
GM Ilmakis |

Fist vs Marcus: 1d20 + 11 ⇒ (19) + 11 = 30
Damages, B: 2d6 + 4 ⇒ (3, 5) + 4 = 12
Fist vs Marcus: 1d20 + 11 - 4 ⇒ (17) + 11 - 4 = 24
Damages, B: 2d6 + 4 ⇒ (1, 2) + 4 = 7
Fist vs Lydia: 1d20 + 11 ⇒ (18) + 11 = 29
Damages, B: 2d6 + 4 ⇒ (3, 5) + 4 = 12
Fist vs Lydia: 1d20 + 11 - 4 ⇒ (13) + 11 - 4 = 20
Damages, B: 2d6 + 4 ⇒ (3, 2) + 4 = 9
The two gorillas close the distance between them and the Pathfinders and attack.
The one against Marcus throws a terrible punch in the bard jaw that almost knocks him out before it continues with a second one in the bard's stomach. 31points of damages
Lydia is no more lucky as the nimble red mantis is hit twice also. 21 damages
ROUND 1 (bold may act)
Inspire Courage +1
Marcus
Kazikli
Natesh
Enemies
Frogger
Lydia -21HP
The Mad Hopper
ROUND 2 (bold may act)
Marcus -31HP
Kazikli
Natesh

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Hopper looks at the gorillas and says
"They look big, and strong..." just before Marcus receives a massive hit.
Hopper raises himself in the saddle and throws one firebomb at the gorilla that is next to Lydia
Alchemist fire@red, inspire courage: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Damage, fire, inspire courage, burn it!: 2d8 + 1 + 1 ⇒ (1, 2) + 1 + 1 = 5 +2 splash damage restricted only to red if not critically failed, +3 persistent fire damage if hit
Then he lets Wolfie run around the second enemy, then Hopper takes out another bomb and tosses it at the back of the gorilla.
Alchemist fire@green, inspire courage, map: 1d20 + 10 + 1 - 5 ⇒ (15) + 10 + 1 - 5 = 21
Damage, fire, inspire courage, burn it!: 2d8 + 1 + 1 ⇒ (1, 3) + 1 + 1 = 6 +2 splash damage restricted only to green if not critically failed, +3 persistent fire damage if hit
Attack, command animal, attack

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Natesh shivers as he sees the awful and rapid assault from vicious animal attacks. "I'm-I'm sure that we will be able to stop these things, just like everything else!" He tries to be supportive while stammering out speech with little though as most of his focus is on releasing the pent up magic from his arcane charged ring.
The spell recalled Natesh throws his hammer, if only as a distraction as he follows with a cone of flame into the gorilla.
Attack and Burning Hands on the Red Gorilla.
Strike, Thrown Light Hammer, Inspire Courage: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
I will use a Hero Point to Reroll that attack
Hero Point Reroll Attack: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Bludgeoning Damage, Inspire Courage: 2d6 + 2 + 1 ⇒ (6, 4) + 2 + 1 = 13
Burning Hands (Level 2), Basic Reflex DC 19, Inspire Courage: 4d6 + 1 ⇒ (5, 3, 5, 3) + 1 = 17
◆ Strike (Thrown hammer) (Hero Point) ◇ Drain Bonded Item ◆◆ Cast Burning Hands (level 2)

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Normally, Frogger would not attack a natural creature. But this is self defense. The gorillas are clearly attacking the group, his new friends and compatriots. He still feels guilty attacking them outright.
◆◆ Cast Grease under Green. It needs to make a DC 19 Reflex save or Acrobatics.
◆ Will Intimidate green gorilla
Demoralize: 1d20 + 1 - 4 ⇒ (19) + 1 - 4 = 16
Frogger lets out a primal yell, channelling his inner Mwangi.

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Yikes!
Lydia brightens up a bit as some time passes from her last defeat. She thanks Hopper for the potion, and Natesh for the drakeheart.
Would have drakeheart + sword in hand
With the enemies approaching once more, she rallies her strength, only to find herself being thrown through the gauntlet once more. Having taken a nasty punch she dumps the final drakeheart down her throat and lets it run through her system. Perhaps the direness of the situation makes the transformation seem all the quicker-- Her flesh sears with pain and smoke, and her eyes get an almost reddish tint to them. As the smoke releases from her armor the familiar scales form on her skin. She then looks at her wounds, quickly throws a few stitches through her scaly flesh, and then brandishes her sword in a distracting manner. "Focus fire!!" she yells
Battle medicine self, assurance: 2d8 ⇒ (7, 2) = 9 23/35
Scoundrel Feint red vs Perception DC: 1d20 + 11 ⇒ (11) + 11 = 22 If success, FF against Lydia's attacks until end of her next turn[/ooc]
Actions: ◆Drink moderate Drakeheart ◆battle medicine ◆Feint, scoundrel racket
Reaction ↺ Nimble Dodge first atk vs Lydia each round

