GM Dennis
|
**HOUSE GM ANNOUNCEMENT**
Everyone gathers around a makeshift stage as the sun starts to slip below the horizon. Pathfinders whisper to each other in anticipation.
Venture-Captain Oraiah Tolal addresses the group. “Pathfinders, our expedition begins tomorrow. We have a day’s travel to reach the site where we will find the Door of Seasons. The founders of our Society may have been unable to reach the realm that lies beyond this magical gateway, but we have something they lacked.” The Venture-Captain holds a verdant crown aloft. “This is the Perennial Crown, an artifact that will serve as the key to opening the door. I hope that Alseta will bless us as we find this doorway to a new place. From what we’ve been able to gather, there’s a demiplane on the other side. The demiplane and the crown alike are closely tied to the Thorned Monarch, Qxal, an evil fey who once terrorized this region. The Pathfinders who recovered this crown faced steep opposition from the Monarch, and I have no doubt they will defend the Door of Seasons even more fiercely. Be wary any fey you see along the way; they are likely to be working for Qxal. Stay in groups of four or more for safety and help each other. Make any final preparations that you require and get a good night’s sleep; your next few nights will be on the trail. We leave an hour after dawn.”
Day breaks, and the excitement around the camp is too high to allow any Pathfinder to oversleep. Agents perform morning rituals, eat breakfast, and take a final look through maps and plans. Venture-Captain Oraiah Tolal gathers everyone together one last time. “I know that we’ve prepared well. We’re going to stop this Thorned Monarch. I have a small gift for each of you: a signal whistle with an engraving of the Perennial Crown. Use it to signal your fellow Pathfinders if you need help. And now, into the wilderness!”
Table GMs, please begin Part 1.
| GM Bret |
An aasimar woman with violet marks on her face looks around. “Urwal? Urwal, where have you gone? We’re setting off now. Urwal?”
She jumps slightly as an iruxi man suddenly drops to the ground from the tree overhead. He begins talking without missing a beat. “Pathfinders, watch your feet and know your plants and animals. The Thorned Monarch is wreaking havoc on the ecology of this area, and we don’t want to make it worse. Valais, aren’t you ready to go? We’re departing now.”
Valais Durant stares for a brief moment before replying. “Yes. Yes, I am ready. Pathfinders, we’re very close to the Door of Seasons now, and things are about to get dangerous. Watch each other’s backs and don’t be afraid to call for help.”
There are six encounters you can choose from. All of these encounters will happen the same day, usually with only approximately 10 minutes rest between them.
The six possible encounters are:
A: Mushroom Ring
B: It Talks!
C: Befuddled Pathfinders
D: Enchanted Plants
E: Chart a Course
F: The Monarch’s Forces
Successes across all tables are tallied against each of the above encounters, so some of them should close during this section of the special. If there are no other open encounters, I have some optional encounters I can run. It is expected that most tables will not get to that point.
If you have questions about how any of this works, please ask in Discussion.
Symeon Isafira
|
I'll throw one vote in for the mushroom ring
| GM Bret |
Durant points out a series of small tracks. “There are fey coming from somewhere around here. We think Qxal might be using mushroom rings to allow their fey allies to cross over from the First World to ours. See if you can find one and shut it down, but be careful. By the looks of things, they’re already operational.”
Time to find the mushroom rings! You may each attempt a Perception or Survival check to notice the mushroom ring.
Krek the Serpent
|
"How do mushroom rings help fey travel?" Krek begins digging through the thick brush for any signs of a ring of small mushrooms.
Perception: 1d20 + 4 ⇒ (2) + 4 = 6
But he is probably stepping on them and looking out too far.
Redd Appleblossom
|
A mushroom ring? How big of a ring are we looking for?
Redd sticks close to Symeon and listens closely to any insights he has about his observations. She keeps her keen eyes on the ground as they meander slowly in search of any rings.
Perception & keen eyes: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
"Meadow"
|
Meadow is delighted at the mention of mushroom rings.
"Mushroom rings? Really? Do you think we'll meet some sprites? It'll be just like home!"
She sighs heavily.
"I miss Tulip and Daisy and Thistle and Poppy and Lily with the Brown Hair..."
