
GM Doug H |

Centaur 1 cletters up the path, trampling everyone but James underfoot! Squash gets off an AOPO for good measure.
DC 21 Reflex Basic reflex save: 1d10 + 5 ⇒ (6) + 5 = 11
✹ ✹ ✹
Leaves of Flame
Leaves of Flame
Climbing rocks is difficult Terrain. Fires surrounded by smoke that conceals and the fire can burn you.
----
Centaur 2 -30 HP
Flame Trap -0 HP
Elixia 33/33 HP, Frightened 1, Shield
Squash 73/73 HP, DC 21 Basic Ref. vs Trample
Centaur 1 -13 HP, Concealed
Ionic 75/75 HP, DC 21 Basic Ref. vs Trample
James Crusher 88/88 HP, DC 20 Will vs Fear, DC 21 Basic Ref. vs Trample

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Reflex save: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24
Ugh frightened before combat sucks. Means so many save and rolls get hurt before you can even try reducing the condition.
Ionic avoids the worst of the trampling and steps out of line of further trampling and instead starts to toss dirt onto the fires like he'd been taught at the Pahmet village the sailor took time to visit and train at since last mission.
Nature DC 17, Still frightened 2: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16
Reduce frightened by one. And curse the penalty!

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Frightened Reflex: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23
How much damage on the trample?
Sorry for not mentioning it before but I work weekends and sometimes I can't post Friday-Saturday becauseof it. Thank you for botting me!

GM Doug H |

Here's an updated stat block.
✹ ✹ ✹
Leaves of Flame
[ooc]Climbing rocks is difficult Terrain. Fires surrounded by smoke that conceals and the fire can burn you.
----
Centaur 2 -30 HP
Flame Trap -0 HP
Elixia 28/33 HP, Shield
Squash 62/73 HP
Centaur 1 -13 HP, Concealed
Ionic 70/75 HP, Frightened 1
James Crusher 88/88 HP, DC 20 Will vs Fear

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will save: 1d20 + 9 ⇒ (1) + 9 = 10 I'll spend a hero point
will save: 1d20 + 9 ⇒ (17) + 9 = 26
Okay, now that that is fixed, rage pull out weapon guisarme and stab number one hit: 1d20 + 14 ⇒ (14) + 14 = 28 dmg: 2d10 + 11 ⇒ (10, 4) + 11 = 25 slashing damage should be +11 damage, not +8 which I kept rolling, forgot to adjust rage damage to account for the striking +1 weapon. Plus he is a giant barbarian, not a dragon one.

GM Doug H |

Tombu grins at Squash, badly hurt. His head begins to writhe… there's something under his skin… and it's eating its way out!
From the neck of the centaur crawls a pinkish worm. Its mouth splits into four segments like a profane tulip lined with rows of dozens of pointed teeth.
Everyone but Ionic, make a Will save ve emotion, fear, mental, visual.
The creature then bites Squash, doing some piercing damage!
The flames lash out at Ionic, trying to burn the one who dared disable them! Fire: 1d6 + 3 ⇒ (5) + 3 = 8 DC 17 Basic reflex save
Leaves of Flame
Climbing rocks is difficult Terrain. Fires surrounded by smoke that conceals and the fire can burn you.
----
Centaur 2 -11 HP
Flame Trap -0 HP
Elixia 28/33 HP, DC 20 Will vs Fear, Frightened 1
Squash 62/73 HP, DC 20 Will vs Fear
Centaur 1 -38 HP, Concealed C 5 Flat
Ionic 70/75 HP, Frightened 1, DC 17 Basic Reflex Save
James Crusher 88/88 HP, DC 20 Will vs Fear, DC 20 Will vs Fear
Disabling the trap: You can disable any of the 5 numbered patches of flame (also putting them out) with a DC 17 Performance, Nature, Religion, Occultism, or Demon Lore check. You should move up to each patch of flame to be adjacent, and disableing any trap is a 2-action activity.
Weaknesses cold iron 5, good 5, sonic 5

