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Crios lands two blows and the creature drops...he did notice it seemed to resist the magic, but the force of the blow alone was enough.
Would normally need to roll spell resistance.
Only one beast remains.
Anduris is up

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"Ehh! That thing is as ugly as someth'en I passed this morning." Anduris flies forward to take a mighty swing at the befouled plant beast.
Greatsword with power attack and sickened plus inspire courage: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 152d6 + 9 ⇒ (6, 3) + 9 = 18 Anduris flies forward taking a heavy swing at the creature. He underestimates the force of his swing and swings wildly past it. "OH BY THE SHORT HAIRS OF ANGRADD! I be fight'en as sour as me stomach feels 'bout now!"

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AOO Claw: 1d20 + 12 ⇒ (5) + 12 = 17
damage: 1d8 + 6 ⇒ (1) + 6 = 7
bite: 1d20 + 12 ⇒ (5) + 12 = 17
damage: 2d6 + 6 ⇒ (6, 5) + 6 = 17
claw: 1d20 + 12 ⇒ (7) + 12 = 19
damage: 1d8 + 6 ⇒ (5) + 6 = 11
tentacle: 1d20 + 12 ⇒ (13) + 12 = 25
damage: 1d8 + 6 ⇒ (2) + 6 = 8
GRAB: 1d20 + 16 ⇒ (18) + 16 = 34
Anduris flies in for an attack, as he does the yaoguai takes a swipe with its claw, it misses. Anduris misses and the creature retaliates with its attacks. Its bite and claw can't catch the flying dwarf; but the tentacle hits him, wrapping around and grabbing hold of him.
Round 3 +2 Inspire Courage
Map
Yaoguai
Yellow DEAD - 87 dmg
Red
Blue DEAD 89 dmg
Kivuli
Round 4
Noldoli
Slaine 4 dmg
Anduris 8 dmg - Grappled/sickened
Crios
Ranalus
Pathfinders are up

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Kivuli dashes over and plunges into the horror before it can cause too much damage to the dwarf.
+1 Estoc {LA/PA/Keen/Bane}: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 271d6 + 14 + 2d6 ⇒ (5) + 14 + (5, 2) = 26
CONFIRM: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 131d6 + 14 ⇒ (6) + 14 = 20
Two threats in a row. Thanks for the 'KEEN' Andi. It just means you have to play every game with me from now on or I need to get that on my weapon (as I really do not want to spend a feat).

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Der's one more of 'em commin' out behind us! Slaine bellows over the cacophony of the fight. It's done grabbed up der dwarf. He's th' only one of ye's that talks civil like. Got ter git'em free.
With that, Slaine slides back 5 feet and uses his grit to clear his gun. Once cleared, he slams 2 cartridges into the musket and fires both barrels after pointing the business end at the last Yaoguai.
Standard Attack-Point Blank Shot-Deadly Aim-Fire both barrels/shot
Double-barrel Musket vs touch: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d12 + 11 ⇒ (9) + 11 = 20
Double-barrel Musket vs touch: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d12 + 11 ⇒ (8) + 11 = 19
Cities and keys! Another dang misfire. Must be that touch 'o the fey gittin' in meh gun. He says, eyeing Ranalus.
Another misfire! I can't believe it. One shot still makes it for 19 points of damage, but gun's jammed again.
5' step, Move action-clear misfire using grit point, Free action-reload with alchemical cartridges, Standard action-attack.

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"Ah, your technological marvel fears the First World? Never fear, I am on your side."
Ranalus moves up, drawing his rapier, and slashes the creature.
Attack, IC: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
"Hmm, perhaps I should stick to spells."

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"There ya go Mr Greyfeather. I be distract'en this thing just like I intended. Now you 'an tha others can finish this thing off so I can get some of me dignity back." The dwarf calls out as he struggles with the yaoguai."Yah know this thing ain't any prettier than closer I get."