"Meadow"
|
"No, you're right. I don't really miss Lily with the Blonde Hair either. Well before I get too homesick let's see if we can find that mushroom ring."
perception: 1d20 + 8 ⇒ (10) + 8 = 18
| GM Bret |
Redd, Eltis and Meadow are able to find the mushroom ring in the middle of a nearby pond. Krek was no doubt distracted by Silence making so much noise.
In the middle of a small pond, a ring of large toadstools glows with a slight magical energy. The ground inside wobbles and is almost translucent, as if one could step right through it.
As you approach, the shimmering becomes more pronounced.
Redd Scouts, giving everyone +1 initiative!
Meadow: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26 Unknown assuming Perception
Darlann: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7 Unknown assuming Perception
Eltis: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 Detect Magic w/ Religion
Krek: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7 Defend w/ Perception
Redd: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 Scout w/ Perception
Symeon: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 Investigate w/ Nature
Fun Guy Ring: 1d20 + 8 ⇒ (2) + 8 = 10
Bolded may act.
All water and island squares are difficult terrain
Thievery or Nature to disable the ring. It will take more than one success.
Round 1:
Meadow
Eltis
Symeon
Redd
Mushroom Ring
Krek
Darlann
"Meadow"
|
"Well that's not normal. Stay there and keep watch Silence."
Meadow moves towards the mushroom ring and attempts to puzzle it out.
nature: 1d20 + 5 ⇒ (5) + 5 = 10
If it only takes one action to use nature then Meadow will try a second time, otherwise disregard the second roll.
Nature: 1d20 + 5 ⇒ (10) + 5 = 15
Symeon Isafira
|
Symeon pauses for a second, and then moves in closer. Coming up next to the ring of mushrooms, he takes a long look at the shape of them and then tries to rearrange a few.
Nature: 1d20 + 6 ⇒ (2) + 6 = 8
"Hrmm seems spelling out my name doesn't work... How about...?" He pulls a few more mushrooms out and spells the word Redd out as well.
Nature again: 1d20 + 6 ⇒ (18) + 6 = 24
Redd Appleblossom
|
Redd pulls the cuffs of her breeches above her knees and cautiously wades into the pond, taking wide steps. Upon seeing Symeon spell out her name with mushrooms, her rosy cheeks turn even brighter as she blushes and giggles softly.
Aww. That's so sweet, Symeon. Tee-hee-hee!
Whatever he did seems to make the ring of mushrooms react differently.
Oh! Look!
Redd points at the ring.
It's changing! Let me try spelling out a name.
She plucks a few of the brightly colored fungi and arranges them into letters, her tongue sticking out as she concentration.
K...R...E...K...
Thievery: 1d20 + 3 ⇒ (11) + 3 = 14
She leans back to get a better look at her work.
How does that look?
◆ stride
◆ stride
◆ disable 'shrooms
| GM Bret |
Although his first attempt doesn’t work, something about what Symeon did the second time seems to have had some effect.
Redd feels she is very close with her attempt.
Just then something pops out of the shimmering area of the ring. It immediately attacks Symeon with it’s tiny shortsword.
Shortsword: 1d20 + 8 ⇒ (19) + 8 = 27
Slashing damage: 1d6 - 3 ⇒ (1) - 3 = -2
Swordsword, MAP: 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8
Slashing damage: 1d6 - 3 ⇒ (3) - 3 = 0
It does 2 points of damage with its first strike and misses with the second.
Stride, Strike, Strike
It angrily babbles something in a strange language as it attacks.
Round 1:
All water and island squares are difficult terrain
Thievery or Nature to disable the ring. You have one success so far.
Nature to identify the creature. You have a +1 to this check to Recall Knowledge for the atlas.
Will save from everyone within 20’ of the creature, Roll twice and use the worse result. This is a fortune effect.
Krek
Darlann
Round 2:
Meadow
Eltis
Symeon 2 damage
Redd
Mushroom Ring and creatures
Symeon Isafira
|
Wouldn't that be 1 damage due to the roll being a -2?
Will save: 1d20 + 8 ⇒ (3) + 8 = 11 He failed
Will save: 1d20 + 8 ⇒ (9) + 8 = 17
Symeon gives a blush as Redd compliments his gesture and starts to move with a few jerky movements. He barely notices the sting from the fey thing next to him and completely misses the unlucky aura.
The halfling draws out his bow and an arrow, trying to distract himself from Redd standing right there, and focuses on the fey instead.
