
DM Kludde |

Map fixed now
Lanarial stands up, and with the help of Kynrac, manages to do so before the mercenaries see their chance clear, and even manages to stab the west mercenary in the back as he staggers back to avoid Amiri's blade.
Seoni identifies the spell as bear's endurance.
Lirianne aims, and pulls the trigger, hitting a precise shot on the same mercenary. This isn't his day
---
Amiri
Takahiro
Kynrac
Seoni
Lirianne
Lanarial
---
Thurlok
Mercenary (59)
Mercenary (18)
---

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Takahiro steps around and engages the first thug, slashing with his katana before the thug gets to retaliate against him.
Active Bonuses: Prayer +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks; Blessing of Fervor - Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Attack 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Damage 1d8 + 13 + 1 ⇒ (8) + 13 + 1 = 22
Crit? 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Add Damage 1d8 + 13 + 1 ⇒ (5) + 13 + 1 = 19

DM Kludde |

Takahiro steps up silently, takes a stance - feet apart, robes flowing, unmovable and for s plot second just stands there. A dissonant sound reveals the movement of a blade, and flash of light betrays it's in the air. The blink of an eye, and Takahiro stands in a different pose, both hands raising a sword silently in the air.
In what seems like an eternity, the mercenary in front of him falls to the floor, victim of Tien precision.
---
Amiri
Takahiro
Kynrac
Seoni
Lirianne
Lanarial
---
Thurlok
Mercenary - Dead
Mercenary (18)
---

Seoni - Tech siege |

Seoni shrugs and cast dispel magic on thurlok
dispel: 1d20 + 7 ⇒ (16) + 7 = 23
-Posted with Wayfinder

DM Kludde |

Thurlock frown, and drinks a potion, causing him to disappear. The stomping of boots signal he is moving around.
The remainig mercenary keeps attacking Lanarial, and brings his flail down twice...
Attack: 1d20 + 12 - 1 ⇒ (16) + 12 - 1 = 271d8 + 5 ⇒ (4) + 5 = 9
Attack: 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 191d8 + 5 ⇒ (5) + 5 = 10 Is that AC still up to date after you sold all of that stuff?
---
Amiri
Takahiro
Kynrac
Seoni
Lirianne
Lanarial
---
Thurlok
Mercenary - Dead
Mercenary (18)
---

Lanarial |

10/28 HP. Yep! Didn't sell any armor or dex-enhancing stuff - just the primary weapon and potions! Good thing, too, since coming back from the dead doesn't restore all of your HP!
Active Bonuses: Prayer +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks; Blessing of Fervor - Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
"I've already died once today...I'm not doing it again anytime soon!" Lanarial exclaims as he strikes out at the remaining rogue, hoping to once more get into a flanking position...
Acrobatics to avoid AoO: 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17
Attack: 1d20 + 5 + 1 + 2 ⇒ (17) + 5 + 1 + 2 = 25
Damage: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Sneak Attack?: 4d6 + 1 ⇒ (5, 2, 4, 3) + 1 = 15

Amiri, Barbarian |

Blessing of Fervor: Increase speed by 30'
Amiri barrels around Lanarial and the thug, arriving at a flanking position and swinging her massive blade at the remaining thug.
Move action: As indicated on map
Standard action: Attack thug
Attack (+2 Large Bastard Sword, Prayer, Power Attack, Flank): 1d20 + 13 + 1 + 2 - 2 + 2 ⇒ (14) + 13 + 1 + 2 - 2 + 2 = 30
Damage (+2 Large Bastard Sword, Prayer, Power Attack): 2d8 + 9 + 1 + 6 ⇒ (5, 7) + 9 + 1 + 6 = 28
As Amiri goes first, I've moved Lanarial back to his original position, and there's no need to provoke an AoO. I'm also assuming that Thurlock is no longer in that position, and doesn't want to screw up his invisibility just to take an AoO on her...

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Please let me know if you think that the action I plan wouldn't work and I'll change it, however I thought I'd give it a try.
Kynrac closes his eyes, perfecting his senses just like during his daily Iroran mantras, and tries to focus his keen senses on the characteristic sound of the oread's feet grinding on the ground. Once he thinks he has found the general location of the half-elemental, he conjures a shower of golden particles in that general direction.
Casting glitterdust in the area Kynrac can estimate the oread is in, if that's possible. I'll roll a Perception check in advance:
Perception (auditive): 1d20 + 13 ⇒ (3) + 13 = 16
The spell, if it lands on the oread, has a Will save DC 18 to avoid being blinded, and negates invisibility. If he isn't sure about the location he'll do something else.

