
![]() |

Pethwen, continuing to spur on her companions, moves forward and lets fly with an arrow of her own towards the northernmost caterpillar.
Precise Shot, Deadly Aim, Inspire Courage
Masterwork Longbow: 1d20 + 7 + 1 - 1 ⇒ (20) + 7 + 1 - 1 = 27 Damage: 1d8 + 1 + 2 ⇒ (7) + 1 + 2 = 10
Crit?: 1d20 + 7 + 1 - 1 ⇒ (16) + 7 + 1 - 1 = 23 Crit Damage: 2d8 + 2 + 4 ⇒ (5, 6) + 2 + 4 = 17

![]() |

Any thoughts of stealth forgotten, Nalina roars and launches herself at the nearest cocoon.
Pounce for 2 claws and a bite. I'll roll the Reflex and Fort on the same line as the attack roll for each one.
claw1: 1d20 + 8 ⇒ (17) + 8 = 25 Reflex: 1d20 + 7 ⇒ (10) + 7 = 17 Fort: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 2d4 + 5 ⇒ (4, 3) + 5 = 12
claw2: 1d20 + 8 ⇒ (18) + 8 = 26 Reflex: 1d20 + 7 ⇒ (5) + 7 = 12 Fort: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 2d4 + 5 ⇒ (4, 3) + 5 = 12
bite: 1d20 + 7 ⇒ (4) + 7 = 11 Reflex: 1d20 + 7 ⇒ (1) + 7 = 8 Fort: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 2d6 + 5 ⇒ (1, 6) + 5 = 12

![]() |

AC 14 due to charge. Rage round 2. Reach weapon.
Crowe attacks with his bardiche!
Mwk Bardiche two-handed attack roll, +1 Mwk, +4 Bab, +6 Str., -0 Powerattack for first attack due to Furious Focus, +2 charge: 1d20 + 11 ⇒ (13) + 11 = 24
Bardiche damage (+6/+3 str 2H, +6 Power Attack): 1d10 + 15 ⇒ (7) + 15 = 22

![]() |

Jiro steps forward, ducking under the voracious teeth of the creature, as he brandishes his new rapier. "Huzzah! Let us battle, worm!" he cries valiantly.
Rapier | Dex/BAB/MW/Focus/IC: 1d20 + 4 + 2 + 1 + 1 + 1 ⇒ (17) + 4 + 2 + 1 + 1 + 1 = 26
Damage | Dex/IC: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9

GM Netherpongo |

The arrows drop the north caterpillar before Nalina gets to act. I don't remember her position from before her turn, so I'll allow her charge to just be directed toward the new caterpillar.
A hail of arrows drops the northmost caterpillar.
Bite vs Nalina: 1d20 + 8 ⇒ (14) + 8 = 22
Bite Damage vs Nalina: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Bristle Damage vs Nalina: 1d8 + 3 ⇒ (8) + 3 = 11
Bristle Damage vs Nalina: 1d8 + 3 ⇒ (7) + 3 = 10
Strength Damage vs Nalina: 1d4 ⇒ 4
OK. I didn't quite finish the turn yet but there are some bad things inside my dice spoiler. Nalina took 14 damage off the caterpillar's opportunity bite attack and took two spine hits off failed reflex saves for 11 damage and 10 damage each. By my count, she's still up but she has very few HP remaining. The caterpillar is bloodied off her attacks but is still alive. She's also poisoned.
Does anyone that went after her (Crowe, Rivani or Jiro) want to revise their actions? As I'm currently reading the thread, no one else helped on that side of the battlefield.
Minor sidenote: Crowe doesn't have a charge lane on anyone for this turn.

GM Netherpongo |

Nalina: your turn is after its turn. That's the concern. The critter might bite you in half on its turn if nothing is done, and even a full withdrawl would provoke since it has reach. I'm giving the players that acted after you a chance to revise their actions since they posted their actions before they knew you were hurt so badly. And yeah...the critters rolled a fair bit above average damage.
Rivani: I get that. You just still aren't within range of the cocoons.

![]() |

Okay, then change the attacks Crowe made to target Nalina's attacker! Is that ok?

GM Netherpongo |

Yes, that's OK. Crowe's strike also kills that caterpillar. I'll give Jiro a chance to revise his action until tomorrow morning, but we can otherwise move on.

![]() |

There is one caterpillar left, right? He's sticking with his action.

