
GM Sedoriku |

This sleep was cast as a fourth level spell. She'd have to be level 9 for it to not be a crit failure there. EDIT: nvm that seems to have been settled.
Pytor resists the lulling spell of sleep and then fires a terrifying look at the already frightened creature and scares it further. His projectile after that however, misses by a near mile.
Carmelizzia is lulled into sweet sweet slumber.
Herondal goes into actor mode again and tries to wake Carmelizzia up with an inspirational scene but she still slumbers. His flying dagger cuts the blodeuwedd deep hower and leaves it limping some.
Forgot about the spell against horsey
Will Save: 1d20 ⇒ 3
The horse fails to avoid having its beliefs shaken and takes full damage. It doesn't seem to pull any power from the divine.
++++++++++++++++
Round 3/4
General Active Conditions: Inspire Courage
Carmelizza Sleeping
Herondal
Pytor
Crunch DC 24 Will save vs. Sleep
Terrified Horsey - 13
Delorn
~~~~~~~~~Round 4~~~~~~~~~~~
Tapi
Blodeuwedd -81 Frightened 2
Bold are up!
++++++++++++++++
Current map

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Can I Interact to wake up Carmelizzia? I don't see why not, other than it seems way too easy. I'll post my turn as such for now.
Also, I'll Inspire Courage this round on the likely assumption Herondal has something better to do with his actions and focus.
Pyotr bends slightly, short enough he almost does as little work in doing so as the gnomes or goblin would. He shakes Carmelizzia, then draws a sword so ornate it likely sees little use.
"Evidently not," he says, responding to his own question to her. "Lass, it's not like I can be seen fighting such a lowly creature.
◆ Inspire Courage
◆ Interact with Carmelizzia
◆ Interact to draw rapier

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"Shrug this off!"
Herondal sends a volley of Magic Missiles at green furry.
lots of Magic Missiles, I think Inspire adds just the 1: 6d4 + 6 + 1 ⇒ (4, 2, 1, 4, 2, 3) + 6 + 1 = 23 ◆ ◆ ◆

GM Sedoriku |

Whoops you two aren't supposed to be up just yet. I can hold those actions for next turn. However Crunch is still uo

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Sleep is specifically called out as being ineffective in combat. The 4th level does eliminate the Perception check in response to noises around you, and get you prone.
But, yes, an interact to shake someone awake is all it takes - Unconscious.
Will Save: 1d20 + 10 ⇒ (4) + 10 = 14
Crunch slumps unceremoniously to the ground, an oath to Torag on their lips.
I think Herondal and Pyotr just went twice. :D
If we're ret-conning anything, it could be the aforementioned interact to wake people up.
Which is an important note - when everyone has to save (against something like this) then everyone should do so before people take their turns. (( It's one reason I've seen most GMs roll the saves for the PCs, just fyi ))

GM Sedoriku |

Crunch also falls to the ground asleep giving the blodeuwedd a little breathing room.
It's a hard line to walk in PbP for these effects. Yes rolling for everyone is faster and allows people to respond on heir turns better but then the decision to use a hero point is removed with out retcons or an agreed upon usage condition. That said if Pytor or Herondal want to retcons their actions they can.
The horse delays acting again sizing up Delorn instead.
++++++++++++++++
Round 3/4
General Active Conditions: Inspire Courage
Delorn
~~~~~~~~~Round 4~~~~~~~~~~~
Tapi
Blodeuwedd -81 Frightened 2
Terrified Horsey - 13
Carmelizza: Sleeping
Herondal
Pytor
Crunch: Sleeping
Bold are up!
++++++++++++++++
Current map

GM Sedoriku |

Did I get skipped?
Nope, mentally grouped Crunch and Co. into one group and then forgot some of them had acted when I made and update and left them bolded. Sorry for that.

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Seeing that the fey is adequately scared for a turn, Tapi will drop dirge for the moment since frightened doesn't stack.
He will ◆ kick the Monk awake, ◆ Stride over behind Crunch, and ◆ kick them awake too.