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Slaine concealment low miss: 1d100 ⇒ 92
Kivuli approaches the last yaoguai, and long arms extended, jabs his Estoc into the beast. Slaine's gun gives him fits again as only one barrel fires it hits, while the other jams. Ranalus moves in to attack, but his rapier can not find the mark.
Round 3 +2 Inspire Courage
Map
Yaoguai, Red 35 dmg
Kivuli
Round 4
Noldoli
Slaine 4 dmg
Anduris 8 dmg - Grappled/sickened
Crios
Ranalus
Noldoli, Anduris, and Crios are up

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Anduris desperately tries to free himself from the yaoguai's grasp. Fairly confident with my CMB of 4 there is no way he can even break free of a Chinese finger trap so he just tries to pull a wand from his waist and use it to cast grease on himself

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With a quick turn, Crios rushes over to aid his friends, striking out at the red yaoguai with his staff.
+2 enhanced quarterstaff two-handed strike w/PA+IC: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
magic blunt dmg+arcane strike+ic+electric: 1d6 + 16 + 2 + 1d6 ⇒ (6) + 16 + 2 + (2) = 26
move action: close to melee(AoO?), swift action: arcane strike, standard: attack

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Need to move forward
I got myself confused on grab + constrict and forgot to roll constrict damage on the turn of the grabs, so doing that now.
Constrict on Slaine: 1d8 + 6 ⇒ (1) + 6 = 7
Constrict on Anduris: 1d8 + 6 ⇒ (2) + 6 = 8
maintain grapple: 1d20 + 16 + 4 ⇒ (5) + 16 + 4 = 25
Anduris wiggles his wand into his hand and greases himself, as Crios moves forward and catches the creature with his staff. The creature tries to keep hold of the greasy dwarf. But can't do it and Anduris drops free. The monster slides deeper into the brush. 5' step
Round 4 +2 Inspire Courage
Map
Yaoguai, Red 56 dmg
Kivuli
Round 5
Noldoli May take 2 rounds of action
Slaine 11 dmg
Anduris 16 dmg -sickened/Greased
Crios
Ranalus
All Pathfinders are up

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**OVERSEER ANNOUNCEMENT**
Even though much of the forest withers from some evil curse, eager faces flow from tree to tree as the friendly, whispering spirits encourage their would-be saviors onward.
Table GMs, the Helpful Spirits effect is in play.

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Ranalus doesn't want to venture into the brambles to chase the thing.
He takes a 5' step and heals Anduris.
"The night restores."
Auto-succeed on Concentration to cast defensively.
Prot Evil -> CLW: 1d8 + 5 ⇒ (1) + 5 = 6

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Worried the creature might escape and bring others back, Crios follows after it to the woods' edge, his staff blurring as he pummels what he can reach of the beast with powerful blows.
Reflex DC17 save vs entangle?: 1d20 + 8 ⇒ (18) + 8 = 26
Flurry off blows w/PA+IC: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Flurry off blows w/PA+IC: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Takes a 5' step, then flurries with staff and uses arcane strike, but if he can't 5' step just subtract the second attack.
magic blunt dmg+arcane strike+ic+electric: 1d6 + 16 + 2 + 1d6 ⇒ (2) + 16 + 2 + (3) = 23
magic blunt dmg+arcane strike+ic+electric: 1d6 + 16 + 2 + 1d6 ⇒ (6) + 16 + 2 + (6) = 30

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Kivuli slides forward a step to keep pace with the beast.
Estoc (PA/IC/Bane/Keen/LA}: 1d20 + 10 + 2 + 2 ⇒ (19) + 10 + 2 + 2 = 331d6 + 14 + 2d6 ⇒ (6) + 14 + (2, 5) = 27
CONFIRM: 1d20 + 10 + 2 + 2 ⇒ (20) + 10 + 2 + 2 = 341d6 + 14 ⇒ (4) + 14 = 18

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"Eh!As good as new...almost.Thanks fer tha heal'en. Now tah finish things off."
Anduris flies forward hoping his advantage of being in the air will help him and slashes down at the creature.
Greatsword with power attack and inspire: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 182d6 + 9 ⇒ (5, 6) + 9 = 20

