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I dunno ... you're pretty spry for a dwarf. Must be all that monk stuff you were telling us about last time.

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Sorry for being absent lately - busy days...
Merida thinks long and hard about every piece of the collection she gets her hands on.
Kn (Geography) untrained, Aid another: 1d20 + 2 ⇒ (15) + 2 = 17

Venture Teller Play b'Post |

Mercival is able to help the pathfinders cross-referencing written documents with actual artifacts. Or is able to show an original document that might have been referred to in some scholarly works. "Will this do for your reports to Kreighton Shane?"
Helven provided intelligence to Chelish forces regarding the location of a Shoanti tribe known to be plundering sites around the region.
Montlarion had an altercation with Helven regarding Shoanti artifacts, which turned violent.
Ultimately, Helven betrayed the tribe. He gave up the tribe’s location to Chelish forces, which garnered favor with many inhabitants of the recently-established Fort Korvosa, including Montlarion Jeggare. With the Shoanti put to the sword, Helven appropriated their tales and artifacts for himself. Laden with ill-gotten treasures, he left many relics in Montlarion’s care before departing on one of the first cargo ships to sail from the settlement.
Returning to Absalom, Helven recast the Shoanti tales as his own first-hand accounts, which were published in the Pathfinder Chronicles. Following a bloody internal struggle in the year 4411 AR, he then parlayed these accounts to secure a place among the first Decemvirate. However, Helven’s stolen successes could not stand unchallenged forever.
Helven returned to Korvosa, where the now Lord Magistrate Montlarion had begun to suspect Helven’s betrayal of the Shoanti, and the source of his supposed heroics.
Montlarion questioned Helven and presented him with eyewitness testimony of a Chelish man providing wartime aid to the Shoanti. The Korvosans demanded Helven’s ill-gotten treasures be confiscated pending further investigation.
Helven was furious and a fight erupted. Using his Decemvirate helm, Helven channeled a burst of negative energy that consumed all those present, save himself and Montlarion. Weakened, Helven fled to Absalom, while Montlarion died soon thereafter. Once divination magic confirmed all witnesses of his crimes had perished, Helven believed his secrets safe.
However, the Pathfinder Eylysia came to suspect the truth and attempted to reveal Helven’s evil. While Eylysia was ultimately unable to unmask or defeat the canny Decemvirate member, she escaped with her life, leaving clues that she hoped would lead other Pathfinders to discover the true nature of Helven and the events surrounding the Chelaxian’s rise to the Decemvirate.
That is a lot of information, please let me know if you have any questions.

Venture Teller Play b'Post |

These were from earlier spoilers, after setting them up that way I went back and rolled perceptions...
hidden compartment:
The base of he totem holds a compartment including a sketch of a man wearing a triple-flanged helm without eyeholes, a black ring, and a scrawled note that says simply, “Helven took the base of this totem for some purpose I cannot ascertain. Perhaps he has taken it to Absalom?”
the papers:
The papers consist of field reports and notes collected by Montlarion.

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I believe so. thank you so much for allowing us to investigate these records. It appears your ancestor was a man of honour we will haed back to Absalom. Possibly via way of an acid flask shop
This is a series of quest adventures and it looks like we will get another off Kreighton Shaine??

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Nightkit carefully writes it all up for Kreighton Shaine.
Seems to me there's something rotten in the Decemverite looking at this lot and Eylysia stumbled upon it. she comments. Anyway .. I think we're done here. Anyone wanna hit the beach with me when we get back to Absalom?
And do we need to track this totem base as well to see if it is in Absalom?

Venture Teller Play b'Post |

I am tryind to find out about the totem base being in Absalom. I will try again tomorrow, but I think it is not brought up again. :(
Indeed. Kreighton Shange has left you another letter (see slide 3)
The natural splendor of Arthfell forest falls away to a barrier of dried-out thorns that does little to obscure the lifeless trees beyond. Frigid winds whisper through branches that claw at the sky as a mist rises out from deep within the wood.
Knowledge Local or Knowledge Nature
between the fey range from mischievous fun to deadly serious.
DC15
divided the druids, those diplomatic connections have all but dried up.
DC 20
in spring, symbolizing new life, and autumn, symbolizing acceptance of death.