GM Netherpongo |

Rivani: you are within range of the northern cocoon now. At the moment, your spell is only getting presence of thoughts from that area, which was true before. Since your companions have been inside your cone for longer, you can know their intelligence scores. The caterpillars are predictably mindless. What are you trying to accomplish with this spell? Keep in mind that if you get to round 3 with the spell, it forces a Will save and will be considered an attack that the targets will know about if they succeed. (I won't count this as forbidden PvP from your allies unless they want to keep their thoughts to themselves, though).
Jiro stabs the caterpillar in front of him as he moves up to it.
The caterpillar is still alive, but is bloodied after Jiro's attack. Jiro needs to make a Reflex save and a Fortitude save due to his attack.
Target 1=Jiro 2=Crowe: 1d2 ⇒ 2
Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Strength Damage Nalina: 1d4 ⇒ 3
Caterpillar Damage Taken: 25
The caterpillar remains singlemindedly focused on Crowe, perhaps spurred on by the taste of his blood, and it bites him again savagely.
Crowe takes 17 damage. I think that's a total of 47 damage to him so far.
Nalina: You take 3 Strength damage and need to make another Fortitude save vs poison.
Party turn!

![]() |

Ingrge fires at the remaining caterpillar...
To Hit: Dex+Base, Weapon Focus, PBS, Precise Shot, Flurry of Blows, Deadly Aim, Deadeye Bowman, Point Blank Master, Inspire Courage
Damage: PBS, Deadly Aim, Flurry of Blows, Inspire Courage
Longbow: 1d20 + 10 + 1 + 1 + 1 - 2 - 2 ⇒ (18) + 10 + 1 + 1 + 1 - 2 - 2 = 27
Damage: 1d8 + 1 + 1 + 4 ⇒ (6) + 1 + 1 + 4 = 12
Longbow: 1d20 + 10 + 1 + 1 + 1 - 2 - 2 ⇒ (8) + 10 + 1 + 1 + 1 - 2 - 2 = 17
Damage: 1d8 + 1 + 1 + 4 ⇒ (8) + 1 + 1 + 4 = 14

![]() |

Reflex: 1d20 + 7 ⇒ (15) + 7 = 22
Fortitude: 1d20 + 2 ⇒ (18) + 2 = 20
Jiro tries to dodge the spines on the caterpillar as he strikes out again with his rapier. "You want another taste, insect? Here it comes!" he yells as he takes the chance to stab it while Crowe keeps its attention.
Rapier: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
If needed...
Reflex: 1d20 + 7 ⇒ (4) + 7 = 11
Fortitude: 1d20 + 2 ⇒ (20) + 2 = 22

GM Netherpongo |

The last caterpillar squeals furiously as Ingrge's arrows sink into its flesh, killing it.
Still sort of in initiative as we resolve Nalina's poison. Heal checks could give her a bonus to her saving throws. You can also feel free to just drop out of initiative or pursue other tasks.

![]() |

Crowe is still in rage but it is clear that he will drop if he stops.

![]() |

"Yes, yes of course!" Pethwen moves forward and first raises up her freshly tattoed hand and calls on the favour of her god, sending healing power to all of the group.
Channel: 2d6 ⇒ (3, 3) = 6
Channel: 2d6 ⇒ (1, 1) = 2
Channel: 2d6 ⇒ (5, 3) = 8
She then proceeds to use the wand they recovered on those still in need.
Nalina:
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7
Crowe:
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7
9 charges left
She then spends a few minutes in quiet reflection, before returning to help address the lingering affects of the poison that Nalina has suffered.
Prepare Lesser Restoration in empty Level 2 spell slot. Cast on Nalina.
Heal STR: 1d4 ⇒ 4

![]() |

Jiro prepares to move towards the cocoons with his rapier at the ready. "We should let the group heal up before releasing whatever may be trapped in these webs." he cautions.

GM Netherpongo |

Crowe: figure out how long you stay in rage before you drop out given the heals that Pethwen gave you.
Nalina: You saved out of the poison, so we don't need to worry about that anymore.
Rivani: After a second round of being in range of the cocoons, you determine that the creatures inside have 13 Intelligence.
Jiro (and others once you are done helping with recovery tasks): We can probably assume that the party heals up some before dealing with the cocoons. The creatures struggling inside appear to be small humanoids. The caterpillars were munching on some (now very dead) racers before you arrived. You recognize one of them as a solo racer that you don't know the name for. You recognize two members of The Resistance team among the bodies as well, but you never got their names.