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Crios lands a staff blow, and Kivuli is especially deadly with his estoc, finally Anduris finishes it off with greatsword chop. The yaogaui are defeated and you can take time to bind your wounds before preceding deeper into the Fangwood.
Go ahead heal if you wish
Combat over
-----
You continue to wander within the blighted forest, when it opens to a small clearing that is free of the dark flowers that seem to permeate the rest of the landscape. A ring of tall grey trees circles the clearing, their branches reaching toward each other to form a ceiling of black leaves. A chorus of whispering voices echoes within the clearing as countless faces form out of tree bark only to meld back in, flowing from tree to tree. Three of the faces remain in place and speak out in unison.
“Who wanders these forlorn paths? Do you seek to join us?
Join us!”
Tree spirits! Although there are a multitude of spirits, three them seem to be willing to speak with you.
One demands of you “Who are you!” in a very aggressive manner.
“Do you want to play a game?” asks another, seemingly in jest.
In a very calm and deliberate manner the third says “Tell us why you are here.”
Each of you have two opportunities to interact with the spirits. You can observe a face or present a case. You can use your turn to Aid Another, if you wish.
Observe: Each of you can study one face and its behavior to learn about its personality and which strategies might be most effective against it. This uses one of your two interactions. You use Sense Motive to attempt to get an idea of what motivates that spirit.
Presentation: Each of you can make your pitch to one spirit—either independently or by using the aid another action—each of which requires one successful check to persuade. What skill you use will determine how difficult it is to convince that spirit.

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Slaine (carefully!) reloads his musket with black powder. He relies on his new allies to cure him using his own wand of CLW.
Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Upon meeting the tree spirits, Slaine will size up 2 of them to hopefully help out the party. He isn't much of a talker.
Sense Motive on aggressive spirit: 1d20 + 4 ⇒ (20) + 4 = 24
Sense Motive on playful spirit: 1d20 + 4 ⇒ (17) + 4 = 21

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Sorry for missing yesterday, go pulled to work
To the group: "Let me know if anyone needs a lay-on-hands, or a channel."
Sense Motive on spirits: 1d20 + 8 ⇒ (5) + 8 = 13
Diplomacy: 1d20 + 13 ⇒ (3) + 13 = 16
"That's a lot of questions, we are pathfinders, and I for one, love games, however, we are here due to the solstice and to prevent the invasion. Will you help us defeat Eshimka and end the threat forever?"

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Before anybody else tries influencing them, let's find out what skills work and then maybe I can use a scroll of Bestow Insight if it is a skill I am trained in. Half-elves are allowed to access material from the Human section of the ARG, right?
Ranalus tries to ascertain how to influence the aggressive face and the calm face. He doesn't have great interpersonal skills other than Sense Motive so uses both of his actions to Observe.
Sense Motive on Aggressive: 1d20 + 12 ⇒ (6) + 12 = 18
Sense Motive on Calm: 1d20 + 12 ⇒ (2) + 12 = 14
Wow, that's bad.

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@Noldoli - no worries; for your diplomacy which spirit are you directing that at.
Noldoli can't really get a read on the the spirits and begins the discourse with the faces. After he's finished the aggressive face retorts, Oh Pathfinders are ya, well I don't know of Eshimka, but what would you do about Motherblood leaf? His face is long and disapproving.
Slaine comes to understand, that the aggressive spirit acts aggressively, but may be trying to hide that it’s actually afraid of this Mother Bloodleaf and what she might do to the spirits if they provide assistance to the Pathfinders. Above all the aggressive spirit likely want to be reassured that the Pathfinders will do all they can to help and protect the spirits.
Slaine can't quite make out the motivations of the playful spirit which is currently making funny faces at you all...but he feels he almost has a read on it.
Ranalus also is having difficulty understanding what makes the spirits tick.
It's less about specific skills to use and more about how you address them, and then as long a skill goes along with the approach you choose. I'll apply the DC I feel is appropriate...so good roleplaying will be helpful.

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After the encounter Anduris uses the time to heal himself.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
"Well don't this be gett'en stranger and stranger. Like we be in some God forsaken elven woods or someth'en." Anduris looks upon the trees with wonder. After a few moments of looking at these forest spirits he tries to figure out how to help as best me can.
Sense motive on calm: 1d20 + 9 ⇒ (10) + 9 = 19
Sense motive on playful: 1d20 + 9 ⇒ (18) + 9 = 27
"It's as Noldoli says. Simple as that. We are here to rid Eshimka from this forest...an we be hop'en tha world. That should work out fine fer you here that call this place home."

