
GM Damo |

It is indeed flat footed. Also Ibid knows, and would have told you all, about plant traits.
Gunari's rapier makes extremely short work of one Xtabay (sorry no names yet, the post took way too long and they only have 8hp), but Cyrus's arrow flies just wide of the turning greenery elephant.
Cyrus's hunch is probably right, also, as the living topiary gets closer, he sees clear through certain parts of it. You'd probably need some kind of fire or slashing weapon to effectively damage this thing.
Next up: Ibid, Amaranti, Kaisharga.
Active Global Conditions: None.
Individual Conditions: None.
Defeated: Nothing.
Round 1:
- Cyrus <= wide arrow
- Ibid <= !
- Gunari <= iron chef
- Amaranti <= !
- Kaisharga <= !
- Living topiary
- Xtabays
- Finarin
- Miro

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"Just hack at the thing! Better yet, burn it! I'll stab the flowers to death!" 'Did I just say that?'

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After the physically taxing and mentally harrowing journey through the Bandu Hills, the old man musters strength from deep within himself to sharpen his senses upon seeing the deadly plants. Fearing for the safety of the halfling, Ibid quickly draws an arrow, and takes aim at the carnivorous plant moving to consume the hapless victim, focusing his efforts on cutting down the direct threat to the stranger.
Attack #1 @ Christopher
attack(longbow, pbs, da, etc.): 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d8 + 6 ⇒ (5) + 6 = 11
Attack #2 @ Christopher
attack(longbow, pbs, da, etc.): 1d20 + 5 ⇒ (19) + 5 = 24
damage: 1d8 + 6 ⇒ (3) + 6 = 9

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Forgot to say, but back at the mining camp - can I recover the missed blunt arrow I shot? Can I have that always active for when I use my bow?
Don't Forget! Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost.
> 50 recover: 1d100 ⇒ 73

GM Damo |

Forgot to say, but back at the mining camp - can I recover the missed blunt arrow I shot? Can I have that always active for when I use my bow?
I'm perfectly happy for you to just recover exactly 50% of your arrows that miss. Also happy for you to roll every time like a true drongo.
Ibid's first attack strikes the lower part of Cristopher's stem, snapping the plant in twain. Seeing the plant is no more moments before he looses his second arrow, he shoots at Dean (removed PBS, since he's not within range). The arrow wedges in Dean's root system, actually unearthing the thing.
The elephant actually shifts form, growing wings and becoming dragon-like in its features as it rears up. (Just a bit of color - this was in its tactics, not the description, so I missed that it wasn't the usual elephant shape).
Next up: Amaranti, Kaisharga.
Active Global Conditions: None.
Individual Conditions: None.
Defeated: Brandon, Dean, Christopher.
Round 1:
- Cyrus <= wide arrow
- Ibid <= two shot weeding
- Gunari <= iron chef
- Amaranti <= !
- Kaisharga <= !
- Living topiary
- Xtabays
- Finarin
- Miro

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Yes, best assume Kaisharga is summoned as default
Kaisharga stares at the plant creatures in disbelief. Only vegetarian options in this serving!? What is this? I demand nourishment! Dissatisfied, but knowing what is required of it, the serpent slithers towards the dragon-elephant.
Bite: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 2 ⇒ (5) + 2 = 7Slashing
Trip: 1d20 + 5 ⇒ (18) + 5 = 23

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Amaranti follows his companion to battle. The lance might not be the optimal weapon for this task, but perhaps brute strength makes up for it. The Garundi sprints past Kaisharga, hoping to eventually get into the creature's flank. Once in reach, he grabs his lance and thrusts the living topiary with all his might.
Lance, PA: 1d20 + 7 ⇒ (8) + 7 = 15
Damage,PA,AS: 1d8 + 11 ⇒ (5) + 11 = 16

