
GM PDK |

Once you've signed up for this game, enter your PFS info in the Recruitment thread. Then dot and delete this thread to get begin receiving campaign post notifications.
Game starts on March 30.

GM PDK |

The Pathfinder lodge in Oppara hides behind the façade of a greasy bait and tackle shop. It provides the standard services to Pathfinders but is notable for its wayfinders, produced by an elderly and talented mage-machinist, named Muesello.
You are all gathered in at the back of the building near the entrance of Venture-Captain Muesello's workshop, away from the rather long line of fishermen at the front of the building.
You wait several hours until the Venture-Captain shows up. "My, you young whipper snappers are early today! when I said tomorrow morning I didn't mean to beat the fishermen to it at the crack of dawn! no matter... here I am. Know that I appreciate your punctuality. Please forgive my lack of clarity on when to meet here. There, come into my shop."
The Venture-Captain unlocks the door and bids you to come in. A large table with several chairs has been adorned with an unsealed letter.
"I need your help to deal with this. Take a look at this letter and see what you can do. I'm not sure if this request comes from a noble or some kind of historian, but I don't have time for this kind of stuff. The messenger who brought this here assured the Lodge that any required travel will be chartered directly by the gentleman who signed these letters."
See the handout at the link above

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"Surely, learning the date of those lost can help bring closure and peace to those who seeking such knowledge." says a dashing Taldane as he concludes reading the note, his nobility evident in both his posture and diction. "I, Claremguard, pledge my name, my honor, and my blade to the fulfillment of his quest."

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"I need your help to deal with this. Take a look at this letter and see what you can do. I'm not sure if this request comes from a noble or some kind of historian, but I don't have time for this kind of stuff. The messenger who brought this here assured the Lodge that any required travel will be chartered directly by the gentleman who signed these letters."
"OH BOY! Did you hear that Katachu? No more walking!" says a you lad with a backpack, and man-sized, yellow caterpillar.

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"So what's the paper say? Oh, I'm Jimmothy Gettum, and this is Katachu. Does anyone wanna battle?"

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Stavarg flashes a confused look on his face. Wait... if you haven't opened the letter how do you know what kind of stuff it is, and if you have time for it? The letters could say that they need help cleaning up a pile of gold and whoever answers it gets to keep what they clean!
He then takes his turn at reading the letter. His expression sinks a little. Oh... yeah you definitely don't want to mess with this. Let's see here. Noble bloodline. Fading glory. Vanity. Rich guy's wild goose chase. Well... if he can afford the society, so be it.
Stavarg sighs audibly, letting the letter drop back down to the table unceremoniously. He then looks around at his newly arrived companions for introductions.
Oh, hello Claremguard! I get the feeling our client is more your crowd than mine, so I suppose you'll have some expertise in dealing with him! I'm Stavarg!
He warmly offers his hand before turning to Jimmothy.
Wow... so what exactly is your little friend there? How do we.... "battle"?

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"Well, we each choose one of our eidolons and-- [what follows is a detailed explanation, alternatively you can just watch all 23 seasons of the show to get a basic understanding of the process]."

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Stavarg's eyes glaze over as he endures the lengthy explanation. He snaps back to attention when he realizes it's finally ended. Somehow, some of the details soaked through and so he asks Have you "evolved" it yet? I hear you don't want to do that too soon...

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"You mean Katachu? Oh no. Katachu still only has a bite attack."

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Jimmothy reads the note.
"Oh boy, Katachu! It says here we're going to the Wildwood! There are sure to be a lot of plant and fey type monsters there!"
Jimmothy turns back to the old Venture-Captain says "So Professor who do you think this Remaio guy is? And why do you suppose he's so interested in this ancestor of his? I mean, I don't even know who my own dad is, but you don't see me spending gold on getting other people to find him."

GM PDK |

"Rema-who?..." mumbles the Venture-Captain absentmindedly as he tightens what appears to be a miniature clockwork chariot of some kind. The smell of fresh croissants reaches your collective noses, wafting in from the back window, which is a relief from the smell of the tackle shop wafting in from the front half of the shop. The Venture-Captain drops his tools, "Huh.... I'll be right back gents... and lads. Treats are on me. Why don't you all... discuss this letter among yourselves."
He exits the shop through the back door, eager to encounter the pastries which won't let themselves be ignored.

