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Several minutes pass, and then Ferdrin lets his team's wishes get to him. He stands back up.
Very well, I can see this isn't happening fast enough.
He takes a careful 5' step towards the body and gesticulates with his hands for a moment before pointing them at the mount of ants...
Burning hands, boosted to CL4 with Potent Magic: 4d4 ⇒ (1, 4, 3, 3) = 11

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If someone would have taken Orzworth's other bottle of acid to use, just say so.
As Fendel casts his spell, Orzworth moves into position as well. Once he has a clear shot to the swarm, he tosses his bottle of acid into it.
Ranged touch: 1d20 + 4 ⇒ (5) + 4 = 9
Acid damage: 1d6 ⇒ 1

GM XaveTheNerd |

Burning hands reflex save: 1d20 + 3 ⇒ (19) + 3 = 22
The swarm manages to dodge a bit out of the way of Ferdrin's spell, BUT it still takes 7 damage.
Orzworth misses the ant swarm, but it still takes 1 point of damage.
It's got 1 hit point left. Boo!
The swarm moves forward to engulf Orzworth and Ferdrin. They each take 1d6 ⇒ 5 damage.
Ferdrin Fort save against poison: 1d20 ⇒ 17
Orzworth Fort save against poison: 1d20 + 6 ⇒ (1) + 6 = 7
Ferdrin Fort save against distraction: 1d20 ⇒ 3
Orzworth Fort save against distractin: 1d20 + 6 ⇒ (14) + 6 = 20
Orzworth is poisoned and takes 1d2 ⇒ 1 strength damage. Ferdrin is Nauseated for one round.
Initiative Order - The Bold may act
------------------------
Ferdrin (unless somebody can undo nauseated, Ferdrin spends his turn screaming bloody murder trying to get the ants off)
Malthus
Orzworth
Swarm
Gardol
Jerrid
Herald

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The stern, serious mage begins dancing about. I've got ants in my pants! Or breeches... GET THEM OUT!

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Jerrid rushes over and starts slapping Ferdrin to kill the ants swarming him.
Unarmed Strike vs Ants on Ferdrin: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

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Ferdrin should still be able to move (unless these ants' distraction is beyond the normal scope of nauseation.
Orzworth moves out of the swarm, pulling out his second bottle of acid. "Ferdrin, move," he says, waiting for his companion to clear the splash zone before tossing the flask at the swarm.
Ranged touch: 1d20 + 4 ⇒ (1) + 4 = 5
Acid damage: 1d6 ⇒ 3

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Gardol moves 10' east and tosses his acid flask among the swarm, targeting the easternmost square of the swarm ('X' marks the spot)...
Acid: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Acid Damage: 1d6 + 1 ⇒ (1) + 1 = 2

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After getting a slap treatment from Jerrid, Ferdrin dances away from the mount of ants.
15', move action

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Waiting on status of the swarm before posting Herald's action.

GM XaveTheNerd |

Gardol's acid manages to scatter the remaining ants. Combat is over.
You may now examine the body. To the person who does...
You are unable to identify the body due to it's, well, current state of half eaten. The equipment, though, is fine.
You find a rapier, a masterwork composite longbow (Let's say it's a +2 str rating), 4 potions, 2 fancy looking arrows, and 2 flasks of a fiery liquid.
Identification time!
ALSO
AND
What next, Pathfinders? I'll wait until everybody's ready to move on. Something above IS plot important.

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Orzworth leaves the magical things to those more interested in such stuff. He studies the body, trying to determine how long it has been here.
Heal: 1d20 + 8 ⇒ (15) + 8 = 23
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
"A hidden pocket?" he wonders out loud. "Perhaps whatever is inside was not damaged by the ants."

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Going in order
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Survival: 1d20 + 1 ⇒ (2) + 1 = 3
Well, if that's how you're going to be Mr. RNG: A trembling Malthus peeks from over the Herald's shoulder. "A-a-are the b-b-bugs g-gone?"

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In order,
DC 18 Perception: 1d20 + 6 ⇒ (6) + 6 = 12
DC 18 Perception: 1d20 + 6 ⇒ (12) + 6 = 18
One of the potions is cure moderate wounds
DC 16 Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Two of the potions are oils of magic weapon. Herald will take one if that's okay. Use 'em or lose 'em in PFS scenarios!
DC 20 Spellcraft: 1d20 + 4 ⇒ (2) + 4 = 6
No Craft (Alchemy)
DC 12 Perception: 1d20 + 6 ⇒ (4) + 6 = 10
DC 13 Survival: 1d20 + 3 ⇒ (18) + 3 = 21
You identify about a half dozen sets of humanoid tracks that ran through the area. There aren't any return tracks.
What's this, then? A group of humanoids ran through here. Shall we follow them?

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Everyone has Craft (alchemy)!: 1d20 + 1 ⇒ (8) + 1 = 9 Crap.

