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Quickblade designates the snake in front of him (Blue Circle) as prey. Raising his crossbow, he fires and reloads.
Crossbow attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d10 + 2 ⇒ (6) + 2 = 8
Precision: 1d8 ⇒ 5
◆ Hunt Prey
◆ Crossbow Attack
◆ Reload Crossbow

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Anschluss hunts Red, moves to flank, and Strikes.
Spiked Chain: 1d20 + 9 ⇒ (14) + 9 = 23
Slashing: 1d8 + 2 ⇒ (7) + 2 = 9 plus Precision: 1d8 ⇒ 8

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Strategem@Blue circle: 1d20 ⇒ 8
Ulrich looks at the approaching snake and can't see a good opportunity to attack.
He changes his position to get into flanking position for Laeron. Gnome crosses the narrow stream and moves towards the rising terrain.
Strategem, double move

GM Blake |

Bite: 1d20 + 8 ⇒ (6) + 8 = 14
Bite: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14
Quickblade pins a viper to the ground with an expert shot. Anschluss entangles another viper upon the spikes of his cruel chain like a shrike's larder. Bosh sends a rock flying into the last viper, though it does not kill it. The snake slithers forward and strikes in retaliation.
Sadly, for the snake, its fangs cannot penetrate Bosh's boots.
Encounter! Round 3. Bold may act.
Environment:
Water is difficult terrain.
Bushes are difficult terrain.
Cliffs are 10 feet high and require the Climb action (DC 15).
Ulrich
Laeron (22/30)
Quickblade
Bosh
Nant
> Puppet
Anschluss
Blue Square (2/8 hp; AC 15)
I listed the last snake's pertinent stats above so you could recognize when you had adequately obliterated it.

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Anschluss moves up and mind-throws a rock.
Telekinetic Projectile: 1d20 + 6 ⇒ (4) + 6 = 10
Bludgeoning: 1d6 + 2 ⇒ (6) + 2 = 8

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Startled at the snake's sudden appearance, Quickblade fires his crossbow.
Crossbow Attack: 1d20 + 6 ⇒ (6) + 6 = 12
He drops his crossbow, pulls his shortsword from its sheath and stabs the snake.
Shortsword: 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
◆ Fire Crossbow
◇ Drop crossbow
◆ Interact (draw shortsword)
◆ Stabify snake

GM Blake |

Bosh rips the last snake in half before Quickblade can draw his sword.
You can tend to your wounds, now.
Laeron (22/30 hp)

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Ulrich picks up his shot arrow and see that it is broken "That is not good. Come Laeron let me see your wounds"
Threat Wounds@Laeron: 1d20 + 4 ⇒ (19) + 4 = 23
Heal: 2d8 ⇒ (8, 8) = 16
He grabs his healing tools and looks at the Laeron cuts.
"As good as new."

GM Blake |

“Oh, good, you’ve made it this far,” says Valais Durant, as she patches up an injured Pathfinder. “All still in one piece? Glad to hear it. I think some of the newer recruits could use more help. I just spotted a team heading that way to help with charting the course, but they looked like they barely knew how to hold a map. Could you give them a hand?”
I will need a Will save from everyone that will come into play shortly.

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Will Save: 1d20 + 6 ⇒ (19) + 6 = 25
Quickblade is strong, like an oak in the wind...

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Will: 1d20 + 5 ⇒ (8) + 5 = 13
"It is good that Gnomes have particularly strong minds. It is not an easy task to trick one of us..." brags Ulrich

GM Blake |

Valais gives you directions to the other Pathfinders. You find them at the edge of the jungle about to head into a wide meadow of tall grass.
After Quickblade has a chance to speak, you can open his spoiler and then the spoiler below. Quickblade, after you inform your companions, you can open the spoiler below, yourself.
Recognizing the danger hidden by the illusion, you need to convince the stubborn neophytes that they're about to do something foolish.
Fey Lore to explain how tricky the Thorned Monarch can be.
Diplomacy to convince them you know what you're talking about.
Intimidation to cow them into obedience.
Nature or Survival to gather empiric evidence that the brambles exist.