GM Damo |

Correct me if I'm wrong, but bites deal B/P/S - which is all three at the same time. They count for all three when overcoming DR and (in the case of the festrogs) for triggering odd special abilities. You don't need to pick which type you deal.
Not quite ready for combat, the dragophant falls prey to Kaisharga's deadly bite... and the jerking motion that follows, causing it to fall prone in front of the highly effective eidolon.
Similarly, Amaranti barely gets his blow in to the unprepared animate hedge as it flops around on the ground. While his lance may not be the ideal weapon for dealing with foliage, Amaranti twists it enough as it spikes something akin to a root within the leaves that the creature rears silently in what might have been a trumpeting bellow but just comes out as the rustling of leaves.
The thing gets to its feet, swaying angrily at the summoner and his serpent before stepping towards them. (Up from prone, then 5-ft step... not even sure if this is allowed. It technically didn't move - just used a move action - so I read that as it is allowed)
Amaranti AoO, PA: 1d20 + 7 ⇒ (4) + 7 = 11
Kaisharga AoO: 1d20 + 5 ⇒ (13) + 5 = 18
Kaisharga damage: 1d6 + 2 ⇒ (3) + 2 = 5
Kaisharga trip: 1d20 + 5 ⇒ (5) + 5 = 10
Living Topiary slam vs Amaranti: 1d20 + 6 ⇒ (10) + 6 = 16
Trying to bash Amaranti with a wing, the living topiary does an awkward spin instead.
Meanwhile, the Xtabay sprints forwards at top speed towards its juicy and vibrant future victims.
Next up: Finarin, Miro, Cyris, Ibid, Gunari, Amaranti, Kaisharga.
Active Global Conditions: None.
Individual Conditions: Living topiary -23.
Defeated: Brandon, Dean, Christopher.
Round 1:
- Cyrus <= wide arrow
- Ibid <= two shot weeding
- Gunari <= iron chef
- Amaranti <= spike a plant!
- Kaisharga <= snap ’n’ trip
- Living topiary <= whoopsie daisy (get it?)
- Xtabays <= 10 foot sprint
- Finarin <= !
- Miro <= !
Round 2:
- Cyrus <= !
- Ibid <= !
- Gunari <= !
- Amaranti <= !
- Kaisharga <= !
- Living topiary
- Xtabays
- Finarin
- Miro

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Seeing that his friends have things well in hand, Miro draws his sling, whipping a stone around before letting it loose at the dragophant.
Sling: 1d20 + 5 ⇒ (16) + 5 = 21Less whatever cover/melee penalties might be in play, can't see the map ATM.
Damage: 1d3 ⇒ 3

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While drawing another arrow, the old man steps cautiously forward eyeing the plant creature. knowing his friends will soon descend on the creature, and invariably hack it leaf from limb, he releases two arrows to try and help aid in their cause, even slightly.
5-foot adjust, one square south and one square west of current position. *token not yet moved (regular old chris special)*
attack #1 w/ regular arrow
attack w/ longbow(da, PBS, rapid shot, etc.): 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d8 + 6 ⇒ (3) + 6 = 9
attack #2 w/ regular arrow
attack w/ longbow(da, PBS, rapid shot, etc.): 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d8 + 6 ⇒ (5) + 6 = 11

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Moving swiftly into combat after a long pause, Finarin draws his scimitar and slices at George.
Scimitar Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Scimitar Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Scimitar Attack Confirm: 1d20 + 7 ⇒ (2) + 7 = 9
Scimitar Damage: 1d6 + 4 ⇒ (4) + 4 = 8

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Amaranti and Kaisharga get +4 to hit on AOO from paired opportunists. Would Amaranti have hit the topiary on 15? I think it's resolved at prone AC (and therefore cannot be tripped as part of AOO).
Edit: I believe 5ft move is legal after getting up from prone
Edit 2: Moved Ibid

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Gunari quickly moves past Karshaiga to get into position with the plant creature. He hopes to strike cleanly as he did before, as it appears that the topiary might not be as vulnerable to his rapier as he'd like. 'How did Cayden Cailean deal with this?' he thinks, as he stabs at the plant.
rapier, divine favor: 1d20 + 10 ⇒ (1) + 10 = 11
rapier, divine favor: 1d20 + 10 ⇒ (8) + 10 = 18
damage: 1d6 + 5 ⇒ (4) + 5 = 9
He strikes, but it doesn't appear to be the solid hit he had on the xtabay. Hopefully it hurts the damned thing.

