
| GM Watery Soup | 
 
	
 
                
                
              
            
            When the Worldwound tore open the land of Sarkoris, many inhabitants fled the region ahead of the demon hordes spewing from the Abyss, scattering Sarkoris’s peoples. One of these, the Farheaven Clan, settled in the distant land of Iobaria under the guidance of their patron god, Dolok Darkfur, an extraplanar being taking the form of a bipedal, feathered bear.
Several years ago, the Pathfinder Society assisted in bringing Dolok back to his senses and reuniting him with the surviving remnants of the Farheaven Clan, including their leader Nelket, a young woman who apprenticed with the clan’s former god caller as a child and now serves as the strongest link between her people and their history. After the closure of the Worldwound, the Pathfinders helped the clan return to their ancestral home in the western region of Sarkoris near the Shudderwood Forest.
Greetings, Pathfinders,
The Pathfinder Society has been working with one of the clans now resettled in the Sarkoris Scar, the Farheaven Clan, to preserve the history and cultures of old Sarkoris. The Worldwound’s opening destroyed many of the clans and forced others to flee, scattering their knowledge and traditions. We have the opportunity to study abandoned sites of cultural and religious importance—provided the clans give their blessing, of course.
Your task is to travel to the Farheaven village in western Sarkoris and ask if there are sites that they would allow us to explore. Once you’ve arrived, find Nelket, their leader, or Dolok Darkfur, their patron god. Nelket is a talented young woman whom we’ve worked with several times in the past, and Dolok has been instrumental in preserving knowledge long lost to mortal Sarkorian memory. I’m not certain what they will ask of you in return, but assist them if you can. Once you’ve investigated any sites they might indicate, report back with your findings.
Be cautious. The Worldwound may be gone, but demonic stragglers and other dangers remain in the blighted land.
Regards,
Venture-Captain Ambrus Valsin
Go ahead and describe your journey to Sarkoris and introduce yourselves.

|  Teja Khellekdottir | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Teja is a study in contradiction. A tall woman of obviously Kellid ancestory. While tall, she walks with surprising grace. While her face mostly screams Kellid her dress is Varasian, and her movement is that of a dancer.
Her hair is cut very short. Almost as if it was regrowing after being all cut (or burned) off.
While she doesn't bear the traditional heavy weapons of a Kellid, a dagger and rapier hang at her waist. A glance at her hands don't show the calluses of a swordswoman though. Rather they are covered in ink. Stepping back you might even notice her robe is that of a scholar. Albeit a slightly singed scholar.
She had been back in Absalom only a short while, celebrating her birthday when the missive arrived. A birthday to which her father (yet again) had failed to turn up. Gathering up her equipment she stalked down to the meeting point, not in a good mood.
"Not only did that ne'er-do-well father of mine not turn up to my birthday, the chronicle editors rejected my latest article. They tossed me a penny and suggested I spend it on improving my writing skills. I think someone cast feeblemind on them." she scowls.

|  Oscre Gentillion | 
 
	
 
                
                
              
            
            Oscre sighs at Teja’s story. ”Academics. They’re impossible to please unless their names are on the paper.” He turns his gaze back to his formula book as he writes new notes in the already worn margins.
The gnome has a crown of spiky, silvery-blue hair muffled by a bent conical hat and a set of curious mechanical eyepieces. He absentmindedly pets the spiral shell of a strange hermit-crab like critter that nuzzles up next to him, its shell bearing a striking resemblance to the gnome’s headware. Most notably is how the gnome’s skin has a rugged texture similar to tee bark; the gnome seems the be carved from soft wood.
Absent the Grand Lodge’s alchemy labs, Oscre spends the trip to Sarkoris jotting down strategies to patent new brands of alchemical tools, like fire bombs that leave a piney afterscent in the blast zone.

|  Namza | 
 
	
 
                
                
              
            
            Namza is a bit of a study in contrasts. He's a muscular half-orc with a battle-ax sling across his back, but he has several books and scrolls strapped to this person and he has a pair of reading glasses perched on the top of his head.
"This is far from Absalom--I'll be interested to see what we can find out here."