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Marcus spits a glob of blood and bile, then slowly trudges to the side. "That is quite enough from you" he mutters as he coughs again. This time, a black hole appears where his mouth should be, and a stream of wasps, spiders, and centipedes come flying out tearing through the beast and its compatriot.
Move and cast Vomit Swarm targeting both of them
Vomit Swarm: 2d8 ⇒ (4, 4) = 8 and sickened. DC 19 Fort for half and negate sickened

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Kazikli nudges Marcus away from death's door as hard as he can. He then joins Frogger and the gorillas themselves in roaring, though he speaks alongside his bellow. Not sure they'll get the intent, his focus is on volume. "You've shown us your worst! And for what? Weathered, as the rest of your strikes, your very beings will soon be!"
◆◆ 2nd-Level 2-Action Heal @ Marcus: 2d8 + 16 ⇒ (3, 3) + 16 = 22
◆ Demoralize vs. Green: 1d20 + 11 ⇒ (4) + 11 = 15

GM Ilmakis |

@Marcus with a 30ft. cone you can't avoid your comrades with your spell from your position.
You can redo your action if you want.
@Natesh unfortunately, if Marcus doesn't maintain his Inspire Courage on R2 you can't benefice from it.
Ref- G: 1d20 + 9 - 1 ⇒ (9) + 9 - 1 = 17
Ref- R: 1d20 + 9 ⇒ (14) + 9 = 23
If the Gorilla is not impressed by Kazikli words, it is impressed by Frogger's yelling and slips on the grease!
The other one avoids part of Natesh's fire!
Green -8 +3pF + Frightened 1 + Prone
Red -10

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Can't edit map right now, but move me 5ft closer to the gorrilla and use the diagonal template.

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@Natesh unfortunately, if Marcus doesn't maintain his Inspire Courage on R2 you can't benefice from it.
GM: I apologize, I posted my action prior to his in the first round and again in the second. That was the reason I didn't include in my first round actions, but I did do so in my second round actions.

GM Ilmakis |

@Natesh Yes, I applied it to your R1 rolls, unfortunately it wasn't enough to hit the gorilla AC.
F R: 1d20 + 12 ⇒ (17) + 12 = 29
Fist vs Lydia: 1d20 + 11 ⇒ (12) + 11 = 23
Damages: 2d6 + 4 ⇒ (5, 4) + 4 = 13
Stop Fire: 1d20 ⇒ 2
Both Gorillas resist to the swarm and the closest to Lydia avoid all of it even, to focus on the Red Mantis movements.
The one frightened stands up and makes a frightening display of strength!
Everyone need to make a DC19 Will Save or be frightened 1 or 2 if crit fail
The other one does the same!
Everyone need to make a DC20 Will Save or be frightened 1 or 2 if crit fail and strikes at Lydia, who dodges at the last second the fist!
The burning one continues to burn!
ROUND 2 (bold may act)
Marcus
Kazikli
Natesh
Green -15HP
Red -10HP
Frogger
Lydia -12HP
The Mad Hopper
ROUND 3 (bold may act)
Marcus -9HP
Kazikli
Natesh

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If the Frightening Display has a Visual or Auditory tag: ↺ Counter Performance on the first one Performance: 1d20 + 11 ⇒ (5) + 11 = 16
Hero Point: 1d20 + 11 ⇒ (12) + 11 = 23
Will: 1d20 + 8 ⇒ (6) + 8 = 141d20 + 8 ⇒ (10) + 8 = 18
Well, looks like I'm frightened 1 if that counterperformance is allowable, 2 if I got nailed by both.
"Oh come on... beating your chests like giant apes? Oh right... you are giant apes. Why are you even listening to the fey king? This doesn't make any sense? Why would a 10 ft tall gorilla live in the first world with a bunch of 2 ft tall fey? This doesn't make any sense!"
The tendrils flying out of his fingers make about as much sense as they pierce through both ape's arms and legs, aiming to sever arteries.
◆ Inspire Courage +1, ◆◆ Grim Tendrils through both
Damage: 2d4 + 1 ⇒ (3, 4) + 1 = 8 and 1 bleed. Fort DC 19 for half damage and no bleed

GM Ilmakis |

With quick wits and some bon mot Marcus is able to defuse part of the situation!
Your counterperformance worked!