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"Everyone, STOP! You're about to walk into a large tangle of brambles. Those thorns are huge. Stop where you all are!!"
Nature: 1d20 + 4 ⇒ (6) + 4 = 10
I don't think he's very convincing

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Intimidation: 1d20 + 6 ⇒ (20) + 6 = 26
Anschluss sees the brambles and suddenly becomes alarmed.
"STOP! HOW DARE YOU!"
"How dare you take this sacrament of pain without preparing first. This is a holy moment, and you should pause to contemplate your weakness, as well as Zon-Kuthon's strength, before you walk in there. Take your shoes off, so that the brambles may also cut the bottoms of your feet."
...
"What do you mean you didn't see them? You were going to walk into those brambles accidentally?!"
Anschluss huffs in anger as he realizes he's surrounded by savages.

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Intimidation: 1d20 + 7 ⇒ (14) + 7 = 21
"Foolish newbies! Listen to your superiors!" Nant joins in on Anschluss's yelling: though the Kuthonite's message is strange the goblin, the carelessness must be reprimanded.
"Needlework, if they don't obey, go whack some sense into them!"

GM Blake |

"Ah. Oh? Um. Alright," the Pathfinders look more terrified of Anschluss and Needlework than they do of the illusory meadow. However, it gets the job done, and they follow you back to the staging area to find a new path to explore.
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.”

GM Blake |

Laeron's Perception (T): 1d20 + 7 ⇒ (13) + 7 = 20
Ulrich Makaisson's Perception (E): 1d20 + 6 ⇒ (8) + 6 = 14
Quickblade Trueshot's Perception (E): 1d20 + 6 ⇒ (3) + 6 = 9
Anschluss's Perception (E): 1d20 + 6 ⇒ (9) + 6 = 15
Nant's Perception (T): 1d20 + 5 ⇒ (2) + 5 = 7
Bosh's Perception (): 1d20 + 0 ⇒ (14) + 0 = 14
Mushroom Ring Stealth: 1d20 + 8 ⇒ (8) + 8 = 16
You head off into the jungle to search for a mushroom ring...
Laeron spies a dense ring of mushrooms on a small island in the middle of a tiny pond. Alerted to its existence, you approach carefully lest it be guarded. You are apparently in luck, as nothing ambushes you on the approach. However, upon drawing close, the ring of mushrooms pulses with light and a tiny dog-faced fey appears looking momentarily bewildered.
Encounter! Round 1. Bold may act.
Environment: Squares with water or mushrooms in it are Difficult Terrain.
Hazard: The mushroom ring can be disabled via violence, Thievery, or Nature. The skill checks require 2 actions.
Roll 2 Will Saves and take the worse result (DC 16).
Note: Fortune effects (e.g., a Hero Point) cancel the misfortune and you would merely roll one Will save and accept that result.
Success: You are immune to that species' aura for 24 hours.
Failure: You much roll all checks twice and take the worse result as long as you are within 20 ft of this creature.
Laeron
Mushroom Ring
Red Fey
Anschluss
Ulrich
Bosh
Quickblade
Nant

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Will Save 1: 1d20 + 6 ⇒ (8) + 6 = 14
Will Save 2: 1d20 + 6 ⇒ (13) + 6 = 19

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**HOUSE GM ANNOUNCEMENT**
Those hazards were no match for our trailblazers, Pathfinders. The new course has been charted!
GMs, the Course Charted condition on page 8 is in effect.

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Will Save 1: 1d20 + 5 ⇒ (3) + 5 = 8
Will Save 2: 1d20 + 5 ⇒ (13) + 5 = 18
Laeron will think very hard about the creatures he is seeing to recall knowledge. Use boon to automatically succeed
"Pugwampi, evil fey weak to cold-iron"
Laeron will then stride to the mushroom ring to attack a pugwampi. don't see the one from the description on the map...
Sword strike take worse: 1d20 + 7 ⇒ (10) + 7 = 17
Sword strike take worse: 1d20 + 7 ⇒ (10) + 7 = 17
slashing cold iron damage: 1d8 + 3 ⇒ (4) + 3 = 7