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The still a little young man was reading and pondering the letter.
Very interesting. If that tree can truly talks, we're in for another kind of treat, for those who cherish history.
He realises he missed all the chitchat before
Sorry, allow me to introduce myself, Mallycorn Tavee, follower of Pharasma. Do we have specialists of the outdoors in our little group? I'm more a bookish person myself, even if my education is still lacking in certain matters. But if Pharasma alllows me to live and learn a little more… Who knows?
Know Nobility: 1d20 + 5 ⇒ (9) + 5 = 14
Know History: 1d20 + 1 ⇒ (7) + 1 = 8
Know Nature: 1d20 + 1 ⇒ (3) + 1 = 4
Know Geography: 1d20 + 1 ⇒ (19) + 1 = 20

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Knowledge (nobility): 1d20 + 5 ⇒ (6) + 5 = 11
"Alas," Claremguard replies to Starvag, "I am afraid his house is not one that I am all too familiar with."

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A young elf reads over the letter. "I don't suppose they thought to send a druid or anything? They can talk to all matter of plantlife. I am Cillian by the way. Pleasure to make your acquaintances."
Cillian is pronounces SILL-e-an (as in window sill).
"Do we know how long it will take to travel there?"

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"Ah Cillian, I see The Dawnflower has brought you to me again. But I do not recognize the others. I am Jain, Voice of the Dawnflower."
Cillian was part of the same Confirmation group that Jain was in last September, which was the one and only time I played this PC previously.
The androgynous, lithe figure before has skin which at a distance you would say is bronzed like a deep tan, but as you get closer Jain's skin appears to actually reflect light making for a more golden complexion. That's when you'd likely notice the very fine scales covering Jain's face that cause the light to dance about. With other features including narrow eyes and small nose you'd guess Jain was a vishkanya but not quite resembling those you might have encountered before. Jain wears scale armor that is mostly hidden by the ceremonial vestments that cover them with a buckler strapped to one arm. Jain carries a kukri and crossbow, though they appear to have seen little use.
"I am sure whatever task Saranrae has guided me to, will not be too much for us to handle."

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"Golly, are you a poison type, Jain?" says Jimmothy in admiration "Oh, I'm Jimmothy."

GM PDK |

The Venture-Captain comes back with hot steaming croissants. Those who partake find them delicious. Looking at the group, he says, "Good show, people! all of you seem to have arrived. Despite the secretive nature of this Lodge, which has been operated informally for so, so long, it is nice to see formality in the flesh once in a while. It reminds me that I'm part of something good and noble, and that I'm not just a glorified clock repairman! I admire your spirit and enthusiasm, but I warn you all: do remain impartial in your negotiations and dealings abroad." Taking a quick look at the letter you've examined, he then adds, "My usual recommendations would apply here. Document, take notes, and bag any evidence you find. You know the drill: if it goes bad don't implicate or at least minimize the damage on the Society... if it goes well and it looks good on the Society, make sure your report is accurate and list everyone that benefited from the Society's help. A favor in the bank is never a bad thing. I'm hoping it doesn't go bad. Remember you will act as agents of the Society. It's one thing to help, but make sure not to draw trouble back to the Society by giving the help. Otherwise, what's the point of aiding this Alcasti family if we make new enemies somewhere else? As usual though, feel free to defend yourselves if you feel threatened or to intervene if you witness something that would be unspeakable from a Society's perspective."
You sense that despite his innocuous, craftsman appearance, Muesello has probably been in Oppara a long time, as he expertly tackles everything like a politician. Not a bad Venture-Captain to be leading this particular task, you think... continuing, he says, "This appears to be the typical attempt at rebuilding a certain noble family name in the eyes of Taldor. At this time there is no way to predict what the Primogen Crown's decision will be in regards to the Alcasti family, regardless of how good the evidence you'll uncover will be. I am unsure whether their honor was besmirched maliciously or justly, but I've been told several other letters are to arrive in the next few weeks. I am glad that agents such as you are part of these missions however, as I am sure you will handle the subject with the respect and gravitas it deserves. A few agents I've dealt with over the years treat everything like an errands list, and sometimes do more damage than the mission is worth."
Later that morning, as you get to know each others and begin to make plans, a young man comes in right before lunch, taking everyone's lunch order and grabbing the Venture-Captain's correspondence for the day. After confirming your plans with you, Muesello adds a letter to the pile before the young man leaves, adding, "Make sure you start with this letter, son. Bring it immediately to Mister Alcasti so that he can finalize transit details to the Verdurant Forest."
You have the rest of the day to prepare in any way you see fit. The next morning you all board a passenger ship to Cassomir, and from there you transfer to a smaller river boat. The journey of a few days to the Verdurant Forest is otherwise uneventful.
As the boat glides to a stop among the sweet-smelling blackwood trees on the river’s edge, a gnome woman with twigs braided into her hair waves to the boat’s pilot. A small bear cub waits patiently at her side, while a red-bearded dwarf glowers over her shoulder, arms folded across his chest.
The vessel’s pilot wishes you well and promises to wait here for your return. As you step off the boat, the gnome lady says, "Pathfinders yes? - I'm Trajet. My dwarf brother here is Polgrin, and the bear goes by Firepaw. We've been tasked to be yer guides to your destination. Let's go."
The guides set out at a good pace and the docks quickly disappear as you are engulfed by the forest trails.

