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fortitude: 1d20 + 4 ⇒ (6) + 4 = 10
reflex: 1d20 + 9 ⇒ (12) + 9 = 21
Caepia nimbly dodges a gout of searing embers. "Ha! You're going to have to do better than that... Ugh! You revolting plant thing what have you gotten all over me?" She ignores the urge to slash the remaining leshy to bits and focuses on trying to extinguish the fire.
athletics: 1d20 + 4 ⇒ (15) + 4 = 19
athletics: 1d20 + 4 ⇒ (18) + 4 = 22
That's 2 actions if there are remaining flames she will take a 5' step away from them.

PFS 2 GM ZD |

Caepia fails to avoid fight off the poison effects. She does manage to extinguish what is left of the fire.
Arfsnarf fails to fight off the poison this round.
The hogweed leshy attempts to slap Malark, but fails miserably. It then drives its stalks into the ground. This causes a burst of choking plants top surround it. This causes all adjacent squares to count as difficult terrain. Will be shown on the map.
red vs malark: 1d20 ⇒ 11d6 ⇒ 2
Initiative Order-Bold May Act
Caepia-3 damage
Hogweed Leshy (Red)
Malark-3 damage
Arfsnarf-2 damage
Mandower
Fire-Extinguished

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Arfsnarf continues to amp himself up and power through the poison. He charges over to the other side of the battle field to continue biting at leshies.
Salad buffet is moved over here!
[[A]] stride, 20' (last square difficult)
[[A]] bite jaws attack (finesse), P damage: 1d20 + 6 ⇒ (10) + 6 = 161d6 ⇒ 2
[[A]] bite jaws attack (finesse, attack #2), P damage: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 101d6 ⇒ 4

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Malark takes another stab at the leshy. As a follow up to his attack, he sends a mental jolt at the creature.
rapier: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Strike, Daze: 4 damage and will save or be stunned 1

PFS 2 GM ZD |

Arfsnarf approaches the remaining leshy and bites its once.
Malark misses with his thrust. He then quickly cast a spell, causing mental anguish on the leshy.
Mandower misses his strike with the war flail.
Jaldan moves draws her bow and arrow. She fires a single shot at the leshy. The arrow drops it.
save: 1d20 ⇒ 14
Out of combat. No loot
Jaldan looks over at the small patch of scorched earth,Caepia standing in the ashes. She races over and hugs Caepia. Thank you, thank you, thank you" She says, as she nearly lifts the woman off the ground. Thanks to your quick thinking, no real damage was done to the forest. I shall make you an Honorary Red Pine. Caepia, since you managed to contain and put out the fire. You gain an additional hero point
After the encounter with the leshys, Jaldan sets a hard pace for the camp, determined to get home before anything else goes wrong. The PCs shamble into the encampment just as the Redpines are setting up for the night.
The Redpine camp is located at a bend in a small forest stream. Hides stretch from branch to branch, making for a cluster of oddly shaped but surprisingly large dwellings. A few trenches have been dug to reroute part of the stream and form a kind of moat or firebreak around the camp, and several decorated banners hang from spears driven into the ground. The smell of roasting meat wafts over the camp, and the PCs see several rabbits cooking over a fire.
Jaldan hails a sentry as the PCs arrive, "I have returned with the agents from the Society. They have already proven themselves as allies to the clan. Provide these adventurers with a spot by a fire and some rabbit. I have to meet with the elders." She moves to a fire and snatches a rabbits leg before disappearing in the trees.
The PCs are promptly welcomed into the camp, allotted a patch of ground, and given roast rabbit and wild greens.
About an hour later, the PCs are approached by a golden-eyed lizardfolk with coppery scales. “Stars move more easily than minds.” The lizardfolk observes to no one in particular, sitting down on a log. “I am Urwal. Jaldan spoke to us. You have seen Finadar’s problem in flower and flesh. Tell me what you have seen.”
You have plenty of time to rest and heal yourselves

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Arfsnarf takes a spot at the fire across from Urwal. He takes out his clacky-rock and rolls it between his hands.
Um, well, the foliage attacked us and was trying to set patches of the forest on fire. We gotta say it wasn't too enchanting. But, if honest, I'm at-home with a little chaos. It wasn't boring.