GM Doug H |

Whoops! Elixia and Squash are up.
Leaves of Flame
Climbing rocks is difficult Terrain. Fires surrounded by smoke that conceals and the fire can burn you.
----
Centaur 2 -11 HP
Flame Trap -0 HP
Elixia 28/33 HP, DC 20 Will vs Fear, Frightened 1
Squash 62/73 HP
Centaur 1 -13 HP, Concealed C 5 Flat
Ionic 70/75 HP, Frightened 1, DC 17 Basic Reflex Save
James Crusher 88/88 HP, DC 20 Will vs Fear, DC 20 Will vs Fear
Disabling the trap: You can disable any of the 5 numbered patches of flame (also putting them out) with a DC 17 Performance, Nature, Religion, Occultism, or Demon Lore check. You should move up to each patch of flame to be adjacent, and disableing any trap is a 2-action activity.
Weaknesses cold iron 5, good 5, sonic 5

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Squash lashes out at the worm thing.
I know fiends tend to have odd resistances. So I should mention that the spiked chain is cold iron in case it makes a difference.
◈ Strike - Spiked Chain (disarm, finesse, trip, uncommon)
Reach: 10 ft
1st Attack: 1d20 + 16 ⇒ (20) + 16 = 36
Damage (Slashing): 2d6 + 4 ⇒ (4, 3) + 4 = 11
◈ Strike - Spiked Chain (disarm, finesse, trip, uncommon)
Reach: 10 ft
2nd Attack: 1d20 + 16 - 5 ⇒ (1) + 16 - 5 = 12
Damage (Slashing): 2d6 + 4 ⇒ (1, 4) + 4 = 9
Squash then positions himself where he can reach both of the centaurs.
◈ Step
Reach: 10 ft
1st Attack: 1d20 + 16 ⇒ (16) + 16 = 32
Damage (Slashing): 2d6 + 4 ⇒ (3, 5) + 4 = 12
Flat Check if required: 1d20 ⇒ 1

GM Doug H |

Squash crite the centaur once. It's still standing in its stolen skin-suit.
Elixia is up

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Ionic gives a grumble as the flames once again leap out at him.
Reflex save, still frightened: 1d20 + 11 - 1 ⇒ (7) + 11 - 1 = 17
I just noticed the thread here. If where he was going to move would affect the actions of the first centaur's round, the first position next to flames 3 was okay.

GM Doug H |

Ionic takes four fire damage. Still nimble!
Elixia is up!

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Will: 1d20 + 11 - 1 ⇒ (8) + 11 - 1 = 18 :(
Still frightened, Elixia tries to figure out what the hell these things are that are attacking them! (1)
Religion Recall Knowledge: 1d20 + 9 - 1 ⇒ (15) + 9 - 1 = 23
She calls out to the others "Fiends! Vermlecks! Use cold iron if you have any! Try to get them closer to each other too!"
She will then cast Bless (2-3), creating a 5-ft aura around her giving her allies a +1 status bonus to attacks while inside of it!
Blue circle around her mini on the map!

GM Doug H |

So you've discovered our ruse, cleric! And you, daring to put out with Urchel's flames…
The other "centaur" bites Elixia — the unconcealed cleric standing right in front of him!
Longsword vs Elixia: 1d20 + 14 ⇒ (18) + 14 = 32
P: 1d8 + 5 ⇒ (8) + 5 = 13 Doubles to 26
The cleric is badly wounded but still up.
I enjoy this body. I don't want to leave it. It tries to hoof Ionic, but the dwarf is saved by the flames.
Hoof, Strike 2 Agile vs Ionic: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22
DC 5 flat: 1d20 ⇒ 4
It then moves back between the flames, grinning evilly.
James and Ioniic are up. Before your turn make a DC 20 sill save against fear, James. Don't forget Centaur 1 is Concealed.
✹ ✹ ✹
Leaves of Flame
Climbing rocks is difficult Terrain. Fires surrounded by smoke that conceals and the fire can burn you.
----
Centaur 2 -33 HP, Vermleck revealed
Flame Trap -0 HP
Squash 62/73 HP, DC 20 Will vs Fear
Elixia 2/33 HP
Centaur 1 -13 HP, Concealed DC 5 Flat
Ionic 62/75 HP, Frightened 1
James Crusher 88/88 HP, DC 20 Will vs Fear

