
GM Valen |

Round Two Initiative Order Cont'd/Round Three Begins
PCs in bold may act
Blooming Flower
Bearlesslight - 5 HP
Elk - 15 HP
T'Shar
Pelagos
Kenji
Shenendril
Imjah
Giant frog
(Round 3)
Blooming Flower

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Continuing his task of protecting his companions, Pelagos continues to make his way to the elk. Trudging through the water, he barely makes it near by while keeping his footing. Unfortunate, but it has proven dangerous and must be put down.
________
Double move

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Kenji looks at the scene and hears the discussion in Sylvan but does not really understand what is going on.
Delaying this round.

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Although she doesn't understand what is being said, Shenendril is not one to fight when there is a possibility to talk her way out of a problem.
As such, she loads her crossbow but doesn't fire, instead calling out in all the numerous languages she knows in sequence.

GM Valen |

Shenendril receives no response. (Note, I interpret your post as the PC only using the listed languages, and thus, having included common. Repeating the message in common is a free action and can be done at any time.)
Round Two Initiative Order Cont'd/Round Three Begins
PCs in bold may act
Blooming Flower
Bearlesslight - 5 HP
Elk - 15 HP ** spoiler omitted **
T'Shar
Pelagos
Kenji (delaying)
Shenendril
Imjah
Giant frog
(Round 3)
Blooming Flower

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”Yes, if you want to go just go!“ Kenji says in Sylvan and translates for the others.

GM Valen |

BOTTING Imjah- as no action posted in past 24 hours
Imjah and his amphibious companion pause to consider their next move.
Putting Imjah and frog on delay
As the two kitsune cry out in sylvan to the apparently disembodied voice, they hear an emphatic and then somewhat reluctant response in the same tongue.
"Well," the voice continues on, "in that case, you can keep your stupid lantern! But don't hurt Mossrack any more. He was the only one willing to help me and now she's on her last legs!"
[b]"If you want us to go, then promise you won't hurt Mossrack anymore." the voice says with a fit. "Promise me!"

GM Valen |

Round Three Initiative Order Cont'd/Round FourBegins
PCs in bold may act
Blooming Flower
Bearlesslight - 5 HP delaying
Elk - 15 HP (delaying)
T'Shar
Pelagos
Kenji
Shenendril
Imjah
Giant frog
(Round 4)
Blooming Flower

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Kenji translates everything these strange beings said and pleads that the frog lets go of the elk.
”Imjah ... please! The elk wants to leave now!“

GM Valen |

Kenji translates everything these strange beings said and pleads that the frog lets go of the elk.
”Imjah ... please! The elk wants to leave now!“
The elk is freed following the retcon, but it remains in a threatened area.

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Hearing Kenji's words, Pelagos keeps his halberd ready to strike but makes no attempt to swing at the elk. It's miserable existence is in it's own hands now. Flee, do not continue this fight.
________
I'd like to ready an action to strike if the elk attacks. I will ignore any AoO's due to movement. If it is waiting to no longer be threatened, I'll 5ft back to give it space.

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Shenendril lowers her crossbow.
"They can leave if they want, as far as I'm concerned. They're the ones who've gotten the raw side of this conflict, so far," she points out. "Though I guess they started, it, too."

GM Valen |

Any PCs taking further action this round?
Otherwise, I will post the opponent's next move and a response to the above actions/comments in about 8 hours.

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T'Shar gathered power again, with his move, and the burning tension seemed to grow around the pyrokineticist. Yet, he didn't attack the elk again. His hands seemed to contain the flames, and his smoking eyes kept staring at the animal. It was pretty obvious it was very tough for him to resist the temptation of keep burning everything.
Ready action to attack if someone tries to attack T'Shar again. Otherwise, he will let the "enemies" leave without taking any other aggressive actions.

