
GM Bret |

You are able to follow 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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Kitajo likewise looks closely at the vine to avoid the thorns.
Perception: 1d20 + 13 ⇒ (17) + 13 = 30

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Carrick attempts to carefully choose which vines he grabs, trying to negotiate the cliff.
Perception: 1d20 + 14 ⇒ (2) + 14 = 16 Oy!

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Skye looks at the rock face of the cliff and the glittery trail of their quarry. He picks his way up the vines, avoiding the thorns.
Guidance, Perception: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31

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Mun continues to follow Selune as she follows the sparkling motes, still trying to fetch the bird for her master. He prays a moment that Ashava guide them both in these tasks.
Climb, Selune, guidance: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Perception, Mun, guidance: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28

GM Bret |

The trail zigzags through a large thicket that winds about like a primal hedge maze. Some of the plants seem to move on their own, reaching towards warmth.
In the distance, you can see Grimpfkin watching from high in a tree.
This obstacle is more diffficult. Obvious solutions would include avoiding the plants most likely to entangle the PCs (Knowledge [nature]), finding the shortest path through the area (Survival), or using weapons to hack through the tangle (melee attack).

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Carrick bound and determined to show he has some acumen for the outdoors looks for the shortest path through the area.
Survival: 1d20 + 6 ⇒ (2) + 6 = 8
But alas he wanders in circles for what seems like forever....
Oh my rolling! LOL

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Mun and Selune both go after the plants the best way they can, with tooth and blade.
mwk longspear, guidance: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
bite, guidance: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28

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Guidance, Survival: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
The trail ahead looks designed to confuse the unwary. A little too cocky after his previous successes, Skye seeks a shortcut through the ancient, arboreal maze.
Eyes on the looming trees and dense thicket, the shaman fails to heed the warning from the dandelion sentinel at his feet. Skye trips over its outstretched leaf, falling ass-over-teakettle to the forest floor.
He gets to his, brushes the dirt off his robes, and elects to stick to the trail the rest of the way.

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Vanya casts a spell and then hacks at the vegetation with both of her adamantine kukris...
Attack roll 01: 1d20 + 7 + 20 ⇒ (10) + 7 + 20 = 37
Attack roll 02: 1d20 + 7 ⇒ (9) + 7 = 16
Vanya casts True Strike and then attacks with both of her weapons

GM Bret |

With all but one of you having done it, I can move to the next obstacle.
The maze slowed you down, but you make it through.
Grimpfkin calls out “One last obstacle!” before he steps into the tree and disappears.
The glowing trail leads you to a ruined two-story building. It rises out of the forest, hugged by dense, thorny thickets on both sides. The front wall, ceiling, and floors have long since collapsed. Several support columns rise from the cellar, and the remains of a staircase up to the second floor look far too weak to support weight. The back door leads to clearer terrain, where the trail continues.
You barely see Grimpfkin sitting in the open area past the back door. “Almost there!”
This obstacle is also more difficult. Obvious solutions include identifying stable columns to use as stepping stones (Acrobatics or Knowledge [engineering]), pushing over a column to serve as an improvised bridge (Strenght check), or climbing the inside walls toward the back door (Climb).

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Kitajo very carefully moves through, trying not to put too much weight on any one stone.
Acrobatics: 1d20 + 11 ⇒ (13) + 11 = 24

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Frustrated by his constant failure, Carrick goes for brute strength and tries to push over a pillar and use it as a bridge.
Strength: 1d20 + 3 ⇒ (3) + 3 = 6
On a roll 1, 2, 2, 3!

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"Oh, dear," Skye groans when he surveys the final obstacle. Should have got that wand of monkey fish.
Guidance, Acrobatics: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14
That'll leave a bruise. The shaman winces as he scrapes his hands and bumps his knees on the stone walls.

GM Bret |

Carrick puts his back into, and then through a pillar. It crumbles around him.
Skye, perhaps inspired by how easy others have made it look, tries to balance while going across the stone wall. It was much narrower than he expected and not nearly as easy as Kitajo made it look.
“Don’t give up!” Grimpfkin calls out to them.

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Mun tries to use one of the columns to his advantage, and lets Selune continue following the sparkling motes in the best way she knows how.
Strength, Mun, guidance: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Climb, Selune, guidance: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23

GM Bret |

“Oh! Do be more careful!” Grimpfkin calls out as Darrioos finds it is more difficult than Vanya made it appear.
Only the two successes on this obstacle.
Ravine: 3/6
Cliffside: 3/6
Maze: 3/6
Ruins: 2/6
Eventually everyone else catches up with Kitajo and Vanya in the clearing.
Grimpfkin is reclining against a tree stump where the ale-bird has alighted.”An excellent chase! You did very well, only having problems with the ruins.”
He then uses his magic to shape part of the stump into a set of mugs. When he knocks his own mug against the stump, the bird splits into equal parts, turning back into ale that fills each mug.
Holding his mug up in front of him, he calls out “Congratulations! Here is to your success at the test of speed!” He then chugs the ale in his mug, wipes his face on his arm, and looks to the group.
“So, who is ready for the test of Strength?”
When you drink your ale, you feel a benevolent charm being granted you.
I will let you know when you are in Area Q.