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will save: 1d20 + 9 ⇒ (10) + 9 = 19 darn, frightened 2.
Swing at Centaur 1 after moving hit: 1d20 + 14 - 2 + 1 ⇒ (19) + 14 - 2 + 1 = 32 if that is a crit, I will move the Centaur north 5 feet, as I have crit specializationdmg: 2d10 + 11 ⇒ (2, 1) + 11 = 14
hit: 1d20 + 9 - 2 + 1 ⇒ (13) + 9 - 2 + 1 = 21 dmg: 2d10 + 11 ⇒ (7, 8) + 11 = 26
flat checks: 2d20 ⇒ (4, 15) = 19

GM Doug H |

James misses twice. 4 on the first check, then a 21 on the second.
Ionic is up!

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Ionic tries to throw more dirt on this hell-bent difficult fire.
Nature, Frightened 1: 1d20 + 12 - 1 ⇒ (9) + 12 - 1 = 20
Finally getting the fire put out, he takes out his clan dagger and in the same motion stabs at the demon possessing a centaur carcass next to him. and realizes that it moved away dangit.
Moves up to the next fire.

GM Doug H |

Ionic douses the fire! Area 4 is out.
2-action Harm: 3d8 ⇒ (8, 8, 2) = 18
The vermleck Steps back after seeing the fighter's AOO. It then casts a Harm at the leshy.
DC 20 Basic fort save vs Nrgative
Updated init block below. I should have HPs adjusted for the fighter's cold iron weapon and will remember now. ty.
The flames lash out again at the dwarf messing with them!
Fire to Ionic: 1d6 + 3 ⇒ (4) + 3 = 7 DC 17 basic reflex
Leaves of Flame
Climbing rocks is difficult Terrain. Fires are surrounded by smoke that conceals and the fire can burn you.
----
Centaur 2 -43 HP, Vermleck revealed
Flame Trap -0 HP
Squash 62/73 HP, DC 20 Fort vs Harm
Elixia 2/33 HP
Centaur 1 -18 HP, Concealed DC 5 Flat
Ionic 62/75 HP, DC 17 Reflex vs fire
James Crusher 88/88 HP

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Elixia gasps as she's struck by that blade cutting through her dress and jerkin and into her flesh. Reeling, she first calls upon Calistria's grace on herself (2).
2-action Healing font: 2d10 + 16 ⇒ (8, 4) + 16 = 28
Whew 30/33
Next, channeling Calistria's vengeance, she sustains her Bless spell, extending its range so her allies can focus their ire on the enemy (1)!
(+1 to attack inside the blue circle!)

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Just a word of warning, as I've seen people get this wrong before, Bless isn't a sustain spell. You can just spend an action a turn on making it bigger, but you don't have to.

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Fortitude: 1d20 + 12 ⇒ (17) + 12 = 29
The leshy withers, but only a little. (Almost a crit success.)
He strides forward, but does not shorten his grip on his weapon.
◈ Stride
He then swings with his chain around again.
◈ Strike - Spiked Chain (disarm, finesse, trip, uncommon)
Reach: 10 ft
1st Attack: 1d20 + 16 ⇒ (20) + 16 = 36
Damage (Slashing, Cold Iron): 2d6 + 4 ⇒ (6, 2) + 4 = 12
If 2 is still up he swings again otherwise he strides SW of Elixia.
◈ Strike - Spiked Chain (disarm, finesse, trip, uncommon)
Reach: 10 ft
2nd Attack: 1d20 + 16 - 5 ⇒ (6) + 16 - 5 = 17
Damage (Slashing, Cold Iron): 2d6 + 4 ⇒ (4, 5) + 4 = 13
Reach: 10 ft
1st Attack: 1d20 + 16 ⇒ (17) + 16 = 33
Damage (Slashing, Cold Iron): 2d6 + 4 ⇒ (4, 5) + 4 = 13
flat check: 1d20 ⇒ 19

