
GM Mort |

"Nah, I have enough for now."Billie gestures at the pieces of ham and jerky hanging from hooks."If you want to copy spells, well, go ahead, I'm not going anywhere for a while, while I work on my portable caravan laboratory."

Grenwold Houtvester |

"Sounds fine to me, let's bunk inside at least."

GM Mort |

The party rests at Fort Risitin for the night and Grenwold finds a dose of dragon rose growing at the walls.
The night passes uneventfully and the next morning, the party sets forth towards Misthome. It'll take you another 2 days to get there.

GM Mort |

Somewhere else in Fangwood
Misthome - Mid Morning Day 31
Azriel and Herge have gone into the forest to forage for food. Hessilda is out on one of her rambly trips, again.
An animated cherry tree which is knotted into vaguely humanoid features, with branches for arms and roots for legs, accompanied by two oak trees with vaguely humanoid features, with branches for arms and and legs can be seen making their way slowly but surely towards the barricade.
Tara starts yelling, "We've got one treant and two of its animated trees headed towards Misthome!"
"Strange, treants are guardians of the forest and speakers of trees. Why is this one at Misthome?"
Leo knowledge nature: 1d20 + 4 ⇒ (18) + 4 = 22
Tara knowledge nature: 1d20 + 4 ⇒ (20) + 4 = 24
The cherry tree treant gives a furious roar, "You have withstood the attacks of my Owlbears, but you will not escape your fate! Die, vile leshy kidnappers and defilers of the Fangwood!"
Hessilda present? 1 yes: 1d2 ⇒ 2
You are Veld. You're working on alchemical items when you hear Tara yell about incoming trees.
Statblock below
Human Diviner 5
LN Medium humanoid
Init +2, Senses Perception -1
AC 15, touch 11, Flatfooted 14
Hp - 17 (5d6-5)
Fort +0, Ref +1, Will +3
Melee quarterstaff-1(1d6-3)
Ranged +2 (1d8/19-20)
Spell–Like Abilities (CL 5th; Concentration +9)
7/day – diviner’s fortune (+2)
Diviner Spells prepared (CL 5th; concentration +9)
3rd - Arcane Sight, Heroism (2)
2nd – See Invisibility, Glitterdust(2), Summon Monster II (1), Web
1st – Comprehend Languages, Mage Armor, Magic Missile (3)
0 – Dancing Lights, Detect Magic, Detect Poison, Message
Str 4, Dex 10, Con 9, Int 18, Wis 8, Cha 6
Feats: Scribe Scroll, Additional Traits (Poverty Stricken, Caretaker), Craft Wondrous Items, Brew Potion, Craft Magic Arms and Armor, Craft Wand
Forbidden schools: Illusion and Necromancy
Skills Heal +5, Profession Herbalist +5, Craft(Alchemy) +12, Spellcraft +12, Craft(Carpentry) +12, Knowledge(Nature) +8, Knowledge(Local) +8, Knowledge(Religion) +8, Knowledge(Engineering) +8, Knowledge(Dungeoneering) +8, Knowledge(Geography) +8, Knowledge(Nobility) +8, Knowledge History +8, Knowledge Planes +8, Knowledge Arcana +8, Survival +5
Languages known Common, Draconic, Dwarven, Elven, Goblin
Gear: Spell component pouch, the rest is none of your business.
You are Edran. You’re visiting Azriel and finding that he isn't in his hut.
Stat block
Male Bard 3
CN Medium humanoid (human)
Init +2; Senses Perception +6
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armour)
hp 20
Fort +2, Ref +5, Will +4
Speed 30 ft.
Melee dagger +2 (1d4/19–20)
Ranged dagger +4 (1d4/19–20)
Special Attacks bardic performance 11 rounds/day (countersong, distraction, fascinate, inspire courage +1, Inspire Competence +2)
Bard Spells Known (CL 3rd; concentration +6)
1st (4/day) — Charm person (DC 14), Cure Light Wounds, Expeditious Retreat, Sleep (DC 14)
0 (at will) — Daze (DC 13), Detect Magic, Flare (DC 13), Ghost Sound (DC 13), Summon Instrument, Prestidigitation
Str 10, Dex 12, Con 8, Int 10, Wis 13, Cha 17
Base Atk +2; CMB +2; CMD 14
Feats Point blank shot, Precise Shot, Skill Focus(Handle Animal)
Skills Acrobatics +6, Bluff +8, Diplomacy +9, Handle Animal +12, Knowledge(Local) +5, Linguistics +4, Perception +6, Perform(Dance) +7, Perform(Wind) +9, Sense Motive +6, Sleight of Hand +7, Stealth +5
Languages Common, Draconic
For the purpose of this episode you get to control 2 characters, Ighiz and Skinder
You are Ighiz, Chieftain and shaman of the children in stone. You are currently leading your Earth disciples in morning prayer to Onos when you hear the commotion outside.
