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Haska picks up a tankard tentatively and sniffs the brew. Shrugging a takes a swig. And continues to work on the drink every few seconds. The liquid is at least something to battle the thirst built up during the chase.
He listens to Medda. He then surveys the area she indicates.
knowledge nature: 1d20 + 9 ⇒ (12) + 9 = 21
"A name? Not sure what that should be."
He continues to look over the back trail.

GM Cwethan |

Haska is able to quickly find and follow the tracks and markings of the lost group as they wended their way into marshy terrain.
As you follow the trail you notice some sort of caustic spoor that seems to have eaten away at much of the nearby foliage. If the lost Pathfinders encountered something dangerous, far better if you know something of what you might face.
Craft (alchemy) or Knowledge (dungeoneering) can be used to best suss out some information. Heal could also work.

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"What in the world did that?"
craft alchemy knowledge: 1d20 + 11 ⇒ (20) + 11 = 31

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No beating that from my skill set but Malvic would still try and confirm himself. Lol.
Knowledge (Dungeoneering): 1d20 + 10 ⇒ (5) + 10 = 15
Malvic observes the affected flora and tries to remember a source that matches from his research.
"My question is how do we avoid sharing the same fate."

GM Cwethan |

From the mixture of acidity and sheer foulness, you suspect that this is a small infestation of garden oozes, animate, acidic masses of protoplasmic goo that dwell among foliage and typicall scavenge proteins in the form of carrion or small animals that blunder into their vicinity. You know that in addition to their acidic nature, they give off a dreadful smell that can greatly inhibit the efforts of creatures to fight them off or escape. Sickening stench when you get acided, or they can generate it as an aura
Following the trail of burned and disgusting foliage and animal residue, You find a pale and barely breathing half-elf, her wayfinder pittedd, scarred, and stinking. She's clearly overcome by some combination of venom, fatigue, and terror.
Her eyes flicker vaguely in your direction, but she's clearly unable to helpfully communicate for now.
You can most easily use Diplomacy or Perform (comedy) to rouse her from her stupor, but Bluff or Sense Motive could work as well. Other options might help too...

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Haska looks for wounds and bites etc.
heal check: 1d20 + 5 ⇒ (2) + 5 = 7
"Does this lady need wounds tended?" "Is she poisoned"

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Kahwen approaches slowly and carefully. He kneels down next to her.
"Excellent job, Agent. You did fine, now just give us your report and we'll let the Venture Captains know how well you've done," he says.
Bluff: 1d20 + 5 ⇒ (4) + 5 = 9

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It has been almost a week since we heard from Angela. She is decent at diplomacy, where I am not particularly skilled in any of the skills needed for this part. I hope the player is alright...

GM Cwethan |

Yeah, I know :-/
I sent a PM, but now that we're at the one-week mark, I'm not assuming we'll be seeing a return any time soon. There are a few things that scale between 5 and 6 players, so for now I'll be assuming you're a 5-player group.
That said, I'd say go ahead and toss some dice. Even a +5 diplomacy does have a real chance of passing, especially if Malvic aids you :-)

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Yeah, I just didn't design Nigel as a talker and she seemed to be so I didn't want to steal her place. That being said, you make a good point and I will go with it.
Nigel steps forward [b]Look, I know things are rocky right now. But you fought hard. But we need to know what happened if we are going to help you. Even on the bed of death remember our tenets "Explore, REPORT, and cooperate".
Diplomacy (with aid): 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19