GM Valen |

As no hostile action posted within the past 24 hours...
The elk slowly backs away, stumbling in the mud and slippery rocks--its usually nimble footing diminished due to the severity of its injuries. It slowly makes its way across the stream to the bank on the other side, disappearing once again into the mist-filled wood.
"I hope you're happy!" the small voice screams in common. "Keep your ugly lantern--and I hope it sucks out each of your souls!"
As it engages in an almost child-like tantrum, the mists coming off the damp wood and stream momentarily swirl around in the air, revealing the outline of a miniscule, humanoid figure, seemingly held aloft by a rapidly beating pair of dragonfly wings. After several quick, angry beats of its wings, it turns to fly into the mist and its invisible form disappears completely from view.
COMBAT OVER

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Sorry I disappeared for a minute there. Work.
Knowledge (nature): 1d20 + 6 ⇒ (8) + 6 = 14
"Hmm..." Imjah watches the little figure disappear into the mist then shrugs. If asked, he explains what little he knows of atomies. "Now that our mission is accomplished, I intend to inspect that circle of standing stones closer."
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Will Save: 1d20 + 7 ⇒ (8) + 7 = 15

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"I will help you Imjah"
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Will Save: 1d20 + 7 ⇒ (20) + 7 = 27

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Shenendril doesn't look overly interested in the stones but Pathfinders have to stick together. They have what they came for but she can't exactly abandon them. She follows along.
Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Will Save: 1d20 + 3 ⇒ (13) + 3 = 16

GM Valen |

The party members that enter the stone circle each notice the stench of raw meat. Each begins to get a growing, nauseating urge to consume raw humanoid flesh, but the urge abates.
It was actually a Fort save, but with those rolls, the party members above each still made it.
With the creature and the beast departed, the stones investigated, and the lantern in hand, there appears to be nothing else of interest to the party within Cannibal's Grove.

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”Oh dear Sarenrae! That was a horrible experience!! Now that we have the lantern we should really leave!!“ Kenji says.

GM Valen |

@ Imjah - The woman didn't ask for the bear head back, but it might be nice to return it.
I am going to end the quest here, so that I can work on completing chronicles for those who have asked for them. Feel free to continue roleplaying if you'd like.
I will keep you posted as to when the next quest will begin. Enjoy Gameday! Thanks for playing and well done!

GM Valen |

Beginning Quest the Third!
The next clue within Ulisha's notebook points to Allenstead. Fortunately, the notebook contains a map and directions to the small village. Although the trip to Allenstead seems to have taken much longer than expected, your journey to the village is uneventful.
While en route, you have had plenty of time to ask questions of other travelers and locals in the surrounding region about the village of Allenstead, as well as the nearby Razmiri territory, before you arrive at your destination.
A result of 15+ allows you to view the spoiler below:
A result of 20+ also allows you to view the spoiler below:
Arriving at the town, you find that Allenstead consists of a few dozen buildings built along either side of a solitary dirt road that leads from Razmiran to a ferry dock on the West Sellen River. At the center of the village, construction is nearly complete on a large stone statue of a Razmiri priest that stands nearly 20 feet in height. The head of the statue peers down at a stage.
You are free to explore the town and speak to whomever you’d like.

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Somehow, it feels like weeks since Shenendril set out on one of the quests left in Ulisha's notebook. She's glad to be back at work on the tasks.
She chats up her fellow travelers and anyone who will talk to her in the villages and settlements on the way to Allenstead.
Diplomacy (Gather Information): 1d20 + 8 ⇒ (13) + 8 = 21
She shares what she discovers with the rest of the group.
"So, this whole area is pretty heavy with Razmiri worshipers, which makes sense, since this is where it started. Razmir is called the Living God and claims to have passed the test of the star stone. His worshipers venerate law, luxury and obedience, so you can imagine that the the people in power get the most luxury and things are designed to stay that way. Allenstead is on the edge of the Razmiri territory and hasn't converted so watch out for people trying to push the agenda. I'm sure they're around...oh and keep in mind the Razmiri all wear masks that look the same except for the material they're made out of. The people in the gold masks are in charge, followed by the people in silver masks, then lowest is iron."

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Kenji is in a super good mood!
"Wow guys! It is so great to be on this trip with you! And I really agree ... its been ages on the road. Ulisha's notebook and the demands it formulates are way more work than I thought. So let us find this scepter and see if it really has magical power, okay?" Kenji asks.

GM Valen |

With the new sun rapidly approaching, the town square is awash with light. Yet, the large group of villagers working on the statue now begin to put down their tools and materials, as if preparing for some event or arrival.

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Shenendril waves a greeting to the locals as they enter the village, Belthelgior peeking out from her hair.
Sense Motive: 1d20 + 5 ⇒ (19) + 5 = 24
"We don't mean to interrupt, but is there anything we can do to help?" she offers.

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Sense Motive: 1d20 ⇒ 5
"Wow, a party! I like parties!" Kenji says with a big smile.