Stat Block
Female Troglodyte oracle 4 (Stone Mystery)
N Medium humanoid
Init +1
AC 23, touch 11, flatfooted 17
Hp – 48
Fort +7, Ref +2, Will +5
Speed – 20 ft
Melee MW rock crystal shortspear +5 (1d6)+1 acid, bite -1(1d4), claw -1(1d4)
Ranged magic stone +6 (1d6+1)
Oracle Spells known (CL 4th; concentration +8)
2nd – Masterwork Transformation, Lesser Restoration, Stone Call, Cure Moderate Wounds , Continual Flame
1st – Bless, Command, Cure light wounds, Magic Stone, Shield of faith
0-At will – Stabilize, detect magic, detect poison, guidance, read magic, resistance
Str 10, Dex 13, Con 16, Int 8, Wis 13, Cha 16
Feats: Brew Potion, Combat Casting, Extra Spells known (Continual Flame)
Oracle’s curse: Tongues, Revelations Crystal Sight, Shard Explosion
Skills Intimidate +7, Knowledge Planes +3, Perception +5, Perform (Oratory) +7, Spellcraft +5, Stealth +5, Linguistics +1
Languages known Common, Draconic, Terran, Undercommon
Gear: MW Breastplate, MW Rock crystal shortspear, the rest is none of your business.
Special: You may summon Terbius, the earth guardian as a full round action. He’s going to make you cough up 400 gold pieces worth of martial art manuals as payment for services rendered. And you don’t have enough dosh to foot the bill, so you’ll need to ask your tenants (those surfacers) for it.
You are Skinder. You’re delivering Ighiz's new pots when you hear the commotion outside.
Black bordered mini
Skinder’s stat block
Female hobgoblin afflicted wererat rouge
LE(due to lycanthrophy taint) Medium humanoid
(but she acts as LN)
Init +3
AC 15, touch 13, flatfooted 12
Hp 22
Fort +4, Ref +6, Will +2
Defensive abilities evasion; DR 5/ silver
Melee bite +4(1d4+1)
Special attacks – sneak attacks + 1d6
Str 12, Dex 17, Con 18, Int 12, Wis 15, Cha 6
Feats: Combat reflexes, Weapon Finesse
Skills: Acrobatics +8, Climb +6, Craft (alchemy)+6, Diplomacy (-2) (+2 to change attitude vs animals related to lycanthropic form), disable device +9, escape artist +8, knowledge local +6, stealth +12, Swim +6, Use Magic Device +3
Languages Common, Dwarven, Goblin
Medium Earth Elemental, Ascetic Oracle 4
Str 22
Dex 13
Con 15
Int 8
Wis 11
Cha 15
Fort +7, Ref +2, Will +8
Hp 66
Ac 24
Melee: Improved Unarmed Strike +14 (1d8+6)/+9 (1d8+6)
PA: +12(1d8+10)/+7(1d8+10)
Earth Mastery: +13(1d8+11)/+8(1d8+11)
Cantrips:
Detect Magic, Resistance, Stabilize, Light, Mending, Read Magic
Level 1 spells(7/day), Concentration +6
CLW, Obscuring Mist, Divine Favour, Shield of Faith, Stone Fist
Level 2 spells(4/day)
Resist Energy, Cure Moderate Wounds, Glide
Feats:Power attack, Weapon focus (Improved unarmed strike), Blindfight, Extra Revelation, Tougness
Gear: None! Who needs gear! Gear is for wimps!
Skill points: GM is lazy to stat it out for this episode…
Languages known: Terran
Base Atk +7, CMB +13, CMD 24
Oracle curse: Haunted
Revelations: Ascetic Armor (Su): You can use meditative techniques that temporarily cause attacks to bounce off your skin, as long as you aren’t wearing armor or carrying a medium or heavy load. These techniques grant you a +4 armor bonus to AC. At 7th level, and every 4 levels thereafter, this bonus increases by 2. At 13th level, the techniques also grant DR 5/unarmed strikes or natural attacks. You can gain the benefits of ascetic armor for 1 hour per day per oracle level. The hours do not need to be consecutive, but you must spend them in 1-hour increments. (It’s on.)
Fleet (Ex): You gain a +10-foot enhancement bonus to your base land speed. You lose this extra speed if you wear any armor or carry a medium or heavy load. At 7th level, and every 6 levels thereafter, this bonus increases by 10 feet. Oracles with the lame oracle curse can’t select this revelation.
Martial Disciple (Su): Through meditation and study of monastic forms of combat, you have learned a lethal form of unarmed combat. You gain Improved Unarmed Strike as a bonus feat, even if you do not meet the prerequisites. You gain the unarmed strike damage of a monk of your oracle level. If you also have monk levels, those levels stack for the purpose of determining your unarmed strike damage.
Slide 1, Treant and Trees are 80 feet away. Party up