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Anduris's 'aura sight' detects the many spirits are various varieties of good and neutral, lawful and chaotic, none detect as evil.
He can't really get a read on calm spirit, but thinks he understands the playful spirit quite well. This spirit acts as though it doesn’t care what happens and thinks everything is a joke, but it is actually worried about the other spirits and any other victims the blight might entrap. It wants to hear reason and logic to convince the spirit that helping the Pathfinders is the best course of action to help the spirits as a whole. But doesn't like appeals to emotions or to garner empathy.
To summarize:
Calm Spirit: Neither Ranalus nor Anduris could find out anything about it.
Aggressive Spirit: Slaine learned what this spirit likes. Ranalus could not add anything.
Playful Spirit: Anduris learned what this spirit like and dislikes. Slaine could not add anything.
Noldoli wasn't able to observe anything about a spirit; and made a presentation to a tbd spirit. Noldoli feel free to elaborate on your post based on what you have learned, once you choose a specific spirit.
Crios and Kivuli both have 2 checks left and I suggest they will need to be to try to present to the spirits. As none of them have been influence yet.

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Ranalus pulls out a scroll of Bestow Insight and reads it, casting it on Crios.
"Here, this may help your eloquence."
Using it for Diplomacy. Grants a +2 Insight bonus, and Crios can roll twice and take the better once - doing so ends the spell.

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Slaine rests the butt of his musket on the ground in front of him and leans over the barrel at Anduris. Ye's got that right, meh friend. These durn fey ain't ter be trifled wit'. Tha's what happens when folk go off and git uncivilize-like. Abadar save us.
With a keen read on the aggressive spirit, Slaine tells the groups, while not taking his eyes off the sprit's face. This here feller got a bee up in his bonnet. Tryin' to be gruff and spike, but he's afeared a' what's comin' after'm. I'm guessin' it's the Mother blood-whatever. I've dealt with his kind 'afore. Some 'o the other "enforcers" fer th' Exchange are full of bluster and vinegar too. Usually the youngins. Jes' a little bit 'o reassurance is usually all tha's needed.
Turning his focus back to the spirit and taking on an air of command, he says: Tell ye what, sonny. We here Pathfinders are gonna find this Motherblood and keep 'er from bringin' ye harm. Ye kin either sit here an whine like a pansy or ye kin help us out. Now what say ye?!

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Kivuli addresses the grim faced 'Aggressive' spirit. "I can see you are concerned for the others. It seems to be a heavy burden you bare. This Mother Bloodleaf has... brought many of you together. Please trust me when I say that my friends and I have dealt with fey before. We understand the differences between the First World and our own. Please allow us to help."
Know, Nature vs Aggressive: 1d20 + 9 + 1d6 ⇒ (16) + 9 + (3) = 28
The rogue turns his attention to the smiling spirit. He starts to walk in a circle about the tree. "You are worried about Her and what she may do in response. You want to know that we are capable enough to stop others from sharing the same fate. Well, We are no novices I assure you." The wayang continues to walk, stepping over small logs and under branches. At one point, you moves behind a bush, but never seems to pop back out. His voice is hard to pinpoint as his presentation continues. "You see, to do anything, she must first see us coming." After a few heartbeats, the rogue appears several yards away, "An opportunity we do not plan to afford her."
Stealth vs Playful Spirit: 1d20 + 23 ⇒ (9) + 23 = 32

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The face of the aggressive spirit softens some as Kivuli explains the Pathfinders knowledge of fey creatures. Well I see, could be we might help you. The face says somewhat grudgingly, but you feel the aggressive face has been convinced.
Kivuli then demonstrates his tactical acumen and how that could be effective. The playful face grow a bit more serious, I see you are quite skilled at silent tactics, it will likely work on Mother Bloodleaf I think, I for one will help you. It then returns to smiling, Ha ha!
Successes on Aggressive and Playful, leaving only Calm to convince and Crios with 2 attempts to do so.