Devise Stratagem: 1d20 ⇒ 9
Devise Stratagem: 1d20 ⇒ 13 Not sure on how you want to run secret checks. I'll trow my roll up in a spoiler, just in case.
Secret roll: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Secret roll: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Not finding much of another distraction he tries to spell out something else with the mushrooms. He gets an L and then an O out before blushing even redder and quickly scrambling the mushrooms.
Nature: 1d20 + 6 ⇒ (8) + 6 = 14
Nature: 1d20 + 6 ⇒ (5) + 6 = 11
Oof this unlucky aura better be a short term or a save once and ignore all other instances of it thing or we're in for some trouble.
Redd Appleblossom
|
Eeeek!!!
Redd shrieks as she's startled by the sudden appearance of the tiny creature.
Will:: 1d20 + 7 ⇒ (12) + 7 = 19
Will:: 1d20 + 7 ⇒ (10) + 7 = 17
Woah! Didn't expect that. Lucky little Redd!
| GM Bret |
Symeon feels his luck drain away. Fortunately he has an idea of what the creature is.
Round 1:
All water and island squares are difficult terrain
Thievery or Nature to disable the ring. You have one success so far.
Nature to identify the creature. You have a +1 to this check to Recall Knowledge for the atlas.
Will save from everyone within 20’ of the creature, Roll twice and use the worse result. This is a fortune effect.
Krek
Darlann
Round 2:
Meadow
Eltis
Symeon 2 damage failed save, roll twice
Redd made save
Mushroom Ring
Eltis
|
will: 1d20 + 8 ⇒ (3) + 8 = 11
argg...
Eltis will ignore the...fey.. and continue failing in trying to stop the shrooms.
nature: 1d20 + 3 ⇒ (11) + 3 = 14
nature: 1d20 + 3 ⇒ (12) + 3 = 15
theivery: 1d20 + 3 ⇒ (18) + 3 = 21
theivery: 1d20 + 3 ⇒ (16) + 3 = 19
nature: 1d20 + 3 ⇒ (17) + 3 = 20
nature: 1d20 + 3 ⇒ (9) + 3 = 12
| GM Bret |
Although Eltis can’t figure out the fungus, he does discover it works better if he just considers it a magical trap and ignore what it is made of. He manages to weaken the gateway further.
Thievery is easier and one success.
Round 1:
All water and island squares are difficult terrain
Thievery or Nature to disable the ring. You have two successes so far.
Nature to identify the creature. You have a +1 to this check to Recall Knowledge for the atlas.
Will save from everyone within 20’ of the creature, Roll twice and use the worse result. This is a fortune effect.
Krek
Darlann
Round 2:
Meadow
Eltis failed save, roll twice
Symeon 2 damage failed save, roll twice
Redd made save
Mushroom Ring
Redd Appleblossom
|
Redd offers a quick blessing to Chaldira then begins spouting off the words of Chaldira for encouragement.
Performance (Ling. Comp.): 1d20 + 8 ⇒ (5) + 8 = 13
Chaldira gives us strength when we band together. Fight for your friends and they will fight for you!
Having barely any time to react, she spots a fist-sized rock nearby.
She points a finger at the rock while muttering an incantation and magically flings the rock at the creature.
Tele. Projectile & IC: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Bonk! & IC: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
◇ Lingering Composition
◆ Inspire Courage
◆◆ Telek. Projectile
I have no idea what the DC is for Lingering Composition.
| GM Bret |
| 1 person marked this as a favorite. |
Lingering Composition is based on the highest level ally.
Look their level up on DC by Level?
For all of this special, it will be DC 16
Redd’s words are inspiring for the moment.
Her rock goes skipping across the pond.
Round 1:
All water and island squares are difficult terrain
Thievery or Nature to disable the ring. You have two successes so far.
Nature to identify the creature. You have a +1 to this check to Recall Knowledge for the atlas.
Will save from everyone within 20’ of the creature, Roll twice and use the worse result. This is a fortune effect.
Inspire Courage is active.
Krek
Darlann
Round 2:
Meadow
Eltis failed save, roll twice
Symeon 2 damage failed save, roll twice
Redd made save
Mushroom Ring
Darlann Sacragentum
|
Will: 1d20 + 5 ⇒ (16) + 5 = 21 Success!
Will: 1d20 + 5 ⇒ (20) + 5 = 25
"H-hey! Stop it, fiend!"