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[dice=Will Save 1] 1d20+5
[dice=Will Save 2] 1d20+5Laeron will think very hard about the creatures he is seeing to recall knowledge. Use boon to automatically succeed
"Pugwampi, evil fey weak to cold-iron"
Laeron will then stride to the mushroom ring to attack a pugwampi. don't see the one from the description on the map...
[dice=Sword strike take worse] 1d20+7
[dice=Sword strike take worse] 1d20+7
[dice=slashing cold iron damage] 1d8+3
I realized I messed up my bonus, should be +10 not +7

GM Blake |

Red: 1d20 + 8 ⇒ (6) + 8 = 14
Red: 1d20 + 4 ⇒ (19) + 4 = 23
S: 1d6 - 3 ⇒ (6) - 3 = 3
Blue: 1d20 + 8 ⇒ (14) + 8 = 22
S: 1d6 - 3 ⇒ (3) - 3 = 0
Blue: 1d20 + 4 ⇒ (5) + 4 = 9
Laeron approaches and strikes the pugwampi with his blade.
The mushroom flares with faerie lights again, and another pugwampi appears. The two dog-faced gremlines quickly move to flank the swordsman. The first manages to cut Laeron on the leg while the other one is moving into position. The second stabs him in the back from behind, but these creatures are so weak, it does not even break the skin.
Encounter! Round 1/2. Bold may act.
Environment: Squares with water or mushrooms in it are Difficult Terrain.
Hazard: The mushroom ring can be disabled via violence, Thievery, or Nature. The skill checks require 2 actions.
Roll 2 Will Saves and take the worse result (DC 16).
Note: Fortune effects (e.g., a Hero Point) cancel the misfortune and you would merely roll one Will save and accept that result.
Success: You are immune to that species' aura for 24 hours.
Failure: You much roll all checks twice and take the worse result as long as you are within 20 ft of this creature.
Mushroom Ring
Red Pugwampi (-7 hp)
Blue Pugwampi
Anschluss (misfortune)
Ulrich (immune)
Bosh
Quickblade (misfortune)
Nant
> Puppet
--2--
Laeron (27/30 hp; misfortune)

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In a swift motion, Quickblade draws his crossbow, loads it with a normal bolt (vs a Cold Iron one) aims at Red and fires.
Crossbow Attack 1: 1d20 + 6 ⇒ (4) + 6 = 10
Crossbow Attack 2: 1d20 + 6 ⇒ (5) + 6 = 11
Misfortune's not gonna matter with those rolls
◆◆Interact x2 (Draw and Load)
◆ Fire

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Anschluss will move up, Hunt Red, and strike with his spiked chain.
Spiked Chain: 1d20 + 9 ⇒ (4) + 9 = 13 vs flanking
Spiked Chain: 1d20 + 9 ⇒ (8) + 9 = 17 vs flanking
Slashing: 1d8 + 2 ⇒ (7) + 2 = 9 plus Precision: 1d8 ⇒ 8
"What type of sorcery is this!"

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Will, Nant A: 1d20 + 4 ⇒ (16) + 4 = 20
Will, Nant B: 1d20 + 4 ⇒ (6) + 4 = 10
Will, Needlework A: 1d20 + 4 ⇒ (5) + 4 = 9
Will, Needlework B: 1d20 + 4 ⇒ (17) + 4 = 21
(Both get misfortune.)
Nant thrusts his puppeteer's bar forward, ushering Needlework to attack. The puppetmaster once again spellcasts electricity.
Electricity damage: 1d4 + 4 ⇒ (1) + 4 = 5
(Basic Ref save, DC 17. Convenient that I don't roll any checks for this cantrip!)
◆◆ Act Together: Nant gets a two-action activity, and Needlework gets one action; ◆◆ (Nant) Cast a Spell: Electric Arc, targeting both enemies; ◆ (Needlework) Step; ◆ (Needlework) Strike, targeting the cyan one.