GM Mort |

Edran is right outside Azriel's hut. You should have recognized your mini by now, no?

Grenwold Houtvester |

As Skinder...
Skinder hears the booming voice of the treat and puts the pots down, making her way towards the cave entrance. She doesn’t understand much of what is said, but she hears the term “Leshy” and is worried for their safety.
Ighiz
Ighiz sighs, ”What now... we cannot keep having our prayers interrupted by various travelers.” She motions for her people to stay put and then ambles towards the entrance, grumbling.

GM Mort |

The treant walks to a rock and picks it up, "You burnt down the forest and enslaved the leshies to grow your crops, haven't you?!" The cherry treant accuses the settlement of Misthome vehemently.
The other two animated oak trees lumber forward.
Oak Trees are now 70 ft from the barricade
Veld is still looking for the nearest druid, while the sunflower leshies hide in the pumpkin patch, frightened by the large cherry treant yelling at the top of its voice.
Party up

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Veld starts to get quite cranky.
"Oh, be quiet! You're scaring the leshies! I certainly haven't burnt down any forest. For starters, that would be wasteful; for seconds, it would attract far too much attention. Blame the hobgoblins, if you must, but not us. The leshies joined us of their own free will, and are welcome to leave at any time, if they would like to; however, their previous glen was destroyed by the hobgoblins to the south of here, and we have been able to provide them with protection. We count several Druids amongst our number; give us a chance to get them to come out, and we will see if can't sort this out, to your satisfaction..."
I'm getting too old for these constant interruptions...
Of course, if the treant is not interested in calming down, Veld has no objections getting *even more* cranky...

GM Mort |

You have to say something, if you wanna diplo, you know. Or at least the message you want to get across.

Grenwold Houtvester |

Ighiz...
Ighiz hustles along and nearly makes it to the cave entrance.
Skinder...
Skinder moves past the entrance and glances at the strange tree creature that is approaching. She notices that the leshies do not appear to be threatened, and relaxes her guard a bit, but she is still worried. She hides behind the rock and watches the situation develop.

Robert Gallahan |

Continued from before.
"First off, we're not the ones who have been burning down the Fangwood. Look around. Do you see any charred stumps? No? That's not us, then. Second, the Leshies came to us, because we're providing better protection from the Hobgoblins and the Blighted Fey than anyone else around here. Including you. But, I can see that my poor words will not sway you, or stay your hand. I can see that you've come here with murder in your heart. So, if you want to start murdering the refugees of Ruined Phaendar, you'll have to start with me".
Edran divests himself of all his weapons and gear, removes his armor, and begins to walk towards the Treant.

GM Mort |

The cherry treant pauses, taken aback by Veld and Edran's words and Edran's actions. "I've never seen a two legger willing to sacrifice himself for an ideal. Perhaps you have a point," The cherry treant admits dubiously. She waves her branches and the two animated oak trees become oak trees.
"As a gesture of good faith, I will come into the Fort alone, and speak to the leshies, and you can find a druid to determine the truth of your words." The cherry treant replies.

