rest. It is not a natural creature, and would have definitely continues to harm others.
Thanks to Akter's excellent navigation, the party easily finds the temple. Assume a good night's rest first, so everyone can have healed and regains spells, etc.
The site is almost completely overgrown by vegetation, and only bits and pieces of its brown sandstone exterior are visible from the outside. The weight of the massive roof and the passage of centuries have caused the ceiling to collapse near the building’s center.
The jungle around the temple is exceptionally thick and requires a full-round action just to move 5 feet. Creatures able to move through natural vegetation unhindered can traverse this area easily.

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"Hey, Mr. Wizard guhy, would you mind, lighke, using my wand on me again?"
Stolka extends his wand of mage armor to Laeowynne.
Stolka bends over and looks at the steps leading up to the temple.
"So, we should, lighke, look for traps and stuff huhn?"
[dice=Perception]1d20+7[/dice]
After he finishes looking for traps Stolka fishes around looking for some pebbles, and after he finds 3 he casts magic stone on them.

GM Fuzzfoot |

You find no traps on the entrance to the temple. Laeowynne-bot is happy to use the wand on you. Anyone else care to do some pre-temple entering preparations?

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Yes, Celewen casts Longstrider(1hour) again and then follows Stolka's example to cast magic stone (30min) (but he needs to use a scroll do do that).
"Yes, yes. Please check for traps!" He keeps an eye or two out as well.
assist perception: 1d20 + 5 ⇒ (18) + 5 = 23
HitPoints: 9/9
AC/T/F: 12/12/11
Speed: 40' = (20 + 10(Travel Domain) + 10(Longstrider) )
Equipped Weapon: Sickle
Active Effects: LongStrider (1 hour), Magic Stone(30 min)
Light: (in unlit areas) Light spell (20' normal, next 20' +1 light level)
--------------------
Spells Prepared
--------------------
Orisons: Guidance(DC12), Light(10 minutes), Stabilize(DC12)
Level 1: Longstrider(1 hour), Remove Fear(DC13), Shield of Faith(DC13)(1 minute)
--------------------
TRACKED RESOURCES
--------------------
Acid Flask: 2/2
Alchemist's Fire: 2/2
Antitoxin: 0/1
Holy Water: 1/1
Agile Feet: 5/5
Bit of Luck: 5/5
Channel Positive Energy: 5/5
Sling Bullets: 10/10
Wand of Cure Light Wounds: 48/50
Magic Stones: 3/3 (30 min)

GM Fuzzfoot |

OK, still no traps. Shall we assume you want to enter? Everyone went quiet...
Columns line the walls of this small room, each decorated with a high-relief carving of a monkey in a different pose. Some of the monkey sculptures sit serenely in meditation or reach out with their hands as if to deliver blessings to the viewer, while others adopt more naturalistic poses. The floor is littered with decaying plant matter and mud, and the stench of rotting muck pervades the area.
As you look around, 3 people coming running in, carrying sacks. They stop abruptly when they see you. The woman in the group (red) says, "You there! Get out of our way. Let us pass and we won't have to hurt you."
You can hear fear behind the brave facade.

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SM: 1d20 + 6 ⇒ (15) + 6 = 21
"Now now. I know you don't really mean that. You are out-numbered and out-classed and you've just been caught red handed. How about you put down that loot and we can talk like civilized people"
diplomacy: 1d20 + 6 ⇒ (17) + 6 = 23
HitPoints: 9/9
AC/T/F: 12/12/11
Speed: 40' = (20 + 10(Travel Domain) + 10(Longstrider) )
Equipped Weapon: Sickle
Active Effects: LongStrider (1 hour), Magic Stone(30 min)
Light: (in unlit areas) Light spell (20' normal, next 20' +1 light level)
--------------------
Spells Prepared
--------------------
Orisons: Guidance(DC12), Light(10 minutes), Stabilize(DC12)
Level 1: Longstrider(1 hour), Remove Fear(DC13), Shield of Faith(DC13)(1 minute)
--------------------
TRACKED RESOURCES
--------------------
Acid Flask: 2/2
Alchemist's Fire: 2/2
Antitoxin: 0/1
Holy Water: 1/1
Agile Feet: 5/5
Bit of Luck: 5/5
Channel Positive Energy: 5/5
Sling Bullets: 10/10
Wand of Cure Light Wounds: 48/50
Magic Stones: 3/3 (30 min)