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Delorn looks disappointed in the results of his spell. ”Well, so much for subtlety”, he says, as he sends a bolt of fire toward the horse.
Cast produce flame, Cast shield
Attack: 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 3d4 + 8 ⇒ (2, 3, 2) + 8 = 15 +Persistent Crit: 3d4 + 1 ⇒ (2, 1, 1) + 1 = 5

GM Sedoriku |

Tapi gets the rest of the group awake as Delorn fires a shot of fire at the horse and misses.
The blodeuwedd moves a step back, and raises their sling. It fires at Crunch first as they are now awake.
Sling vs Crunch: 1d20 + 17 ⇒ (2) + 17 = 19
It misses the prone form of the champion by a longshot. It next hen tries to hit Carmelizzia.
Sling vs. Carmelizzia, 2nd strike: 1d20 + 12 ⇒ (6) + 12 = 18
Also piffing a small rock into the dirt.
The horsey, having been fired on twice, gives an angry neigh as if charges up the river after Delorn. Reaching the man, the horse reaches out with its Jaws that open a bit too wide, showing off a green algae like interior to the cavity.
Bad Horsey Bite vs. Delorn: 1d20 + 13 ⇒ (13) + 13 = 26
Bludgeoning: 2d6 + 7 ⇒ (6, 4) + 7 = 17
The surprise of it catches the sorcerer off guard as the horse crunches into Delorn's shoulder. It goes in for another bite as its body slowly changes from pristine white to a green algae and plant form.
Bad Horsey Bite vs. Delorn: 1d20 + 13 - 5 ⇒ (6) + 13 - 5 = 14
++++++++++++++++
Round 4/5
General Active Conditions: Inspire Courage
Carmelizza
Herondal: Still using magic missile?
Pytor
Crunch
Delorn: -17
~~~~~~~~~Round 5~~~~~~~~~~~
Tapi
Blodeuwedd -81 Frightened 2
Bad Horsey - 13
Bold are up!
++++++++++++++++
Current map

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Tapi ◆ restarts dirge of doom, ◆ Strides around the blodeuwedd, and ◆ prepares to Aid Crunch when they Strike the fey.

GM Sedoriku |

Herondal fires off a salvo of missiles slamming them into the weakening blodeuwedd.
Tapi resumes their doomsaying as he moves into position to aid Crunch in their next attack.
++++++++++++++++
Round 4/5
General Active Conditions: Inspire Courage
Carmelizza: Prone, wasn't holding anything?
Herondal
Pytor
Crunch: Prone, dropped hammer
Delorn: -17
~~~~~~~~~Round 5~~~~~~~~~~~
Tapi
Blodeuwedd -104 Frightened 1
Terrified Horsey - 13
Bold are up!
++++++++++++++++
Current map

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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.

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Their eyes flutter for a moment, then Crunch is fully awake.
Despite seeing Tapi in position, they give little attention to their foe as they pick up their hammer, stand, and raise their shield.
They call the creature something in goblin, and while the closest translation is "Damnable coward" the others don't think that's really accurate.

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I'll stick with my action; it looks like it still applies? I'm in a hurry.

GM Sedoriku |

You'd be shaking Carmelizzia to wake her up, but she's already awake. Might I suggest a cantrip instead, or do you want your rapier out? In which case closing isn't a bad idea.

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Hmm, could have sworn I picked Shield...I'll Recall Knowledge on the blodeuwedd again (with Loremaster's Etude) just in case I can pick up anything more.

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I think our GM is hinting that you could learn how low its hit points are if you strike it. *GRIN*