GM Mort |

Once the treant gets into the compound, she sits down to make herself less threatening and addresses the leshies gently, "Դու այստեղ պահվում ես քո կամքի դեմ: Մի վախեցեք ձեր բառերի համար ոչ ոքի `որեւէ մեկի դեմ ձեռքը բարձրացնելը կհանդիսանա իմ բարկությունը:"
Are you being held here against your will? Fear no reprisal for your words - anyone raising a hand against you will face my wrath.
The sunflower leshies peek out hesitantly from the pumpkin patch. "Ոչ, ոչ, մենք այստեղ ենք սիրում: Մարդիկ եւ թրոլոլիտները մեզ պաշտպանում են նուրբ մոխրագույն մաշկից երկու լեգենդներ եւ ծնկներ:" They tell the treant.
No, no, we like it here. The humans and trodolytes protect from grey skin two leggers and big things that look like part owl and part bear.
The cherry treant winces slightly at the mention of Owlbears. "Իրականում ես ուղարկեցի ծնեբեկեր `ազատելու ձեզ այս երկու լեգենդներից:"
Actually I sent those owlbears to free you from these two leggers.
"Բայց նրանք մեծ են, նշանակում եւ սարսափելի են:" The sunflower leshies squeak.
But they're big, mean and scary!
Veld eventually manages to find Lyria.
Go take control of Lyria,Nigel.

GM Mort |

"Hi, two legger, are you a druid?" The cherry treant waves at neutrally to Lyria. "Sorry, I don't speak druidic, it's one of those things that druids vow not to teach those not of their order. Sylvan or common please?"

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Lyria relaxes slightly.
"Yes, I am a Druid. I'll go with Common (although I do speak Sylvan), then, so more of the others can understand. What seems to be the problem? We have been trying to live in relative harmony with the forest around us, since we were forced to flee Phaendar by the Hobgoblin horde; many of us have needed to retrain so as to better survive in the wild, myself amongst them. We were happy to welcome the leshies into our community when they were forced to flee their own home, and they have become valued members of our community. We have even recently welcomed a Wood Giant named Herge into our little fellowship, and he has offered to help us become even more in tune with the natural world around us..."

GM Mort |

"Hmm Herge is a good friend of mine. I haven't seen him for a while, was wondering where he went to, but again Fangwood's rather big and he's always wandering around."The cherry treant thinks out loud.
"You see, I've spotted a couple of burnt trees and a logging camp. That's two legger work. Never seen a two legger that was up to any good, and I know two leggers like to huddle together."The cherry treant says. "Then I saw your convoy with the leshies. Figured you guys were up to no good, exploiting harmless little sunflower leshies for your own gains. Because two leggers do that. Cutting down trees to make their logs. Leaving birds and squirrels homeless. " The cherry treant answers bitterly. "And all you two leggers look the same to me."

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Lyria shakes her head vehemently.
"I don't know who did that, but it certainly wasn't us! If I had to guess, I would say it was the Hobgoblins, because they definitely like to destroy/burn things, but I honestly don't know for certain."
She then smiles.
"We have been fortunate to have made a number of good contacts, such as the leshies. For the record, they can leave whenever they want to, but they seem quite happy here, and we are happy to have them - I know that a number of other community members have picked up Sulvan, so as to be able to better communicate with them."
When the treant mentions that all two-leggers look alike, Lyria manages to grin impishly.
"That's okay - all Treants look alike to us..."

GM Mort |

”I’m sorry for giving you such a scare. And barking up the wrong set of two leggerstree.” The treant replies sheepishly. ”I’m Longfrond, by the way.”The cherry treant introduces herself.
”I feel rather bad about the whole thing actually. Once I park the two oak trees somewhere where it’s good for them, why don’t you take an excursion around the forest with me, with large sacks or wagons. I know lots of fruit trees that are in season.” Longfrond offers.
”You can also visit me in my cherry tree grove.” Longfrond adds.
Location G on exploration map
”No, all treants do not look alike. We’re from different kind of trees you know. Like I’m a cherry treant, and there are maple treants, oak treants, birch treants, yew treants, and even in the same species of treant, you have knobs on different parts of us, we grow in different branch arrangements…” Longfrond starts waxing eloquently on how to tell trees apart.
Edran, Lyria, Veld, Skinder and Ighiz gain a level. That’s for the conclusion of the “Owlbears” questline

GM Mort |

Following Longfrond around the forest for about 3 days visiting every fruit tree she knows is in season with a large wagon provides provides the refugees with all the food they could need for 2 months after the season ends.
months: 1d4 ⇒ 2
That's why I stopped keeping track of food sometime back.