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I had intended the diplomacy to be a more general "crowd" diplomacy, but the third one calm) if I have to pick.

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Gotcha Noldoli, the way it is set up is you have to appeal each face individually.
You have success with two spirits and Crios to go; but this section doesn't impact the next, so to keep things moving, Crios can post his actions when he can and we'll go ahead and start the next encounter.
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As you move on through the forest, a few of the tree spirits seem to follow along, they occasionally manifest in tree trunks and suggest directions to you.
As you travel toward what you believe is the blight’s heart, the tree spirits leading you suddenly halt, and a hear a booming voice.
Who's this Mother Bloodleaf ’s latest minions. Look at the lot of you evil servants if I've ever seen them! I outta gut you all from tip to toes.
You can't seem to locate exactly where the voice is coming from as it seems to echo.

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Anduris thinks about stepping forward to help the situation but then he reminds himself, with a bit of untimely and quite offensive passing of gas, that he is perhaps not the best in social situations.
"Ahh boggleworts." Anduris says under his breath to Slaine who has the most unfortunate luck to be standing next to him. Nudging Slaine with his elbow."That be a double-leafer if'n yeh know what ah'mean." Anduris continues under his breath jovially."Though good luck gett'en any of them around here. Talk 'bout ah break down in diplomacy."

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The wayang hangs back, allowing one of the others to speak for the party first.

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Detects Evil
"Hail disembodied voice. You mistake our alliance, we walk in Iomadae's righteous light"
Diplomacy: 1d20 + 13 ⇒ (20) + 13 = 33

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Ranalus looks at Noldoli with some curiosity.
A child of the First World who has lost his way... well, perhaps this Iomedae thing is just a phase to stave off the Bleaching. Iomedae's faith does have many entertaining stories. But why do so many with First World connections become paladins? Usually the foundlings. Still, one has to respect the devotion.
He remains quiet for now.

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Noldoi does not detect any evil.
Suddenly, a burly middle-aged man with the ears and legs of a goat steps out from behind a tree. He grins, and laughs as he waves his hand.
He, he, ha, ho, ho there, adventurers! I got you there didn't I. I guess you are a little on edge. Oh, he, he, ha, ha, ha, he… I couldn’t help myself, that's what happens when you are bored waiting around. The poor dwarf, I know about being long winded, ha, ha. And a gnome so serious! The rest of you so quiet! Ha, ho, ho! He tries to catch his breath, apparently very amused with himself and you as well.
Hey, I think we should have some fun! Don’t worry, this won’t take long. I wouldn’t want you to miss the main event, and I plan to have a front-row seat. Oh, where are my manners? The name’s Grimpfkin! Ha ha!
The goat legged man is trying hard to keep his composure, but is clearly failing.
So, what do you say? Do you choose to test your speed or might?
One check reveal as appropriate
This appears to be a heavyset satyr. Satyr's tend toward Chaotic Neutral.
This is actually a very power fey, a Seilenos

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Knowledge (Nature): 1d20 + 5 ⇒ (16) + 5 = 21
"Greetings, Grimpfkin. Son of the First World. I am Ranalus, Feysworn servant of the Count."
He gives a glance to the gnome. "There can be no Shadow without Light, of course, so it is fitting to be in the company of the Inheritor's favored."
"If I am to be tested, I would choose Speed."

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Nature: 1d20 + 9 + 1d6 ⇒ (10) + 9 + (6) = 25
"Must we be 'tested'? Perhaps we too would enjoy a respite before facing Mother Bloodleaf. I do not often get chances to speak with satyrs."
I know we have to pick. I too will go with speed.