GM Sedoriku |

Shield isn't a bad idea, either. But yeah, striking here wouldn'T be a bad idea.
Crunch takes up all of their gear and gets into a defensive position as they stare down the Blodeuwedd.
Pytor starts their own inspirational performance as his puts up a magical shield and draws his rapier.
There's not much else I can give you for information
++++++++++++++++
Round 4/5
General Active Conditions: Inspire Courage
Carmelizza Prone, nothing to drop, right?
Herondal
Pytor: Shield spell
Crunch: Shield up
Delorn: - 17
~~~~~~~~~Round 5~~~~~~~~~~~
Tapi
Blodeuwedd -104 Frightened 1
Terrified Horsey - 13
Carmelizzia and Delorn are up!
++++++++++++++++
Current map

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”Why do I always find myself on the front line?”, Delorn muses, as he tries to ignite the algae horse.
Cast flaming sphere, Cast shield
Damage, Ref DC 21: 3d6 + 3 ⇒ (5, 2, 4) + 3 = 14

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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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**HOUSE GM ANNOUNCEMENT**
The mushroom rings have been disabled! The Thorned Monarch’s tide of reinforcements has slowed.
GMs, the Mushroom Ring Disabled condition on page 8 is in effect.
The Thorned Monarch has enchanted the plants of this area, but they were no match for the Pathfinders! The enchanted plants have been defeated.
GMs, the Plants Cut Down condition on page 8 is in effect.

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Carmelizzia stands up, steps toward the closest creature, trying to knock it out.
Stride if no step in forest.
Non-lethal
Flurry of blows, with inspire courage.
1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35 for 2d6 + 3 + 1 ⇒ (2, 6) + 3 + 1 = 12
1d20 + 14 + 1 - 4 ⇒ (5) + 14 + 1 - 4 = 16 for 2d6 + 3 + 1 ⇒ (6, 5) + 3 + 1 = 15

GM Sedoriku |

Reflex Horsey: 1d20 ⇒ 2
The horse does little to avoid Delorn's fire, but despite standing half in the ball of flames seems to not be as affected by the flames as the sorcerer's exprience tells him it should.
Failed the save, but also has resistance to fire sadly.
Carmelizzia stands up and moves closer to the blodeuwedd. Terrified as it is she is able to punch out a massive portion of its side and leave the thing barely standing. Oh it is so nearly down!
In retaliation, the blodeuwedd takes two swipes back at the monk.
Claw vs Carmelizzia: 1d20 + 14 ⇒ (8) + 14 = 22
Claw vs Carmelizzia, 2nd strike, agile: 1d20 + 10 ⇒ (15) + 10 = 25
Damage, Slashing: 2d8 + 7 ⇒ (5, 4) + 7 = 16
The first swipe misses the agile monk but the second, extremely desperate swipe hits the blodeuwedd finally drawing it's first blood of the fight.
It then tries to run away from the group, fleeing to a safer distance to shoot at everyone from.
This would definitely provoke Stand Still, as well as Crunch's reaction.
You slay the fey before it can act further.
Feel free to describe it to everyone else!
Meanwhile, the Bad Seaweed-like Horsey keeps chewing on Delorn.
Bad Horsey Bite vs. Delorn: 1d20 + 13 ⇒ (16) + 13 = 29
Bludgeoning: 2d6 + 7 ⇒ (2, 6) + 7 = 15
After the first bite the horsey grabs and holds on with it's jaws. After a moment it gives a shake and turns into an alluring human with a fairly androgynous look to them, but keeps their seaweed filled, unnaturally large jaw clamped on Delorn's shoulder.
++++++++++++++++
Round 5/6
General Active Conditions: Inspire Courage
Carmelizza -16
Herondal
Pytor
Crunch
Delorn: - 33 Grabbed
~~~~~~~~~Round 6~~~~~~~~~~~
Tapi
Blodeuwedd -128 Frightened 1
Bad Horsey person? - 22 Grabbing
Bold are up!
++++++++++++++++
Current map

GM Sedoriku |

Carmelizzia gives a high kick that lands on he jaw of the blodeuwedd. She feels whatever was holding the form of its jaw crack and shatter as the thing goes flat on its back unconscious.
Blodeuwedd is down. Only horsey/person thing remains.

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The job seen to, Pyotr ambles back the way he came, skirting around the patch of magical flora that's now likely fading. Without enough time to work out a magical solution to Delorn's problem, he just grabs the man and pulls. Can he beat this fey in a tug-of-war?
◆ Stride
◆ Inspire Courage
For my last action I want to prepare to Aid Delorn's Escape check. Something like an Athletics check to effectively just grapple him myself and then let go?

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As the horse creature goes for the bite, Delorn shoves the glowing rune in its face. It doesn’t stop his assailant, but it misses a more vital area.
Reaction to Shield Block, reduce damage by 5 please

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"What is that thing?"
Colthan acts out a bit about overcoming horse betrayal before flinging a rock at the non horse.
Inspire Courage attempting Lingering Performance perform (Drama) DC 22: 1d20 + 16 ⇒ (6) + 16 = 22 ◇◆
Telekinetic Projectile: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31 ◆◆
blugoning dmg: 3d6 + 4 + 1 ⇒ (1, 2, 4) + 4 + 1 = 12

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↺ Retributive Strike - the strike is unneeded, but it reduces the damage to Carmelizzia by 7
Crunch moves to help Delorn, engaging the enemy, but focusing for the moment on healing their ally.
◆ Stride
◆ Stride
◆ Lay on Hands (18 hit points healed, +2 status bonus to AC for one round)