|  Parnes Soranus | 
 
	
 
                
                
              
            
            Dressed in head to toe in shining plate armor with green and brown ribbons streaming from the end of his lance, a diminutive knight rises forward astride a black pony. As he approaches the group, he raises the pointed visor of his armet style helmet, revealing the face of a goblin.
In a deliberate High Taldan accent, the knight introduces himself. "Greetings and salutations. I am the knight called Parnes Soranus of the Open Road. Who do I have the pleasure of serving today?"

|  Teja Khellekdottir | 
 
	
 
                
                
              
            
            Teja offers a smile and a wave to the companions.
That half orc looks like he might have half a brain inside his head.. not sure about the goblin-knight though. Still, time will tell.
"Teja, Teja Khellekdottir. " she says offering her hand to Oscre first, before extending it to Namza and Sir Parnes.
"Scholar. You may have heard of my Father? He is somewhat more famous than I."

|  The Mad Hoppper | 
 
	
 
                
                
              
            
            Hopper took his time to travel from Finadar Forest, he traveled with Wolfie near the shores of Lake Of Mist and Veils then kept to the border between Numeria and Mendev just to follow the river to Sarkoris.
He is a small fellow just like Parnes, but he is wearing leather armor. In his bandolier he carries plenty of bottles. He sits on top of a rather big wolf, who he calls 'Wolfie'. The canine has grey fur and a friendly demeanor, but his jaw looks like something that one would want to avoid.
"Teja? Is that you?" asks a bit timid goblin. Only half of his head is cover in hair while the other half is covered in atrocious tattoos.
Hopper and Teja just played Lost in Flames, but he took more direct route to the next mission.
"Hopper is my name, and this is Wolfie" he pats his wolf on his neck as Hopper jumps on the ground.
I will buy some alchemic formulas and decide on my daily preparations.

|  Teja Khellekdottir | 
 
	
 
                
                
              
            
            Teja peers closer..."Hopper? Ahh, Hopper! Hopper of the lightning flasks!" she says.
"Glad to see a familiar face. Especially if we are heading into the demon-wastes. Then again, we just got back from dealing with demonic influences. And I thought the world wound was closed."

|  The Mad Hoppper | 
 
	
 
                
                
              
            
            "Yeah, closed my a... ehm sorry. What I meant was maybe they did not close it entirely. It is good to see you, how was your birthday? Did you throw a big party in Absalom? Have you gone to Puddle's bars? I had the greatest time there, goblin poetry, goblin dances, goblin beverages, singing. I celebrated my 6th birthday there, eh life"
He turns around
"Now I am almost twice that age I might have lost that partying attitude of youth" he says with a bit of melancholy

| GM Watery Soup | 
 
	
 
                
                
              
            
            Kang has dotted in, so I'll assume everyone's set to go. Those of you who haven't filled out the requested information in Discussion, please do so. Also, when you have a spare moment, please fill out your preferred icon (please label it if it's not your Paizo avatar) and perception/initiative modifiers on Slide 2.
---
The village near the Shudderwood’s eastern reaches, though small, bustles with activity. Several humans tend fields outside the village, while a few goblins along the path toward the village’s center loudly discuss methods of revitalizing soil. A stone shrine with a domed roof and a building bearing the colorful sign of a tavern occupy the center of the village.
A young human woman and a bipedal bear with vibrant red wings stand in front of the shrine, deep in discussion. They look toward the newcomers. “Hello there,” the woman says with a smile. “You don’t look like you belong to one of the clans. Given your equipment, I take it you’re here representing the Pathfinders? What brings you here today?”
See Slide 3 for art.

|  Namza | 
 
	
 
                
                
              
            
            Society: 1d20 + 11 ⇒ (5) + 11 = 16
"You are correct that we are Pathfinders! We are looking for Nelket, and for Dolok Darkfur. Might you be able to direct us to them?"

|  Zhao Kang | 
 
	
 
                
                
              
            