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Not able to get far enough to flank with Finarin, Cyrus moves forward, dropping his crossbow and drawing his blade. He approaches the Xtabay, holding his breath, and swings to try to lop the bloom off the stem.
Attack: 1d20 + 8 ⇒ (14) + 8 = 22 for Damage: 1d6 + 2 ⇒ (4) + 2 = 6

GM Damo |

Amaranti and Kaisharga get +4 to hit on AOO from paired opportunists. Would Amaranti have hit the topiary on 15? I think it's resolved at prone AC (and therefore cannot be tripped as part of AOO).
Noted! No, a 16 didn't hit.
Miro fires a sling bullet at the aggravated dragon hedge, other than dislodging some leaves it has little effect. Ibids arrows look like they will be similarly ineffective, but thud into some kind of wood within the foliage. Finarin steps in to the fray and with an exceptionally deadly slice of his blad, and trims the hedge's head off. It moves no more.
Redirecting Gunari's action, since he wouldn't strike a dead hedge...
Gunari strides over to the Xtabay, and between him and Cyrus, it is turned to mulch before it can release its spores.
All is still in the magically lit clearing, and the quiet that falls allows the companions to hear the belabored breathing of the unconscious halfling.
Combat over! The halfling is stable but on -3 hit points.

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Gunari sheaths his rapier and pops his wand of CLW out of his wrist sheath. He taps the halfing.
CLW from wand: 1d8 + 1 ⇒ (2) + 1 = 3
Seeing that this didn't quite revive the halfling, he'll go ahead an use another charge.
CLW from wand: 1d8 + 1 ⇒ (5) + 1 = 6
"How are you doing, my friend? Looks like you needed a little rescuing! I am Gunari Maximoff, priest of the Accidental God, at your service!"

GM Damo |

The halfling miner stirs a little, and runs a hand through his brown curly hair - dislodging quite a bit of dirt and plant matter as he does so.
"Wha? What happened?" he asks, slowly coming to his senses, "Oh, thank you! Thank you so much for saving me! Have you seen the others? The kobolds got them. Oh, my poor friends! You have to look for them! They could still be alive. The little fuçkers didn't want us dead. Kept trying to keep us alive over the journey. Maybe they wanted us for slave labor, I don't know. I was probably one of the worst hurt, didn't last the journey. Knocked me out and left me here. Couldn't understand a word they were saying, but looked like they were trying to find whoever was unlikely to make it. Maybe they wanted me as a sacrifice of some sort. Why are you all covered in leaves?"

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"We're actually on our way to do just that, chap! You nearly ended up in the belly...or, erm, uh, stem, of a plant-monster of some sort. Lucky you, eh?" He elbows the Halfling in the ribs, jovial expression on his face.
"Maybe you should come with us until we find the rest of your friends...I don't think it's safe for a single person to travel around this region."

GM Damo |

"Very lucky," says the miner, confused at his kin's apparent levity - clearly these folk are far more used to such dangers than he is, "But I'm sorry, I'm not going with you. I won't get any closer to them kobolds if'n I don't have to. No offense, but there's over two dozen of them captured us miners... and they got some kinda sorcerer with 'em.
"Oh, don't worry, I'm not going to be traveling around this region alone either," he adds, "I'll just hide underneath that marker stone y'saw on the way in. Y'know, the big one at the top of the valley. I'll hide there until you come back. If you don't come back by sunset tomorrow, I guess I'll have to make my own way."
The halfling has little more information to offer, save to point the way that the kobolds were heading (the direction you were heading anyway... and the tracks are still clearly visible) and absolutely refuses to travel back to Fort Bandu alone or to go any further with you.
Do feel free to ask more questions if you have them, but otherwise, state that you're moving on and we'll kick it along!