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k nature: 1d20 + 7 ⇒ (14) + 7 = 21
Nightkit shivered as she regarded the view. So much for that swim she muttered.
So here we are, the Arthfell Forest. It's said that this place has been home to the fey for longer than mortal memory. Conflicts between the fey range from mischievous fun to deadly serious. It so happens I speak fey - just in case.
The local druids acted as peacekeepers between human communities and fey. Since a schism divided the druids, those diplomatic connections have all but dried up. The Andoren druids celebrate the changing seasons with holidays. The most important of these celebrations occur in spring, symbolizing new life, and autumn, symbolizing acceptance of death.
She looks at the Wayfinder to see which way it is pointing. Must get me one of these when I get a chance

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Markus withdraws his own wayfinder to see if two get more response than just one. There seems to be a lot of distrust among these early Pathfinders, its a surprising in some ways, but I guess not in others. So the Fey, that will prove to be interesting. he muses, more to himself than anyone else.

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Merida follows Nightkit closely, bow in hand and ready to draw an arrow anytime.
"I concur, I should have bought one of these before I went on this mission!"

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"Glad you knew all that 'bout this forest an' the druids an' such, Kit." Grigory says. "An' even better you know how ta talk fey in case we run into some."
"I never used one of these wayfinders before, but they's kinda interestin'. Should come in handy, I guess, if the letter says we're s'posed ta follow 'em."

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Remember that leshy Markus? Sure proved useful then.
And yeah. I'm just full of random trivia I've picked up along the way. When I was was trying to keep Kalkamedes calm ... that was the fewy language I was using. Never did find out if he was dreaming during that sleepwalk.

Venture Teller Play b'Post |

Tending the bramble wall is a colorful druid.
"WhoaWhoaWhoa," she says, you can't go in there! it is much too dangerous. Why do you think we even put a such a high wall, with big spiky thorns on it? You would not believe the virurlance of the blight. The blight causes plants to wither and travelers to become lost.![/b]
She is attendeing to the wall, "The magic is powerful, due to the thicket’s magic, the thorns become brittle and dry if they are not
regularly maintained."
EDIT: the wayfinders' readings do match.

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Hi Nightkit replies. Blight? Any idea what caused it? Maybe it's related to what we're investigating.

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Markus withdraws the feather token from the Leshy he received, I do indeed Nightkit, and it was incredibly useful, I hope it will be again.
Greetings honored Druid, we are Pathfinders, he says, holding up the wayfinder, which points past the wall, and are investigating the origins of our organization's past. Could we pass, swearing on our own safety??

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Malakar nods along with Markus. "We are on the search for a powerful artifact," he says embellishing a little bit. "We wont get lost, I promise!"

Venture Teller Play b'Post |

"You are with the Society? I daresay you will indeed pass on your own safety and find what you are looking for." She nods her colorful head, to Malakar, "And no. I suppose you will not get lost with one of those finder tools, but it is still dangerous." She pauses, "The Shadow Pact, a group of violent lycanthropic druids, have repeatedly attacked the boundary, believing powerful weapons are hidden within."
"Oh!" she exclaims. "Where are my manners? I am Adelyn Rhinon, Greenfire Adept," she announces before addressing Nightkit's question. "The Greenfire Circle—a druid circle striving to balance many local factions—believes the thicket within is blighted from a senseless massacre of druids that occurred centuries earlier. They believe the blight causes plants to wither and travelers to become lost."
After introductions are finished and the party is ready to proceed, Adelyn parts the thorns, revealing a foreboding woodland that fills the space beyond. Tall, naked trees are interspersed with theccasional needle-covered fir, and the ground is barren with no signs of fauna.
Only one person can make the check, the others can of course aid,

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Markus smiles, holding up the wayfinder on a long cord around his neck, These really do help us not get lost. I'm Markus, and these are my friends. Nice to meet you Adelyn, and thank you for permission to enter. We'll watch out for the Shadow Pact, and thank you to the Greenfire Adepts for maintaining this place and its balance.
Inside Markus will use his wayfinder to help locate the way.
Survival, Aid Another: 1d20 + 3 ⇒ (3) + 3 = 6+2 more if the wayfinder bonus can be used.

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Aid Survival: 1d20 + 4 ⇒ (5) + 4 = 9 So close... :-/

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Survival aid: 1d20 + 0 ⇒ (5) + 0 = 5
Malakar looks around cluelessly at the plants. "Oh! Look at that!" He does not seem to notice where they are going.