GM Doug H |
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Dear Mr. Squash,
Kindly please stop rolling nat 20s. We just want to kill you and inhabit your corpse. What did we ever do deserve this treatment!?
Sincerely,
Horrible evil vermleck demons.
Squash … squashes the demon. It falls with a bone-chilling squeal.
✹ ✹ ✹
The final vermleck channels a harm!
Harm DC 20 Basic Fort: 3d8 ⇒ (5, 1, 5) = 11
Every player needs a DC 20 basic fort save vs channeled harm. Ionic still has a reflex save to make as well.
✹ ✹ ✹
Leaves of Critting
Y'all
Them

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Fortitude: 1d20 + 12 ⇒ (3) + 12 = 15
Despite the blight, Squash seems less concerned about the negative energy.
The leshy strides next to the flames and attempts to extinguish them.
Nature: 1d20 + 12 ⇒ (14) + 12 = 26
Reach: 10 ft
1st Attack: 1d20 + 16 ⇒ (20) + 16 = 36
Damage (Slashing, Cold Iron): 2d6 + 4 ⇒ (1, 1) + 4 = 6
Flat Check: 1d20 ⇒ 18

GM Doug H |

Squash puts out the flames. The fire seems weaker… perhaps Ionic can disable the trap for good.
Everyone but squash is up.

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Reflex save vs. Fire!: 1d20 + 11 ⇒ (19) + 11 = 30
Ionic once again proves he's resistant to burning.
Fort save vs. Harm: 1d20 + 12 ⇒ (13) + 12 = 25
Death-Warden heritage upgrades that to a Critical Success.
He also proves extremely resilient to necromancy as well.
The dwarf throws another layer of dirt at the fire in front of him.
Nature: 1d20 + 12 ⇒ (2) + 12 = 14
He grabs a pile full of charcoal from the fire he's already put out at first, before dropping it and picking up a different handful.
Nature Hero pointed: 1d20 + 12 ⇒ (17) + 12 = 29
Dangit the patch of fire I can reach with one action was all put out.
Ionic rushes after the next fire unable to do anything due to a serious case of 'short dwarf legs' syndrome.

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Thanks Ionic
Fort: 1d20 + 8 ⇒ (8) + 8 = 16
Feeling the wind knocked out of her by the channeled harm, Elixia responds by concentrating on her Bless spell to increase its area once more (1), and then unleashing a Sound burst on the last demon while avoiding her allies (2)!
Red area
Sonic damage: 2d10 ⇒ (2, 7) = 9
Was saving this until we had them near each other or only one left since she got they were weak to sonic!
DC 19 Fortitude save:
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is deafened for 1 round.
Critical Failure The creature takes double damage and is deafened for 1 minute, and stunned 1.

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Swing at number 1 hit: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21 dmg: 2d10 + 11 ⇒ (5, 5) + 11 = 21
hit: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28 dmg: 2d10 + 11 ⇒ (8, 8) + 11 = 27
hit: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 dmg: 2d10 + 11 ⇒ (8, 9) + 11 = 28
still concealed? concealed: 1d20 ⇒ 5

GM Doug H |

fort: 1d20 + 13 ⇒ (7) + 13 = 20
The ceryaur makes the save but takes some damage.
concealed last 2 attacks: 2d20 ⇒ (18, 4) = 22
James hits once.
Ionic moves to disable the trap… one more to go.
The centaur tries to trample you but squash crits it to death with another nat20.
out of combat!

GM Doug H |

With the demons defeated, the forest reverts to its true self. Mist pours in and a gentle rain falls, leaving a smoldering yet natural stretch of Finadar Forest with no enemies in sight.
Something moves in a nearby thicket; it's Urwal, caught in a tangle of leaves!
There is a mask on the ground where a patch of flames burned. It looks like a stylized vermleck-face, complete with bifurcated jaws.