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Jain was quiet during their trek through the forest. The canopy would obscure the precious sun. You notice Jain dart for any patch of sunlight as if reaching longingly for it, but quickly having to move on again.

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Claremguard smiles as the vishkanya darts from shaft of light to shaft of light. "The canopy is thick, yet it allows light through quite radiantly, not unlike a cathedral, does it not?" he muses aloud.

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The Pharasman talks to Trajet
Many thanks to you for being our guides. We will do our outmost to complete this mission as quickly as possible, as you probably have far more important things to do than to help travelers through the Verduran Forest. With your help, we will meet a talking, sentient tree.. It will be a sight to behold, something to be amazed of. As a druid, you might be more probably more used to this kind of magic, but it is a strange new world for me. I guess that without any spells, nature can show its own magic everyday to the trained eye. Have you already talked to that particular tree? I assume you have seen him, as you are tasked to guide us to him.
Diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25
Mallycorn smooth voice shows genuine respect, humility toward nature's power, and a real curiosity about the druid's magic

GM PDK |

After about 45 min of travel and mostly grunting answers back to Mallycorn, and after rolling her eyes about a dozen times at the Pathfinders' prattling, Trajet sighs and finally turns to you all with a sneer, saying "Perhaps it would be best if you all just left the forest."

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"Alas," Claremguard replies to Starvag, "I am afraid his house is not one that I am all too familiar with."
Yes, but... you seem of a "proper" type. I mean to say that I suspect you "speak his language." Stavarg doesn't realize how this might come off and continues to dig a hole.
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Stavarg spots the dwarf as their riverboat approaches the shore. That is one unwelcoming face he mutters to himself.
Sense Motive: 1d20 ⇒ 9
On-shore, he frowns and balks a bit at Trajet's rudeness to Mallycorn. Well then... I suppose it would be in both of our best interests to just get this over with as quickly as possible. Lead the way!

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Sense Motive: 1d20 + 3 ⇒ (10) + 3 = 13
I assure you we will leave the forest as soon as we have the informations we were send of for. We have a task, and yours is to guide us. We aren't responsible for our task, you don't think to enjoy yours, feeling maybe we have no place here, that we are intruders. We all have superiors to answer to, and if such short acquaintance can't be long enough to forge a friendship, we can at least be civil and as pleasant as possible to each other.
Diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14
Malycorn mentally notes that the dwarf isn't agressive in his words, unlike the gnome. He keeps quiet, and observes whose's orders the bear obey.
perception: 1d20 + 3 ⇒ (15) + 3 = 18

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Sense Motive: 1d20 + 4 ⇒ (8) + 4 = 12
"We will see our task through." Claremguard responds to the dwarf firmly. "However, I am admittedly more at home among civilized environs and not used to conducting myself among the trees. If there is a better way of going about our journey or if we have somehow caused offense, then, please, advise us accordingly and we will take heed of your word."