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Caepia stands stiffly as the centaur hugs her. "Oh yes quite. Think nothing of it, my dear." She looks ruefully at her soiled and singed cloak, then shrugs and sweeps it on to her shoulders. "Happy to help. Let's move on, shall we?"[b/]
She's nibbling at her roast rabbit when Urwal approaches. She raises her eyebrows at his cryptic comment. [b]"I suppose that is to say, minds don't move so easily? Anyway, I can't tell you much. We saw some devilish little plant creatures apparently intent on burning down the forest and doing a bit of murder on the side as well. I cannot attest to their nature beyond that."

PFS 2 GM ZD |

Urwal nods as the agents report what they have seen. "That is very important master dwarf. We have been around for a while, but until recently, have not been welcome within the society."
"Plant creatures attacking and burning down the forest. Now that is something."
“Let me tell you a story.” Urwal says, changing the subject abruptly. “North of here, there is a valley. Dragons died there, and their bones linger. For centuries, goblins dwelled among the bones. They made rituals of fire and worship. Such a life is not for me, but the goblins were happy.”
“Beneath the dragons’ graves lay a monolith. I have heard tale of it. Carven rock, six handspans tall, covered in the markings of the one-eyed shapers. For years past number, the stone slumbered, until even the stars changed above it.
“Then, as the Sun blessed the Newlyweds, the goblins’ rituals awoke the stone. It remembered its shapers. It remembered its purpose. And it remembered its powers. It called living fire into the dragons’ bones. Finadar burned. Pathfinders came to help. The stone was found, broken. All seemed well.
“But now the spirits grow strange and furious. Cenenviel and Kaana seek to guard their peoples’ lives. This is well. But I think it wise that someone seek out that stone. The stars agree.”Urwal is quiet for a long moment, and then nods briskly. “This is an auspicious night. The Dreamer is bright. Walk the camp, see where you may be of aid. Brighten the name of the Pathfinders.
“You will leave in the morning. For the valley. For the stone.”
At this point you can ask Urwal any follow up questions. If you are done talking to Urwal, you can walk the camp and talk with some of the inhabitants. Your choices ar Ceneviel or Kaana. You could also look for Jaldan once more

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Arfsnarf looks at Urwal and then down at his clacky-rock.
Hmm, does it even have the right shape? It probably broke because somebody tried to roll it for luck. But, sounds like we have some good goblins to go talk to. They'll tell us why it matter!
He will then go approach Kaana and ask, What's your thinking about stone that goblins wake up?

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"Magic goblin-woke monoliths are all in days work. I suppose." Caepia dusts herself off a little inspects the ruined edge of her cloak. "At least that's what it's come to." She stands up straight. "Very well I accept your stone-seeking, star-approved mission, my good lizardperson. If Arfsnarf is going to woo Kaana with his clacking charms then I shall set about seeing what this Ceneviel may need." Caepia glides off in search of Ceneviel.

PFS 2 GM ZD |

Since two of you decided to go to Ceneviel. We will start there. A lot of checks to be made. Some having to do with treasure bundles and do not want to skip over them.
The PCs find the elven druid Cenenviel (NG male elf druid) in one of the tents, poring over a motley and rather fire-damaged collection of old books, scouts’ reports, and scribbled notes.
A large wolverine enthusiastically plays with a leather cord in a corner of the tent. As it notices the PCs, it approaches offering one end of the leather cord to them.

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Caepia backs away from the wolverine a little. "Um, well that's certainly a fine... thing... you've got there. I suppose I could just... " She reaches down and daintily tugs on the leather cord. When that fails to dislodge the cord from the animal's jaws she frowns and her more competitive side causes the pretense of nobility to drop.
"Oi there! Gimme that!" She pulls vigorously on the cord.