            Sorry for the late post. Time difference means I only managed to post now after work, although I did quickly sneak in a dot. :)
Kang is a tanned Tian man, slight in figure and awkward in demeanour when around other people. (Yet, you might have noticed on the journey that when his self-consciousness fades away rather completely when he doesn't realise people are looking at him.) He is rather well-groomed yet careless about his appearance at the same time - hair is neatly combed back but loose strands are sticking out, and he doesn't seem to have shaven in days. The robes he wears is rather fine and exquisite, but is wrinkled at many places.
He steps into the village, looking rather about the cold, yet excited to discover what this unusual culture has in store.
He introduces himself in a rather mousy voice, "Um, my name? My name is Zhao Kang, but call me Kang. I originate from near Goka, but that was many seasons ago now." He looks rather whimsical when he says that. He wakes up from his reverie, realising that he hasn't answered the question. "Um, we would like to explore any sites of cultural and religious importance? At least, that's what the missive said?"
Society: 1d20 + 11 ⇒ (7) + 11 = 18

|  Parnes Soranus | 
 
	
 
                
                
              
            
            Riding with Parnes is a middle aged man with thick black mustache. He is dressed in a black velvet doublet that was once fashionable about thirty years ago and has been repeatedly patched and mended since then. As the party approaches the Sarkorians, he leans over and whispers something into his ear.
Society: 1d20 + 9 ⇒ (13) + 9 = 22
The goblin knight bows deeply.
"My valet and herald, Horatio, 3rd in line to the Barony of Zharakov and former seneschal of Rostavi Surtova's household, has pointed out that the Pathfinder Society had had a long and fruitful history of working with the Farheaven Clan. We hope to continue that relationship going forward."

|  Teja Khellekdottir | 
 
	
 
                
                
              
            
            society: 1d20 + 11 ⇒ (13) + 11 = 24
Teja offers a short bow of introduction as well.
"I am Teja Khellekdottir.  And I assume you are Nelket and Dolok Darkfur" she says, cutting to the chase.  "It is a pleasure to meet you.  I have read of you in the Chronicles, but meeting people, and gods, in the flesh is more satisfying." she says.
To the question she adds "We were informed by Ambrus Valsin that you may have some historical sites that you would like us to explore."

|  Oscre Gentillion | 
 
	
 
                
                
              
            
            Society: 1d20 + 12 ⇒ (14) + 12 = 26
Oscre nods to the pair. "Given that feathered bears are not the most common conversation partners, I take it you're the esteemed Dolok Darkfur and Godcaller Nelket. Pleasure to finally meet you both in the flesh, I've read about your past collaborations with the Society. What can you tell us about the gig?"

| GM Watery Soup | 
 
	
 
                
                
              
            
            Nelket's face lights up when she finds out it's the Society. "It's always a pleasure to host a team of Pathfinders. When the Worldwound opened, the demonic energy emanating from the breach corrupted many of our barrows, the ancient burial sites of the Sarkoris clans. Recently, several of the other clans who’ve resettled here have asked us to recover the remains and relics from one of these barrows so we can better preserve them. If you could retrieve these things for us, you’re certainly free to explore the site along the way and catalog your findings. And, of course, we'd be re-burying them in undefiled places.”
Dolok nods grimly.
Nelket continues, "The specific barrows I'd like you to visit first is about a week’s travel east of here, just north of Storasta. I can provide you directions and supplies for the journey. Once you arrive, you’ll be looking for an earthen mound reinforced with stone and painted with red symbols."
You may ask questions of Nelket. You may also attempt a Society, Demon Lore, or Sarkoris Lore check to find out more about the area; and an Occultism or Religion check to find out more about purification rituals. These are secret checks - please post your modifier if you'd like to make the checks, and I'll make the rolls for you.
Also, now is your last chance to make any purchases, and it's also time for me to point out each of you has 1 Hero Point. Players with GM glyphs or other bonuses can hand them out now.

|  Teja Khellekdottir | 
 
	
 
                
                
              
            
            Society +10; bardic lore +9 on demon/sarkoris; occultism +10 and religion +6
Teja listens intently. "Could you tell us more about who was buried in this particular barrow? Also any details of the corruption that has been experienced in other barrows may leave us forewarned..."
She takes out a book and starts to trace the symbols as they are provided. "What do these ones mean, precisely?" inquires the scholar.