Nant's Eidolon |

Needlework's leathery arm extends to punch the pugwampi.
Fist A: 1d20 + 7 ⇒ (1) + 7 = 8
Fist B: 1d20 + 7 ⇒ (12) + 7 = 19
Bludgeoning: 1d8 + 4 ⇒ (6) + 4 = 10
However, the invisible strings that control it get mixed up for some inexplicable reason! Atrocious luck.

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**HOUSE GM ANNOUNCEMENT**
Qxal’s animal allies have been defeated! The animals that remain may even aid us in battle.
GMs, the Animals Defeated condition on page 8 is in effect.

GM Blake |

Red: 1d20 ⇒ 3
Blue: 1d20 ⇒ 3
Quickblade's bolt sails into the distant mushrooms. A row of links in Anschluss' chain are twisted sideways, and his swipe falls short of the pugwampi. Needlework's ethereal strings become tangled.
Nant bypasses the misfortune plaguing the Pathfinders and summons lightning! The arc strikes both of the pugwampi's in the chest.
Encounter! Round 1/2. Bold may act.
Environment: Squares with water or mushrooms in it are Difficult Terrain.
Hazard: The mushroom ring can be disabled via violence, Thievery, or Nature. The skill checks require 2 actions.
Roll 2 Will Saves and take the worse result (DC 16).
Note: Fortune effects (e.g., a Hero Point) cancel the misfortune and you would merely roll one Will save and accept that result.
Success: You are immune to that species' aura for 24 hours.
Failure: You much roll all checks twice and take the worse result as long as you are within 20 ft of this creature.
Mushroom Ring
Red Pugwampi (-12 hp)
Blue Pugwampi (-5 hp)
Anschluss (misfortune)
Ulrich (immune)
Bosh
Quickblade (misfortune)
Nant (misfortune)
> Puppet (misfortune)
--2--
Animal Allies (you have flanking vs. any enemy during Round 2)
Laeron (27/30 hp; misfortune)

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Ulrich moves through the mushrooms, darn those are some heavy obstacles on his way.
He looks at the ring. "Keep them entertained! I will fix the circle"
Thievery to disable: 1d20 + 6 ⇒ (12) + 6 = 18
If he would reposition this mushroom here, and that mushroom there... then they would make an ugly goblin head... which should stop the pugwampi from coming.
Move (causes AOO) and disable

GM Blake |

Bow: 1d20 + 8 ⇒ (17) + 8 = 25
P: 1d6 ⇒ 4
Bow: 1d20 + 3 ⇒ (6) + 3 = 9
Red: 2d20 ⇒ (19, 5) = 24
S: 1d6 - 3 ⇒ (4) - 3 = 1
Blue: 2d20 ⇒ (16, 13) = 29
S: 1d6 - 3 ⇒ (2) - 3 = -1
Ulrich makes it over to the mushroom ring and successfully begins to dismantle the magical portal. Bosh tries to telekinetically move a stone into one of the pugwampi's head, but a bunch of leaves falls out of the trees above at just the right moment to intercept the stone.
The ring flares once more and a third pugwampi appears. He giggles and draws his bow, firing arrows at Ulrich. One of them impales his thigh painfully. The other two continue their harassment of Laeron. While the fighter feels them stabbing between the gaps in his armor, it really does not hurt much.
Encounter! Round 2. Bold may act.
Environment: Squares with water or mushrooms in it are Difficult Terrain.
Hazard: The mushroom ring can be disabled via violence, Thievery, or Nature. The skill checks require 2 actions.
Mushroom Ring (1 disable)
Red Pugwampi (-12 hp)
Blue Pugwampi (-5 hp)
Yellow Pugwampi
Animal Allies (you have flanking vs. any enemy during Round 2)
Laeron (26/30 hp; misfortune)
Anschluss (misfortune)
Ulrich (22/26 hp; immune)
Bosh (misfortune)
Quickblade (misfortune)
Nant (misfortune)
> Puppet (misfortune)

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Thievery to disable: 1d20 + 6 ⇒ (4) + 6 = 10
Ulrich attempts again to reposition the mushroom but the arrow in his left makes it hard for him to focus. "Argh"
He turns and attacks the blue.
Attack@blue: 1d20 + 6 ⇒ (20) + 6 = 26
Damaga, slashing: 1d6 + 1 ⇒ (4) + 1 = 5
The Kukri swing and bites deep into the creature.