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"How many kobolds?" Amaranti inquires, and offers the halfling something to eat from his rations.
Ready to move on

GM Damo |

"How many kobolds?" Amaranti inquires, and offers the halfling something to eat from his rations.
"...No offense, but there's over two dozen of them captured us miners... and they got some kinda sorcerer with 'em..."
I knew you'd want to know! ;-)
"Er... as I said, over two dozen. Didn't get to count them too accurately myself. Couldn't take my eyes off the one in robes with a stick. He did most of the commanding, I think," says the halfling, still a little dazed and confused after his ordeal.

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"Well, at least we can toast to luck, and that we'll see you again." Gunari pours a round... that's a shock. He carefully pours a drop off, as Cayden's offering, and then says, "To the Drunken Hero! May he protect our friend....what's your name?"

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"You said a kobold sorcerer of some type? holding a thin wand, like this?" Cyrus points to one of his array of magical wands, "or a staff?"
"At least we know what to expect when we find them all the same, even if that doesn't help us much with figuring out what is behind this sudden uprising. Another clue..."

GM Damo |

"More like a staff," the halfling answers, trying to remember, "But for walking on... or maybe for fighting with. He was hitting his minions with it when they were too slow to respond... or maybe he was just doing it for fun. They scurried quickly about when he hit them, though!"

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"Lonnigan Moonstruck, it's been a pleasure. I'm glad you weren't eaten by a plant, as I'm sure you are, as well. Hide really well, but keep an eye out. We wouldn't want to miss you on the way back."
With a nod to the other Halfling, Miro gets ready to move out, wanting to encounter these kobolds quickly before more time passed and possibly more miners were lost.