Darlann wades through the pond and toward the creature that popped out of the ring, slashing at it twice with his longsword.
Longsword: 1d20 + 7 ⇒ (2) + 7 = 9, Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Longsword (iterative): 1d20 + 7 - 5 ⇒ (3) + 7 - 5 = 5, Damage: 1d8 + 4 ⇒ (6) + 4 = 10
One action to Stride, two actions to Strike. I will use my reaction on the creature's next attack, with Glimpse of Redemption if it is not directed at me and Shield Block if it is.
| GM Bret |
Darlann refuses to have his luck leeched away.
He strides forth and shouts at the creature. He also waves his sword about, but the creature doesn't even have to dodge the blows.
Round 1:
All water and island squares are difficult terrain
Thievery or Nature to disable the ring. You have two successes so far.
Nature to identify the creature. You have a +1 to this check to Recall Knowledge for the atlas.
Will save from everyone within 20’ of the creature, Roll twice and use the worse result. This is a fortune effect.
Inspire Courage is active.
Krek
Darlann made save
Round 2:
Meadow
Eltis failed save, roll twice
Symeon 2 damage failed save, roll twice
Redd made save
Mushroom Ring
"Meadow"
|
will save: 1d20 + 6 ⇒ (11) + 6 = 17
will save: 1d20 + 6 ⇒ (11) + 6 = 17
Meadow speaks to the newcomer before turning back to the mushroom ring.
"Hey Guy beag, cuir a-mach às an t-slighe. Dh ’fhaodadh tu a ghoirteachadh."
Nature-Identify the creature: 1d20 + 5 ⇒ (15) + 5 = 20
Nature-Disable the ring: 1d20 + 5 ⇒ (17) + 5 = 22
Nature-Disable the ring: 1d20 + 5 ⇒ (14) + 5 = 19
| GM Bret |
Meadow refuses to let her luck be taken from her.
Meadow knows something about this creature!
NE Tiny Fey
They are well known for their Unluck Aura. Anyone within 20' of them needs to be strong willed or they will find everything that could go wrong does! Other than that, about the only thing sort of interesting about them is their ability to speak to animals.
Will save or must roll twice on checks, taking the lower result.
She then proceeds to shut down the mushroom ring! With a slurp, it sucks the creature into the gate before the gate pops out of existence.
Success!
You have ten minutes to recover, heal, refocus, etc. Please choose a new mission.
"Meadow"
|
"Oh my goodness! That little guy was one of the naughty fey. He was a pugwampi. They bring bad luck. I know what to do to get rid of the bad luck. Everyone do what I do."
She covers her eyes with her hands and hops on one foot in a circle three times, almost falling down twice.
"There that should do it. Come on everyone! What are you waiting for? This is a surefire way to cure bad luck. My friends the sprites taught it to me when I was little."
Redd Appleblossom
|
Redd snickers at Meadow's antics.
Ha ha! That's silly, Meadow.
We should all get a move on to the next area after a quick break. Anyone hurt badly?
| GM Bret |
Botting the healing and refocus for Darlann.
If there was anyone else that needed do anything in that 10 minutes, go ahead.
Darlann lays a comforting hand on Symeon's shoulder, saying "By the grace of Iomedae.". His minor injuries are completely healed.
As you head towards your next destination, Darlann reviews Iomedae's teachings.
| GM Bret |
A stream nearby starts bubbling and a familiar iruxi pops his head above water.
“Pathfinders, do watch out for the local fauna. The animals of this area are quite intriguing. I even heard some speaking. Well worth further study if we can avoid ending their lives with a blade.”
Before anyone can respond, Urwal is back underwater and swimming away.
The water on the map is shallow; squares with water are difficult terrain.
You march a little further along the stream and it becomes more shallow.
Up on the ridge, you spot some snakes. There is much hissing and then a sibilant voice calls out "Ah, our mealsss! We were promisssed mealsss."
Another similar voice replies "If you would be good enough to lay down, we will sssnack on you." It turns its head to the other snake and says "I like the looksss of the sssmall one with red fur on top."
"There isss two of the sssmall onesss with red fur. Which one?"
"Both?"
"Well then, I get the big one all to myssselff!"
"The big onesss are in metal. That doessssn't tassste good. You can have them, I claim the resist!"