Venture Teller Play b'Post |

1d6 + 1 ⇒ (4) + 1 = 5
Tristan's roll may change the next sentence's accuracy.
The party wanders in the forest for five hours, long enough for a thick fog to settle in. The heart of the Thicket of Endless Fall is less visually imposing than its lifeless outer reaches.
EDIT:
Thick undergrowth chokes the ground in this open thicket, and clutching ivy climbs the posts and eves of an abandoned lumber mill on the thicket’s far side. The ground here is covered in plant life, which makes the squares count as difficult terrain. Successful Acrobatic checks (DC 13) can ignore the difficult terrain.

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perception: 1d20 + 5 ⇒ (18) + 5 = 23
acrobatics: 1d20 + 9 ⇒ (1) + 9 = 10
She blinks a bit. That can't be right. I see a robed figure protruding from a tree. More likely to be a robe draped on a branch but I guess we'd better check.

Venture Teller Play b'Post |

I have made a sad attempt at a fog of war, but please check the slide 6 and uncover where you are heading.
Ng. The mysterious hooded Eldest watches over the seasons, secrets, and roads.

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Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Acrobatics: 1d20 + 5 ⇒ (12) + 5 = 17
"Perhaps it's a druid? I hear they can walk through trees from one place to another.". He squints his eyes. "But I don't see anything beyond this thicket...". He stomps his feet and jumps over anything that looks like it'll slow him down.

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Perception: 1d20 + 6 ⇒ (16) + 6 = 22
"I see it too, Kit. We better be careful," he says quietly.
Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13
"This undergrowth's not gonna make it easy, though."

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perception: 1d20 + 9 ⇒ (3) + 9 = 12
acrobatics: 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge, Religion: 1d20 + 4 ⇒ (15) + 4 = 19
Markus flounders in the undergrowth, the vines and thorns digging at him. That is a representation of Ng, one of the eldest; dedicated to seasons, secrets, and roads.

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perception: 1d20 ⇒ 5
acrobatics: 1d20 + 3 ⇒ (2) + 3 = 5
knowledge religion: 1d20 + 8 ⇒ (6) + 8 = 14
Hah and this is a representation of a wizard lost in the woods Says Tristan not quite managing to fall over

Venture Teller Play b'Post |

Grigory and Malakar find the going easier than the others do and find themselves a little ahead of the party. The rest of the party hears a roar and followed by a blast as the fog is lit to a bright red color up ahead.
R1 Please remmber the visibility is only two squares and Acrobatics (free action) ignores difficult terrain.
Grigory 24): <-- here now
Merida (14): <-- here now
Tristan (13): <-- here now
VT:(13)
Merida Bowie: 1d20 + 5 ⇒ (2) + 5 = 7
Grigory Reinhold: 1d20 + 6 ⇒ (15) + 6 = 21
Tristan Beowulf Derexhi: 1d20 + 0 ⇒ (8) + 0 = 8
Nightkit: 1d20 + 5 ⇒ (18) + 5 = 23
Markus Stonewarden: 1d20 + 9 ⇒ (7) + 9 = 16
Malakar Wandermore: 1d20 + 3 ⇒ (7) + 3 = 10
Merida Bowie: 1d20 + 3 ⇒ (11) + 3 = 14
Grigory Reinhold: 1d20 + 4 ⇒ (20) + 4 = 24
Tristan Beowulf Derexhi: 1d20 + 3 ⇒ (10) + 3 = 13
Nightkit: 1d20 + 4 ⇒ (1) + 4 = 5
Markus Stonewarden: 1d20 + 1 ⇒ (5) + 1 = 6
Malakar Wandermore: 1d20 + 2 ⇒ (10) + 2 = 12
VT 1: 1d20 ⇒ 13

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"What the? Grigory blurts out, interrupted by a burst of flame.
Reflex: 1d20 + 4 ⇒ (15) + 4 = 19
As he attempts to dodge the fire, he tries to identify its source.
Knowledge Nature: 1d20 + 4 ⇒ (8) + 4 = 12
Will: 1d20 + 1 ⇒ (8) + 1 = 9
If he's close enough to reach the gourd creature, he'll attempt to split it in half with his greataxe:
Cold Iron Greataxe Power Attack: 1d20 + 5 - 1 ⇒ (5) + 5 - 1 = 9
Power Attack damage: 1d12 + 6 + 3 ⇒ (3) + 6 + 3 = 12