![]() |

Nalina, healed up and back to human form, thanks Pethwen once more for her god's healing powers. "The teams are all getting taken out. We should go before something befalls us." She starts freeing the small humanoids still alive in the cocoons, cutting them open with her claws.

![]() |

6 rounds of rage gone.
Heal aid: 1d20 ⇒ 9
Crowe also helps out to get the people out.
"This is a pity! They fought to gain freedom from these chelish invaders and only death awaited them." he says shaking his head.

![]() |

As the group seems to have the cocoons under control, Jiro will inspect the surroundings for gear from the dead/trapped racers and possibly any other surprises, good or bad. "Hmm... it seems that we are quite lucky to have run across so many racers when the field is so vast and there are so few of us..." he remarks as his rapier flicks through the underbrush.
Perception: 1d20 + 5 ⇒ (12) + 5 = 17

GM Netherpongo |

Rivani: continuing the concentration would constitute an attack. Is that your intent?

![]() |

"Let us move on!" Crowe demands.

GM Netherpongo |

The third round of Detect Thoughts forces a saving throw as the user tries to read the surface thoughts of the targets. Hence, an attack. Specifically, if the targets make their saving throw, they will know that something attacked them. I hate to slow down the thread for this, but whether or not you guys attack NPCs is kind of important.

GM Netherpongo |

Alright then, sorry about the holdup.
As the Pathfinders help those caught in the cocoons, they find that these are members of the Ebanasi racing team. Tensa'i thanks you for saving them. "Berro and I were separated from the rest of Ebanasi just before we were attacked. We thought to sneak past the creatures but Berro got caught in one of their webs. We had already lost Ramagh, and I could not make such a sacrifice again."
"I do not know where the rest of Team Ebanasi has gone since we were separated. They could be ahead of us, or might have fallen back to search for Berro and myself. If you wish, however, we will travel with you toward the finish line. It may be that we will meet Team Ebanasi along the way."
Note for myself mostly: Day 2, Phase 1 got the party halfway through hex 14.

![]() |

Ingrge bows to Tensa'i. "No worries, happy to help...sorry about Ramagh, we saw his body after we finished off the amphipteres....
"If y'all are well enough to travel, I have no objections if you wish to travel with us..."
Do you need our phase two actions for day two now?
For the next phase, Ingrge will check for shortcuts...
Notice Shortcut (Perception): 1d20 + 14 ⇒ (19) + 14 = 33

GM Netherpongo |

Yeah, you can start on Day 2, Phase 2. You are in a new type of zone now (finally), so I should give you the information on that.
Progress Points to Complete: 8
Maximum Advantages: 8
Advantage DC: <redacted>

![]() |

notice shortcut: 1d20 + 7 ⇒ (6) + 7 = 13

![]() |

Pethwen can just cast create food and water and not delay our actions by collecting supplies, right?

![]() |

Pethwen will aid with the Perception for shortcuts.
Perception (aid): 1d20 + 5 ⇒ (19) + 5 = 24

GM Netherpongo |

You guys have enough 15 food units left, enough for this day and the next one.

![]() |

Jiro looks around the land after saving the Ebanasi, trying his best to be hospitable to the trapped individuals, but secretly pondering their motives. "I hope you remember the kindness bestowed in the future and attempt to return it to others." he says pointedly, not able to control his feelings any better as he tries to survey the land to find out more about the area they are in.
Kn. Nature: 1d20 + 10 ⇒ (11) + 10 = 21

GM Netherpongo |

We still don't have Rivani's action, but let's move things along.
Crowe & Pethwen's efforts combined still fall short of the advantage DC in this hex but you get help from the halflings of Team Ebanasi, so our result is:
+3 base movement -1 Crowe +1 Ingrge +1 Nalina +1 Jiro +1 Tensa'i +1 Ramagh = 7
As your journey through the jungles of Sargava ends, you find yourselves at the edge of a large swamp. Tensai'i bids you farewell at that time, as she chooses to wait for the rest of her team so that they can cross the finish line together. With their assistance, the Pathfinders make it most of the way through the swamp before evening. Your journey was wearying but the finish line is close at hand, assuming that your map is accurate.
If you guys want to perform a forced march for a third phase on Day 2, make Fortitude saves or use another solution if Pethwen has the appropriate spells ready.