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Takahiro wanders to the next man, not even dwelling on the last opponent any further.
Active Bonuses: Prayer +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks; Blessing of Fervor - Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Attack 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Damage 1d8 + 13 + 1 ⇒ (3) + 13 + 1 = 17
Crit? 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Add Damage 1d8 + 13 + 1 ⇒ (2) + 13 + 1 = 16

DM Kludde |

Amiri and Lanarial attack the mercenary from both side, stabbing and hacking. The man is severely wounded, bleeding and barely standing.
Kynrac tries to pinpoint the source of the oread steps and flings a Glitterdust spell
50 or lower: 1d100 ⇒ 39
A rain of golden dust appear, slowly outlining the stocky shape of the Oread
Will: 1d20 + 10 ⇒ (14) + 10 = 24
Takahiro then steps up stoically to the bleeding mercenary, and puts him out his misery.
---
Amiri
Takahiro
Kynrac
Seoni
Lirianne
Lanarial
---
Thurlok - Visible
Mercenary - Dead
Mercenary - Dead
---

Lirianne - pregenerated |

Active Bonuses: Prayer +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks; Blessing of Fervor Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Lirianne moves towards the remaining enemy, raising her second pistol and firing as she does so.
Pistol (off-hand)(vs touch): 1d20 + 8 + 2 + 1 + 1 ⇒ (8) + 8 + 2 + 1 + 1 = 20 for: 1d6 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10

DM Kludde |

Lirianne aims again, and as the loud bang fills the establishment, bits of grain and pebble fly from the oread's skin. Seoni follows up with her magic missile, which slam into the stoneling one by one.
The Oread moves to the middle of the room and casts a spell, then starts off in a rant You dare defy me? Do you know who you are messing with? I am wrath personified, and my vengeance will make you burn!
Intimidate, Lirianne: 1d20 + 22 ⇒ (20) + 22 = 42 [
Damage: 1d10 ⇒ 10 Reflex DC 16 or catch fire
Intimidate, Seoni: 1d20 + 22 ⇒ (1) + 22 = 23
Damage: 1d10 ⇒ 8 Reflex DC 16 or catch fire
Intimidate, Kynrac: 1d20 + 22 ⇒ (11) + 22 = 33
Damage: 1d10 ⇒ 2 Reflex DC 16 or catch fire
Intimidate, Takahiro: 1d20 + 22 ⇒ (19) + 22 = 41
Damage: 1d10 ⇒ 2 Reflex DC 16 or catch fire
Intimidate, Lanarial: 1d20 + 22 ⇒ (12) + 22 = 34
Damage: 1d10 ⇒ 7 Reflex DC 16 or catch fire
Blistering Invective, Amiri is too far away for the spell
---
Amiri
Takahiro
Kynrac
Seoni
Lirianne
Lanarial
---
Thurlok (25) - Visible
Mercenary - Dead
Mercenary - Dead
---

Seoni - Tech siege |

bless: - Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. Curr HP 44-8=36/44
Assume the Intimidate is to demoralize . Seoni's DC is 10+level+wis=18 +1 round for every 5 over. So Seoni is shaken (-2) for 2 rounds?
Reflex vs DC16: 1d20 + 4 + 2 - 2 ⇒ (10) + 4 + 2 - 2 = 14 includes +2 bless & -2 shaken
Seoni's confidences slips a bit as his blistering words cause her to catch fire. She calmly puts the fire out on herself.

DM Kludde |

Ah, yes. The spell is a bit strange: it demoralises (allows a demoralise roll against everyone within 30 feet, so for Seoni that's indeed 2 rounds, and those demoralised catch on fire. I suppose that would be before the demoralise hits (otherwise the save would just be 2 higher), so Seoni saves and doesn't combust.
Anyone who does ignite: you'll take 1d6 per round (but not the first: the damage is already part of the 1d10 that everyone gets). Every round you may make another reflex save to douse the flames. Stop, drop and roll on the floor to get a +4 bonus.
TL;DR:
- Initmidate/Demoralize is as per the skill check
- Seoni saves, and is not on fire, but does take the 8 damage.
- Everyone else: roll the save without -2 for demoralised
- If on fire, roll a reflex save next round or take 1d6 damage, and so forth

Amiri, Barbarian |

Blessing of Fervor: Increase speed by 30'
Amiri's feet are a blur of motion as she advances on the oread, swinging her massive blade as she reaches him.
Move action: As indicated on map
Standard action: Attack Thurlock
Attack (+2 Large Bastard Sword, Prayer, Power Attack): 1d20 + 13 + 1 + 2 - 2 ⇒ (20) + 13 + 1 + 2 - 2 = 34
Damage (+2 Large Bastard Sword, Prayer, Power Attack): 2d8 + 9 + 1 + 6 ⇒ (6, 7) + 9 + 1 + 6 = 29
Critical Confirm (+2 Large Bastard Sword, Prayer, Power Attack): 1d20 + 13 + 1 + 2 - 2 ⇒ (10) + 13 + 1 + 2 - 2 = 24
Critical Damage (+2 Large Bastard Sword, Prayer, Power Attack): 2d8 + 9 + 1 + 6 ⇒ (6, 6) + 9 + 1 + 6 = 28

DM Kludde |

Amiri, unmoved by the Oread's fierce litany, moves in and strikes the man down in one swift blow.
Combat over, but don't forget to roll those saves...
The bound man in the corner look in a mix or fear and and hope, and asks W-who are you?