GM Damo |

The group waves goodbye to Lonnigan, promising to pick him up from beneath the monolithic dwarven stones on their return to Fort Bandu. They continue along the trail for a while as the night deepens. The sounds of the jungle filter through the trees to accompany the companions' footfalls. Unlike the harsh screeching they encountered west of Fort Bandu, the noisy birds and insects are more melodious here - almost as though they are showing respect to this ancient place. Perhaps, though, it is all in the Pathfinders' imaginations.
Amaranti perception: 1d20 + 0 ⇒ (16) + 0 = 16
Cyrus perception: 1d20 + 6 ⇒ (19) + 6 = 25
Finarin perception: 1d20 + 5 ⇒ (18) + 5 = 23
Gunari perception: 1d20 + 3 ⇒ (16) + 3 = 19
Ibid perception: 1d20 + 7 ⇒ (3) + 7 = 10
Kaisharga perception: 1d20 + 6 ⇒ (14) + 6 = 20
Miro perception: 1d20 + 9 ⇒ (7) + 9 = 16
Amaranti perception: 1d20 + 0 ⇒ (4) + 0 = 4
Cyrus perception: 1d20 + 6 ⇒ (12) + 6 = 18
Finarin perception: 1d20 + 5 ⇒ (11) + 5 = 16
Gunari perception: 1d20 + 3 ⇒ (9) + 3 = 12
Ibid perception: 1d20 + 7 ⇒ (20) + 7 = 27
Kaisharga perception: 1d20 + 6 ⇒ (4) + 6 = 10
Miro perception: 1d20 + 9 ⇒ (17) + 9 = 26
Roll: 1d20 + 10 ⇒ (11) + 10 = 21
Roll: 1d20 + 10 ⇒ (15) + 10 = 25
Amaranti perception: 1d20 + 0 - 4 ⇒ (2) + 0 - 4 = -2
Cyrus perception: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 10
Finarin perception: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15
Gunari perception: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1
Ibid perception: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13
Kaisharga perception: 1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20
Miro perception: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11
Without warning, the treeline ends and the night sky is opened. The stars here seem brighter than anywhere the Pathfinders have found themselves recently, and the sky is littered with beautiful gleaming pin-pricks of light.
A deep ravine divides the valley here, bridged only by an ancient and crumbling span of stone reinforced by haphazard wooden reinforcements. A pair of ancient dwarven statues flanks either side of the bridge, each in considerable disrepair. An ancient stone building partly consumed by the jungle is visible across the ravine.
The ravine is deeper than the companions can see, and stretches far, far off into the distance both to the north and the south. The bridge here is the only apparent way to cross, save for the more heroic methods of jumping or attempting to find the bottom by scaling down into the inky darkness.
Gunari knowledge (engineering): 1d20 + 6 ⇒ (6) + 6 = 12
Ibid knowledge (engineering): 1d20 + 8 + 1d6 ⇒ (13) + 8 + (1) = 22
Before the pathfinders can get to the ancient building beyond, however, they must decide what to do about crossing the bridge. It is in a stable state, or so say Gunari and Ibid, and will easily hold the Pathfinder's combined weight. The ramshackle scaffolding won't hold the bridge forever, but it is years before its inevitable failure will occur.
The bridge is, however, trapped. Cyrus, Kaisharga and Finarin spot the rather simple leg noose trap waiting to ensnare them in the middle of the far side the bridge. Two rather nasty spike traps are spotted by Ibid and Miro on the far side also. Caution is no doubt advised. The Pathfinders need to decide if they should disable the traps or simply avoid them as they cross.
Take a full turn to move yourselves. You can move past the traps safely by moving diagonally to the south-east from the noose trap and then east or north-east... or by jumping over them.

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Taking his time, studying where the traps are laid out, Finarin deftly crosses the bridge, and moves past the traps.
Double move

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"Good eyes Ibid, Miro. I think I can handle those quite easily. Hold just a minute while I pull my tools out."
Cyrus picks his way across the bridge, stepping as lightly as he can. Double move to get to my current position
Once there (If nothing else happens) He pulls his masterwork thieves tools out, and goes to work disabling the traps set at the end of the bridge, to make it safer for his companions to get across.
Disable Device, Rope Trap: 1d20 + 13 ⇒ (14) + 13 = 27
Disable Device, Spike Trap: 1d20 + 13 ⇒ (17) + 13 = 30
Disable Device, Spike Trap: 1d20 + 13 ⇒ (1) + 13 = 14
Reflex Save for the last spike trap, just in case: 1d20 + 8 ⇒ (15) + 8 = 23
Obviously taking some liberties with actions, and that assumes that I actually have the time to do them. Please feel free to ignore, or modify as necessary. Just wanted to make sure rolls didn't hold us up! (As if that would ever happen... Ha!)

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Miro nods to Cyrus, noting that this choke point would make an excellent place for an ambush. He pulls out his sling and waits while the young ninja takes care of things for them.

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Seemingly following Miro lead, the old man agrees with their tactical assessment, and seems impressed by the other's insight and planning. Taking a few steps forward, Ibid cautiously moves toward the bridge, but stops short before stepping onto the span of crumbling stone. The old man is not afraid the bridge will give-way beneath his feet, but prepares to cover Cyrus while the youth works to disarms the traps. With his bow raised and an arrow knocked, he watches over the youth and is ready to release an arrow at the first hint of danger.
Chris Special, i.e. *Token not yet moved*

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Moved you! Hopefully you don't hate where I put you...

GM Damo |

Since we have more than one Chris, I say we can't call it a "Chris Special". I think we need to refer to it as a "Lockwood". I've updated Ibid's position again to match more what I believe to be his intended post... covering Cyrus from close-up. Will move it along pretty soon... and assume positions for anyone who hasn't been updated (don't worry, I won't do anything too unfavorable).