PFS 2 GM ZD |

"Yes, I actually do. I've been trying to comb through the notes to see if there is any reason for the spirits to be angered. Would be a lot easier if the reports did not succumb to fire damage." The elven male says waving a packet of singed notes in the air.
"If you all could start on that end of the table and work your way to the middle. Make sure to note anything that includes spirits, fire, leshy or attacks." He explains, enlisting the rest of the PC's.
To assist Cenenviel, a PC can roll a Arcana, Nature or Occultism check. It does not say you all have to be trained to make this check. Each PC can roll once.

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Always with paperwork the goblin grumbles. He rolls his clacky-rock on the table and follows it to where it rests. That's where he decides to pick up the first piece of paper and look.
Occultism: 1d20 + 4 ⇒ (10) + 4 = 14

PFS 2 GM ZD |

The elf looks down at the goblin and his rock, shuddering as it rolls across multiple pieces of paper. In a calm stern voice Ceneviel speaks. "Try your best to not smudge the notes with the rock. They have suffered enough damage."
"if you wish to play games. BerryEater is always looking for a companion" He says pointing over at the wolverine, which is happily gnawing on a leather cord.
That check failed. Mandower, Caepia and Malark to roll

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Occultism: 1d20 ⇒ 1
Caepia gingerly inspects the singed notes. "I suppose it couldn't hurt to have a look." After a few moments she drops the papers unceremoniously. "Pft. Can't make head nor tails of this."

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Malark lets out a soft whistling tune as he takes a look at the notes.
Nature: 1d20 + 5 ⇒ (7) + 5 = 12
Malark's whistling suddenly stops as he squints his eyes looking baffled at the notes.

PFS 2 GM ZD |

All I can say is glad this one was not for the treasure bundle.
Caepia tries to lend a hand but ends up making things more cluttered than before.
"No no no, I have already seen those, please do not put them with the ones that needs looked over." Cenenviel says trying to undo what Caepia has done.
Malark offers more entertainment than service while organizing the notes.
Mandower on the other hand manages to find something in the scribbles. Cenenviel moves over to see what you have located, "Good job master dwarf. This does match what I have seen in the other reports."
Unfortunately you all did not get enough successes to get the bonuses later in the scenario
After a while an audible sigh can be heard from Cenenviel, "Well I appreciate your help pathfinders. It appears the details will remain hidden for another night. I will try again tomorrow. They can not elude my forever."
We will move onto Kaana
As you leave the druid's tent, sounds of many hooves can be heard hammering the ground. The PC's head towards the entrance to the camp. Waiting alone is powerfully built centaur, who you assume is the Chieftain Kaana Korag. Image added to the slides.
She looks over her shoulder as you approach, "Good evening pathfinders. Enjoying your visit to the Redpines?"

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"We appreciate the hospitality," Malark replies with a polite bow. "But I'm sure there are more pressing matters. Urwal sent us to speak with you and Cenenviel. How can we be of assistance?"

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"It's charming! So... rustic and unadorned. I could positively relax here for weeks. But I suppose I shall have to delay that for a latter season. I echo my friends question, how can we be of service?"

PFS 2 GM ZD |

"Not really sure." She grunts, "Nothing against you all personally, but, what do you all think you can do. What does this group bring to the table? I have heard stories, but, how much of them have been embellished?"
You can tell that Kaana is skeptical if you all will be of help to them in their time of need. You can change her mind by telling war stories with Warfare lore, demonstrate your knowledge of nature or the wilderness with nature or survival, or show off you weapons skills by making a melee or ranged weapon attack.
As with before, each PC can make one attempt. Depending on the number of success, may lead to bonuses to use later in the scenario.