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Reflex: 1d20 + 12 ⇒ (7) + 12 = 19
"Relax, my good man, we have come to save you. I am Kynrac Chronarion, of the Pathfinder Society. How about we heal your wounds and give you some food? You could come with us to our lodge so that we may speak, if you wished. You'd be safe from these men - Technic League and others. By the way, did these people belong to the Technic League?"
Diplomacy: 1d20 + 17 ⇒ (4) + 17 = 21

Lanarial |

3/28 HP
Active Bonuses: Prayer +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks; Blessing of Fervor - Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Reflex: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Rhanloi sits down, hard. The events of the day were almost too much for him...he would need some time, or a lot of magic, to be restored to his former self...he pulls out his potion of cure serious wounds and drinks it slowly.
Healing: 3d8 + 3 ⇒ (1, 7, 5) + 3 = 16 Now 19/28 HP

Lirianne - pregenerated |

Active Bonuses: Prayer +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks; Blessing of Fervor Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Reflex: 1d20 + 10 + 1 + 2 ⇒ (10) + 10 + 1 + 2 = 23
Lirianne quickly smothers the flames before they can take hold in her clothing, or worse, light her black powder. "What on earth was that thing and what did it want with out friend here?"

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Takahiro begins channeling healing to all of his comrades.
3xchannel
Heal 3d6 ⇒ (1, 5, 4) = 10
Healing Capacity remaining
3/3 L1 spells
1/1 Lesser Restoration
5/6 Lay Hands (2d6+mercy:fatigue)
4/7 Channel (1d6)

DM Kludde |

Yes, they were with the Technic League. They kept harassing me about that book I sold to Arvellos. They wanted to know where whom I sold it to, and where he was. I'm afraid... I'm afraid I told them he was a pathfinder, and that he hides out at the Sharrowsmith's exports.
There were just the three of them, so that knowledge should have died along with them.

Lanarial |

"By the gods...we must quickly return. I have no trust this news did not leave this place..." the thief exclaims. He will do a quick search of the bodies for useful gear and information.
Perception: 1d20 + 11 ⇒ (3) + 11 = 14

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"That's good, no loose ends. Anything else we should know about the Thread in Silver? Where did you obtain it?"
When the conversation is over, he suggests they move on to find the black diamond and the baobab sapling root as soon as possible.

DM Kludde |

Quick recap:
You're doing really well in hiding all traces of pathfinder presence: you've planted false rumours, and destroyed all trace that lead to the lodge - for now.
1. Finding the diamond: Aya has provided a list of jewellers that might be in possession of a suitable specimen. It's in town, so finding the merchants should take a couple of hours at most.
2. Sapling root: retrieving this sapling takes an excursion out into the jungle, which takes a significant amount of time - perhaps all the time there is to spare.
3. Whispering winds: Seeding more rumours is also still a possibility. The TL's trail is cold now, so more rumours may push them further off-track.
Into the jungle then?
Each mercenary has:
potion of cure moderate wounds
potion of enlarge person
potion of vanish
potion of feather step
alchemist’s fire
+1 breastplate,
+1 flail,
mwk guisarme,
composite longbow (+3 Strength) with 20 arrows,
cloak of resistance +1,
antitoxin,
12 gp
Thurlock still has:
potion of cure moderate wounds,
potion of displacement
scroll of delay poison,
scroll of disguise self,
wand of remove fear (7 charges)
+1 chain shirt, mwk quarterstaff,
dagger,
shortbow with 20 arrows,
belt of giant strength +2,
129 gp
I'm assuming someone can take 10 to identify potions, and you can somehow identify the gear. Please roll accordingly, and be clueless about the stuff you can't identify...

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I think we should get that sapling, then if we have time go get that black diamond.
"To the jungle it is."

Seoni - Tech siege |

Seoni nods in agreement "Yes a sound plan. The sapling first. Lanarial since you are short on equipment is there anything on the foes that would help you out?"
(DM could we sell the excess equipment found to help buy the diamond? and would that effect the final loot total?)

DM Kludde |

The party already has a general idea of where in the jungle to look for the baobab root.
The trek through the jungle is, however not straightforward, and the party has to rely on all its skills to traverse the woods at a fast enough pace.
I'll need a Survival check and a K(Nature) check to determine how searching for the root takes you

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I'm definitely not the right person to lead the group in the jungle. By the way, do both rolls need to be performed by the same character?