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Ferdrin watches Herald go over the loot, taking pieces he didn't identify as they came to him in turn...
Spellcraft, DC18: 1d20 + 10 ⇒ (19) + 10 = 29
This first one is a potion of inivsibility. That's handy!
Spellcraft, DC20: 1d20 + 10 ⇒ (3) + 10 = 13
I have no idea what is special about these arrows. Maybe someone fire one of them next time we're attacked and see what it does?
The next thing he passes over fairly quickly...
Craft (alchemy), DC15: 1d20 + 5 ⇒ (5) + 5 = 10
Hopefully somebody else can make sense of this too...
Perception, DC12: 1d20 ⇒ 16
He then goes past Herald and Malthus, further inspecting the body on his own.
Anything else here?
Checking obvious places on the deceased' outfit, pockets, sleeves, he saves the obvious belt pouch for last. That's where he finds a note...
What's this?
Let's get that note slide!

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Herald reads the note.
Interesting. I wonder if this "orb" could be useful in preparing for the arrival of They/She/It. Have I told you the Bad News...?
We have a potion of Invisibility and an Oil of Magic Weapon up for grabs. Someone claim them, please, so they don't go to waste.

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Jerrid looks at the potions and listens to the description given by those better at identifying stuff like this. He takes the potion of cure moderate wounds and hands it to Orzworth. "You take this. I'll take the potion of invisibility."
Takes the Potion of Invisibility.

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Ferdrin casually takes the note after Herald to quickly scan it.
Bad news...?

GM XaveTheNerd |

You are able to identify everything but the arrows and the fiery liquid. You also find the note hidden on the body. See slide 7!
You follow the tracks, and it seems they're headed to the exact same place as you. Better hurry! You continue down the ravine at a slightly faster pace.
The floor of the ravine slopes downward slightly and the foliage overhead gradually thins. the ravine is wider here, and numerous boulders scattered throughout the area attest to steady erosion. some of the boulders bear strange carvings and are even hewn into rough pillars, but they jut at odd angles out from the landscape and don't seem to be part of any surviving structure. Nestled in the shadow of two such pillars is a shallow pit scraped out of the earth by some massive creature's claws. The nest contains several branches, the half-eaten body of a leather-clad humanoid, several broken shells, and several large, intact eggs. In the trampled foliage near the nest lies the corpse of a massive, bipedal dinosaur, its tooth-lined maw agape and its hide pierced with dozens of crude javelins. Suddenly you're alerted that you aren't alone by a loud crack, but the source of the sound seems to be out of sight. The sound DID come from towards the nest.
On to the map and into initiative. Order will matter here.
The Herald: 1d20 + 1 ⇒ (16) + 1 = 17
Jerrid: 1d20 + 3 ⇒ (17) + 3 = 20
Ferdrin: 1d20 ⇒ 4
Orzworth: 1d20 + 2 ⇒ (20) + 2 = 22
Malthus: 1d20 + 3 ⇒ (14) + 3 = 17
Gardol: 1d20 + 6 ⇒ (19) + 6 = 25
Lizardfolk Initiative: 1d20 ⇒ 14
Initiative Order - The Bold may act
--------------------------------
Gardol
Orzworth
Jerrid
Malthus
Herald
Ferdrin

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Not sure if Ferdrin was genuinely confused or not, but Herald was talking about the Bad News about He/It/They, the unthinkable monstrosity from beyond the stars whose arrival, ten thousand years hence, the Herald is supposedly preparing for.

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Previously:
Orzworth accepts the potion from Jerrid as he reads the note. "Was this man killed by the ants, or by his companions?" he wonders.
Currently:
Orzworth moves forward and into the underbrush, pulling out his sling as he does so. He quietly loads his sling as he searches for the source of the sound.
Move and draw sling (stealth) as move action, load sling as move action
Stealth: 1d20 + 6 ⇒ (20) + 6 = 26

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Not sure if Ferdrin was genuinely confused or not, but Herald was talking about the Bad News about He/It/They, the unthinkable monstrosity from beyond the stars whose arrival, ten thousand years hence, the Herald is supposedly preparing for.
The reference had slipped my mind. Now I recall :)

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Stealth: 1d20 + 9 ⇒ (19) + 9 = 28
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Gardol will stealthily move 15' east, drawing his bow as he does so, eyes towards the nest area and the sound, looking for foes...
Longbow: 1d20 + 6 + 1 + 1 ⇒ (13) + 6 + 1 + 1 = 21
Damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

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[dice=Stealth]1d20+9
[dice=Perception]1d20+6
Gardol will stealthily move 15' east, drawing his bow as he does so, eyes towards the nest area and the sound, looking for foes...
** spoiler omitted **
Mechanically speaking, actively making a Perception check is a move action. (“Intentionally searching for stimulus [sic] is a move action.”)

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Jerrid moves to the first jutting rock coming out of the ground, putting his back to it as he glances around it for the possible enemy.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23

GM XaveTheNerd |

Malthus is correct. Since this is important, Gardol, do you ready an action or look around for things? I need the answer before we can continue.

GM XaveTheNerd |

Gardol spots a lizardfolk hiding behind the pillar next to Jerrid. (map updated)
Initiative Order - The Bold may act
--------------------------------
Gardol
Orzworth
Jerrid
Malthus
Herald
Ferdrin

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GM: Since I saw the lizardfolk, doesn't my readied attack go off? The 5' step is a free action and the Perception is my move action so the attack would be my standard action...or do I have that wrong?