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Arfsnarf jumps out from the line of Pathfinders, incredulous at how unimpressed Kaana is.
Are you kidding? We do nothing but good deeds all day long! If I weren't Pathfinder I have vast fortune-telling, sooth-saying empire across all Inner-Sea! Just today we keep misbehaving plans from burn down forest! All of this hazard and no thanks. We not doing this for our health!
Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17
He holds up his clacky rock to her. Want fortune?

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Malark unsheathes his rapier and recounts their encounter with the leshies. "It all happened in a flash. The leshies struck and there was fire everywhere," he says as he starts brandishing his weapon with excitement. "Then there was one more enemy left. I went for the kill and stabbed like so..."
Rapier Attack: 1d20 + 6 ⇒ (20) + 6 = 26
"...and down went the hostile creature. The others helped in putting out the fire. Then we went straight here to the comforts of your lodging." After that, he gives a flamboyant bow.

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dagger: 1d20 + 7 ⇒ (5) + 7 = 12
Caepia tosses a dagger at a nearby stump, trying to make an exhibition of her dagger throwing skills. She frowns as the blade skips off.
"Well, I suppose I'm doomed!" She say brightly.
"Perhaps I'll just stick to the fire brigade."

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I suppose rather than asking and waiting I should roll something more relevant...
Without waiting for Kaana to respond, Arfsnarf walks up to her and drops his clacky rock on the ground.
Clacky rock: 1d20 ⇒ 10
He looks down and see a break-even result, remarking to her Hmm, seems like if you don't get help things will continue as they are today. Maybe we just the change you need!
Occultism: 1d20 + 4 ⇒ (16) + 4 = 20

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Caepia's eyes follow the rock as it clatters on the ground. She looks over at Arfsnarf. "If that doesn't win over Kaana I don't know what will. Apparently." She flicks her fan open and inspects it's razor edges. "Still, it seems we're likely to wind up helping her whether she likes it or not. The lizard fellow said 'You will go.' Didn't leave room for debate. I should imagine Jaldan, at least, will be happier to see us."

PFS 2 GM ZD |

I shall allow the mystical clacky rock
A slight smile is seen on Kaana's face as the goblin rolls the rock and gives his "prediction". "You sure are a odd one. Well odd for a goblin."
Kaana almost seems impressed with Malark's perfect form with the rapier and nods. "That is impressive to not only extinguish a fire while holding your own against the leshys" As she finishes her statement she can hear the clang from Caepia's dagger hitting the ground. She shudders as the metal skids across some gravel.
Mandower tries to impress her with his knowledge, but fails to get his point across.
"I may have prejudged you." Kaana says finally letting her guard down. "Maybe you prove assistance to us. Let us head back to camp and have a few drinks around the fire." Kaana turns and heads back towards the camp.
Once back to the fire she tells stories of some of greater victories, reminiscing about the time she had to kill a hill giant all on her own, which took two quivers’ worth of arrows. "Ha, the giant looked like a porcupine afterward." She says laughing.
She also shares a few tips on how to fight leshys. Giving the PCs a +1 circumstance bonus to their initiative check later in the scenario.
Gathered around an adjacent fire, you all hear Jaldan speaking. She is surrounded by a group of centaur children. They hear her recount the combat with the leshys, with some modification. "We were surrounded by the nasty beast, about 10, no 15 of them. Some of them spewing fire and setting the forest a blaze. Had it not been for the heroes that The Society sent, we would sure have another forest fire on our hands."
"Really, the 5 of you held off 15 leshies. I don't believe it" One of the children says.
Jaldan looks around for an escape, then spots one of the PC's by the fire next to Kaana. She speaks a bit louder this time, making sure of the PC's can hear her. "You don't believe. The society agents are over there. They can confirm what I have said."
The PCs can impress the centaur youths, building up Jaldan’s reputation as well as their own and adding a bit of luster to the name of the Pathfinder Society with Deception, Diplomacy, or Performance checks