It seems to be the two brown spotted snakes up on the ridge that are talking.
| GM Bret |
You can try to talk with the snakes or just try to kill them.
With the conversation should be a skill check for Forest Lore, Performance, Deception, Nature, or Diplomacy. I have listed these from easiest to hardest.
If you have a lore you think should work, let me know.
Each PC has time to attempt two of the above checks, but let's take it one at a time so more people have an opportunity. If you don't want to do any of the checks, just indicate you pass.
Krek the Serpent
|
Krek lowers his hands. "I would advise against that, for some of us are poisonous to your kind." He attempts to counter the snake-like creatures enough to open talks. While he didn't agree with Urwal's tactics he was here to learn and not outright kill them immediately.
Deception (Untrained): 1d20 + 1 ⇒ (6) + 1 = 7
"Meadow"
|
Meadow waves her hands to get Krek's attention before whispering.
"Psst...psst! Hey Krek! Tell them your full name. They'll get a kick out of that."
She ponders for a minute before adding:
"Oh also tell them what you told us about you using poisons too. They'll respect that...maybe."
"Meadow"
|
Meadow turns to the serpents.
"You know it doesn't work like that. You can't just lie there like a lump while your prey crawls down your gullet."
nature: 1d20 + 6 ⇒ (1) + 6 = 7
Symeon Isafira
|
Symeon gives a small shudder at the vivid mental image of being swallowed alive. He pulls out his dagger and quickly binds it to his clothes in a way that would make swallowing him like swallowing a fish bone the wrong way. "I'm sure there are easier and much more delicious foods out there...
Nature, Trained: 1d20 + 6 ⇒ (6) + 6 = 12
"... Like uh, some boar? "
Darlann Sacragentum
|
"Oh, I'm sure we're not worth the effort of trying to eat us. By the time you're done pulling me out of this suit of armour, you'll be hungrier than you are now."
Darlann looks around, trying to think of anything to appease the serpents rather than just dissuade them from attacking.
"We've got some delicious leftovers from our picnic earlier. How about a beef jerky? Or some honeyed apple?"
...snakes don't eat sandwiches, do they?
Diplomacy: 1d20 + 6 ⇒ (7) + 6 = 13
Oh well, cocks gun peace was never an option
Symeon Isafira
|
We have a second round of actions? Maybe we can get very lucky for them?
Symeon pauses for a second contemplating what the snakes have said. A small burst of inspiration washes over his face as he counters. "Buuutt, you know what brightly colored creatures in nature mean, right? They are almost always poisonous and should never be eaten. Imagine how deadly eating the two of us would be?"
Nature Hail mary!: 1d20 + 6 ⇒ (16) + 6 = 22
And there's one good roll!
| GM Bret |
Yes, you each have two rounds of actions. Eltis and Redd still have their first round actions. Guess we can start on the second round and they can do two in a row.
"You offer us ssscrapss in layersss of coursssse bread? Bread is what food eatsss!"
Failure
The other of the brown spotted snakes looks over at the other snakes that are on the ridge with it. It then says to Symeon "That isss true of ssssome reptilesss, but they are just better than other creaturesss! You sssure that appliesss to other creaturessss?"
1 Success
Eltis
|
"While red fur might be enjoyable in the short run, it may be harder to do than you think. Perhaps we should not have a confrontation now and you see if the next red furred creature is less well armed? No sense in all of us getting hurt."
diplo: 1d20 + 5 ⇒ (10) + 5 = 15
Meh...on to round 2
[b]"If you want to eat us, we'll not just lie down, it'll be a fight and we'll probably kill one of you. How about we just move on and we forget it all?"
diplo: 1d20 + 5 ⇒ (8) + 5 = 13
#^%^!!
Redd Appleblossom
|
Mister snake, I swear I'm not very tasty. Just like my other little friend here said, This bright red mop on my head is to scare predators away. We really don't mean you any harm. We're just trying to get rid of an evil influence that is trying to take over this forest. If it does succeed, you will have no forest to live in. No warm rocks to sunbathe on.
Diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14
As for my friends here with their armor on, you have no arms. There's no way you can use a nut cracker to get to the soft flesh inside. Just let us pass and there will be no trouble. How about I sing you a little song...
♪ "Soft snaky, warm snaky, little ball of scales snaky..." ♪
Performance: 1d20 + 8 ⇒ (19) + 8 = 27