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[dice=Sense Motive]1d20+7[/dice]
Stolka steps forward slightly.
"Oh it's OK guhys. But lighke, we're Pathfinders, who are you? I hope you're not those Aspis guhys, 'cause lighke they're not very nice."
Stolka stops to think for a moment.
"What's in those sacks?"
[dice=Aid another Diplomacy]1d20-3[/dice] (S9 Sovereign Court FJC reward Practiced Diplomat, minimum result of 10)

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For her part, Keldra readies her greataxe and with a savage grin intently stares at the woman (in red).
"Do what we say and we may let you live. Do otherwise, my axe feeds on your blood." she growls.
Intimidate: 1d20 + 5 ⇒ (13) + 5 = 18

GM Fuzzfoot |

Diplomacy seems to be working, as the nice words and soothing tones calm the new arrivals considerably... and then Keldra steps in and everyone's eyes go wide!
"Ok, fine. You got it... we just want outta here!"
Assuming you let them pass, they drop their sacks and leave, running off into the jungle.
The looters’ spoils consist of a sack containing a coral holy symbol of Ragdya worth 70 gp, six jeweled tiles worth 5 gp each, and an alluring golden apple.
A mosaic of a monkey-faced figure decorates the floor of this room, though the tiles that would form its eyes are missing. The north end of the room is filled with rubble blocking an arched passageway. To the west, vines and foliage intrude into the temple through an open-air balcony, while a similar balcony to the east remains relatively clear of plant life.

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Once they are gone, Celewen bounces on his toes and claps quietly. "Excellent work, y'all. Excellent work! Not a single drop of blood spilled. Praise Desna for the luck that got us here in time to intercept them. So now let's search this place for anything they missed."
aid search: 1d20 + 5 ⇒ (17) + 5 = 22

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As soon the other group drops their bags and leave, Keldra completely relaxes from her warlike stance and smiles warmly. "Good, we didn't have to fight them and we got the goods." She carefully puts down her greataxe and stretches, "Also good to know I can still make an impression when I need to." She looks over to Stoka with a grin, "Next to you, Master Van Veld, I've been feeling as mighty as a green sapling."
With that she picks up her greataxe and quickly wipes clean both bits before moving forward with the rest of the group.

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"Keldra, size doesn't matter. Sometimes the smallest of creatures can be deadlier than something ten times your size. And to tell the truth, you scare me way more than our gentle friend Stolka. His ways feel more like getting everything to gently grow together like it was meant to be that way. You, on the other hand, will fiercely beat things until they bow to your will. Both ways are equally effective when applied at the right time. And both of you seem to excel at choosing those right times. Keep it up, my dear. I'm glad you are both with our party." He looks around and rubs his hands together, "I guess we'll check the west and then east balconies?"

GM Fuzzfoot |

A narrow path extends between the exterior wall of the temple and the thick web of vines and tree branches that cover the temple’s walls. At either end of the path, small open-air balconies lead back into the temple.

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As they pass through the space between the balconies, the chatty little halfling asks Akter, "Are there any tracks to indicate if there are any living creatures here other than us and the ffolks we met on our way in?"
Celewen is NOT leading the way; he is letting, those who are much more capable than he, do that.
But he happily keeps an eye out as other search for traps and other dangers. aid perception: 1d20 + 5 ⇒ (18) + 5 = 23
HitPoints: 9/9
AC/T/F: 12/12/11
Speed: 40' = (20 + 10(Travel Domain) + 10(Longstrider) )
Equipped Weapon: Sickle
Active Effects: LongStrider (1 hour), Magic Stone(30 min)
Light: (in unlit areas) Light spell (20' normal, next 20' +1 light level)
--------------------
Spells Prepared
--------------------
Orisons: Guidance(DC12), Light(10 minutes), Stabilize(DC12)
Level 1: Longstrider(1 hour), Remove Fear(DC13), Shield of Faith(DC13)(1 minute)
--------------------
TRACKED RESOURCES
--------------------
Acid Flask: 2/2
Alchemist's Fire: 2/2
Antitoxin: 0/1
Holy Water: 1/1
Agile Feet: 5/5
Bit of Luck: 5/5
Channel Positive Energy: 5/5
Sling Bullets: 10/10
Wand of Cure Light Wounds: 48/50
Magic Stones: 3/3 (30 min)
Am I pushing things along too fast? (ie, 'shut up and let someone else post once in a while!' ???)