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Trusting the word of his betters on the bridge condition, Amaranti walks closer to young ninja, and covers him while he works on the traps.

GM Damo |

Okay, I've Lockwooded Gunari for him (not sure if that's a "true" Lockwood, since he didn't request it).
Cyrus flicks the trap just as the forest erupts in a flurry of movement.
Cyrus initiative: 1d20 + 5 ⇒ (11) + 5 = 16
Finarin initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Gunari initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Ibid initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Miro initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Krenshar initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Ibid extra perception: 1d20 + 8 ⇒ (16) + 8 = 24 -- Since he had a readied action and was specifically looking again I'm giving him a bonus extra check. I have already rolled for everyone else previously.
Just in time, Ibid notices one of the beasts leap out from their hiding spot in the jungle. The are hideously malformed things, vaguely resembling spotted panthers with no ears. One charges Cyrus, and the other simply steps out and snaps at Finarin.
Finarin knowledge (aracana): 1d20 + 8 ⇒ (10) + 8 = 18
Ibid knowledge (aracana): 1d20 + 8 + 1d6 ⇒ (14) + 8 + (6) = 28
Finarin and Ibid both recognize the creatures as krenshars.
Krenshar
This earless, panther-like beast snarls as the skin of its face twitches, then peels back to reveal the bone and flesh beneath.
Skullface (Su) As a standard action, a krenshar can pull the skin back from its face, revealing the musculature and bony structures of its skull. This counts as using Intimidate to demoralize an opponent, and is an extraordinary ability. The krenshar can emit a loud screech while peeling back its skin, causing potent fear in a single creature within 100 feet that can see the krenshar. The targeted creature must make a DC 12 Will save or become frightened (if the target has 6 or fewer Hit Dice) or shaken (if the target has more than 6 Hit Dice) for 1d4 rounds.
A creature that successfully saves cannot be affected again by the same krenshar's skullface ability for 24 hours. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.
Darkvision (60ft)
Scent
The krenshar is a strange creature that resembles a large but earless hunting cat, save that it can retract the fur and skin on its face to reveal the glistening skull and musculature underneath.
Actually, rolled high enough for the full entry.
Surprise round
Krenshar bite vs Cyrus, charging: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Krenshar bite vs Finarin: 1d20 + 2 ⇒ (1) + 2 = 3
Ibid readied shot, PBS: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Arrow damage, PBS: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12
The creatures menace the two fore-standing Pathfinders, but are unable to penetrate their defenses - even with the pair caught completely unawares. Ibid's arrow, on the other hand finds its mark, embedding itself deeply in the side of the krenshar attacking Cyrus.
The krenshar formerly attacking Cyrus beats a full retreat to lick its wounds, almost setting off the spike trap in its haste to leave.
Krenshar bite vs Finarin: 1d20 + 2 ⇒ (15) + 2 = 17
Krenshar damage: 1d6 ⇒ 2
Krenshar claw 1 vs Finarin: 1d20 + 2 ⇒ (11) + 2 = 13
Krenshar claw 2 vs Finarin: 1d20 + 2 ⇒ (11) + 2 = 13
Perhaps unaware that its friend is leaving, or perhaps not caring, the remaining krenshar tenses its shoulder muscles, causing the skin of its face to be peeled back in horrifying fashion. It bites down hard on Finarin's sword arm before tearing free.
Okay, no need for a combat table. We all know this thing doesn't stand a chance. Party gets a full round in... please do roll for the sake of completeness and then let me know anything else you do. Cyrus, I'm happy to keep your previous disable device rolls... you can disarm all the remaining traps easily enough.