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Carrick drinks down the ale, Perhaps a test of strength will be more suitable for me? Let's try it. The paladin is still crest fallen from his constant struggles on the previous test.

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"This test has been interesting, Grimpfkin, but we're trying to help our friends among the Twinhorn following. Another test sounds fun, but we might need to get back on track, okay?"
Skye considers his own available resources, then looks to his companions. "Carrick would like to give the test of might a go. What do the rest of you think?"

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"I agree with Skye; while all this is... interesting..." Mun clearly resists calling it 'fun,' "we do not have infinite time. Is this necessary?"
Fey. Always like this, fey.

GM Bret |

With a chuckle, Grimpfkin says “Was it a waste to partake in the first challenge?”
“I will make sure you get to the heart of the forest in time. As I said, I want to see the main event!”
You have either this or a mission to find missing Pathfinders. I expect that you have a better chance of completing this than the other before we are forced to move on.

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Kitajo will follow the majority

GM Bret |

Grimpfkin nods approvingly, salutes Carrick with his mug, and turns to lead the group deeper into the woods.
Slide 4
After about 5 minutes of travel, you reach a clearing surrounded by both towering trees and 8-foot-tall mushrooms. Toward the center looms a menacing shape, and the seilenos whispers to your group, “Go ahead, I'm sure that great heroes like you will be fine.”
The thickets here are difficult terrain.
Initially, you wonder what he is talking about. Then the lone tree that is in the open turns and faces you. There is a face in the bark staring at you.
Kn: Nature to Identify the creature.
Carrick: 1d20 + 5 ⇒ (20) + 5 = 25
Darrioos: 1d20 + 4 ⇒ (3) + 4 = 7
Kitajo: 1d20 + 2 ⇒ (1) + 2 = 3
Mun: 1d20 + 7 ⇒ (15) + 7 = 22
Selûne: 1d20 + 2 ⇒ (19) + 2 = 21
Skye: 1d20 + 6 ⇒ (8) + 6 = 14
Vanya: 1d20 + 10 ⇒ (5) + 10 = 15
Treeface: 1d20 - 1 ⇒ (20) - 1 = 19
Round 1:
Carrick
Mun
Selûne
Treeface
Vanya
Skye
Darrioos
Kitajo

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Carrick cautiously moves forward, longsword drawn, and casts detect evil on the standing tree.
Move to move and draw; std - detect evil
Hello Tree person! Carrick calls out.

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Knowledge (nature): 1d20 + 3 ⇒ (19) + 3 = 22
Mun drags Selune forward by the scruff of her neck. The bear follows obediently as Mun calls out to Ashava to bolster both of their strength.
Free: Handle Animal (heel) DC 10, link: 1 + 6 + 4 = 11
Move: 20'
Standard: cast bull's strength with improved spell sharing

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The tree is evil. The paladin tells the others.
Carrick rolls his longsword around in his hand ready for battle.

GM Bret |

Mun and Selûne advance on the tree, Mun providing them both with more strength for the battle.
Treeface grins in cruel delight and makes a “Come at me!” gesture, challenging the group.
Mun knows that this is a corrupted treant. Treants are normally neutral good, this creature is neutral evil.
NE Huge plant
Plant traits.
One question.
Bolded may act.
Round 1:
Treeface Readied action
Vanya
Skye
Darrioos
Kitajo
Round 2:
Carrick
Mun Bull’s Strength
Selûne Bull’s Strength

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Knowledge (nature): 1d20 + 6 ⇒ (10) + 6 = 16
"An evil treant, eh? Poor thing's probably tainted by the blight. Best give it a merciful death."
Skye pulls a ball of bat guano and sulfur out of his spell component pouch and points his finger at the treant. A glowing, pea-sized bead streaks from the pointing digit and impacts upon the plant creature. It detonates with a low roar in a searing explosion.
Fire Damage, Reflex DC18 for half: 6d6 ⇒ (4, 6, 4, 3, 3, 3) = 23

GM Bret |

Skye can’t recall anything of substance about Treants. He does discover through experimentation that they are vulnerable to fire.
Reflex: 1d20 + 3 ⇒ (17) + 3 = 20
The tree does not seem amused by the discovery.
Bolded may act.
Round 1:
Treeface 16 damage Readied action
Vanya
Skye
Darrioos
Kitajo
Round 2:
Carrick
Mun Bull’s Strength
Selûne Bull’s Strength