GM XaveTheNerd |

Yes. Yes. Sorry. Missed that.
Gardol's arrow flies directly into the lizardfolk. It's barely standing.

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Malthus turns to look at Gardol in disbelief.
”I’m still new to the adventuring schtick, but do you always shoot first and ask questions later?”

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Gardol looks nonplussed as he turns to answer Malthus after firing. "When I spy a creature awaiting in ambush, always...would you prefer I wait to see if Jerrid takes a spear in the gut before I fire?"

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The Herald calls forth mystic power to embolden and aid the party.
Bless: +1 To Hit, +1 Save vs. Fear
He then moves closer to the action.

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”Well, okay then...”
Malthus moves closer to the action and readies his blade.
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Riposte: 1d20 + 7 - 0 + 1 ⇒ (4) + 7 - 0 + 1 = 12
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

GM XaveTheNerd |

The closer lizardfolk lunges first at Malthus, deflecting his blade as it approaches. It then attempts to swing its morningstar at the Taldan noble.
Morningstar: 1d20 + 2 ⇒ (3) + 2 = 5
It's parried, but Malthus misses on his way through the riposte.
The creature then attempts to bite Malthus.
Bite: 1d20 ⇒ 15
But it can't connect.
Another creature comes from nowhere and...
Stealth: 1d20 ⇒ 11 VERSUS Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Malthus manages to catch a glimpse of this creature from the corner of his eye. He's not caught flat footed.
Morningstar: 1d20 + 2 ⇒ (3) + 2 = 5
The lizardman swings wildly off-center anyways.
Initiative Order - Everyone may act
--------------------------------
Gardol
Orzworth
Jerrid
Herald
Malthus
Lizardfolk (Top one is bloodied. It has taken 9 damage)
Ferdrin

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The Herald grants everyone a Moment of Greatness.
Choose a single d20 roll in the next 3 minutes to get +2 instead of the usual +1 for Bless.
He then moves up to help Malthus. +2 Shield bonus against first attack. (Saving Shield)

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Not knowing how many more are going to jump out of the trees, Ferdrin rushes to catch up with his companions and layer on a little protection...
30' move action.
Cast Mage Arrmor, using one arcane reservoir point to boost with +2CL. +4AC; Duration 4 hours.

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Malthus, his eyes focused on his opponent, lunges at the top lizard.
CE and Bless: 1d20 + 7 - 0 + 1 ⇒ (17) + 7 - 0 + 1 = 25
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Riposte: 1d20 + 7 - 0 + 1 ⇒ (17) + 7 - 0 + 1 = 25
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

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Orzworth moves out of the underbrush into position between Malthus and the Herald and tries to subdue the lower lizard creature.
Unarmed Strike: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25 (Using Moment of Greatness)
Nonlethal Bludgeoning damage: 1d6 + 3 ⇒ (1) + 3 = 4

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Saving Shield can also apply to Orzworth now. First one attacked is the one that gets it.

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See the lower path blocked for him to get to the enemy, Jerrid pushes through the thick foliage to get at the upper most lizardman. Upon reaching there he throws a punch at it.
Punch +Moment of Greatness vs Upper Lizardman: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Move: 15' (I treated the foliage like Difficult Terrain)
Standard: Attack

GM XaveTheNerd |

Malthus slays the top lizard, and Gardol takes out the lower one after it receives a good pounding from Orzworth.
Out of intiative.
What now?
The floor of the ravine slopes downward slightly and the foliage overhead gradually thins. the ravine is wider here, and numerous boulders scattered throughout the area attest to steady erosion. some of the boulders bear strange carvings and are even hewn into rough pillars, but they jut at odd angles out from the landscape and don't seem to be part of any surviving structure. Nestled in the shadow of two such pillars is a shallow pit scraped out of the earth by some massive creature's claws. The nest contains several branches, the half-eaten body of a leather-clad humanoid, several broken shells, and several large, intact eggs. In the trampled foliage near the nest lies the corpse of a massive, bipedal dinosaur, its tooth-lined maw agape and its hide pierced with dozens of crude javelins.

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Herald moves closer to inspect the dead dinosaur.
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
I'm guessing that was Mama.

GM XaveTheNerd |

The dinosaur does appear to match the description of the T-Rex given to you by the Krihirik. It appears to have died from the javelins, but based on the low amount of nearby blood, it must have only barely succumbed to its wounds. There are a LOT of javelins, though.
Anything else before gathering the eggs?

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Well, I'm glad we didn't have to fight that thing! The mage remarks, pointing to the T-Rex body.
Yes, let's get back quickly

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Orzworth studies the area as well. "There are more spears here than two lizardfolk would suggest," he says softly. "If there were more of them here recently, I doubt they left without good reason - or would not plan to return here soon." He turns to the Herald. "If there are signs of magic nearby, we should collect any such items quickly before departing." He scoops up one of the eggs and prepares to leave.
Perception: 1d20 + 7 ⇒ (2) + 7 = 9