|  Parnes Soranus | 
 
	
 
                
                
              
            
            Parnes' hireling Horatio has Society +9
"I swear that we will succeed upon this noble quest to return your ancestors' bone to their rightful resting place," Parnes vows to Nelket and Dolok Darkfur. "I wish to test my mettle on the field of battle against worthy foes. Have your people seen any creatures that may serve as a test of our mettle?"

|  Zhao Kang | 
 
	
 
                
                
              
            
            Society +11, Occultism +11
"And um, we should return any relics we find back to the clans, right?" Not that Kang is a grave-robber, no definitely not. But it always pay to be clear about things like this upfront.

|  The Mad Hoppper | 
 
	
 
                
                
              
            
            Hopper bows his head to Dolok Darfur and Nelket. He listens with interest to what is said and the comments made by the others
"Noble quest? I say grave digging, how old are the remains? And should we preserve somehow them during the transport? " asks Hopper adding "In a respectful manner of course."
"We need to buy some shovels" says to no one in particular
Society +11, Occultism +11 sprinkled with Dubious Knowledge :D

| Hopper's Wolf | 
 
	
 
                
                
              
            
            Wolfie begins to circling around Dolok Darfur and it slowly moves closer. Paw by paw, inch by inch. When it is in a close enough range, Wolfie tries to sniff the odd creature.
Not every day one can smell a talking bear...
When Dolok makes any movement Wolfie jumps back and trods towards Hopper

|  Teja Khellekdottir | 
 
	
 
                
                
              
            
            Oopse, my occultism is actually +11

|  Namza | 
 
	
 
                
                
              
            
            I have two glyphs. I'll give them to Teja and Oscre. I'll take a level 3 scroll of heal as my school item.
Society +11, Occultism +11

| GM Watery Soup | 
 
	
 
                
                
              
            
            Teja Society: 1d20 + 10 ⇒ (8) + 10 = 18
Teja Bardic Lore, Demon Lore: 1d20 + 9 ⇒ (7) + 9 = 16
Teja Bardic Lore, Sarkoris Lore: 1d20 + 9 ⇒ (8) + 9 = 17
Teja Occultism: 1d20 + 11 ⇒ (14) + 11 = 25
Teja Religion: 1d20 + 6 ⇒ (19) + 6 = 25
Parnes Society: 1d20 + 9 ⇒ (15) + 9 = 24
Kang Society: 1d20 + 11 ⇒ (11) + 11 = 22
Kang Occultism: 1d20 + 11 ⇒ (6) + 11 = 17
Hopper Society: 1d20 + 11 ⇒ (10) + 11 = 21 Dubious
Hopper Occultism: 1d20 + 11 ⇒ (6) + 11 = 17 Dubious
Namza Society: 1d20 + 11 ⇒ (1) + 11 = 12
Namza Occultism: 1d20 + 11 ⇒ (19) + 11 = 30
But you have heard of burial sites infused with ambient corruption such as that of the former Worldwound can often be purified with a brief ritual, invoking those buried there to lend their aid in protecting the site.
You're unfamiliar with purification rituals.
Burial sites infused with ambient corruption such as that of the former Worldwound can often be purified with a brief ritual, invoking those buried there to lend their aid in protecting the site. But beware, for the barrows of old Sarkoris are often filled with traps to keep out grave robbers.
Burial sites infused with ambient corruption such as that of the former Worldwound can often be purified with a brief ritual, invoking those buried there to lend their aid in protecting the site.
By default, I do not consider the spoilered texts to be shared within the team. (This is intentional as some information may conflict.) If you'd like to share your information, please either repeat it in-character or explicitly declare your spoiler to be open.

|  Teja Khellekdottir | 
 
	
 
                
                
              
            
            Teja thinks about what she has heard. "Only bad things about Storasta" she mutters. "And no details at that. But as for corrupted tombs... apparently a short ritual invoking the spirits of those who were initially buried there can help."
She turns to the Godcaller "Do you know such a ritual? And details, especially names, of those who were buried there would be invaluable. And form part of our archeological information."