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Will save: 1d20 + 5 ⇒ (9) + 5 = 14
Will save: 1d20 + 5 ⇒ (6) + 5 = 11So, if first test is not needed, then the second is done without a modifier and is a failure and not a critical one ;)
Hopper is frightened but he keeps on pushing. He rides on Wolfie to be on the other side of the big gorilla and makes her bite.
Then Hopper attempts to strike with the sickle
Attack, MAP, frightened 1;): 1d20 + 9 - 1 - 5 ⇒ (3) + 9 - 1 - 5 = 6
Damage, sickle, cold iron: 1d4 + 1 ⇒ (1) + 1 = 2
Attack, MAP, frightened 1;): 1d20 + 9 - 1 - 10 ⇒ (11) + 9 - 1 - 10 = 9
Damage, sickle, cold iron: 1d4 + 1 ⇒ (3) + 1 = 4
Command animal (move and attack), attack, attack

Hopper's Wolf |

Will save, DC20: 1d20 + 8 ⇒ (5) + 8 = 13
Wolfie is frightened of the bigger animal. But he keeps on running. When being on the opposite side he biges the gorilla in its leg
Attack@green, frightened: 1d20 + 10 - 1 ⇒ (3) + 10 - 1 = 12
Damage, jaws, piercing: 2d8 + 3 ⇒ (5, 5) + 3 = 13
This is not the round for Hopper and Wolfie :(

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Will: 1d20 + 7 ⇒ (6) + 7 = 13
Kazikli keeps blasting, then turns to the other gorilla. His words likely aren't having any effect, but oh well. "See how your volume is drowned out by simple words with purpose. And what else do you have to use?!"
◆◆ Produce Air vs. Green: 1d20 + 9 + 1 - 1 ⇒ (6) + 9 + 1 - 1 = 15 Bludgeoning: 2d4 + 4 + 1 ⇒ (1, 4) + 4 + 1 = 10
◆ Demoralize vs. Red: 1d20 + 11 + 1 - 1 ⇒ (7) + 11 + 1 - 1 = 18

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Will Save DC 19: 1d20 + 7 ⇒ (6) + 7 = 13 counter performance is higher (success)
Will Save DC 20: 1d20 + 7 ⇒ (1) + 7 = 8 frightened 2
Lydia loses her nerves but tries to focus on the green one. She runs across the battlefield, strikes once, and then draws her 2nd saber.
Strike Green VS FF. Inspire, frightened 2: 1d20 + 10 + 1 - 2 ⇒ (10) + 10 + 1 - 2 = 19 S dmg, inspire: 1d6 + 1 ⇒ (6) + 1 = 7 Precision sneak: 1d6 ⇒ 5
Actions: ◆Stride ◆Strike ◆draw 2nd sword
Reaction ↺ Nimble Dodge first atk vs Lydia each round

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Will DC 19 or 23 Counter Performance: 1d20 + 7 ⇒ (6) + 7 = 13
Will DC 20: 1d20 + 7 ⇒ (12) + 7 = 19
Natesh is rattled by the bombastic roar. As Lydia moves to work with the others to bring down the other gorilla. He does his best to hold himself steady as he launches an arc of electricity between the two and throws his hammer, hoping for a lucky blow.
Or at least slow it for a few moments.
Thrown Returning Hammer at Red, Frightened 1, Inspire Courage: 1d20 + 9 - 1 + 1 ⇒ (16) + 9 - 1 + 1 = 25
Bludgeoning Damage, Inspire Courage: 2d6 + 2 + 1 ⇒ (3, 3) + 2 + 1 = 9
Electric Arc, targeting Red and Green. DC 18 basic Reflex
Electricity Damage, Inspire Courage: 2d4 + 3 + 1 ⇒ (1, 4) + 3 + 1 = 9
Actions: ◆Strike ◆◆ Cast electric arc
Frightened 0 at end of turn.

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Will Save: 1d20 + 10 ⇒ (10) + 10 = 20
Will Save: 1d20 + 10 ⇒ (20) + 10 = 30
Frogger shakes off the effects of the fearful displays coming from the gorillas.
◆ Stride back
◆◆ Cast Enlarge on Frogger
The druid doubles in size!