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"Finarin, shift to your left! I am coming in!"
Gunari will move to Finarin's current position, attacking with his rapier. He'll use his swift action to activate Weapon of the Chosen, for magic, concealment reroll, and good.
rapier attack #1: 1d20 + 7 ⇒ (1) + 7 = 8
rapier attack #2: 1d20 + 7 ⇒ (4) + 7 = 11
He looks downtrodden, having missed what should probably have been an easy target.

GM Damo |

By the way, I mentioned this earlier in flavor text, but unless you say otherwise, you are carrying at least one source of magical light to help you see. To be more specific, I'm assuming Cyrus and Gunari are using their wayfinders (front and back of the party). Please let me know if you ever want to douse your light and go along in dim light (in the open) or darkness (under the canopy).

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"Ouch, you ugly beast. How dare you!"
Shifting so Gunari can get in a strike, Finarin lets the magic overcome him. He draws his scimitar, and strikes, and letting the magic flow through him, he swings again.
5-foot step, Spell Combat, Spell Strike, cast Arcane Mark defensively, DC 15 Concentration check
Scimitar Attack w/ Spell Combat: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
Scimitar Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Concentration Check DC 15: 1d20 + 8 ⇒ (14) + 8 = 22
Scimitar Attack w/ Spell Combat: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20
Scimitar Damage w/ Arcane Pool Point: 1d6 + 4 ⇒ (4) + 4 = 8
Crit confirm on 1st roll
Scimitar Attack W/ Anatomist & Spell Combat: 1d20 + 6 + 1 - 2 ⇒ (10) + 6 + 1 - 2 = 15
Scimitar Damage: 1d6 + 4 ⇒ (3) + 4 = 7
13 or 20 if a 15 hits

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Cyrus hears Gunari's call over his shoulder and comes around behind the warpriest as he moves in. Circling behind his companions, he ducks in next to Finarin as he slides over, and lashes out with his blade, drawn while he changed position.
Attack, feels odd to not add in a bunch of modifiers: 1d20 + 8 ⇒ (20) + 8 = 28 for Slashing, magical damage: 1d6 + 2 ⇒ (6) + 2 = 8
Attack, crit confirm: 1d20 + 8 ⇒ (20) + 8 = 28 for crit damage, Slashing, magical damage: 1d6 + 2 ⇒ (4) + 2 = 6
Wow... two 20s! To bad I can't crit a crit... :)

GM Damo |

Wowzers! Look at those rolls!
Cyrus and Finarin bring the fight to the panther-like creature, eventually recovering from the initial shock of its appearance. Finarin flat out slices its jaw of with his scimitar, and Cyrus hacks into its midsection, bisecting its spine with his enchanted wakisashi.
Blood and gore drenches the ground and drips down the chasm.
In the aftermath, Cyrus manages to disable the traps and the group notices that the statues at the end of the bridge are holding real weapons, a longspear and a hammer. A quick pro-forma casting of detect magic reveals that they are indeed magical and are readily identified as a +1 longspear and a hammer of lightning (other than the fact it is shaped like a hammer, it is identical to a javelin of lightning).
In the distance looms an ancient ruin, visible only now due the open space the companions find themselves in. The kobold's footprints lead further into the jungle, directly towards the aging structure. All is quiet for a few moments after the krenshaw ambush, as whatever creatures were around either hide or scurried away. Gradually, however, the melodious night-time jungle choir returns.
Finarin needs some healing, distribute the magic items, and I'll move things along again at some point this afternoon.

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CLW wack: 1d8 + 1 ⇒ (2) + 1 = 3
Caressing the hammer, "This hammer ... it is like throwing a lightning bolt. I must have it. I must discover it magics!" Finarin sits cross-legged at the end of the bridge, studying the hammer intently.
Not really, he is just infatuated by the magic. If anyone feels strongly, you can RP it away from him

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Gunari says, "That's fine, my friend, as long as you are willing to test it out in combat, if we need it. And I feel it may be needed. Almost as if the Lucky Drunk has influenced what we find. While I would be interested in using the longspear, it doesn't really work well with a shield. I think Amaranti's lance is already enchanted, so perhaps Ibid would want to use it, for those situations when firing a bow is less than ideal?"
Gunari will tap Finarin with a wand CLW wand: 1d8 + 1 ⇒ (6) + 1 = 7
"Let's keep moving. By the way, do any of you fine folks understand Draconic?"