|  Oscre Gentillion | 
 
	
 
                
                
              
            
            Society +12. GM glyph hero point to Teja.
"Dead things, eh? Let's see if I have formulae for that."
Would like to spend 12 GP for the formulas for lesser and moderate ghost charges, blight bombs, and dread ampuoles. Writing it onto my character sheet and previous chronicle now.

|  Parnes Soranus | 
 
	
 
                
                
              
            
            Parnes relays what his valet, Horatio has told him about the long lost city of Storasta.
"We must keep our wits about us, as the corruption of these lands has twisted the flora and fauna to make them dangerous to the weak and unwary. You had best follow behind me, so I may dispatch any threats before they can get to the rest of you."

|  Namza | 
 
	
 
                
                
              
            
            "If I recall correctly, Parnes, those blighted creatures avoid the light of the sun." Namza thinks for a moment. "We're retrieving the remains. Would it be helpful if we cleansed the tomb as well? If we are able to, of course."

| GM Watery Soup | 
 
	
 
                
                
              
            
            Oscre, Teja already has an extra Hero Point from Namza. Can you choose someone else?
Oscre Society: 1d20 + 12 ⇒ (11) + 12 = 23

|  Zhao Kang | 
 
	
 
                
                
              
            
            Kang nods at Parnes' sharing, or rather at his valet's sharing. "Yes, I've heard the same."

|  The Mad Hoppper | 
 
	
 
                
                
              
            
            Hopper pats Wolfie and says
"Storasta was ruled by shaman-kings, after the worldwound opened it was the last bastion standing against the demonic hordes. It was recorded in The Song of Sarkoris. However, the battle blighted the city so much that even demons avoided it. After the Worldwound’s closure, Storasta fell quiet—though it remains dangerous for those who venture too far in. Strange demonblighted fey, plants, and animals roam the surrounding lands. Not like Absalom Puddles, not at all." comment
If I recall correctly, Parnes, those blighted creatures avoid the light of the sun
Hopper moves closer to Oscre "Do you think that sunrod could also scare them off?"
"Regarding the ritual, I think I heard the same thing as you did Teja. But also I know that the barrows of old Sarkoris are often filled with traps to keep out grave robbers. We should be careful."
He looks at his feet and adds
"I think I read once about alchemical salts that can stop the bodies from decaying. But I don't know how old are the graves"
Hopper reaches out to his backpack and takes out two flasks with nearly-black liquid in them. He passes them to Teja saying
"Hold to those. When the fight starts drink one, you will feel like your skin is torn to pieces but that is good. Scales will cover your body and it will be made harder to pierce. There are some insignificant drawbacks but they are temporal. "

| GM Watery Soup | 
 
	
 
                
                
              
            
            Done. Please note that Kang requested to be addressed as Kang, per Tien custom of putting the family name first.
---
The journey to Storasta, a distance of roughly 160 miles, will take eight days. You are free to re-prepare your prepared spells and bombs as you see fit. The terrain is primarily open wilderness, and few have yet dared to resettle along the route. It’s easy to see why, as blasted tree trunks, unnaturally colored creeks, and cliffs streaked with red and black residues serve as visible reminders that, though the Worldwound is gone, this area is far from reclaimed. No Survival checks! Yay!
Despite the rugged and inhospitable terrain, the journey is uneventful for the first seven days (of eight).
See Slide 4, and put your icons in the yellow box.
The sluggish, strangely orange-colored river that the trail has followed for the past several days takes a turn into a ravine, with cliffs rising on either side. In the distance, the midday sun silhouettes the blackened husks of buildings jut above the cliffs. The air smells oddly metallic, and ashes occasionally drift by on the wind.
A sharp burst of laughter splits the air, followed by a taunting voice. “Oh, just jump down, already! We’ll give you a quicker end than starving to death up there!”
A demonblighted dryad (black outline) and her leshy entourage (red, green, and blue outlines), have are tormenting a human woman (white outline), who appears to have scrambled up a cliff face (the cliff is 30' high, and the woman is about 20' up) to escape them, but has injured her leg.

|  Teja Khellekdottir | 
 
	
 