GM Sedoriku |

Pytor gets closer to Delorn as he keeps his encouraging song keeps going. Once in a good position he readies to grab Delorn and help pull the sorcerer free of the human-horse things mouth.
Delorn activates hsi shield spell as it absorbs some of the force of the bite but doesn't prevent it from getting in on the sorcerer.
Herondal sets up a longer lasting performance and fires a rock at the fey thing and tears a chuck of weeds out of it's form.
Tapi gets close enough to let the fey hear his doom saying and then tries to understand what the hell it might be.
Tapi's Bardic Lore (T): 1d20 + 12 ⇒ (19) + 12 = 31
He immediately remembers that this is a kelpie, a fey that likes to Lure living creatures into the water with it's alluring disguises and drown them before eating their remains. The are resistant to fire due to how often they live in water and are almost always wet. They loathe cold iron however.
Crunch prevents some damage to Carmelizzia and then rushes to Delorn and heals the sorcerer of some damage. They also seem primed to hit the kelpie should it attack he warded Delorn again.
++++++++++++++++
Round 5/6
General Active Conditions: Inspire Courage
Carmelizza -9
Herondal
Pytor
Crunch
Delorn: - 10 Grabbed +2 AC
~~~~~~~~~Round 6~~~~~~~~~~~
Tapi
Blodeuwedd Laid out cold
Bad Horsey - 48
Bold are up!
++++++++++++++++
Current map
Carmelizzia and Delorn are still up. Kelpie is not looking hot.

GM Sedoriku |

Pytor Athletics aid: 1d20 + 9 ⇒ (7) + 9 = 16
Pytor tries to grab Delorn and fails to find a good purchase, but the sorcerer is able get free on his own.
Escape is an action (with the attack trait) You still have two actions, Delorn.

GM Sedoriku |

It's been over 24 hrs. since both Carmelizzia and Delorn were given he go ahead. Time to bot them
Delornbot takes a step back and keeps his sphere of flames where it was on top ot the kelpie.
Fire damage: 3d6 + 3 ⇒ (4, 2, 2) + 3 = 11
kelpie Reflex: 1d20 ⇒ 1
The kelpie, thinking itself resistant to the burning of the sphere, instead falls victim to it in the worst way possible, as Delorn engulfs the smaller body in it fully and burns past the natural moisture the thing carries and burns it to a crisp.
Even after resistances, 17 damage is enough to kill!
End Combat
Carmelizzia 57/68
Delorn 33/43
With the kelpie dead the woods seem safe to travel again. You find there's a few remains of the scouts in the river and around fake trap the blodeuwedd set up and can report them back to Blackthane.
That should be the last success we need to move onto part 2. I might not be able to post for a while however given it's near midnight here and Monday is going to be a busy morning.

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**HOUSE GM ANNOUNCEMENT**
Qxal’s forces were tricky, but we came out on top! The shifted forces have been defeated!
GMs, the Shifters Defeated condition on page 8 is in effect.
**HOUSE GM ANNOUNCEMENT**
At last, you see an archway of woven vines in the distance, filled with a shimmering pool of magic. Pathfinders, the Door of Seasons is almost within your grasp!
GMs, this is your one-day warning. Please wrap up your current encounters and prepare to move to Part 2 when I make the announcement tomorrow.

GM Sedoriku |

Can we assume between Tapi and Crunch we can all get to full hp before the next encounter?
You can defeinitely assume that. Additionally you'll get a full night's rest before Part 2 starts, so there's that. I was expeceting this to jump straight into that but seeing as we have about 24 hours, let's give the one skill challenge you guys didn't get to do a try (it won't apply for success but can be for the fun of it.)
The final goal of this trip can be seen in the distance as you crest one last ridge of a mountain. However a good section of forest ramins between you and it. Calisro Benarry stands at the front of a stalled expedition. She angrily corrects a map with red ink, making it look more corrections than map at this point. “That blasted fey! They’ve added hazards to our planned route. You! Given the missing scouts, we’ll need to chart a new course, on our own. See about this left path, but be careful; Qxal has left us a lot of surprises.”
This is a skill challenge, two successes or a crit success is enough to bypass the challenge, however, a crit failure means you can get hurt as well so everyone needs to roll against them. All of them are DC 22.
The first obstacle proves to be a giant thicked of spiky undergrowth that surges with primal energy. Given the rate of growth this probably was an open field yesterday.