GM Cwethan |

I mean, ideally Malvic would actually make the aid roll before you added the bonus, but since a 17 hits the DC... ;-)
Nigel is able to help rouse his fellow pathfinder, and she tells a grim tale of being surrounded and swarmed by oozes that hid in the underbrush. "And running away didn't help either. They're not that fast, but they could spit jets of acid at you! Never seen an ooze before that did that...
"There's some old ruins out in the swamp, we were trying to make it back there to take shelter. I hope the rest of us made it."
Following her directions, you trace the remaining Pathfinders to the decaying remains of an old Manor house, the dirt paths are clear and safe enough to make for easy travel, but it can only be a matter of time before the thick undergrowth that surrounds them will engulf these last vestiges of civilization.
Kahwen: 1d20 + 11 ⇒ (10) + 11 = 21
Malvic: 1d20 + 6 ⇒ (9) + 6 = 15
Nigel: 1d20 + 4 ⇒ (15) + 4 = 19
Umberto: 1d20 + 2 ⇒ (2) + 2 = 4
Kahwen: 1d20 + 6 ⇒ (12) + 6 = 18
Malvic: 1d20 + 6 ⇒ (3) + 6 = 9
Nigel: 1d20 + 2 ⇒ (12) + 2 = 14
Umberto: 1d20 + 2 ⇒ (8) + 2 = 10
Bad Guys: 1d20 + 3 ⇒ (4) + 3 = 7
As you're looking forward for signs of life, however; some signs of life find you!
Jets of acid shoot out of the underbrush catching you entirely unaware and spattering Kahwen and Umberto with wretchedly noisome liquid!
Acid Spit @ Umberto: 1d20 + 7 ⇒ (12) + 7 = 19
Acid Damage: 1d8 ⇒ 6
Acid Spit @ Kahwen: 1d20 + 7 ⇒ (20) + 7 = 27
Acid Damage: 1d8 ⇒ 4
Confirm?: 1d20 + 7 ⇒ (18) + 7 = 25
Acid Damage: 1d8 ⇒ 1
Green squares are difficult terrain and after 10' provide concealment. Walls are 10' high.
The Bold may Go!
Kahwen -5 DC 14 Fort or sickened
Nigel
Umberto -6, DC 14 Fort or sickened
Malvic
Haska
Oozes

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Hey! I think I just read about these things in one of the Bestiaries...too bad I don't remember much about them.
Kahwen is pleased when Nigel telling the truth does a better job with his fellow agent than he did lying. The news of other Pathfinders in danger is enough to send him rushing off.
So heedlessly that he gets hit (very precisely) by acid before knowing what's happening. And the stuff stinks too.
Fort Save: 1d20 + 2 ⇒ (7) + 2 = 9
He fights down the urge to retch and rushes to get next to the thing that spit on him, drawing his sword along the way. Of course, he can't put it to work just yet and another wave of nausea washes over him, leaving his muscles feeling weak and rubbery.

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Haska dashes forward towards the ruins along the path while pulling aout his rapier. double move
"Anyone know anything about these things?" "Do they burn?"
Can Haska use craft alchemy to determine if his Alkali vials will work on these things? Bases essentually have a corrosive effect, but they are generally used to neutralize acids. But they may fall under the umbrella of acids for pathfinder.
craft alchemy: 1d20 + 11 ⇒ (17) + 11 = 28 if possible.

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My bad haha! I for some reason thought the aid was already rolled. Well glad I made it regardless!
Acid and ooze? I think I know just the "guy" to help with this! Nigel takes a couple steps forward and draws the same circle he drew before and the same ball of living earth comes flying out, still manifesting till it gets about 35 ft from Nigel. How is everyone holding up?
Move action to move 20 ft and standard action to summon monster 2 (4/6 left)

Summon Monster II_1 |

This ball of rock comes through the temporary portal made by Nigel and lands 35 ft from him. It stands up into a vaguely humanoid form and looks around. It sees the nearby ooze and assumes that is the target. It begins the track through the swamp to slam the thing. Once it get s in range, it uses all it's might hurt the thing.
Slam (Powerattack): 1d20 + 7 ⇒ (2) + 7 = 9Boo!
damage (B): 1d6 + 10 ⇒ (4) + 10 = 14
Move action to move and standard action to attack once

GM Cwethan |

The diseased looking lump of vegetation and slime manages to squirt aside from the elemental's rush.
Green squares are difficult terrain and after 10' provide concealment. Walls are 10' high.
The Bold may Go!
Kahwen -5 DC 14 Fort or sickened
Nigel
Umberto -6, DC 14 Fort or sickened
Malvic
Haska
Oozes

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Malvic quickly follows behind Kahwen drawing his whip.
Double-Move

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Just a question about the terrain, can Haska actually see the slime? It is in the green area and is 10'+. Is he able to target the slime from the trail? Also, how far did the acid spit travel that hit Umberto and Kahwen? Can Haska estimate if it was 50' or so?
"I will go help the earth elemental against the one way back there in the brush. Just keep an eye on me. I hope I won't need help, but you never know."

GM Cwethan |

Sure, they haven't actually moved since they spat and revealed themselves, so you can estimate their range from that. You are able to target through the undergrowth since they only get concealment, not total concealment from it. Delaying 'Berto for now.
The slimes ooze away from their aggressors, continuing to jet acid at whoever's closest. Malvic manages to duck the spray of acid, but Nigel, by proxy, discovers that the oozes' acid appears not to dissolve rock!
Spray @ Malvic: 1d20 + 7 ⇒ (2) + 7 = 9
Acid: 1d8 ⇒ 2
Spray @ Rocky: 1d20 + 7 ⇒ (4) + 7 = 11
Acid: 1d8 ⇒ 5
Green squares are difficult terrain and after 10' provide concealment. Walls are 10' high.
The Bold may Go!
Kahwen -5 May take an AoO
Nigel (Rocky may take an AoO)
Umberto -6, DC 14 Fort or sickened (May go twice)
Malvic
Haska
Oozes

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Haska races long the path's edge looking to cut across to the cleared area around the building eventually finding a thinner patch of vegetation to do so. He plunges into the vegetation. He pulls out an Alkali flask while moving.double move.
"I'll try to cut the thing off."