Grenwold Houtvester |

Ighiz watches the development placidly, and seems to smile as the cherry treant vows to help the humans gather fruit. She nods at Lyria and departs back to her flock. She says to the assembled troglodytes, in Draconic.
Skinder breathes a sigh of relief and approaches the leshies. "You know, I should learn to speak your language, as Lyria said. It would be good to be able to talk to more folks, and you seem to like me more than most of the people here." The leshies don't really understand her, but nod happily. She waves at them and goes back to her tasks.
That's a ludicrous amount of food...

GM Mort |

Yep. Maths eats the thoughts out of my head. Yes, I can count with perfect accuracy, if I want to, but in this point I see no need.
The party’s trip, with Nigel’s wolf escorts back to Misthome is uneventful. The guards, Leo and Tara welcome the party back to Misthome as soon as they show up in view.
Actually there’s another event that will happen but since there’s no potential for disaster, there’s no need for the party to go by it.
Feel free for your other characters to make your main characters cough up the dosh owed to Terbius. Or any other matters.
Victor reports to the party that in their absence, Terbius has been a great help digging out the clay pit, and in so, unearthed something they might be interested in, a pearl which Veld said is a pearl of power (level 1). After Victor and his crew cleaned up the clay pit after the flood, they also found a beetle shaped amulet which Veld identified as an amulet of natural armor +2, and a lantern, which Veld identified as a Lantern of Auras.
Tarethelan reports that a runner from the Chernasardo Rangers, one Mila, visited Misthome, to pass a package belonging to the party, before leaving immediately after. In the package is a grey hobgoblin cloak of resistance +1, a small +1 chain shirt, a korrigan club, a small heavy crossbow, 20 bolts, a small masterwork composite crossbow (str rating +1), and 20 arrows.

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Nigel is pleasantly surprised by the changes wrought in the party's absence, especially the pile of owlbear pelts.
"It vould appear zat you have all been busy vhile ve vere avay! I am glad to see zat ze community is proving to be self-sufficient, and perfectly able to take care of itself."
Hearing about the support Terbius provided, he happily hands over the appropriate quantity of gemstones, also turning over the hammers, lumber, oilcloth, nails, and 12 pots of paint that the party recovered, to the rest of the community.
"Ve zought zat zis stuff vould be useful..."
Nigel nods when he sees the items Victor recovered.
"Interesting..."
He then turns to Father Noelan.
"Vould you like to take ze Pearl?"
@Gren: Do you want the Amulet of Natural Armor +2?
When the Ranger turns over the equipment, Nigel sighs.
"I hope zat Cirieo manages to find peace..."
@Gren: It would appear that you have your bow back!
He then sets about seeing what crafting materials the town has unearthed in the party's absence...
Rare Inks:1d100 ⇒ 35.
Rare Inks:1d100 ⇒ 87.
Rare Inks:1d100 ⇒ 4.
Magical Crafting Supplies:1d100 ⇒ 27.
Magical Crafting Supplies:1d100 ⇒ 29.
Magical Crafting Supplies:1d100 ⇒ 62.
Magical Crafting Supplies:1d100 ⇒ 79.
Magical Crafting Supplies:1d100 ⇒ 54.
Magical Crafting Supplies:1d100 ⇒ 87.
Magical Crafting Supplies:1d100 ⇒ 38.
Magical Crafting Supplies:1d100 ⇒ 65.
Magical Crafting Supplies:1d100 ⇒ 16.
Diamond Dust:1d100 ⇒ 91.
Diamond Dust:1d100 ⇒ 61.
Diamond Dust:1d100 ⇒ 58.
Diamond Dust:1d100 ⇒ 9.