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**HOUSE GM ANNOUNCEMENT**
There is a strange sensation throughout the demiplane of tension being released. It’s as though the plane itself had been holding its breath for a long time and finally exhaled. The Thorned Monarch has fallen. Gregaro Voth, now freed from his planar prison, stands before the assembled group.
“Pathfinders, there are no words to thank you for coming to my rescue. I have talked with Venture-Captain Tolal, and I understand I’ve been trapped here for a great many years. Unfortunately, I cannot return with you to Absalom. If I leave this place, the weight of time would suddenly bear down upon me, and I would immediately die. So, I shall remain here, though I imagine I can make this a more palatable prison.”
Voth, still wearing the crown, looks around him, and the landscape suddenly changes. In an instant, where before there was a copse of trees, there now stands a brand-new Pathfinder lodge with sprawling grounds. The scene is beautiful, with dozens of small buildings dotted across a verdant landscape complete with tall trees, colorful flowers, and chirping birds. “I suppose the adventure can come to me! Please, Pathfinders, stay and enjoy a well-deserved rest. Tell me of all the journeys you’ve taken and the discoveries that you’ve made!”
---
After a full night’s rest, though perhaps with a few odd dreams, Oraiah Tolal and Gregaro Voth ask everyone to meet the next morning. Agents assemble in a garden on the new lodge’s grounds.
Gregaro Voth begins, “Pathfinders, you have done amazing work, defeating the Thorned Monarch and his forces after making the arduous journey out here.” Oraiah Tolal continues, “But if Aleta smiles upon our work, you will have a much easier journey home.” Together, they cast a spell, and a shimmering archway appears. After a few moments, Master of Spells Sorrina Westyr and Decemvirate member Eliza Petulengro walk through. Westyr exclaims happily, “Well done, Pathfinders, all of you!” Petulengro explains more. “We’ve established a link between this new lodge and the Maze of the Open Road, a hedge maze and portal network that used to be carefully restricted by the Decemvirate. The Decemvirate is planning to add new nodes to the maze, allowing Pathfinders to swiftly travel to places far from the Society’s current reach. And so, if you are ready to go home, please follow me. You have more than earned a swift trip home!” Petulengro and Westyr lead the way through the portal, into the maze, and through another archway that leads straight back to the Grand Lodge.
That’s the end! Thank you for all your hard work, GMs, and thanks to everyone for playing!

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Marcus stands slack jawed for nearly a solid minute before he finally speaks up. "So... you're saying that you're stuck behind in the first world... you're now in charge of this region at the very least... and the first thing you do is make a Pathfinder Lodge? And you call this a more palatable prison? Have you gone insane? I cannot possibly fathom how taking responsibility for a lodge full of new recruits figuring out what new adventures await in the region is going to cause you anything other than an eternity of paperwork and removing blood and vomit from the hall."

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The gorillas suddenly begin fleeing through the woods, though the pathfinders have little trouble pursuing them if so desired. Lydia instead leave them be. "Their leader has fallen, perhaps they will be less aggressive in the future" she comments as she sheds her scales in an explosive burst. During Gregaro Voth's speech Lydia would begin stitching her and Marcus's wounds, as well as any other pathfinders from adjacent teams. She does not, however, tell any stories to Gregaro Voth. Why should he care, anyway?" she thinks internally as she makes stitch after stitch.
---
The following morning Lydia largely remains to her quiet self, though she spots Hopper and Wolfie and approaches them. "Hey! Nice work out there. Those concoction's saved my skin on more than one occasion so thanks for that. You seem to be going places" she says with a subtle smile. If approached by anyone else Lydia of course would exchange pleasantries and congratulate them on a job well done as well. She likes to keep to herself but everyone did great!
---
Back at the Grand Lodge Lydia finally is able to find time to be by herself and her thoughts which she spends pouring over a journal she unwraps from her bag. Later, she takes a stroll through Absalom and attempts to do street performance-- Juggling her sawtooth sabers and perhaps even an ironic and comedic rendition of a red mantis contract kill. Unfortunately neither of these performances are very successful -- Her juggling still needs work, and she's a little too over-zealous with the play-kill that it frightens any would-be tippers or volunteers away. This continues for several days until she gives up trying to earn income. On the final day she notices a shadowy figure watching her from the rooftops. Someday they'll leave me alone...by choice or by force... she thinks as she packs up her things and returns to the Grand Lodge for her next assignment.