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Just so you know, the earth elemental surprisingly doesn't have acid resist or immunity.
Nigel runs after the group feeling left behind. He feel confident that the earth elemental can handle himself up there.
Double move

Summon Monster II_1 |

The earth elemental trudges through the swamp again and in a forgein and gritty voice he says Es ist Zeit zu scheuern
It's clobberin time
Then tries to slam the ooze again.
Slam (Powerattack): 1d20 + 7 ⇒ (8) + 7 = 15Still not great
damage (B): 1d6 + 10 ⇒ (5) + 10 = 15
Move action to move and standard action to attack once

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"Oh no, you don't get to start a fight then try to run away from it!" Kahwen declares, taking a swing at the disgusting ooze thing as it tries to get away.
Elven Curve Blade minus Sickened: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17
Slashing minus Sickened: 1d10 + 10 - 2 ⇒ (9) + 10 - 2 = 17
He follows it into the underbrush to take another slash at it.
Elven Curve Blade minus Sickened: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9
Slashing minus Sickened: 1d10 + 10 - 2 ⇒ (5) + 10 - 2 = 13

GM Cwethan |

@Nigel I know. It's specific to the ooze itself
Kahwen and the Earth Elemental easily keep pace with the retreating slimes, harrying and hammering them in their flight!
Green squares are difficult terrain and after 10' provide concealment. Walls are 10' high.
The Bold may Go!
Kahwen -5 May take an AoO
Nigel (Rocky may take an AoO)
Umberto -6, DC 14 Fort or sickened (May go twice)
Malvic
Haska
Oozes (Red -17; Blue -15)

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@Nigel: The elemental didn't want to take an attack of opportunity? Maybe you addressed that in the terran?
"I think I can outflank it. But with all this brush I am not sure exactly where it is going. I am still pursuing the one the earth elemental is smashing."

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Sorry folks, I had a conference all day yesterday and a flight that didn't get me home till 2am.
Umberto darts into action with mace and tankard in hand. His armor limits the distance covered but tries to find a good position.
use movement from both turns to get where I'm at.

Summon Monster II_1 |

Nope, I completely missed that part.
As the ooze moves away, the rock monster tries to smash it.
Slam (Powerattack): 1d20 + 7 ⇒ (7) + 7 = 14
damage (B): 1d6 + 10 ⇒ (3) + 10 = 13
AoO

GM Cwethan |

**Splut**
In addition to scissors, Rock clearly crushes ooze!
Kahwen is able to nimbly avoid a sudden surge from the remaining noxious slime, but even as it misses it releases dreadful fumes that leave his head swimming again!
Slam: 1d20 + 3 ⇒ (13) + 3 = 16
Bludgeoning + Acid: 1d4 + 1d8 ⇒ (1) + (1) = 2
Green squares are difficult terrain and after 10' provide concealment. Walls are 10' high.
The Bold may Go!
Kahwen -5 DC 13 Fort or sickened
Nigel
Umberto -6
Malvic (May go twice)
Haska
Ooze -17

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Haska sees and hears the earth elemental squash the ooze he was chasing. He quickly reverses course and heads for the other ooze and his group of friends.
Haska will pause before throwing the flask wanting to make sure Kahwen does not get hit with a splash. He will ready to throw the flask should the thing move away again. Not sure if this is allowed, move and ready a standard action.
alkali flask @ 2nd range increment with precise shot: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
hit damage: 1d6 ⇒ 3
if acid based creature double it
miss locator if necessary: 1d8 ⇒ 8

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Umberto steps over to the ooze and attempts multiple blunt strikes with his mace and tankard. He channels the blessings of Cayden Cailean into his melee strikes.
[ooc]Strength Blessing, +2 enhancement bonus to STR for 1 rd.[/dice]
+1 mace: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 1d6 + 4 ⇒ (3) + 4 = 7
tankard: 1d20 + 7 ⇒ (4) + 7 = 11
damage: 1d6 + 1 ⇒ (1) + 1 = 2

GM Cwethan |

Umberto finishes the ooze's destruction, thus sparing Haska the use of his flask! That's a totally fine use of Readying an Action by the way
Kahwen -5
Umberto -6
Within the ruins, the rest of the team of missing Pathfinders are still in stable condition thanks to the speed with which you tracked them down. Once you bring them back to Medda for any further healing, they'll be ready to join you and the rest of the agents for a final push on the heart of this blight!
We're going to pause for a moment since the next phase should be starting shortly, but go ahead and heal back up etc. We've been keeping a great pace so far - way to go guys!