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Kyra looks at the path and walks forward.
"Let me check for traps as well."
Perception: 1d20 + 4 ⇒ (4) + 4 = 8

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She looks over to Stoka with a grin, "Next to you, Master Van Veld, I've been feeling as mighty as a green sapling."
"Well, pretty-lady, a green sapling isn't so mighty, but its got other thinghs going for it, lighke, its pretty flexible... and it doesn't burn so well, but it makes a lot of smoke... so you might use it to lighke smoke some sausages or somethingh..."
Stolka takes in the sights of the temple as the group makes its way through. He tilts his head up and looks at the various iconography. His voice echoes through the empty temple as he speaks loudly toward the ceiling.
"So, Mr. Mokey Gohd, I hope you're OK with us, lighke, looking around and stuff."
As they make their way around the exterior he pushes around Celewen to look for traps.
[dice=Perception (aid another)]1d20+7+2[/dice]
"Thanks for the help there, little guhy, but I don't see any traps..."

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Akter looks at Celewen with curiosity, then moves his head agreeing. That's an excellent question.
Good point, Celewen. - he replies, friendly.
The ranger drops to his knees and touches the floor, analyzing the tracks with careful eyes to check if other than his group and the looters they saw, anything else had been around, how long ago and what direction.
Survival (Tracks): 1d20 + 7 ⇒ (14) + 7 = 21
Once the Human has some of his answers, he stands up to communicate the others. He draws back his bow, tapping with the shaft of an arrow to check his sword and shield were ready to engage again if needed.

GM Fuzzfoot |

AKter finds the small footprints of some other humanoid creature, tiny size. They seem to come and go often.
Stolka enters the next chamber.
A 20-foot-tall, high-relief sculpture of a mountain dominates the north end of this large chamber. A statue of a figure now missing its head sits in the lotus position at the mountain’s peak, while smaller statues of monkey-faced pilgrims rest on ledges farther down the mountain. Shattered pieces of yet more monkey statues litter the floor.
The southern half of the room is filled with rubble, obstructing an arched passageway to the south. In the center of the room, a small enclosed shrine made of dark brown stone faces south toward the rubble. A hallway to the west leads to a balcony overrun by foliage, while a hallway to the east leads to an open balcony.

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Celewen casts Guidance on Akter and then Keldra before switching to his sling and following the rest into the room. (Guidance lasts for 1 minute or until discharged)
HitPoints: 9/9
AC/T/F: 12/12/11
Speed: 40' = (20 + 10(Travel Domain) + 10(Longstrider) )
Equipped Weapon: Sling
Active Effects: LongStrider (1 hour), Magic Stone(30 min)
Light: (in unlit areas) Light spell (20' normal, next 20' +1 light level)
--------------------
Spells Prepared
--------------------
Orisons: Guidance(DC12), Light(10 minutes), Stabilize(DC12)
Level 1: Longstrider(1 hour), Remove Fear(DC13), Shield of Faith(DC13)(1 minute)
--------------------
TRACKED RESOURCES
--------------------
Acid Flask: 2/2
Alchemist's Fire: 2/2
Antitoxin: 0/1
Holy Water: 1/1
Agile Feet: 5/5
Bit of Luck: 5/5
Channel Positive Energy: 5/5
Sling Bullets: 10/10
Wand of Cure Light Wounds: 48/50
Magic Stones: 3/3 (30 min)