                
                
              
            
            "Sir Parnes" notes Teja.
"There is a maiden in distress!"
Teja drinks the provided mutagen and draws her weapons.
Is drinking the mutagen the same action as drawing it, or is it effectively two actions for me?

| GM Watery Soup | 
 
	
 
                
                
              
            
            Initiative has not yet begun, so I'd say you don't have anything out (except what you'd be carrying during 7 days' travel), and it'd be two actions. But more fundamentally, if you want to draw something (especially a weapon) or cast a spell, I'd probably roll for initiative.
To be honest, in games past, I probably would have just rolled initiative, but I'm trying something different in my past few games. I'm giving an opportunity for characters to decide how they want to approach this - diplomatically, stealthily, by drawing weapons, etc. If people want to go straight to fighting, I'll just roll initiative. :)

|  Oscre Gentillion | 
 
	
 
                
                
              
            
            Oscre, Teja already has an extra Hero Point from Namza. Can you choose someone else?
Sure thing, how about Hoppper?
"I think I know about Storasta. It was a city ruled by shaman-kings, the last holdout among Sarkoris’s cities after the Worldwound opened. Its last stand against the demonic incursion was memorialized in The Song of Sarkoris. Wonder if Teja knows the tune?" He cracks a sly smile to the Kellid.
"The resulting battle blighted the city so badly that even the demon hordes largely avoided it, and the fiendish arboreal regent Carrock took over most of its territory. Storasta's been quiet since the Worldwound closed, though still dangerous most likely. Apparently demonblighted fey, plants, and animals roam the surrounding lands."
He starts clinking together some reagents into fingerfulls of empty vials as he replies to Hopper. "Sounds like a 'kill it with fire' scenario to me. Glowsticks couldn't hurt, but that might actually be the problem."
9 moderate alchemist's fires
3 moderate bottled lightning
3 moderate frost vials
4 moderate antidotes
2 moderate antiplagues
***
Oscre frowns. "I...uh...I've actually got some dryad bona fides. Should I try to see what's what?"
Oscre has the Fey Influence (dryad) ancestry feat.

|  Teja Khellekdottir | 
 
	
 
                
                
              
            
            "It was only a matter of time.." she sighs. Then, clearing her throat, breaks out into a sad tune.
"Green trees bending stand with us,
Carrock enduring, valorous,
But will he be left alone?
Naught but blood and shattered bone
Left of all he hoped to save.
Where are the warriors once called brave?"

|  The Mad Hoppper | 
 
	
 
                
                
              
            
            Hopper looks around and the situation at hand, Wolfie begins to dance on its feet, ready to jump into action. The goblin pats his steed on the neck
"Tss, it's ok. Not yet, not yet" He looks around and tries to hide from the sight of the dryad and keep stealthy. I just want to use stealth for the initiative.
"Pstt, Parnes if it will break into combat I will surround them and attack from the flank. We shall meet inside"
@Oscre - thanks for the HP. And you called goblin by his Name: Hoppper - following the tradition to not call others 'Mad' in their face ;) And why Hoppper (by 3 p's? - I have fat fingers and did not see my mistake until I was 2nd scenario in :D). But a typo in name falls nicely into goblin sloppiness ;)
Hopper took Twitchy as a feat. Which gives him +1 to initiative (added to slides), but it grows to +4 if enemies use Diplomacy or Deception to roll initiative.

|  Parnes Soranus | 
 
	
 
                
                
              
            
            This appears to be a pretty clear cut case of a damsel in distress.
Parnes raises his visor and says to Oscre, "We can parley with these creatures if you wish, but my knightly code will not allow me to be a bystander as an innocent maiden is being accosted."
Parnes rides forward at a casual trot gripping his lance upright so that the streamers on the end can be clearly seen.
"My lady! Are these fellows harassing you?" he shouts up at the woman in the tree.

|  Namza | 
 
	
 
                
                
              
            
            Would Namza recall anything useful about blighted dryads or leshies? Nature +13
Namza nods at Oscre. "Yes, we should try to send off these pests without violence, if possible."