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Fortunately for Slaine, years of exposure to black powder has rendered his sense of smell nearly useless. Despite that, he detects the pungent odor of dwarven wind, but is able to withstand it without a fortitude save. To Anduris: Ay! Grabbin' a leaf fer yer backside, might be like grabbin' someone's cousin 'round here. Durn if this isn't a backwater, uncivilized buncha no-goods. Abadar save us.
After Grimpfkin bounds out of the woods, Slaine slowly lowers the 2 loaded barrels that he had aimed at the Satyrs' head. His snappy reaction to the large creature occurred before anyone realized it. Grimpfkin's comment about being "on edge" doesn't go unnoticed.
On edge!? Listen 'ere, ya flea-bitten, mangey hooligan. We's here tryin' ter bring some peace to this area, an' ye's goin' 'round bursting out in front of a gang 'o armed warriors. Woulda served ye right had I lit ye up. Abadar's balance is on yer side this time, tho. After eying the man-beast, Slaine continues. Now wha's this 'bout a test? What's yer point of testin' us and what'er we git if we pass? And 'afore any of us agree ter yer test, we gonna git this down in writin', a proper contract.
Agree with Kivuli, that we don't have a choice. So as not to hold up play, Slaine would prefer a test of speed.

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Ranalus gently chides the gunslinger. "Now now, Slaine, don't be making threats. You might end up with your fine weapon turned into a candy-cane. Or your black powder replaced with sneezing powder. And I would not ask for a contract unless you have the skill of Asmodeus" Ranalus spits on the ground "at reading the fine print. The scions of the First World have long experience in making deals that rarely turn out the way mortals imagine. Accept that we are not in a position of advantage here no matter how it may appear."
To Grimpfkin, Ranalus whispers, "He's a creature of the city, not at home in these woods. He says 'uncivilized' as if it were a bad thing! Hah!"

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He nods to Ranalus, A first world brethren, speed! He raises a mug of ale into the air in salute.
Then looks to Kivuli, You are funny little man aren't you! Satyr, humph! You don't look like you need a rest. He gives a wink to the wayang.
After hearing Slaine, Oh, ho, he, he! Contract no we don't need one, do well at my test and I may give you a boon. But only if I'm entertained! Ha, ha!
Oh sneezing powder...good one...ja ha!
With that Grimpfkin hops atop a mossy rock, and flings the contents of his mug into the air. Before it reaches the ground, the fizzing ale transforms into a bird and takes flight off into the woods, leaving a faintly sparkling trail. He looks on with surprised approval before clapping his hands at the you and exclaiming, “What are you waiting for? Catch it! Just, ah, no flying or teleporting—it’s a challenge, remember?”
You must follow the glimmering trail left behind by the bird. You will encounter four obstacles that can hinder your progress. At each obstacle, you are free to decide how you attempt to get through it, using your attributes, attacks, saves, skills etc. I have latitude to make adjustments for particularly clever ideas. Failure doesn’t cause injury, just time and speed.
You want at least three of you to succeed at each obstacle.
Assuming you give chase, the glittering trail leads across a wide ravine that cuts through the forest. The ravine has several old logs set across it, and a slowly flowing creek runs along the bottom.
On the other side, you see Grimpfkin watching from a high tree branch.
Obvious solutions would include things like Likely balancing carefully or jumping (Acrobatics), identifying which log is the most stable (Knowledge [nature] or Survival), anchoring a grappling hook in a distant tree (ranged attack), or sliding down the slope to swim across the creek (Swim). But you may get creative if you have another idea.

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Ranalus decides it is important to entertain and impress Grimpfkin. "No flying or teleporting? Very well."
"Essence of darkness, hear my call."
He use Shadow Conjuration to emulate Slipstream. Wisps of darkness wrap around his feet, taking the form of waves of water. This will last for 80 minutes.
Ranalus chooses to believe his illusion is real, and slides down the slope on a wave of water, and then across the creek.
If going downhill, speed increases by 20 feet instead, but slipstream provides no movement bonus when going uphill.
While swimming, the slipstream increases the target’s swim speed by 20 feet-if the target does not have a swim speed, this spell grants a swim speed of 20 ft.

