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Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27
Stealth: 1d20 + 5 ⇒ (19) + 5 = 24
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Aha! I seem to have extreme dice for this game.
Jerrik can't help but wonder why the Pathfinder Society were called on for such a mission. In any event, he just smiles knowingly and proceeds with the group toward their destination.
Looking at the provisions provided Jerrik says to Farris, Hey, everyone might enjoy a little of that little bottle. As far as anything else, well, if you wouldn't mind holding on to that tent for me I'd be very appreciative. I'm built to travel light.

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Stealth: 1d20 ⇒ 10
Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Hmmm, not the way I was hoping for my dice to start off.
Argus eyes the bottle of brandy before pulling a hipflask from his side and taking a swig.
"Anyone who doesn't have some light should probably take one of the torches. And whoever is going to mix it up in the front and doesn't haev some way to heal might like the potion. I got one myself."
Just making sure, but you have full waterskins listed twice. One for 1 the other saying 6. Is that a typo?

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Farris eyes the bottle of spirits up warily. "Uh... no thank you," he says with an awkward smile. "I try to live a life of purity, which means abstaining from... such things. But do enjoy it without me."
"Oh, but I would be happy to carry it for you, Jerrik!" Farris says cheerfully, pleased to have a distraction from the alcohol, and will load the bard's tent up with his own stuff.

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Diplomacy: 1d20 + 1 ⇒ (3) + 1 = 4
Stealth: 1d20 + 4 ⇒ (7) + 4 = 11
Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Vitor chuckles to himself as Rayne chats with Farris, shaking his head at the half-orc. As the party begins to leave, Vitor becomes distracted by the bottle of brandy, fixating for to long and stumbles over a cobblestone.
Shouldering the gear given him, he stretches his shoulders and hops a little bit, trying to get his new load to balance itself. "I have some torches and a healing wand." Vitor declares as the party heads out the gates.

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Ezren chuckles quietly as Rayne teases Farris, then leans close enough that only the half-orc can hear. Don't spend too much time dwelling on the "can't's" your faith teaches. You'll find the gods themselves don't embrace them overly much.
Diplomacy (aid another): 1d20 ⇒ 10
Stealth: 1d20 ⇒ 8
Perception: 1d20 ⇒ 13

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Farris frowns at Ezren, seemingly struggling between his pious upbringing and the desire to respect and take heed of the words of one's elders. The mental conflict starts to give him a headache... "I'll... I'll consider that," he eventually says non-committally.
"I have a wand as well," the half-orc says to the group after Vitor does so, fondly patting the silvery wrist sheath on his left arm. Within it, a wand decorated with tiny gold suns and alternating gold-and-white-and-red stripes can be seen. "Do let me know if you need assistance!"
I am expecting you guys to get Farris totally wasted by the end of this. :P

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I am expecting you guys to get Farris totally wasted by the end of this. :P
Challenge accepted. :-D
I have...eh...not much, I'm afraid. Just a few gold pieces. Though, I think I'll prep some different spells.
Switching to color spray and grease instead before we head in.

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Argus watches the ribbing that Farris is getting, smiling slightly as the half-orc struggles with the inner conflict.
"Don't let 'em get to you kid. You'll figure things out on your own time."
At the mention of wands and seeing them getting passed around, Argus reaches into a belt pouch to produce another similar wand.
"Hmmm, can anyone else use one of them. I happened to pick up a wand in my travels as well. Can't use it myself, but it might come in handy for patching us up."