Amiri, Barbarian |

Not sure who has the highest Survival modifier, but Amiri can either take the lead or aid...though she doesn't have Knowledge (Nature).
Survival: 1d20 + 9 ⇒ (11) + 9 = 20

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Is this where five guys in a bar all talk about going camping, and then when they prepare to leave they all discover no one has any idea what to do in the wilds?
Plan B?

Lanarial |

Lanarial takes the mwk quarterstaff, dagger, and the shortbow with 20 arrows. He has no way of identifying any of the magical items, although the cloak on the thugs looks and feels exactly like the one he's wearing.
As he has no knowledge of nature or any special training in woodsmanship, Lanarial quietly looks around the room when they talk about the trek through the woods. He'd always been a city boy, himself...

DM Kludde |

The K(Nature) and Survival don't need to be the same character. You also don't have to roll both - you're just more efficient if you do
time taken: 2d4 - 1 ⇒ (4, 2) - 1 = 5
It is after a few hours' walk through the jungle - fending of mosquitoes, slumping through marches and hacking through overgrowths, that the party arrives at a tributary to the Vanji river. Here, the river makes its way around a small peninsula, on which, clearly recognisable: the elusive Baobap. The clear water froths in the rapids.
X marks the spot

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Alright, I'll attempt the knowledge roll, then. Knowledge (nature) : 1d20 + 3 ⇒ (7) + 3 = 10 Knowledge (nature), knowledge of ages reroll: 1d20 + 8 ⇒ (5) + 8 = 13 Knowledge (local) : 1d20 + 7 ⇒ (8) + 7 = 15
"I'm not exactly sure, to be honest. "
-Posted with Wayfinder

DM Kludde |

Kynrac knows of no immediate significance. This far out in the jungle, though, it would be unlikely. Amiri finds no traces of recent human activity - there might be some wildlife, though. There's no traces of magic to be found, either.

Amiri, Barbarian |

Amiri ties a rope around her waist, hands the end to Takahiro, then attempts to leap across the river.
Looks like a 20 will get her across where she is now, with a running start?
Acrobatics (Jump, ACP): 1d20 + 2 + 5 - 2 ⇒ (17) + 2 + 5 - 2 = 22
If not...
Swim (ACP): 1d20 + 13 - 2 ⇒ (17) + 13 - 2 = 28

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Summoning the arcane lore of the ancient elves, Kynrac casts fly on himself and takes off to cross the river high above the water level.

DM Kludde |

Kynrac summons the power of his ancient ancestors, while Amiri just summon her inner strength to jump across. Also summoned, from the whirling waters, is a local resident: a huge hippopotamus, which makes a bellowing sound as it emerges from the water, looking for a quick snack of this damp afternoon.
Init, Kynrac: 1d20 + 6 ⇒ (12) + 6 = 18
Init, Kynrac: 1d20 + 6 ⇒ (9) + 6 = 15
Init, Amiri: 1d20 + 2 ⇒ (3) + 2 = 5
Init, Seoni: 1d20 + 6 ⇒ (17) + 6 = 23
Init, Lanarial: 1d20 + 11 ⇒ (9) + 11 = 20
Init, Lirianne: 1d20 + 6 ⇒ (4) + 6 = 10
Init, Takahiro: 1d20 + 3 ⇒ (5) + 3 = 8
Init, Hippo: 1d20 + 3 ⇒ (6) + 3 = 9
---
Seoni
Lanarial
Kynrac
Lirianne
Takahiro
---
Huge Hippo
---
Amiri
---

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Kynrac flies in a straight line well above the lurking predator, and shoots two rays of fire at it.
Scorching Ray, range touch attack: 1d20 + 8 ⇒ (14) + 8 = 224d6 ⇒ (5, 2, 1, 1) = 9
Scorching Ray, range touch attack: 1d20 + 8 ⇒ (13) + 8 = 214d6 ⇒ (5, 4, 1, 2) = 12

DM Kludde |

The huge omnivore is a sitting duck for Kynrac's rays, both of which hit and cause the creature put on an angered stance, mouth agape.
---
Seoni
Lanarial
Kynrac
Lirianne
Takahiro
---
Huge Hippo (21)
---
Amiri
---

Lanarial |

Lanarial knows his daggers will barely make a dent in the huge animal's hide, so instead he decides to attempt to sneak across while the hippo is occupied with the others.
Stealth: 1d20 + 13 ⇒ (11) + 13 = 24
Acrobatics: 1d20 + 13 ⇒ (13) + 13 = 26

Seoni - Tech siege |

Seoni calls on her internal magic to conjure a bolt of lighting aimed directly at the hippo striking it with a loud crack. The bolt should pass under Kynrac.
lighting bolt: 7d6 ⇒ (1, 4, 6, 4, 6, 4, 4) = 29 reflex DC20 for half