| GM Watery Soup | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            LOL what is is, the third scenario that I've GMed for Hopp(p)er? I have never noticed the extra p.
---
As soon as anyone calls out, the fey lose interest in tormenting the woman and turn their attentions to you. Namza - rolling Nature for your initiative, default for everyone else.
Nature (Namza): 1d20 + 13 ⇒ (14) + 13 = 27
Stealth (Kang): 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
Stealth (Teja): 1d20 + 9 ⇒ (1) + 9 = 10
Perception (Oscre): 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Stealth (Hopper), twitchy: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
Perception (Parnes): 1d20 + 10 ⇒ (20) + 10 = 30
Initiative (Leshys): 1d20 + 9 ⇒ (1) + 9 = 10
Initiative (Iverri): 1d20 + 17 ⇒ (20) + 17 = 37
The dryad looks over with a wry smile on her face. "New playthings!" she declares. She pulls a thorn from her body, and throws it at Parnes.
Thorn, 2nd range increment: 1d20 + 17 - 2 ⇒ (14) + 17 - 2 = 29 vs Parnes, lesser cover
Piercing: 2d6 ⇒ (2, 2) = 4 plus Poison: 2d6 ⇒ (4, 6) = 10
She then points a crooked finger at Parnes, and the thorn transforms into maggots. Parnes, make a Will save (yes, Will save, not Fortitude save).
She throws a second thorn at Teja.
Thorn, MAP, 2nd range increment: 1d20 + 17 - 5 - 2 ⇒ (10) + 17 - 5 - 2 = 20 vs Teja
Piercing: 2d6 ⇒ (6, 2) = 8 plus Poison: 2d6 ⇒ (1, 4) = 5
Round 1!
Dryad
Parnes (-14 hp, Will save)
Kang
Namza
Hoppper
Oscre
Teja
Red Leshy
Green Leshy
Blue Leshy

|  Zhao Kang | 
 
	
 
                
                
              
            
            Oops, got ninja'ed by the GM, so deleted my original post.
Thanks for the glyph, Parnes!
Kang grips his staff / walking stick tightly (i.e. with 2 hands) as he clearly starts getting nervous over what seems to be an impending battle.
"Hey, uh, you! Yes, you! Stop that, you ... uh plants," he yells out, quite lamely.
He quickly starts chanting, gesticulating into the air. As he does so, you notice that his voice starts to get stronger and more confident. As a fiery seed burst from his staff, his voice booms with power!
"ෆයර්බෝල්!"
vs all: fireball, fire damage: 6d6 ⇒ (6, 1, 2, 5, 5, 4) = 23 Basic Ref DC 21
That done, he hurls his staff into the air, and it magically flies with tremendous force at one of the leshies!
Targeting cloest leshies that failed its saving throw. If all succeeded, then target green.
hand of apprentice (+1 striking staff of fire): 1d20 + 11 ⇒ (17) + 11 = 28 bludgeoning damage: 2d8 + 4 ⇒ (8, 4) + 4 = 16

|  Namza | 
 
	
 
                
                
              
            
            "So much for the diplomatic route! Watch out for those thorns, everyone. The dryad can bond to you through them and she some of her damage!"
Following Kang's lead, Namza pulls his axe from his back and unleashes a fireball on the blighted creatures.
Fireball: 6d6 ⇒ (4, 5, 1, 3, 4, 4) = 21 Basic Ref DC 21
Might as well light them up before people get in melee :)

| GM Watery Soup | 
 
	
 
                
                
              
            
            Red Reflex vs Kang DC 21: 1d20 + 11 ⇒ (5) + 11 = 16
Green Reflex vs Kang DC 21: 1d20 + 11 ⇒ (5) + 11 = 16
Blue Reflex vs Kang DC 21: 1d20 + 11 ⇒ (11) + 11 = 22
Black Reflex vs Kang DC 21: 1d20 + 15 ⇒ (10) + 15 = 25
The fireball seems to do more damage than expected. Weakness fire. Kang's staff flies out and strikes Green.
Red Reflex vs Namza DC 21: 1d20 + 11 ⇒ (11) + 11 = 22
Green Reflex vs Namza DC 21: 1d20 + 11 ⇒ (15) + 11 = 26
Blue Reflex vs Namza DC 21: 1d20 + 11 ⇒ (17) + 11 = 28
Black Reflex vs Namza DC 21: 1d20 + 15 ⇒ (14) + 15 = 29
How does that old saying go? "Fireball me once, shame on you. Fireball me twice, shame on me."? :D
Round 1!
Dryad (-21 hp)
Parnes (-14 hp, Will save)
Kang
Namza
Hoppper
Oscre
Teja
Red Leshy (-33 hp -weakness x2)
Green Leshy (-33 hp -weakness x2)
Blue Leshy (-21 hp -weakness x2)