GM Mort |

You never got to see Mila BTW. He just dropped stuff like a courier and left.
"That would certainly come in handy."Father Noelan nods. "Anyone needs a breastplate of ice?" Father Noelan asks the party.
"I'd have wanted to speak to Mila to see on how they're doing now,but he left before we came. And what happened to Cirieo after. "Father Noelan says regretfully.
Magical crafting supplies come in 250 gp batches as per Misthome base value

GM Mort |

"Grenwold, you told me if I saw something gnomish, I was to save it for later. Do you want to wait until everything is over?" Father Noelan asks Grenwold.

GM Mort |

Yeah you're right. 200 it is.
"I don't know. Do you think we should be seeking them out to see how they're faring now?" Father Noelan asks Nigel.

GM Mort |

Terbius rumbles at Nigel and takes the said payment gratefully.
Thanks
"So how'd things go out there?" Jet asks Nigel when he pops by the Misthome Tavern."Funny little snapdragon leshy popped up one day then went off travelling, leaving a rumor board behind."
Jet gestures at the green board with pink writing scrawled on it.
Up North, the Morlocks are on the move.
There is a woman who rears owlbears.
The hills are full of bulettes and ankhegs.

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Nigel sighs ruefully.
"Ve met viz mixed success, to be honest - ve cleared out ze Hobgoblin forces in ze forest, but ve had to settle for merely convincing zeir black dragon ally to relocate. Ve managed to rescue a number of Rangers, but one of zem vas *really* upset viz us for not killing ze dragon - even zough it was a task zat attempting to complete, vould have resulted in all of our deaths. Ve instead settled for keeping ze most people alive zat ve could. Cirieo may never forgive us, but ze Rangers, and ze Forest in general, vill remain strong."
He then glances over the rumor board with interest.
Nigel then pulls out the map that they recovered.
"However, ve did recover zis - it suggests zat ze Legion's attack is much more videspread zen ve had previously zought, and it looks like zis is zeir next focus of attack... If ve vant to continue to stymie zeir efforts, ve may need to go zere next."
He then grins.
"Given how vell you have all coped viz zings so far, I am sure zat you vill do vell in our absence!"

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Nigel then keeps digging...
Ruby Dust: 1d100 ⇒ 68.
Ruby Dust: 1d100 ⇒ 8.
Upgrade Dust: 1d100 ⇒ 70.
Upgrade Dust: 1d100 ⇒ 49.
Upgrade Dust: 1d100 ⇒ 69.
Upgrade Dust: 1d100 ⇒ 67.
Upgrade Dust: 1d100 ⇒ 100.
Upgrade Dust: 1d100 ⇒ 44.
Upgrade Dust: 1d100 ⇒ 44.
Upgrade Dust: 1d100 ⇒ 40.
Upgrade Dust: 1d100 ⇒ 71.
Upgrade Dust: 1d100 ⇒ 15.
Rare Oils: 1d100 ⇒ 78.
Rare Oils: 1d100 ⇒ 67.
Rare Oils: 1d100 ⇒ 39.
Rare Oils: 1d100 ⇒ 66.
Rare Oils: 1d100 ⇒ 98.
Rare Oils: 1d100 ⇒ 62.
Rare Oils: 1d100 ⇒ 40.
Rare Oils: 1d100 ⇒ 40.
Rare Oils: 1d100 ⇒ 15.

GM Mort |

"Well knowing there are no hobgoblins in the Fangwood will certainly help me sleep better at night," Jet replies, "But I hope that black dragon won't be coming back."
"I guess at the end of the day we'll have to take what victories we can," Jet sighs philosophically.
"Abby will be happy that you managed to rescue the Chernasardo Rangers," Jet adds. "There was one that popped here the other day but only said something about a package to be delivered to the party, then left."
"You go do what you need to do, and keep Longshadow out of the Legion's hands,"Jet urges Nigel. "Hopefully that black dragon doesn't decide to come back. We'll find a way to manage, like we always do."

Robert Gallahan |

"The best shots I could make just bounced off the Dragon's hide. And, we didn't have enough arcane magic to take it out, what with both Hedran and Ratel going their separate ways." Robert turns to Jet. "Jet, if any more Rangers drop by, pass the message that we're going to go try to save Longshadow. Thanks."

Grenwold Houtvester |

Sorry for the post delay - I got a big one to write up so I don’t want to forget anything and drive Mort crazy.

GM Mort |

"Where did Ratel and Hedran go? Didn't they come in with you? " Jet asks Robert. "I'll pass your message to the Rangers, should I see them."