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Arfsnarf doesn't miss a beat taking advantage of this chance to... shine in front of children.
We can show you how we did it! I awakened the power of dragons that sleeps in my blood!
He concentrates for a moment and his fingers elongate into sharp, bluish claws that look as though they could palm a coconut.
[[A]] Cast dragon claws focus spell
He skips forward making several cuts through the air with his claws, bits of electricity crackling at the forward edge of the swinging arc. He tops it off with a lunging bite that shows off the razor sharpness of his goblin teeth.
claws, electricity crackle: 1d20 + 6 ⇒ (20) + 6 = 261d6 ⇒ 2
claws, electricity crackle: 1d20 + 6 ⇒ (20) + 6 = 261d6 ⇒ 5
jaws: 1d20 + 6 ⇒ (15) + 6 = 21
Afterwards he turns and smiles at the children, baring all of his jagged teeth.
Oh my. I used up some good rolls there... :P

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"Well, SHE took care of 15 or so. The rest of us, of course, had our own army to contend with. For my part, I kept a large portion of them rapt with the aria from Canticle of the Floral Queen whilst my dour dwarven friend took out 4 at a time with his mighty hammer swings."
deception: 1d20 + 6 ⇒ (12) + 6 = 18

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Malark tries to complement Arfsnarf's electric performance with his own. He blows through his pan flute and starts with a marching tune, followed by a crescendo of low-pitch and high-pitch notes.
Performance: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15

PFS 2 GM ZD |

The children are captivated by the group of pathfinders. Between Arfsnarf's reenacting, Caepia's narrations and the background music provided by Malark, they put on a decent show.
Gaining enough successes to pass this event
Jaldan claps her hands together and rises. "See children. Heroes of the Society. Now, time for you lot to go to bed."
The children moan and groan about having to go to bed. After a minute of protest, they finally head off.
"Thank you again. Wait right here" Jaldan goes into the tent and returns with a small bag. She pulls a coin and shows it to the PC's."This is a Holly Bush Feather Token. If you ever need to rest and eat. Just activate it. It's not much, but should be helpful if found in a dire situation"
This also counts as 1 treasure bundle.
With the camp going quiet, the PC's head back to their designated patch of ground to sleep.
The following morning, Urwal speaks to the PCs before they set out. “I have cast horoscopes for your mission.” Urwal says without preamble, setting a pair of satchels full of traveling supplies by your campsite. “The omens are favorable enough, although the stars carry warning.
“The spirits of Finadar Forest are sick. Perhaps this is an abscess in nature, and must be lanced with sword and flame. But such a cure is to be mourned, not celebrated,” the lizardfolk says, emphasizing each word. “Better for all if a safer salve is found. Yes?”

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Arfsnarf's eyes narrow at Urwal's horoscope. When the lizardman looks away he casts his clacky-rock to the side.
Clacky rock: 1d20 ⇒ 17
He quickly stows it, looking back at Urwal and nodding in approval.

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"Fear not, we shall not idly slay our way to the heart of the problem. Now that the proper divinations have been done I'm sure it will be no more trouble than a stroll around the garden." She gives an exaggerated wink to Arfsnarf and hoists her pack. "Let's be off on our little soiree to soothe the savage leshy."

PFS 2 GM ZD |

"Very good" Urwal reaches behind him and puts a pack in front of the PC's. The supplies consists of bread, foraged mushrooms, and smoked meat, along with 4 gp and 45 sp. This counts as one treasure bundle.
"As a thanks for preventing a fire, we offer this as the Forest's gratitude." He hands you a talsiman made out of interwoven dried leaves. "it is Hunter's Bane. Very useful if you are victim of an ambush"
As they travel over the course of the next day, the PCs find the forest becoming gradually quieter. There are more burnt areas here, both old scars from earlier fires and the remnants of more recent blazes sparked by the corrupted leshys. There are fewer animals as well, and any PCs who try to hunt find game to be frustratingly scarce, with hardly any more than scraggly rabbits to be found. Eventually, the PCs come across a small mountain stream, which matches Urwal’s directions—they’re on the right path.
As the PCs are crossing the stream, they spot movement up ahead. An enormous scarecrow is busily clearing the collected growth of eons past from an ancient set of cyclopean menhirs that surround what looks to be an altar or grave of some kind, decorated with a sinuous, flowing script. Several small animals have been freshly sacrificed atop the altar, their blood sliding into the grooves of the letters carved into the stone. As the PCs approach further, they realize the true size of the scarecrow, with eyes like bubbling black pools in its sackcloth face and hands twisted into wooden talons.
How do you approach. It does not sense you yet