GM PDK |

Trajet's suggestion earns her a disapproving look from Polgrin, but the gnome does not elaborate further. Both Trajet and Polgrin are now quiet. After what seems to be an eternity along the wooded trail, you see a rain-fed stream rushing between the trees, running parallel to your trail and flowing back towards the Sellen River where you came from. This part of the Verduran Forest is filled with blackwood trees and shows little sign of logging. Forest life is plentiful but harmless here, with birds singing in the trees and frogs croaking in the leaf litter, but nothing large enough to challenge the group.
The path breaks away from the stream leading to a small clearing to the west that holds several weathered tombstones.
Check the tombstones out or continue on the path? First 3 votes out of 6 decides the way forward for the party- See map link above

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"Hold." suggests Claremguard as he spies the tombstones. "We seek word of ones who have come before us and it seems that we may now have found some, though whether of those we have been charged to find or not, I know not."
Vote to check out the stones.

GM PDK |

Cillian: on the central stone you make out the words, “Aurenia, speaker of the forest.”

GM PDK |

Polgrin says, "She was my ancestor..."
After some pay their respects to Polgrin's ancestor, the group carries on, following the two guides and their bear friend.
As you round the bend, a massive old blackwood tree stands at the side of the trail. Sheets of moss cling to its bark, covering it entirely except for a jagged crack that suggests a mouth.
Trajet calls out to the tree, "O wise one, I ask you to pass judgement on these outsiders! may we have your permission to punish them at once! for they shame the Wildwood Lodge with their bribes and treat the sacred tree as a mere servant! their corruption knows no bound! countless druids have fallen in with these outsiders, serving as their lapdogs and enabling the depletion of this grand forest!"
The tree's mouth widen as if breathing in for the first time in days, then calmly replies to Trajet's tirade. "Little one. Be calm. Listen to nature. The outsiders are our guests. I will not, could not, give you this permission. I will not, could not, grant authorization. Nature does not strike back. It grows back, little one. The greenery will cover the last remnants of their civilization one day, and-"
"NNNNNNNNNNNNNNO!! SHUT UP, OLD TREE! YOUR PLATITUDES SERVE NOTHING! I WILL TAKE CARE OF THESE VIOLATORS MYSELF IF NEED BE!"
Polgrin looks uneasy, torn between his fellow guide and respecting the old tree's wisdom... the bear yawns, or roars... you're not sure... he looks a bit upset and agitated as Trajet paces around angrily pointing at you all.
What do you do?

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"The wisdom of the wise and humble spirit should not be so callously dismissed. As a servant of The Healing Light I can attest that its words are true. The sun warms every tree, every plant, renews and grows anew. Let the past be pushed aside. Do not defile this land any further with your anger."
Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21

GM PDK |

"Grrr... yet you're not saying your people will stop killing trees in this forest... always... always with your WORDS!!! YOUR MEANINGLESS WORDS!" yells Trajet, as she finally snaps.
Cillian Init: 1d20 + 1 ⇒ (5) + 1 = 6
Jain Init: 1d20 + 3 ⇒ (13) + 3 = 16
Stavarg Init: 1d20 + 5 ⇒ (18) + 5 = 23
Mallycorn Init: 1d20 + 0 ⇒ (18) + 0 = 18
Claremguard Init: 1d20 + 1 ⇒ (20) + 1 = 21
Trajet/Firepaw Init: 1d20 + 2 ⇒ (15) + 2 = 17
Polgrim Init: 1d20 + 0 ⇒ (8) + 0 = 8
Bold can go!!
SURPRISE:
Stavarg Surprise- move or standard
Claremguard Surprise- move or standard
Mallycorn Surprise- move or standard
Trajet Surprise: orders Firepaw to attack (free action - fails: the bear stays there and does the chewbacca yawn/roar...) and starts casting something as a standard action...
ROUND 1:
Ancient Tree: The tree speaks as Trajet starts casting, "Dear guests! please show mercy to my children!! They are sometimes misguided!!"
Stavarg
Claremguard Surprise
Mallycorn Surprise
Trajet
Jain
Jimmothy/Katachu
Polgrim
Cillian