GM Valen |

"We don't mean to interrupt, but is there anything we can do to help?" she offers.
Alocal woman responds, "Folloch has entrusted us with a sacred task. We must erect a magnificent monument worthy of Razmir’s greatness.” She looks up the statue under construction, then at the sun.
"But, it is now nearly noon." she says. "Come. The sermon will begin soon."
Almost as if acting with a single mind, those working on the statue stop their labors and begin to surround the stage. You realize that all the townsfolk around you are also ceasing their various activities and quickly forming a crowd at the base of the stage.
Once noon arrives, a man adorned in priestly robes and wearing a distinct mask emerges from a nearby house and, accompanied by a pair of guards, quickly makes his way to the stage. The crowd parts before him, their awe and reverence for the man who, you assume, must certainly be Folloch, is evident. Flanked by the two guards, themselves wearing metal masks, Folloch moves forward on the stage towards the throng of townsfolk.
After uttering a few instructions on the values of obedience, Folloch stops—having obviously noticed you all among the crowd.
“Ah! My dearest children,” Folloch says to the enthralled crowd, “it appears some stray lambs have wandered into our flock! Surely Razmir can uncloud the minds of these wayward souls.”
With a flourish, Folloch produces a rod within his hand and extending it toward the crowd, he utters a strange word—all the while grinning malevolently.
The priest glares at you in seeming anticipation. However, when he fails to sense any change within your expressions or behavior, a look of fear and concern slowly spreads across his face.
“P-people of Al-Allenstead!” Folloch stammers to the mass of congregants before him. “S-seize these n-newcomers! Protect me!” he cries as he flees the stage.
Instantly, the villagers that have gathered at the base of the stage turn against you, attempting to grab at you and trying to hold you back. While you quickly discern that these unarmed townsfolk are no challenge to you in combat, you realize that their sheer numbers can prevent you from chasing down the priest. Your only hope of catching Folloch is to escape the crowd and head him off.
Escaping the crowd is a skill challenge. You each have three rounds of actions in which to succeed at a set number of skill checks. Describe what effort your PC is using to try and escape the crowd and roll a correspondence skill check. For instance, if your PC is attempting to jump past approaching villagers, then roll an Acrobatics check. PCs may also try and use magic devices or spells in an effort to escape. Bonuses may be awarded to rolls for methods are particularly effective, clever, or creative. Each skill check represents one round of action, and a PC cannot use the same skill more than twice.
A Map of the town square is now available on the Slides, but ONLY to provide a visual and possibly provide ideas. The area is crowded with people. However, the party is not in combat and tactical movement does not apply.

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"Well, if that's not the reaction of a charlatan, I don't know what is," Shenendril declares when Folloch tries to magic them then panics when it doesn't work.
Spellcraft: 1d20 + 8 ⇒ (8) + 8 = 16
She doesn't know what he tried to do to them, but she assumes it is the same thing that he did to the villagers. She rushes to stop him, but is stopped by the encroaching crowd.
She manages to get near one of the stalls and knocks a pole free, letting the awning fall to hinder the crowd (Check 1).
Disable Device: 1d20 + 7 ⇒ (13) + 7 = 20
"People, people, can't you see you're being bamboozled? What sort of leader forces you to erect a statue and commands you to attack innocent visitors? He's not providing guidance, he's providing orders!" she says, not really expecting to convince anyone but just hoping to give them pause long enough to get away (Check 2).
Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25
Finally, she gets a little room and summons a ghostly horse from her consciousness. She springs onto its back to rush through and past the crowd. (Check 3 is using my Mind Steed ability to cast Mount.)

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”Hey hey hey ... I know that my sexy fur is too much for you but grabbing me is surely se*ual harassment!!“ Kenji says smiling and he tries to escape!
Suddenly, Kenji starts to sing and it is quite fascinating for one of the towns folk trying to grab him!
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Then Kenji tries to escape!
Acrobatics : 1d20 + 8 ⇒ (13) + 8 = 21
Acrobatics : 1d20 + 8 ⇒ (13) + 8 = 21

GM Valen |

Could I use Perform: Dance here? [the idea being to spin people around and throw them into each other]
Sure!

