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"Indeed, a fine plan of action" Philip will draw his rapier and look to the woods to see if anything is approaching while slippy climbs
perception: 1d20 + 9 ⇒ (13) + 9 = 22

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"Sure thing." Slippy climbs up the tree Take 10 for 22 and heads for Azure's bag first, trying to pluck it from the tree. If nothing surprising happens: He moves on to grab the courageous bag then the growling one before climbing back down to the ground.

GM_Grandlounge |
Slippy climbs the tree easily and grabs the bag. The moment the bag comes free. The sounds of hooves fill the grove.
“Outlanders and thieves!” declares a muscular man with goats’ legs and glowing green eyes. Casting back his cloak to reveal curling horns atop his head, he continues, “We of the Whirlwood wild hunt do hereby doom you unto death!” From another quadrant of the grove, a furry scout pipes up. “Clortho, please. For all we know, they have been sent here by Ng, or another one of the Eldest.” “Ssstuff it, onronne,” hisses a third hunter, “Why can’t we just agree to have a good old fashioned hunt, yess?” “Because, Xox,” says the wolflike fourth, “we cannot hunt without our full complement. Where is Daisag?”
The longer they talk, the more their threats break down into bickering, providing opportunities you think you can turn this to your advantage. How would you like to proceed?

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"Daisag? About this high?" Ren gestures to approximate the height of the creature from earlier. "Nice fellow, lots of hair, travels with a porcupine?"

GM_Grandlounge |
Clortho, "Yes Daisag my underline where is he?"
Onronne, "Your underling, he was my trainee."
Garow, "Shut up all of you I'm the boss, and you're all my underlings. We need the five, so we can have the hunt."
Xox, "It's time for a hunt let me tell them how we shall kill them.
In unison the first three yell, "shut up."
[ooc]Pick someone to make a bluff, diplomacy or intimidate check. Everyone else may aid. If the check fails you believe that there is enough time to switch strategies and try a different tack due to the lack of a fifth member of the hunt.[\ooc]

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"Listen he seemed pretty distraught when we last saw him at the frozen lake, maybe try there?" unsure what to make of this hunt Ren falls into a stalling tactic.
diplomacy: 1d20 + 12 ⇒ (7) + 12 = 19

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i'll take 10 on the aid for 18
Yeah he was, hopefully he's still there so you can arrange your hunt and then under his breath and hopefully it gives us time to leave before they get back

GM_Grandlounge |
Xox throws an arm around a Cylipsti and declares you all “the finest kind of prey.” Let's give them give them a generous head start before we commence hunting.
You may attempt to run but you will have to navigate the forest. You may choose this options or try to see what bluff or intimidate get you.

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"A head start, huh? That's very generous of you." Slippy puts the bag he's already collected into his backpack and moves over to collect the courageous bag, "But do you companions agree? Surely they wouldn't want you to just make unilateral decisions like that."
Not particularly trying for either of the other checks, just collecting the bags to see how they'll react. But if you feel one of the others is applicable
Bluff: 1d20 - 2 ⇒ (1) - 2 = -1
Intimidate: 1d20 - 2 ⇒ (7) - 2 = 5

GM_Grandlounge |
We can count those as aid attempts if someone wants to take the lead.

GM_Grandlounge |
Having seen your appeal for cooperation Ronronne enthusiastically says, "You must have come to restore the wild hunt’s spirit of cooperation.” The others remain suspicious, but Ronronne encourages you, "lead by example to reunite the hunters. Teach us how to work together again, to restore our friendship and comradery."
You may make any skill checks you like, cast any spells, or RP any teaching moment. You need 2 successes. One may be the use of a spell, great RP or a skill check, the other has to be a skill check.

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Indeed it is Cylipsti, we also utilize the strengths of each of our team mates to cover our own weaknesses. Such as i am good at finding and disabling traps and opening locks while the rest of my comrades are good at things i'm not like casting spells or fighting. What strengths do you each have and how do you help cover your weaknesses?
disable device: 1d20 + 12 ⇒ (10) + 12 = 22
bluff: 1d20 ⇒ 9 either a -2 or a +4 depending on if i'm trying to convince them a lie is true

GM_Grandlounge |
Philip aids Ren's bluff. The wild seem impressed with how quickly Philip can construct and then diable a trap.
"I can see how you are valuable too your team."