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Surprise
Uncertain of the situation at first, and praying that his ally's well-spoken words would calm the dwarf, Claremguard prepares to draw his blade, but only if need be.
Readied action: Draw blade if someone attempts a hostile act.
Hearing Trajet order an attack, Claremguard draws his blade.
Round 1
His blade at the ready, the holy knight moves toward the offenders. Yet, mindful of the words of the ancient tree, he holds his action and, presently, gives only a warning, "You have heard the wise words of the forest guardian. Your actions are misguided and your endeavor sure to fail if you press on with attacking us."
Claremguard strikes with offending dwarf with the flat of his blade.
Melee (greatsword): 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15
Damage NL: 2d6 + 4 ⇒ (6, 3) + 4 = 13

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Stavarg sighs as the dwarf takes the first excuse to move directly to violence.
You should listen to your tree, Trajet. But, we will defend ourselves.
He begins to crackle with energy and his eyes glow an electric blue.
Surprise round.
He moves into position to get a clear shot at the angry dwarf.
[move] 20'
Round 1
Stavarg makes two fists and holds them at his side, as they clearly gather more of the energy. It seems as though it will burst forth from him at any moment.
[standard] ready action; trigger if any of the three take a hostile action toward any of our party.
kinetic blast vs Trajet touch AC, electricity damage: 1d20 + 4 ⇒ (16) + 4 = 201d6 + 3 ⇒ (5) + 3 = 8

GM PDK |

Clarification: Excited, angry, violent femme gnome: Trajet || Quiet, grumpy, hoping Trajet keep her temper in check dwarf dude: Polgrin.

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Doh, not sure how I got them mixed up. Yes, either way he needed a clear shot of both of them. I should amend that readied action to target whichever takes the hostile action.

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Diplomacy: 1d20 + 6 ⇒ (12) + 6 = 18
Mallycorn stands between the gnome and its companions, crossing his arms on his chest in a peaceful show
We won't draw the first blood, and soil the green grounds you consider holy. If you want to punish us for what someone else has done, fine, I'll accept that Fate. Let me, and me only, suffer your wrath, if you have too much anger in yourself. Then, you'll listen to reason, I hope.

GM PDK |

Trajet begins to cast a spell, which results in Claremguard swinging at her with the flat of his blade. However the paladin narrowly misses due to the gnome's short stature! Stavarg's electric bolt similarly misses due to the intervening cover and melee action provided by Claremguard.
Mallycorn continues to sue for peace, which brings a nod from the other dwarf, who seems to agree. He similarly crosses his arms on his chest in a peaceful show.
The bear finds delicious berries in the nearby bushes.
Trajet finishes her spell, and a swarm of big river rats crawl out from the general direction of the nearby stream and crawl all over Stavarg!
Swarm damage: 1d6 ⇒ 5 plus 2 Fort saves required
A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save DC 12 negates the effect.
Filth fever: Swarm—injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.
The Ancient Tree continues to try to de-escalate the conflict, "Have mercy! Forgive the gnome's impulsiveness!!"
Both Mallycorn and Polgrin are out of combat so I have taken them out of initiative
ROUND 1-2:
Trajet
Jain
Jimmothy
Cillian
Stavarg HP: 8/13 [2 Fort Saves required]
Claremguard

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"Hey you big little meanie, quit picking on my friends!" shouts Jimmothy to the gnome. "Why don't you pick on someone closer to your size."
Jimmothy summons a ball of magical energy to his palm, winds up like a pitcher, and throws it at Trajet. "Slywinder, go! Use your bite attack!"