Signboy77 |

Apologies for late posting today. It's the first day of my Spring Break and my wife gave be an unexpected list of things to do around the house, and I started bright and early. Now the kids are napping, and I have a chance to post.
Noted, Ezren.
The mayor once again speaks to the townsfolk. “I present to you the brave heroes who will follow in Kassen’s footsteps to retrieve the Everflame! Some of them may not return, but I say to you that their sacrifice shall not be forgotten. Go, brave heroes, and do not return until you have the eternal fire.” With that, the mayor points to the south, the direction of Kassen’s tomb. The townsfolk begin
waving goodbye with cold, solemn looks on most of their faces.
With the map provided, you easily find the trail and keep on it. It has been about two hours since your departure from the town. The narrow path winds through the raking claws of the trees, now bere! of their leaves, which crunch loudly underfoot. Up ahead, a fallen tree trunk blocks the path. Suddenly a trio of snarling humanoids leaps up from behind the log, all greenish skin and fearsome tusks and bearing greataxes, bellowing vulgar challenges.
Initiative
Ezren: 1d20 + 2 ⇒ (10) + 2 = 12
Rayne: 1d20 + 4 ⇒ (7) + 4 = 11
Farris: 1d20 + 1 ⇒ (5) + 1 = 6
Vitor: 1d20 + 3 ⇒ (13) + 3 = 16
Argus: 1d20 + 4 ⇒ (13) + 4 = 17
Jerrik: 1d20 + 3 ⇒ (5) + 3 = 8
Orcs: 1d20 ⇒ 14
Argus, Vitor, Orcs, Ezren, Rayne, Jerrik, Farris
Argus and Vitor up first. Using Google spreadsheet for this map, since I don't have time right now to make a map for it. I have a map made of the crypt itself.

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Vitor draws his blade and executes some lightning fast parries amd thrusts while saying. "You have stumbled upon the wrong group my friends. Behold Farris the Unsullied and his band of Mighty Miscreants!"
Intimidate Dazzling Display: 1d20 + 9 ⇒ (16) + 9 = 25

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Mighty what? Jerrik tries to hide a smile as Vitor completes his display. Mighty indeed!
On my initiative count I will use Inspire Courage, further enhancing the story started by our dazzler. The Mighty Miscreants and their feared leader, Ferris the Unsullied, will not be defeated on this day! Heed my words and be guided to swift victory, my friends!

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"Miscreants..."
Argus just shakes his head before moving forward, closing in on first orc O2.
"Bloody orc, lets see what you got."
Argus growls at the orc as he settles himself into a defensive stance as he swings at the orc.
Using combat expertise, so -1 attack +1 AC
Unarmed Attack: 1d20 + 4 - 1 + 1 ⇒ (19) + 4 - 1 + 1 = 23 Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Bonuses are combat expertise and Dwarf's Hatred ability

Signboy77 |

Argus, please make a Will Save.
Argus advances and pummels one of the orcs fiercely, causing the smelly creature to collapse in a bloody heap.
Vitor puts on quite the dashing display, their eyes go wide and they are noticeably shaken by the swordlord.
The first orc does his best to gather his courage and charge with his greataxe at Vitor. "Yaaaaaahhhhhhhhrghh!"
Charging Attack, Shaken: 1d20 + 5 + 2 - 2 ⇒ (10) + 5 + 2 - 2 = 15
But the Vitor is able to dodge the orc's swing, and the greataxe's blade meets the earth.
The other orc steps forward and tries to cleave into Argus. "You'll pay!" he manages to shout at the dwarf.
Attack, shaken: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20
Damage: 1d12 + 4 ⇒ (2) + 4 = 6
The orc manages to hit the dwarven brawler, though the blow could have been worse.
Party Up!
Ezren
Rayne
Jerrik
Farris
Argus
Vitor

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Will: 1d20 + 1 ⇒ (1) + 1 = 2 +2 more vs poison, spell, or spell-like ability
Still fighting with combat expertise, Argus attempts to slam a fist into the orc that hit him.
"You bloody, smelly, piece of ..."
Unarmed Attack: 1d20 + 4 - 1 + 1 + 1 ⇒ (15) + 4 - 1 + 1 + 1 = 20
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

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LMFAO Vitor...
Farris is shocked by the sudden appearance of orcs--but all too soon that emotion is replaced by embarrassment. "W-What?!" he splutters, cheeks flushing in embarrassment. "W-Why am I the leader now?! Wait, does that mean you guys are sullied...?"
He turns to the orcs and shouts at them in their shared language. Farris winces, realising his expertise with Orc was crude at best; his father rarely spoke in the tongue if he could avoid it.
"Takoto iho koutou patu! E kore e he me ki ake toto!"
If the orcs don't respond to his words, Farris will draw his scimitar and follow alongside Argus.