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Acrobatics - ACP: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16
Perception: 1d20 + 5 ⇒ (14) + 5 = 19

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Merida rushes forward, bow in hand and arrow nocked, looking for any trouble. (double move action)

Venture Teller Play b'Post |

The plant creature is called a jack-a-lantern. You have already experienced its fear aura and breath weapon, what other fact would you like to recall? Edit: and strangling entangle.
Grigory closes with the creature but is unable to connect his axe to it. The creature lashes out at the half-orc.
strangling entangle: 1d20 + 3 ⇒ (6) + 3 = 9, bludgeoning: 1d4 + 2 ⇒ (3) + 2 = 5 plus entangled (Reflex save DC 14 to avoid).
Malakar (12): <-- here now
Markus <-- here now
Night it <-- here now
then Round 2
Grigory, Tristan, Merida
recharge: 1d4 ⇒ 4

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"Jack'o'lantern!" Grigory warns the others with a shudder. "Look out for more of 'em an' don't get too close. They can spit fire an' they'll try ta tangle you up if they can."
"Anybody got a way ta clear away some of this fog?

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Malakar scoffs. "A pumpkin? Those things aren't scary.". He looks around in the fog. "Okay, maybe it's a little scary."
The halfling will plant his feet and wait.
Readying an action: if the jack-o'-lantern comes within sight, he'll Acid Splash it.
Acid Splash: 1d20 + 2 ⇒ (8) + 2 = 10
damage: 1d3 ⇒ 3

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Acrobatics: 1d20 + 6 ⇒ (20) + 6 = 26
Markus moves forward, calling out to the others, I can't see them, where are they? In the mist he scans about for the more pumpkin-men.
Perception: 1d20 + 9 ⇒ (17) + 9 = 26

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Aw. Not those things again. The last lot had a tendency to explode when killed.
acrobatics: 1d20 + 9 ⇒ (8) + 9 = 17
perception: 1d20 + 5 ⇒ (15) + 5 = 20
She heads forward to flank with someone, ending up near Grigory.
Is this more revenge for all that pumpkin carving I did a while back?
And my token has disappeared behind the Fog of War

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And my token has disappeared behind the Fog of War
If that happens, you can bring it to the foreground in the token's sequence options.

Venture Teller Play b'Post |

Grigory, as NightKit has commented, they explode upon death!
The party closes ranks around their ranger, in a terrifying game of Marco Grigory. The fog makes it difficult to see and the foliage makes it difficult to move, though some can see the enemy. A glowing pumpkin face walking about on thick, dark green stocks.
You will need to be close to see the creature (the unfog-o-war area) While is breath weapon burned away the fog, it reforms almost immediately.
Round 2
Malakar (12): <-- here now
Markus (6): <-- here now
NightKit (5): <-- here now
Jack o'lantern:(13)
Malakar (12):
Markus (6):
NightKit (5):
Grigory 24): misses Jack
Merida (14): moves
Tristan (13): casts mage armor
Jack o'lantern:(13) misses Grigory
Malakar (12): readies acid splash
Markus (6): moves
NightKit (5): moves

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I think it’s Tristan Grigory and Merida who are here now
Anyone want to be bigger? Tristan asks his companions before casting enlarge person on any who answer yes

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Not sure that's gonna help me much Nightkit replies. Personally I'd rather be smaller with fae wings

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Round 2
Grigory makes another attack, still feeling unsettled by the unnatural pumpkin creature's aura.
Cold Iron Greataxe Attack, Shaken: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12
Power Attack damage: 1d12 + 6 ⇒ (2) + 6 = 8

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Nightkit is unable to reach the flank position in one move but she gets as close as she can and stabs at it with her short sword
ss: 1d20 + 4 ⇒ (15) + 4 = 19 piercing: 1d6 ⇒ 1
acrobatics: 1d20 + 9 ⇒ (19) + 9 = 28

Venture Teller Play b'Post |

Great green chunks fly from the creature and a sticky sweet substance pours from the open wounds. Grigory axe is also covered in the stuff, and some sprays onto the ranger as well.
Round 2 (difficult terrain DC 13 Acrobatics negates)
Grigory (24): Slashes mightily
Merida (14): <-- here now
Tristan (13): <-- here now
jack o'lantern 8+1+(13):
Malakar (12):
Markus (6):
NightKit (5): pokes moderately Will Save needed as you close within the creature's aura!