|  The Mad Hoppper | 
 
	
 
                
                
              
            
            Hopper urges Wolfie to run forwards. His mount begins to run from behind Parnes. Before crashing into the enemies Wolfie turns right and jumps above the stream.
Goblin first reaches for the lightning bottle and throws it at Dryad hoping that splash damage will cover all enemies.
Lightning bottle@dryad: 1d20 + 13 ⇒ (8) + 13 = 21
Damage, lightning: 2d6 ⇒ (6, 1) = 7 +2 lightning splash covering all if hit. Flat footed to dryad if hit.
Alchemist fire@dryad: 1d20 + 13 - 5 ⇒ (6) + 13 - 5 = 14
Damage, fire, burn it!: 2d8 + 1 ⇒ (4, 3) + 1 = 8 +2 fire splash damage to all if hit, +3 persistent fire damage to dryad if hit.
1st: command animal (move & leap)
2nd: Throw Bottled lightning
3rd: Throw Alchemist Fire

|  Parnes Soranus | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Will Save: 1d20 + 10 ⇒ (2) + 10 = 12
Rerolling that with a hero point
Will Save: 1d20 + 10 ⇒ (3) + 10 = 13
Noice!
Parnes spurs his mount forward, charging into the the closet leshy with his spear.
Attack: 1d20 + 16 ⇒ (12) + 16 = 28
Piercing, Magic, PowerAttack, Jousting, Support: 3d6 + 10 ⇒ (1, 1, 1) + 10 = 13
1 action to command, two for Power Attack. The horse moves and uses it support ability.
"Come and test your mettle against my steel!"
Parnes has a reach weapon and attack of opportunity, which he will use on the first enemy that provokes
AoO: 1d20 + 16 ⇒ (11) + 16 = 27
Piercing, Magic, PowerAttack, Support: 2d6 + 8 ⇒ (3, 5) + 8 = 16

|  Teja Khellekdottir | 
 
	
 
                
                
              
            
            Teja quickly draws a potion and drinks it.
As she moves to draw her rapier, scales quickly cover his body and she calls out in shock, and maybe just a little pain.
"Arrghhhhh!"
Pathfinder 2 doesn't let you draw while moving does it?

| GM Watery Soup | 
 
	
 
                
                
              
            
            With each bit of damage the dryad takes, Parnes seems to wince. He feels the heat of two fireballs, and then some splash lightning, and then some splash fire. But he fights through the pain and skewers the Green leshy.
Teja, correct - drawing and moving are two separate actions now. Teja turns scaley!
Round 1!
Dryad (-25 hp -13 hp)
Parnes (-14 hp -26 hp, maggoty)
Kang
Namza
Hoppper
Oscre
Teja
Red Leshy (-37 hp -weakness x3)
Green Leshy (-50 hp -weakness x3)
Blue Leshy (-25 hp -weakness x3)

|  Oscre Gentillion | 
 
	
 
                
                
              
            
            "Tsh, so much for chatting." The gnome scurries forward, hucks an alchemist's fire at the thorny foes.
◆ Stride, ◆ Strike with bomb (Quick Bomber, Far Lobber, and Calculated Splash), ◆ Draw dagger.
Strike #1 vs Dryad (moderate bomb): 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
Damage (fire, splash): 2d8 + 4 ⇒ (1, 6) + 4 = 11 plus 2 persistent fire on a direct hit. 4 fire splash on leshies.
8 alchie fires left.
 
	
 
     
    