Signboy77 |

Rayne's arrow and Vargus' punch make quick work of the remaining two orcs. Once all three are dead, the bodies fade away - as if they were merely illusions. Within two minutes, no trace of the orcs are left.
End of Combat.
The air grows still, and it is coming on early afternoon. The sun is still quite high in the sky, so the group continues to push forward.
The trail leaves the narrow pass and moves into a heavily wooded area.
Survival Checks please.
Sorry for the late head's up, but I'm taking my wife and kids to the Sacramento Zoo tomorrow. I'll try to get a post in before we leave.

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Farris blinks at the disappearing orc bodies, but promptly shakes it off. "Well... I'm glad they were only illusions. I would've liked to speak with them before we killed them otherwise. Not all orcs are bad, you know?" He nevertheless deigns to walk on the other side of the trail to Argus, not exactly appreciating the ferociousness with which the dwarf had attacked the orcs...
"Hold on," he blinks in confusion, "how can an illusionary orc hurt you?" Farris takes a good look at where the brawler was struck.
Survival: 1d20 + 3 ⇒ (7) + 3 = 10
Btw, assume that Farris will happily activate wands for anyone who asks, so roll your own CLW charges as you need to.

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Argus spits where the last illusion orc was before turning back to catch Farris's eyes.
"That may be, but these ones even if only illusions attacked first. So this was a proper response."
Having Farris activate my cure wand.
Healing: 1d8 + 1 ⇒ (6) + 1 = 7
As the trail moves into the heavier forest, Argus pulls out his Wayfinder using it and the map to check on their travels.
Survival: 1d20 + 1 ⇒ (14) + 1 = 15 +2 if this is to avoid being lost.

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Strange to send fake orcs when real ones would have been more fun.
Survival: 1d20 + 2 ⇒ (7) + 2 = 9
Where there is an illusion there is usually an illusionist. Jerrik spies the area to see if he can determine who this might be.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24

Signboy77 |

Jerris notices that Argus's wounds have disappeared. He shows no signs of injury whatsoever after the encounter. (No CLW required)
Jerrik barely notices the faint smell of tobacco smoke, but notices nothing else of import.
The party continues on, making good progress towards the crypt. However, as it is a multiple day journey, the sun is fading into the east. Argus scouts ahead a little and finds a suitable place to make camp for the night. He finds a nice, level spot that is surrounded on three sides by a thicket of bushes, providing the space some protection. Way to go Argus!
The tents provided to you are easy to set up and before long, a fire is lit and dinner is cooking. Everyone enjoys 'Ration Stew' as much as possible. However, before the party is given a chance to relax, Jerrik hears a howling in the distance. A couple of minutes later, a wolf appears in the clearing, drawn by the aroma of the dinner.
Argus: 1d20 + 4 ⇒ (10) + 4 = 14
Ezren: 1d20 + 2 ⇒ (19) + 2 = 21
Farris: 1d20 + 1 ⇒ (3) + 1 = 4
Jerrik: 1d20 + 3 ⇒ (18) + 3 = 21
Rayne: 1d20 + 4 ⇒ (19) + 4 = 23
Vitor: 1d20 + 3 ⇒ (10) + 3 = 13
Wolf: 1d20 + 2 ⇒ (4) + 2 = 6
Order: Rayne, Jerrik, Ezren, Argus, Vitor UP!
I'm not going to bother with a map for this, unless you feel you really need it. You guys are around the campfire, and the wolf is about 20 feet from the fire. No surprise round, Jerrik's keen perception was enough (didn't even have to roll to meet the DC)

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Jerrik will pick up some of the food that they have been cooking and tosses it in the direction of the wolf, hoping that food is all the beast was interested in and might leave them alone once it has some. That's all you want, isn't it?

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Argus stands and readies himself.
"Wolves never hunt alone,"
perception: 1d20 + 5 ⇒ (20) + 5 = 25
"Watch for others."

Signboy77 |

Spooked by Rayne's arrow, Ezren's steely gaze, Vitor's flashing blade and Argus' general stature, the wolf keeps still. It sniffs at the food that Jerrick throws, taking a careful bite while keeping an eye on the party before turning and fleeing the camp. (50 ft. movement speed.)
Party up!