GM Valen |

Nine successes, more than enough to proceed for a party of four (which it appears we are now at). Well done!
The party artfully escapes the crowd quickly and are able to follow Folloch swiftly before he can fully prepare battle. Folloch's trail leads to the stables, which are located next to a wall started by a past mayor but never actually finished.
Map revealed on Slides.
As you approach, you see Folloch and two of his guards, adorned in metal masks, hastily filling a carriage with chests and luggage—almost certainly what remains of Allentown’s wealth. Within his hand, Folloch still holds the jeweled rod he carried on the stage.
Blooming Flower, Init: 1d20 + 5 ⇒ (11) + 5 = 16
Imjah, Init: 1d20 + 1 ⇒ (15) + 1 = 16
Kenji, Init: 1d20 + 4 ⇒ (3) + 4 = 7
Shenendril, Init: 1d20 + 3 ⇒ (7) + 3 = 10
Folloch, Init: 1d20 + 1 ⇒ (8) + 1 = 9
Guards x2, Init: 1d20 - 1 ⇒ (6) - 1 = 5
Combat Round One Begins
PCs in bold may act
Blooming Flower
Imjah
Shenendril
Folloch
Kenji
Guards x2

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"I knew he was a charlatan! And I bet that's the scepter we're looking for!" Shenendril declares as they catch up to Folloch.
She pulls out her bow and quickly knocks an arrow, launching it at the blue guard since she has the clearest shot at him.
Longbow: 1d20 + 3 ⇒ (7) + 3 = 10
Arrow: 1d8 ⇒ 6
I assume he'll get some cover from my companions, too so that's probably not a hit.

GM Valen |

Removing green guard (one that no has acted upon yet) from encounter due to four player adjustment.
The sylph's shot misses the guard, who readily sidesteps the approaching arrow.
Combat Round One Cont'd
PCs in bold may act
Blooming Flower
Imjah
Shenendril
Folloch
Kenji
Guard

GM Valen |

As you approach the priest, Folloch levels the scepter at you once again. However, when it again fails to activate, he draws an ornate dagger and prepares to use it to make good his escape.
Combat Round One Cont'd
PCs in bold may act
Blooming Flower
Imjah
Shenendril
Folloch
Kenji
Guard

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Kenji lets his backpack fall to the ground.
He moves forward.

GM Valen |

The guard moves to protect the priest, drawing a bow, and fires at the druid.
Ranged(longbow) v Imjah: 1d20 + 3 ⇒ (15) + 3 = 18
Damage (P): 1d8 ⇒ 4
The enthralled guard stikes true!
Combat Round Two Begins
PCs in bold may act
Blooming Flower
Imjah -4 HP
Shenendril
Folloch
Kenji
Guard

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Shenendril moves closer to get a better, unobstructed shot. She draws another arrow and fires once again.
Longbow: 1d20 + 3 ⇒ (4) + 3 = 7
Arrow: 1d8 ⇒ 3
She has no better luck this time than last.

GM Valen |

"Roy" continues singing as he moves closer and Loads his crossbow
Think I wind up somewhere west of Imjah
Blooming Flower token restored and moved.
Combat Round Two Cont'd
PCs in bold may act
Blooming Flower
Imjah -4 HP
Shenendril
Folloch
Kenji
Guard

GM Valen |

Botting Imajah - no post in 24+ hours
The pain from his wounds causes Imjah to hesitate for a moment.
Delaying
Folloch retrieves a vial, imbibes it's contents, and then disappears from view.
Map token notes last location where Folloch was visible.
[b]Combat Round Two Cont'd
PCs in bold may act
Blooming Flower
Imjah -4 HP (delaying)
Shenendril
Folloch
Kenji
Guard

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Kenji is really confused about the start of a fight.
”Oh well ... I will ask questions after I have talked to my Pathfinder companions!“ he says and walks forward. He tries to knock out the visibile man by using the blunt side of the blade ...
Scimitar, Dervish Dance feat for Dex to hit, Blade of mercy trait for non-lethal damage w/o -4 to hit : 1d20 + 4 ⇒ (3) + 4 = 7
Scimitar, Dervish Dance feat for Dex to damage, Blade of mercy trait for non-lethal +1 to damage : 1d6 + 5 ⇒ (1) + 5 = 6
Free action: If that was a hit then using ‘Enforcer’ feat to Intimidate/Demoralise as a free action to give her the ‘shaken’ condition for as many rounds as she received in non-lethal damage.
Intimidate vs. DC 10 + the target’s Hit Dice + the target’s Wisdom modifier : 1d20 + 8 ⇒ (1) + 8 = 9