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clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (4) + 1 = 5
Umberto stores his mace and produces a wand to heal himself with. He activates the wand twice and puts hit back his his wrist sheath.
He waves a hand over his tankard and fills it with a minerally white wine. Cheers. As he takes a sip. Lots of icky stuff in this forest.

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Thanks GM! You are doing a great job of keeping us on pace. I know how overwhelming these multitables can be and stress on the GM but I don't think we were left waiting on you for a post yet. So thanks for keeping us moving! This is a good group.

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Yep, having a great time! Thanks GM.
In response to Umberto, "This is a 'not-so-nice' forest. That is true enough. Still I will take it over frozen tundra or burning desert."
"Kahwen, do you require help for your wounds? I have a wand for that if you would like?"
cure light wounds wand charge on Kahwen: 1d8 + 1 ⇒ (5) + 1 = 6

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**OVERSEER ANNOUNCEMENT**
It is difficult to tell how much time has passed through the smothering canopy as Medda addresses the regrouped Pathfinder and Twinhorn forces. “The ancient battlefield is just beyond those trees. There, Ivvora and her comrades scattered an undead army, but the necromantic taint never left this land. Instead, the plants and animals have gradually absorbed the evil, encouraged by someone calling herself Mother Bloodleaf.
“We must strike as one, simultaneously attacking the corruption’s heart as well as the seedpods spread out around the swamp. Their destruction will unleash harmful energies, so we of the Twinhorn following shall head toward the center to ritually disperse that energy to keep it from festering anew! Each team should follow its Twinhorn mystic to an intended target, and from there, three blasts of a horn shall signal our attack. May Vildeis bless us as she did Ivvora before us!”
Medda, the Twinhorns, and the Pathfinders spread out and make their way through the woods to their striking positions. When all are in position, three blasts of a war-horn echo across the heavily forested battleground. As the Pathfinders rush toward their targets, startled figures with purple glowing eyes hurry toward the seedpods and the enormous dark flower at the heart of the swamp. A shriek carries over the battleground. “What treachery is this? My minions have fallen without so much as warning me? No matter, I shall rip out any trespassers’ souls and feed them to the blight!”
Table GMs, the Unaware Guardians condition is now in effect, in addition to the Helpful Spirits condition. The way to area Q is now open. Please move to that encounter area quickly.

GM Cwethan |

"Quickly! Destroy the Blight Pod!"
Your path leads you to an ancient battleground that has turned into a fetid swamp that fills the air with the scent of death and decay. Rusted weapons jut out from the patches of solid land. Here and there, skeletal remains and grimacing skulls clad in ruined iron peek out from the glowing mire. The spirit guides you have secured through challenges and diplomacy open up a pair of gates to allow you more easily traverse the difficult ground, and lead you around the sentinels that stand vigil over this Pod, leaving them badly out of position.
The seedpod pulses with purplish energy where it waits on an islet across the swamp, but with a howl of rage, a blight-tainted wolf alerts its master to your presence!
Kahwen: 1d20 + 11 ⇒ (8) + 11 = 19
Malvic: 1d20 + 6 ⇒ (8) + 6 = 14
Nigel: 1d20 + 4 ⇒ (11) + 4 = 15
Umberto: 1d20 + 2 ⇒ (2) + 2 = 4
Kahwen: 1d20 + 6 ⇒ (10) + 6 = 16
Malvic: 1d20 + 6 ⇒ (12) + 6 = 18
Nigel: 1d20 + 2 ⇒ (7) + 2 = 9
Umberto: 1d20 + 2 ⇒ (20) + 2 = 22
Blight Druid: 1d20 + 1 ⇒ (13) + 1 = 14
Blighted Beast: 1d20 + 2 ⇒ (18) + 2 = 20
???: 1d20 ⇒ 8
The big log is 10' high and a DC 17 Climb check to get on top of or a DC 20 Escape Artist to scoot under at half speed.
The small log leading towards the Blight Pod is a DC 20 Acrobatics to balance on at 1/2 speed.
Green spaces are shallow, visibly glowing water. (Treat as difficult terrain)
The two green-outlined tree portals are adjacent spaces for you only.
I'll be trimming down this terrain text after the first round
The Bold may Go!
Umberto
Blighted Beast
Malvic
Kahwen
Haska
Blight Druid
Nigel