Summon - Slywinder |

A strange black snake appears on the ground before the gnome.
"ssSSLY!"
It uncoils and strikes.
bite attack! v Trajet: 1d20 + 5 ⇒ (10) + 5 = 15 damage: 1d2 - 1 ⇒ (1) - 1 = 0 1 non-lethal
Bite—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save. The save DC is Constitution-based.
Note: Slywinder is tiny.

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The investigator goes through his pack and rummages around, eventually pulling out an orange flask.
He then waits for the opportunity to lob it into the swarm.
Pull out an Alchemist's Fire

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"You have failed to listen to reason. So now I must show you that Sarenrae is not only The Healing Light, but the Cleansing Light as well."
Jain moves closer. As the oracle concentrates, the air about Jain starts to shimmer with heat. With an outstretched hand a gust of wind blows the heat straight at the gnome.
Solar Wind (touch): 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
Fire Damage: 1d6 ⇒ 1

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Claremguard positions himself to box in the gnome, then strikes again in an effort to knock the caster out.
Melee (greatsword), NL: 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12
Damage NL: 2d6 + 4 ⇒ (3, 1) + 4 = 8

GM PDK |

AoO on sssSLY from Trajet, sickle: 1d20 + 1 ⇒ (19) + 1 = 20
slashing dmg: 1d4 - 2 ⇒ (4) - 2 = 2

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Fortitude 1: 1d20 + 5 ⇒ (11) + 5 = 16
Fortitude 2: 1d20 + 5 ⇒ (11) + 5 = 16
At first Stavarg recoils from the approach of the rodents, but then he steels himself to their intrusion. He backs up from the swarm and around to step up and get a better shot past the paladin, ignoring the pursuing rats entirely.
[move] 20'
[standard] kinetic blast
kinetic blast vs Trajet touch AC, electricity damage: 1d20 + 4 ⇒ (15) + 4 = 191d6 + 3 ⇒ (5) + 3 = 8

GM PDK |

The snake fails to bite the gnome druid, and the attempts results in a nasty cut for the snake. Cillian rummages through his pack for something, while Jain and Stavarg attempt to blast the gnome. The target is too small and too well shielded by Claremguard for the heroes to land a shot. Claremguard's attempts at doing nonlethal damage with a 6-foot sword against a 3-foot gnome similarly fail.
Suddenly, Trajet sidesteps and casts a spell.
Claremguard AoO: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5 Miss
A 30-foot long wall of wind rises between the druids and you all.
The mass of rats pursue Stavarg and Jain, the sources of incoming fire upon Trajet...
Swarm damage: 1d6 ⇒ 1 plus 2 Fort saves required
The tree continues his attempt at peace, but frustration is now clearly audible in his speech: "Have mercy, or I will say no more!"
ROUND 3:
Ancient Tree: frustration now showing
Trajet [Wind Wall]
Jain HP: 9/10 [2 Fort Saves required]
Jimmothy [sly -2]
Cillian
Stavarg HP: 7/13 [2 Fort Saves required]
Claremguard

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"This ends, now!" Claremguard roars over the rush of the wind. Steeling himself, he drops his blade and reaches through the windy barrier in an effort to grab ahold of the spellcaster.
Combat maneuver (grapple) v Trajet: 1d20 + 4 ⇒ (14) + 4 = 18
If successful, then Combat maneuver (pin) v Trajet: 1d20 + 4 ⇒ (13) + 4 = 17

GM PDK |

The rats disappear after causing minor bites on Stavarg and Jain. I just need 'one' Fort DC 12 save for each of you at this point against the disease
Claremguard grabs the small gnome female easily and pulls her towards him in a bear hug.
"Alright! enough! I give up... but I'm still mad and sad ok? MAD SAD! Taldor people don't care about our trees... they're LIVING BREATHING BEINGS, ok? swear for the rest of your life that you will plant a tree for each one you cut down! SWEAR IT! small consolation for the dead ones, but at least you won't keep deforesting everything in sight!!"
OUT OF COMBAT
Unless some of you keep taking hostile action? if so, use discussion in the next few hours to inform me of your intent to keep hurting the gnome female druid or I will assume you all stand down