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Cyrus looks at the hammer, intrigued by its apparent power.
"I think it is in the right hands, Finarin my friend. Use it well. and then tell me how much fun it is..." he adds with a whisper.
"Sorry, I do not speak draconic, and I think you are right about the best use of the Longspear being in Ibid's hands. I prefer to get close enough to pick out the weak points..."
Cyrus nods at Gunari's suggestion to keep moving, and continues down the path, keeping his eyes and ears peeled for any more ambush locations.

GM Damo |

No need for the extra whack, Finarin only took a measly 2 damage! I really think the tier 4-5 encounters need beefing up. It's one thing to just add some extra CR 1/2 to CR 1 in order to bring the numerical challenge rating up, but you've never been in any real danger yet - even with the CR 6 plant encounter - and you're supposed to be underpowered for this! Yeah, I know... batting above your average, etc.

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"Let's keep moving. By the way, do any of you fine folks understand Draconic?"
"Sadly, I don't," the old man says, disappointedly shaking his head. "If no one else knows it, I'll be sure to teach it to myself over the next few months."

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Pulling himself from studying the hammer, "Draconic este ca oa doua limbă pentru mine."

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"Oh..." Amaranti mutters, disappointed, seeing that the fight was over before it really begun. Then he cheers up: "Nice looking spear! I teach how to use it.", he offers, raises his lance on his shoulder and starts walking across. "Move on, now. Kobolds to catch!"

GM Damo |

The Pathfinders push on towards the ruins. Collapsed walls and statues dot the jungle, all have been long ago taken over by the dense vegetation. What surfaces remain unmolested by plants are covered in kobold graffiti. Most of the kobold additions consist of making things look more dragon-like. One crumbling statue of Torag has even got a vine and feather set of wings attached to it. The kobolds don't seem to be overly worried about accuracy.
Small humanoid shadows filter through the trees, figures silhouetted against the moonlight. They are a long distance away, but the group definitely gets the feeling that this area is being patrolled. As they approach the ruined settlement, the forest parts to allow the moonlight and starlight in.
The sound of distant chanting can be heard, and the flickering of firelight can be seen from within a large decaying building at the center of the settlement. As a precaution, the regular-sighted Pathfinders turn off their wayfinder lights.
What remains of the ruins’s heart may have once been a shrine. Demolished walls encircle an ancient dais, atop which a shattered anvil-shaped altar lies defaced with dried blood, chalk markings, and other detritus. The bones of dozens of humanoid creatures are scattered about the building, along with the larger skeletal remains of what may be wyverns or drakes that are marred with deep claw marks. Behind the altar, a large stairwell stained with the blood of countless creatures descends into some dark vault below.
On the altar is a dark-skinned native miner, tied down and crying softly - clearly long ago haven given up on begging for his life. Three kobolds are visible the temple proper, painting the captives with red and white patterns with a single yellow wing upon each human’s forehead. As the group approaches, they believe they are as yet unnoticed. However, they do hear that others are nearby, singing and chanting Draconic prayers to some golden god (as Finarin relates to you).
Sacrificial altar map here I haven't marked in the miners to keep things simple. They cower where they can and stay out of your way... unless you decide to try to win them over and get them to join the fight. Seven miners are here in total, all being painted like the man on the altar.
You get a surprise round in, and then we go to initiative!

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Miro will wait for his companions to move in, then start singing a mighty dragon-slaying song. He laughs, making sure his verses about the dragon are said in a mocking manner, in case any of the little cretins can understand common.
Active IC