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Arfsnarf gets very quiet and follows behind the bigfolk with lighter steps.
Stealth: 1d20 + 6 ⇒ (17) + 6 = 23

PFS 2 GM ZD |

The goblin and Caepia moves up and gets close to the scarecrow. They notice it is not alone, it is surrounded by two giant centipedes.
Will go ahead and roll initiative. Will use Arfnarf's and Caepia's stealth rolls for this combat.
Malark: 1d20 + 7 ⇒ (3) + 7 = 10
Mandower: 1d20 + 6 ⇒ (11) + 6 = 17
GM: 3d20 ⇒ (6, 14, 15) = 35
bold may act
Arfsnarf
Caepia
Centipedes
Scarecrow
Mandower
Malark
Recall Knowledge Arcana or crafting for the scarecrow. Nature for the centipedes

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The goblin cries out It seems like a good time for...
[[A]] Stride, 10' E
He rushes forward towards the assembled creatures before landing and finishing with
FIRE
[[AA]] Cast (somatic, verbal) Burning hands, 15' cone drawn on map, hits scarecrow and BLUE
Hit little hands fling forward, spreading a fan of flame at the scarecrow and left-hand giant centipede.
FIRE damage, DC17 basic reflex save: 2d6 ⇒ (1, 3) = 4
He frowns when the flames seem weaker than he expected and shakes his hands, as if he can get more to come out.
C'mon, c'mon! This usually hotter and brighter!

PFS 2 GM ZD |

saves: 2d20 ⇒ (17, 8) = 25
The scarecrow dodges some of the flames. Even so, it still burns rapidly.Almost as if it has weakness to fire
The blue centipede is not able to get out of the way of the flames.
Bold May Act
Arfsnarf
Caepia
Red Centipede
Blue Centipede: 4 dmg
Scarecrow: 5 dmg
Mandower
Malark

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Caepia darts out and tries to finish off a centipede with a pair of slashes.
Fighting Fan: 1d20 + 7 ⇒ (3) + 7 = 10
Fighting Fan: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19
Damage: Fighting Fan, backstabber: 1d4 + 1 + 1 + 1d6 ⇒ (4) + 1 + 1 + (1) = 7

PFS 2 GM ZD |

Caepia moves forward and slices the centipede. She hits it in the right spot and slices the thing in half. Blue centipede is down
The centipede crawls forward and attempts to bite the goblin. The goblin manages to avoid its mandibles.
The scarecrow reaches out to Caepia with its haunting assault. The scarecrow makes contact with one of its claws and demoralizes Caepia. You take 5 slashing damage and 1 evil. You are frightened 1.
You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1
red: 1d20 ⇒ 91d4 ⇒ 4
red: 1d20 ⇒ 81d4 ⇒ 1
scarecrow: 1d20 ⇒ 181d6 ⇒ 2
scarecrow: 1d20 ⇒ 61d6 ⇒ 6
demoralize attempt: 1d20 ⇒ 9
Bold May Act
Arfsnarf
Caepia: 6 dmg; frightened 1
Red Centipede
Scarecrow: 5 dmg
Mandower
Malark

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Second verse, same as first!
Arfsnarf steps to line up the remaining centipede with the scarecrow and releases another burst of flame.
[[A]] Step, 5' south
[[AA]] Cast (somatic, verbal) Burning hands, cone hits both enemies
FIRE damage, DC17 basic reflex save: 2d6 ⇒ (5, 2) = 7