The second are unexpected pockets of underground gasses that expel their contents at the slightest provocation. Maybe you could counteract the poison or just avoid them altogether.
The third is a ravine where powerful gusts of wind randomly race through and around the edges of, threatening to push people off cliffs or bowl them over entirely.
Suggested skills are in the slides, but particularly appropriate uses of other skills would work as well.

GM Sedoriku |

I've sped it up for the sake of letting you guys try, So feel free to try rolling against all three. We only have a little time before Part 2, but I thought you might like to try for the fun of it. Don't worry about failing and damage unless you roll crit fails for all three and take enough damage to start dying.

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"Will do boss."
Barrier 1
survival to spot it's? habitat: 1d20 + 11 ⇒ (11) + 11 = 22
Barrier 2
perception to smell the gas: 1d20 + 13 ⇒ (15) + 13 = 28
Barrier 3
survival to find shelter: 1d20 + 11 ⇒ (5) + 11 = 16

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#1: Athletics: 1d20 + 13 ⇒ (15) + 13 = 28
#2: Nature: 1d20 + 8 ⇒ (5) + 8 = 13
#3: Athletics: 1d20 + 13 ⇒ (12) + 13 = 25
Crunch is both a formidable excavator and an immovable anchor when they want to be.
Their knowledge of natural hazards, let alone one hidden among the flora, leaves something to be desired.

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Acrobatics to skirt it: 1d20 + 11 ⇒ (17) + 11 = 28
Perception to smell the gas: 1d20 + 9 ⇒ (10) + 9 = 19
Stealth to hide behind cover: 1d20 + 11 ⇒ (3) + 11 = 14
Could I use gravity well to help with the last one to keep people from getting blown around?

GM Sedoriku |

Certainly! Also I knew I forgot to synthesize a piece of info, appropriate non cantrip spells, like gust of wind vs the gas or Gravity Well with the wind would also bypass the challenge as well, without needing to roll I believe.
Herondal spends some time spotting the habitat of the vines, though how that helps with bypassing neither he nor the rest of the group can understand, but it's certainly helpful. I, uh, just realized how odd that sounds. And it's written that way in the scenario. Wonder if someone forgot to change something in an edit?
The bard is also more than able to find some of the gas pockets and avoids them well. But the winds buffet his form badly.
Crunch is able to dig a path through the thicket, and with Herondal pointing out where to go, makes a clear way through for others behind them. They fail to ind any gas pockets but don't succumb to any either. They prove to be a rock against the wind as well.
Tapi is able to skirt the worst of the thorns and but has little luck against the gasses, but his spell casting saves the whole group a ton of headache against the winds in the ravine.
Delorn, Carmelizzia and Pytor can take cracks at these if they'd like to as well

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Delorn treads carefully along a narrow path.
Acrobatics: 1d20 + 10 ⇒ (7) + 10 = 17
He tries to smell the toxic air before it overwhelms him.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
And he quickly ducks behind outcroppings, to avoid the worst of the wind.
Stealth: 1d20 + 10 ⇒ (9) + 10 = 19

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Pyotr uses his bulk like he would a battering ram, hoping to pave the way.
Athletics: 1d20 + 9 ⇒ (9) + 9 = 18
"Smells no worse than my cousin's cooking. And that simply made me the man I am today! Although, I suppose the unacclimated should steer clear..."
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Tapi's spell saves a lot of headache, but Pyotr still falls back to using his weight, this time as a defensive measure.
Athletics: 1d20 + 9 ⇒ (4) + 9 = 13

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While the team patch their wounds, Carmelizzia spends some time a bit out of view, but not hear, and wretches until she feels better.
Just to get rid of the sickened 2, which I forgot in my reaction. Not a critical hit, but enough anyway.
Carmelizzia tries to jump over the biggest patch of undergrowth.
She has a good jumping distance, and long jump uses Athletics.
Athletics: 1d20 + 12 ⇒ (19) + 12 = 31
When some pockets of gas threaten her, she has only her nose to try to avoid it.
Perception: 1d20 + 9 ⇒ (17) + 9 = 26
She has not trained in the Unfolding Wind House of Perfection but Carmelizzia tries to be the rock that does not move in the mind.
Athletics: 1d20 + 12 ⇒ (9) + 12 = 21