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Ren studies the plane again and recites his discoveries on emotion and weather that he shared with his team earlier. As he speaks drops of blood falls from old scars on his hands, now inexplicitly open and fresh.
Use Sacrificial Boon for a +1 bonus to his next check.
knowledge (planes); sacrificial boon: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13

GM_Grandlounge |
The wild are unimpressed with your knowledge. "He comes to our home and tells us the colour of our carpet," Xox laughs.
Garow, "Think stupid. That would be impressive if the person who came to your house had never seen colour. Look he bleeds for his allies. We have not done that for one another since we started guarding this place."
Clortho and Ronronne nod at each other and Clotho shouts, "We shall hunt and kill together."
A long pause hangs in the air.

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As the wild hunt leaves and forest speaks Slippy looks around cautiously before gathering up the bags and climbing down, "Well that was... interesting. Any idea what's up with these other bags? Think we should open them?"

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Slippy nods, "I'm sure we can investigate them some more when we're somewhere that's a bit more friendly. Let's go see what this cache of treasure is." Slippy starts walking into the forest thinking of a pine tree.

GM_Grandlounge |
You think of pine trees and walk through the woods. You walk for one hour and then one minute after leaving the grove initially and having experience four seasons six times, you are in another grove. It is smaller than the one you just left and is encircled by coniferous trees.
You find as described, a cache of goods.
the cat, everburning torch (3).
From here you are easily able to find your way back to the lake you entered from.
"Anyone who chooses to return home please roll me d10.

GM_Grandlounge |
You find yourselves on the lake once again. You unfocus your eyes and find the portal. Once inside you struggle to breathe and swim turning yourself about three times before you appear on your feet looking upon the sad grey gnome.
In your hands are the items you held when you left. Each one seems to have been changed by the magic of the portal.
Slippy’s piece of chalk when used, emits a stream of tiny iridescent bubbles.
Philip’s old pen and the ink therein changes colours according to his moods.
Ren’s three sling bullets, when in use, the item repeats everything its owner says in a singsong voice.
Cylipsti’s journal The item cries if its owner leaves a room without it.
Jamila and Falbin prepared a short ritual to close the planar rift and reverse the effects of the verdant zone. The first step in the ritual is to give Azure their colours back. The gnome practically dives inside the bindle bag in their eagerness, an act that not only re-saturates the gnome’s colours but also restores the sorcerer’s joyous, flamboyant personality. While the others complete the ritual, Azure lavishes praise upon you, asking each one of you to recommend a tattoo for the gnome’s skin that best exemplifies your personality.
Azure also notices something stuck at the bottom of the bindle bag: a handful of tiny glass chips that flicker with elemental energy. Azure offers to share the shards with the PCs, granting each PC the Seasoned Explorer boon.
An elephant that appears to have been roughly hewn from solid rock towers over tents and kiosks in the Bellis market square. After a moment, a statuesque suli man emerges from behind the elephant, scanning the commons with his electric-blue eyes. When he spots Jamila, he smiles and waves her over. “Typical,” mutters Jamila, folding her arms but smirking in spite of herself, “Even when he’s late Ashasar knows how to make an entrance. Or should I say especially when he’s late.”
Ashasar introduces himself to you as the Liaison to the Seat of Balance of the Concordance of Elements, as well as the newly appointed liaison between the Concordance and the Pathfinder Society. He invites the party to deliver their reports at a cozy inn over tea sweetened with Bellis’s famous honey. As you walk, he practically bounces with excitement. Before you arrive at the inn, the stone elephant shrinks. “I like to be noticed, so I used a bit of magic to help him put on a show,” he says with a smile.
After hearing your debrief he says “Truly, I’m jealous of all of you for getting to go on such a fascinating excursion, but such is the way of a leader, doomed to delegate.”
And with that, you have completed your mission.