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Turn my gun inter a candy cane or me powder sour!? I made 'er with my own two hands, an' even got th' blessin' of Abadar on her. He thinks while looking at Ranalus sideways, trying to figure if he's telling the truth.
Sense Motive: 1d20 + 4 ⇒ (16) + 4 = 20
Bah! Yer pullin' my leg, Rany. He ain't able to do such a thing. Now let me show ye what I kin git done wit' these old legs 'o mine.
With that, he uses flips the large, 2-barrel musket in the air and with a flourish, seems to make it disappear. Maybe not as smooth as he would have liked, but he does slip the large gun into his leather bandolier on his chest and it magically disappears into one of the pockets.
Whooping and hollering, he runs pell-mell down the hill and straight across the log. Yeee-haw!!
Sleight of Hand: 1d20 + 10 ⇒ (5) + 10 = 15
Acrobatics: 1d20 + 13 ⇒ (16) + 13 = 29

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Anduris casts longstrider from a wand and runs after the fleeing bird.
Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19
and
UMD for the wand: 1d20 + 16 ⇒ (11) + 16 = 27

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Not sure if there is a base speed penalty, but Noldoli's is 25 after armor and boots of striding and springing
If you will let Noldoli sacrifice his movement to allow others to ignore difficult terrain, per Guide the battle, he would do so
acrobatics: 1d20 + 0 ⇒ (2) + 0 = 2 (+1 to Jump)

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Ranalus creates a shadowy slipstream and glides downhill and across the water with ease. Grimpfkin raises an eyebrow and calls out That's mighty close to cheating brethren...better be careful! He then busts into a wide grin, that says he's more amused than annoyed.
Noldoli guides his fellow Pathfinders, (Will allow a +2 to anyone using movement based skill checks thanks to Noldoli's Guide the battle ability) but then tries to leap the ravine himself. Somewhere half way across the weight of the armor catches up with him and he lands with a thud in the water below. Noldoli's not hurt and manages to scramble up the other side.
Grimpfkin gives him some encouragement, You'll get the next one fey brother on the path of the light!
Slaine easily negotiates the precariously log and Grimpfkin punches his fist in celebration as he reaches the other side.
Anduris goes for a leap and comes up just short, he manages to catch the edge on the other side and eventually pulls himself up.
You nearly did it! Grimpfkin states the obvious.
Kivuli and Crios are up, we seem to have lost Crios, anyone know how to check in and make sure he's okay?

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Kivuli races after the summoned fowl. Tiny legs pumping as he leaps from log to log through the forest.
Know, Nature: 1d20 + 9 + 1d6 ⇒ (6) + 9 + (4) = 19
I know he has been pretty busy at work. However, Crios just posted in another game yesternightish. I will contact him later today.

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Face of Groves:
You have 2 skill checks for the Calm spirit, the team didn't get any info on the spirit. These can be diplomacy or anything you think could be relevant to influence a forest spirit.
Test of Speed:
1st challenge: Cross a Ravine
Need a check for example - balancing carefully or jumping (Acrobatics), identifying which log is the most stable (Knowledge [nature] or Survival), anchoring a grappling hook in a distant tree (ranged attack), or sliding down the slope to swim across the creek (Swim). But you may get creative if you have another idea. Movement based skill get a +2 thanks to Noldoli.
Kivuli tries to leap from log to log and is almost across when a log suddenly snaps, the wayang manages to scramble across but it slows him down.
So close, little man! Way to get there! Grimpfkin shouts.
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You are able to follow the glittering bird down one of the forest trails for a while. The trail ends at a tall cliff that splits the forest, and the glittering trail leads up the rock face. Several thick vines descend from above, but each vine bears several long thorns.
Grimpfkin sits at the top of the cliff, his feet swinging over the side. He waves down at you.
Obvious solutions include ascending the cliff (Climb) or carefully checking the vines to only grab where there aren't thorns (Perception).

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Don' like much, playin' these 'er games, but if'n it helps us git the job done, I'm in. Race ye to the top, Rany! Slaine taunts light-heartedly at Ranulus as he scans the cliff for the best route with the least thorns.
Perception: 1d20 + 15 ⇒ (19) + 15 = 34

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Perception: 1d20 + 25 ⇒ (11) + 25 = 36
"You have good eyes, Slaine."
Ranalus climbs up the vines.

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Slaine and Ranalus both find great routes up and climb the cliff easily.
Grimpfkin howls Ha HA! Look at them go!