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Natesh doesn't make any attempt to make chase at the end of the fight, "I agree with you Lydia. I'm hopeful that this will be the end of the fighting. At least no more of this chaos of clashing armies."
Natesh joins with Lydia in the task of tending to the wounded with a nervous energy as he constantly looks over his shoulder for another sudden fey ambush. He only calms down once things settle down enough such that logistical tasks are required for reporting and preparing the new lodge are required. He doesn't speak much of his own adventures unless prompted, and even then extolls the actions of his allies who safeguarded his life.
---
Back at the lodge Natesh is finally comfortable as he returns to the task of logging and reporting, tasks far more familiar than the constant, unregulated combat. After a time he restores combat training to his regimen as he attempts to become more comfortable with fighting so he feels less of the panic during the life-and-death battles he experiences on missions.

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Kazikli stands in appreciation of the great power now being thrown every which way, just to change the place's appearance. He's happy Voth has a flair for the dramatic, at least. The half-orc gladly waits as long as is allowed for a turn telling a story.
"I may have made my home in the Mwangi, but the Shackles will forever be the land of my birth. It was there that the Society could have received a telling blow, were it not for the actions of several agents. We weren't there on an assignment, but were transporting the spoils of another one through that area. Some unsavory folk, as I should have expected, had other plans for our cargo..."
His tale is about equal parts riveting and boring, but could have been much worse in the hands of a less skilled orator. Come morning, he thanks his teammates for their good work together, then promptly heads back to the Grand Lodge.
---
While more studying of combat, magical theory, or history could be deemed in order after such a big mission, the few people who see Kazikli notice he has confined himself to his Lodge quarters. He doesn't do much more than fiddle with several identical copies of his golden wolf mask. It could be important, considering the many diverse methods a Pathfinder might attain power, but it certainly doesn't look like it.

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Frogger levels up and will be taking an Arboreal Sapling companion.
While the others seem to be discussing the events that just happened, Frogger hears a soft rumbling off to the side in the woods. Frogger's ears perk up as he listens in, completely shutting off any sound from his new companions.
A small head pops out from behind a bush. At first, Frogger is intrigued. The face looks friendly and Frogger starts speaking to it. "Come on little guy. Come show yourself. We wont harm you.". He slowly approaches with Viney on his side.
Out walks a small plant creature. Frogger is no stranger to leshies or other plant creatures. "What's your name?". Perhaps it was fate or perhaps it was the Gods, but the sapling, the leshy, and the druid all join together.

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As they clean up and return to the lodge Marcus muses. "I would say I was happy to fight alongside you, but in truth violence is nothing to be happy about. But I am gladdened to have been forced to undertake such a bitter challenge along side each and every one of you. Not that I have any delusions that our missions will ever be devoid of brawls and killing, but the day I lose the sense of unease is the day I pray you come on assignment to relieve me of my position."
He stares vacantly for significantly longer than is comfortable for anyone before he finally cracks a smirk. "Anyhow, we're all here, we are all more or less intact, so how about a drink before we go our separate ways? Ale, spirits, coffee, or even just water... just a drink so our last memories of each other are of calm and fellowship. That is until we find ourselves on assignment with each other once again."
~~~
Upon his eventual return to Absalom, Marcus ensures that his time is split between dull paperwork and lively performances. Nobody is likely to notice the little personality tics that have joined the characters he portrays, but bits of his latest companions have clearly left their mark.

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As the gorillas took off, Hopper was looking after them. Finally he hid his sickle and patted Wolfie on his neck
"Sure, it was you who scared them away." responds to an unsaid statement. The goblin took a few breaths of air waiting for his heart to stop pounding.
"A drink? I would love that, and a stream with water to wash of the blood..." says Hopper wishing to ride away from this place into safety.
When Frogger spots something in the bushes he immediately reaches for an alchemist bomb and waits for the situation to develop.
"Lookout! It can be dangerous!" throws out a warning.
The next day when Lydia stops by he looks at her puzzled for a moment
The following morning Lydia largely remains to her quiet self, though she spots Hopper and Wolfie and approaches them. "Hey! Nice work out there. Those concoction's saved my skin on more than one occasion so thanks for that. You seem to be going places" she says with a subtle smile.
"I am glad that they were useful." he bows his head.
Turning towards the others
"I will miss you all, and Wolfie got fond of you as well. If you ever will be in need of a potion, come and find me in Absalom."