GM Cwethan |

The wolf surges forward towards Umberto with a wet snarl. Blighted flowers shedding from between its matted fur, the beast smashes him from his feet!
Bite: 1d20 + 7 ⇒ (13) + 7 = 20
Trip: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
The big log is 10' high and a DC 17 Climb check to get on top of or a DC 20 Escape Artist to scoot under at half speed.
The small log leading towards the Blight Pod is a DC 20 Acrobatics to balance on at 1/2 speed.
Green spaces are shallow, visibly glowing water. (Treat as difficult terrain)
The two green-outlined tree portals are adjacent spaces for you only.
The Bold may Go!
Umberto -7, prone, protection from evil.
Blighted Beast
Malvic
Kahwen
Haska
Blight Druid
Nigel

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Haska races forward determined to get to the pod. heart of the blight on the map? Double moves towards it. He pulls out his rapier as he goes.
"Should I burn the blight? Uproot it? Or What?
knowledge nature to determine best ways to destroy the pod: 1d20 + 9 ⇒ (8) + 9 = 17

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Kahwen darts through the portal, hot on Umberto's tail. He does a stutter step when he gets through and finds himself almost face to fang with an enormous wolf. Regaining momentum, he circles around the beast to come at it from behind but isn't able to strike just yet.

GM Cwethan |

Unfortunately, though tainted, the wolf is not evil, so the result stands.
As Haska eyes the blight pod, he's not able to determine any specific weaknesses. Just hit it hard!
The big log is 10' high and a DC 17 Climb check to get on top of or a DC 20 Escape Artist to scoot under at half speed.
The small log leading towards the Blight Pod is a DC 20 Acrobatics to balance on at 1/2 speed.
Green spaces are shallow, visibly glowing water. (Treat as difficult terrain)
The two green-outlined tree portals are adjacent spaces for you only.
The Bold may Go!
Umberto -7, prone, protection from evil.
Blighted Beast
Malvic
Kahwen
Haska
Blight Druid
Nigel

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"If you can handle the pod I will help our allies! If it fights back just call out." Malvic says following after Kahwen and also coming fairly close to the wolf on the other side.
Take it's life! It must be done! Show your power!
As the voice rings through Malvics ears he sends a blast of vivid colors into the face of the wolf.
Color Spray, Will 15 to Negate.

GM Cwethan |

Will: 1d20 + 2 ⇒ (7) + 2 = 9
The wolf whines as Malvic overloads its heightened senses, discombobulating it briefly.
Behind the fray its master begins to chant in a guttural tongue, obviously gathering power for some mischief.
The big log is 10' high and a DC 17 Climb check to get on top of or a DC 20 Escape Artist to scoot under at half speed.
The small log leading towards the Blight Pod is a DC 20 Acrobatics to balance on at 1/2 speed.
Green spaces are shallow, visibly glowing water. (Treat as difficult terrain)
The two green-outlined tree portals are adjacent spaces for you only.
The Bold may Go!
Umberto -7, prone, protection from evil.
Blighted Beast - Stunned
Malvic
Kahwen
Haska
Blight Druid
Nigel
Angela
???

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I am sorry to slow us down but I am a bit confused. The flowers are part of our goal right? We are supposed to destroy them as well as killing the bad guys? Or am I thinking of something else. Haska made a check on it, did he not learn anything?

GM Cwethan |
1 person marked this as a favorite. |

No worries, Nigel. The two green-outlined bits of vegetation are portals that have been opened for you by the spirits of the wood, aka "tree portals" in the terrain notes.
Your objective is to destroy the blight pod which is on a little island in the swamp, and what the heck, is now outlined in purple. Haska was not able to determine any specific weaknesses, but surmised that just hitting it hard would be enough.
That help?

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Nigel, I will make a suggestion but you can do whatever you want. Another earth elemental beating on the pod would be good. Haska is going to have trouble getting to it.
"we have to destroy the pod, but I don't see an easy way to get to it."

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I was thinking a fire elemental because it seemed like it would be useful at destroying a plant... but the earth elemental is hard to beat (and less work of trying to make a stat block for it).
Nigel moves toward the portal but before he gets to it, he says his arcane words yet again, makes a circle in the air, an launches another ball of living earth across the water toward the plant.
Here Haska, hopefully this will help take care of the plant. I am going to help the others. It sounds like there is trouble over there.
Move action to move and standard action to summon monster II