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Squash examines the mask.
Nature: 1d20 + 12 ⇒ (11) + 12 = 23
"Ooh look, a super scary mask. No really, it is a super scary mask. I think it would look pretty spooky on me, but anyone else want it?"

GM Doug H |

It looks like Squash is the only one who's trained in intimidation and has skill feats for it. Going to assume loot is distributed optimally.
Urwal thrashes about in the bushes, and once untangled continues his inexorable journey.
The next morning, Urwal leads you to a cliff wall that soars upward some sixty feet, featuring sculpted, rotating cylindrical sections of stone that display carved images of constellation scenes of dragons. Along the edges of the cliff-face artwork, carved dragon heads loom, all in poses of gnashing teeth. Near the cliff’s top, some forty feet above, lies the entrance to what appears to be an enormous cave, its arched mouth similarly etched in decorative stone, though sealed behind a portcullis shaped like stony teeth.
Urwal, still in his trance, begins to climb.
Think of the cylinders as prayer wheels built into the cliff face. Yes, they will pose a problem to climb but also might give you clues if you can decode them up close.
How do you approach this situation?

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Ionic pulls out some rope and using it to help keep himself stable starts to climb as well. At certain points he ties the rope off hoping to make it easier for others to follow behind him.
Athletics, Expert: 1d20 + 13 ⇒ (19) + 13 = 32
He also examines the wheels while he goes, curious as to what they might be depicting.
Religion: 1d20 + 10 ⇒ (10) + 10 = 20

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Elixia drops to her knees after the battle, out of breath. She holds up a hand trying to get everyone's attention before they start climbing rock faces after Urwal.
"I...I don't suppose a breather might be in order? I'm hurt, several of you look like it too, and we should make sure Urwal isn't injured before we let him go cliff-scaling...shouldn't we?"
"...also I really suck at rope and rock climbing."
If possible Elixia would want us to take time to rest while wounds are treated. If this isn't possible she'll at least try to get off a 3-action heal with everyone together?
When time allows, she'll look at the prayer wheels...
Religion: 1d20 + 9 ⇒ (4) + 9 = 13
As an aside, "I'm not very scary, so you taking the mask is fine by me, Squash."

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Additionally, we had a long rest before we moved on to this part. We could use healing spells and daily use items as well and not deplete our resources today... Unless I'm missing something.

GM Doug H |

5d20 ⇒ (19, 15, 3, 2, 13) = 52
Ionic opts to use the mundane rope instead of the magical rope you were given. He also uses his climbing kit. He takes his time hammering in pitons and looping the rope through carabiners. Urwal is delayed by the cylinders but passes them long before Ionic does. Once at the top of the 40-foot cliff, the dwarf finds a place to tie off the rope. The old fashioned way, sheer athletic prowess.
Getting up there is an impressive feat!
The portcullis over the cave mouth is shut. Urwal continually walks against it, bashing his body against it as he tries to get inside. There is no lock. It's some sort of puzzle.
While Urwal bashes himself against the portcullis, you can safely use the rope and harness to inspect the cylinders. This requires an Occultism check or Survival check.

GM Doug H |

Squash thinks they might provide a way of unlocking the portcullis. Maybe you heard something about constellations on this mission before.

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My bad I totally missed the "next day" part, sorry!
Elixia would have spent the night tending to everyone's wounds and would have begged help to climb, probably even with the magical rope and gecko potions the team received before the mission began.
She thinks out loud after Squash's reminder. "317 years, maybe a number if there's a combination? Or the wagon connecting to Triaxus somehow...and not Aucturn?"

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Ionic gently locks Urwal into a grapple, keeping the iruxi from doing damage to his body unintentionally. He looks over the cliff at Squash as he gets asked about knowing the stars. "Well, what's de cylinders got? No Wanderer, Wagon 'n' Acturn? Or'd dat be too easy?"

GM Doug H |

That combination doesn't work. Perhaps something Urwal said about his vision might be a clue.

GM Doug H |

If you are stymied by the puzzle please feel free to make a wisdom check and read the hint below.