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Quickblade strides to flank Blue. He drops his crossbow and draws one of his shortswords. He then stabs Blue.
Shortsword 1; Flank: 1d20 + 6 ⇒ (11) + 6 = 17
Shortsword 2; Flank: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
◆ Stride
◇ Drop Crossbow
◆ Interact (Draw Shortsword)
◆ Stab Pugwampi
5-token conga line!

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Spiked Chain: 1d20 + 9 ⇒ (16) + 9 = 25 vs flanking
Spiked Chain: 1d20 + 9 ⇒ (13) + 9 = 22 vs flanking
Slashing: 1d8 + 2 ⇒ (6) + 2 = 8 plus Precision: 1d8 ⇒ 2
Anschluss, realizing there are dark magics at work here (other than his own dark magic), opts to disable the mushrooms instead of attacking more.
Nature: 1d20 + 6 ⇒ (14) + 6 = 20
Nature: 1d20 + 6 ⇒ (13) + 6 = 19

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Laeron will strike at a pugwampi next to him either red or blue, depending on who is still standing after Quickblade and Anschluss
two attacks take worse: 1d20 + 10 ⇒ (7) + 10 = 17
two attacks take worse: 1d20 + 10 ⇒ (13) + 10 = 23
cold iron slashing damage: 1d8 + 3 ⇒ (2) + 3 = 5
Then...
option A, if both pugwampi's flanking Laaron are still there
Laeron will step out of the flank and strike again at an enemy fey.
two attacks take worse: 1d20 + 10 - 5 ⇒ (7) + 10 - 5 = 12
two attacks take worse: 1d20 + 10 - 5 ⇒ (4) + 10 - 5 = 9
cold iron slashing damage: 1d8 + 3 ⇒ (4) + 3 = 7
option B, at least one pugwampi flanking Laeron is down
Laeron will spend his next actions trying to disable the mushroom ring.
Nature two rolls take worse: 1d20 + 5 ⇒ (14) + 5 = 19
Nature two rolls take worse: 1d20 + 5 ⇒ (17) + 5 = 22

GM Blake |

A swarm of monkeys, rats, and other animals leaps through the clearing, over the mushroom's island, and all around, distracting the pugwampis. Ulrich takes his frustration with his momentary failure out on the pugwampi next to him. Anschluss' chain wraps around the other pugwampi's neck and brings an end to that gremlin (red).
Thanks to the distraction from the animals, Quickblade is able to bring an end to his foe. Bosh steps forward and manages to whack the remaining pugwampi in the head with a stone.
Laeron struggles to figure out how to rearrange the mushrooms (because I used your initial rolls).
Encounter! Round 2. Bold may act.
Environment: Squares with water or mushrooms in it are Difficult Terrain.
Hazard: The mushroom ring can be disabled via violence, Thievery, or Nature. The skill checks require 2 actions.
Mushroom Ring (1 disable)
Yellow Pugwampi (-4 hp)
Animal Allies (you have flanking vs. any enemy during Round 2)
Laeron (26/30 hp; misfortune)
Anschluss (misfortune)
Ulrich (22/26 hp; immune)
Bosh (misfortune)
Quickblade (misfortune)
Nant (misfortune)
> Puppet (misfortune)

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Anschluss also attempted to disable the hazard - did that succeed? Do we need additional successes?

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**HOUSE GM ANNOUNCEMENT**
Excellent teamwork, agents! We have rescued our fellow Pathfinders from mortal peril!
GMs, the Pathfinders Rescued condition on page 8 is in effect.

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Nant spellcasts, and sends his puppet towards the enemy, mostly to distract the enemy from the (misfortune-bypassing) electric threads.
Electricity damage: 1d4 + 4 ⇒ (4) + 4 = 8
(Basic Ref save, DC 17.)
◆◆ Act Together: Nant gets a two-action activity, and Needlework gets one action; ◆ (Nant) Stride, ◆◆ (Nant) Cast a Spell: Electric Arc; ◆ (Needlework) Stride.