GM Fuzzfoot |

Akter: 1d20 + 7 ⇒ (1) + 7 = 8
Celewen: 1d20 + 5 ⇒ (17) + 5 = 22
Keldra: 1d20 + 5 ⇒ (16) + 5 = 21
Kyra: 1d20 + 4 ⇒ (20) + 4 = 24
Laeowynne: 1d20 + 11 ⇒ (13) + 11 = 24
Lem: 1d20 + 2 ⇒ (11) + 2 = 13
Stolka: 1d20 + 7 ⇒ (18) + 7 = 25
Stealth: 1d20 + 14 ⇒ (12) + 14 = 26
Akter: 1d20 + 4 ⇒ (4) + 4 = 8
Celewen: 1d20 + 2 ⇒ (5) + 2 = 7
Keldra: 1d20 + 4 ⇒ (3) + 4 = 7
Kyra: 1d20 + 0 ⇒ (19) + 0 = 19
Laeowynne: 1d20 + 5 ⇒ (20) + 5 = 25
Lem: 1d20 + 2 ⇒ (10) + 2 = 12
Stolka: 1d20 + 6 ⇒ (1) + 6 = 7
Asura: 1d20 + 2 ⇒ (3) + 2 = 5
As you enter, none of you realize that a couple of the "statues on the mountain" are moving, so when they attack, you are surprised.
These tiny monstrosities have the body of a well-muscled man, a crown of frilled horns, and eyes that glow like rubies. Their expressions are twisted in evil.
One casts a spell (detect magic), and then the other fires his bow at Celewen.
Longbow: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d4 - 1 ⇒ (1) - 1 = 0
Round 1: (Bold may act)
Laeowynne
Kyra
Lem
Akter
Stolka
Celewen
Keldra
Asura (Red, Blue)

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Stolka shouts, "Watch out, guhys!" as the creatures ambush them.
He whips one of his magic stones at the red creature.
[dice=Magic stone (inspire courage)]1d20+2+1+1[/dice]
[dice=magic bludgeoning damage (inspire courage)]1d6+4+1+1[/dice]
"Uh, Mr. Halfling Bard guhy, what are those things?"

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Kyra loads her sling and throws a bullet at the red creature as well.
Sling, IC, cover: 1d20 + 0 + 1 - 4 ⇒ (9) + 0 + 1 - 4 = 6
Sling damage, IC: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4

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So... That's what the little tracks back there were. - says Akter, without any idea of what the creatures were.
The ranger five-foot-steps forward, getting into 30 feet of both creatures, then rapidly shoots his longbow. He uses the best of his precise shots to attack.
Attack: 1d20 + 4 - 2 + 1 + 1 ⇒ (18) + 4 - 2 + 1 + 1 = 22 RS, IC, PBS
Damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Attack: 1d20 + 4 - 2 + 1 + 1 ⇒ (15) + 4 - 2 + 1 + 1 = 19 RS, IC, PBS
Damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
He aims first at the further creature, both shots if needed (otherwise, second shot at the closest one).

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"Well now, that's not very nice!" The tiny healer grumbles as he plucks the tiny arrow from the armor covering his chest. "Let's see how you like it!" He slings one of his magic stones at the monkey that shot him.
sling: 1d20 + 1 + 1 ⇒ (17) + 1 + 1 = 19
damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
HitPoints: 9/9
AC/T/F: 12/12/11
Speed: 40' = (20 + 10(Travel Domain) + 10(Longstrider) )
Equipped Weapon: Sling
Active Effects: LongStrider (1 hour), Magic Stone(30 min), Inspire Courage
Light: (in unlit areas) Light spell (20' normal, next 20' +1 light level)
--------------------
Spells Prepared
--------------------
Orisons: Guidance(DC12), Light(10 minutes), Stabilize(DC12)
Level 1: Longstrider(1 hour), Remove Fear(DC13), Shield of Faith(DC13)(1 minute)
--------------------
TRACKED RESOURCES
--------------------
Acid Flask: 2/2
Alchemist's Fire: 2/2
Antitoxin: 0/1
Holy Water: 1/1
Agile Feet: 5/5
Bit of Luck: 5/5
Channel Positive Energy: 5/5
Sling Bullets: 10/10
Wand of Cure Light Wounds: 48/50
Magic Stones: 2/3 (30 min)

GM Fuzzfoot |

You are doing a pretty good job hitting the creatures, but clearly your attacks are barely scratching them.
Round 1: (Bold may act)
Laeowynne
Kyra
Lem
Akter
Stolka
Celewen
Keldra
Asura: Red (7 dmg), Blue (6 dmg)
Inspire courage (+1/+1) is in effect.

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If those things are undead, the magic stones do more damage

GM Fuzzfoot |

No one rolled a knowledge check, but they don't look undead. Ever see the Alec Baldwin movie, The Shadow? They look somewhat like that evil animated dagger.