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K. Nature: 1d20 + 0 ⇒ (9) + 0 = 9
"Hmm, that was different. Good call with the food Jerrik. I guess that's what it wanted."
"First illusionary orcs, now hungry wolves." Argus shakes his head slightly as he sits back down, but still staying cautious. "Aquireing this flame is getting to be more and more interesting."

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Knowledge (nature): 1d20 ⇒ 8
Farris is merely happy he didn't have to get up from his position around the fire. (In fact, he only barely notices the wolf is there after everyone has already leapt to their feet and drawn weapons). He shrugs and goes back to eating in peace.
Unless the wolf attacks us, Farris has no interest in going after it.

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Kn: nature: 1d20 + 8 ⇒ (3) + 8 = 11
Ezren claps the bard on the back. Good thinking, Jerrik! Giving food to one who is hungry like the wolf! I think we've seen the last of it.
When no one is looking, Ezren rubs his palm where it struck Jerrik's back. Yikes, that smarts.

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Aww, well. Seemed obvious at the time. Hope you don't mind that I gave the wolf your portion, old timer. The bard flashes a playful smile and laughs quietly but innocently. Maybe one of the others will share with you. I've already finished mine.

Signboy77 |

The wolf does not return and the rest of the night is uneventful, though one or more members of the party feel a little hungry as Jerrik had thrown some of the food at the wolf.
In the morning, you arise from a restful sleep. In the light of the early sun, you notice that your camp spot resembles a location on your map - The Broken Glade.
As you continue onward, the trees begin to thin, revealing a field of short, green grass that leads to the shores of a wide, calm lake reflecting the overcast sky above. A dense fog hangs over the center of the lake, obscuring the far side. Near the shore of the lake, a dark form lies next to the water.
Rolls please.

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* Guidance
* Light
* Stabilize
1st
* Bless
* Protection from Evil
* Shield of Faith (D)
Farris sleeps early and rises before dawn, and anyone else awake at that time may see him devoutly prostrating himself a short distance to the east of the camp as the sun's first rays peek over the horizon. He then sits in silent prayer for an hour, shirtless and bathed in the dawnlight, with his eyes closed and hands interlocked. An enormous tattoo of a golden angel-winged ankh can be seen on his back while he goes without his usual armours.
Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Kn. Local: 1d20 ⇒ 14
Heal: 1d20 + 7 ⇒ (5) + 7 = 12
Later, when they continue their march towards their destination, he notices a strange figure lying on the waterside. "A bandit," he murmurs, "by the looks of things... certainly not from this area." Farris mutters a quick prayer for the man's soul before pointing out the well-made sword and gold pouch on his body, but abstains from touching the corpse himself.

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Perception: 1d20 + 1 ⇒ (16) + 1 = 17
Kn (local) untrained: 1d20 + 4 ⇒ (4) + 4 = 8
Heal: 1d20 + 1 ⇒ (16) + 1 = 17
This poor devil has been here quite a spell. Couple months, I'd say. Ezren diligently searches the body and finds a pouch and a well-made shortsword. Aha! Wherever you are now, you're obviously in no need of these any longer. He reaches into the pouch and pulls out a handful of gold coins. Hmm, could've used some of you lot back in town...
He will offer the masterwork shortsword to anyone in the party who wants it.

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Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Local: 1d20 ⇒ 1
Heal: 1d20 ⇒ 20
Rayne sleeps in late. Or rather he tries to, the sounds of the early risers keeping him from it. "Then what is he doing all the way out here?"

Signboy77 |

Ezren and Farris are able to ascertain all the necessary information about the unfortunate bandit. The calm, clear water of the lake reflects the noonday sun.
The party continues onward to the crypt. After about three hours the trail leads ever deeper into the Fangwood, through a twisting maze of trees and confusing ravines. As it tops a small rise, a broad valley spreads out before it, the opposite side of which looks like a writhing serpent. Yet between the two lies a steep hill sloping down into the valley. A cold rain starts to fall, making the ground slick and treacherous.
You recognize the snake-like part of the valley as 'Serpent Gorge' on your map - the entrance to the crypt is at the far end. However, before you can reach the crypt, you must traverse down this hillside.
(At this point, you need to decide if you want to try to rush down the hillside, or take your time. Also, you can make preparations for your descent. If you don't mind, I will roll the necessary rolls for you once you decide what your course of action is.)