Aid Tokens
Up to once per Token, DM may prompt his party to attempt to "boost" one of the Tokens, passing it's effects for use at another table. Tokens "boosted" from another table to this table are able to be used here if at least two people name the Aid Token (listed below).
BOOST DC = 20
□ Allied Offensive
Other Pathfinders assist your attack, increasing the damage you deal by the listed amount.
To Boost: Succeed at an attack roll against an AC equal to the target DC in the table below.
Boosted Effect: Increase the damage dealt by 1d6.[/s]
Failed to Boost
□ Burst of Healing
A fellow Pathfinder heals all the PCs by the listed amount.
To Boost: Cast one spell with the healing trait or succeed at a Medicine check against the listed DC.
Boosted Effect: Increase the healing by 1d8.[/s]
□ Timely Inspiration
A fellow Pathfinder grants the benefits of a bard’s inspire courage focus cantrip to all PCs for 1 round (a +1 status bonus to attack rolls, damage rolls, and saves against fear effects).
To Boost: Succeed at a Performance check against the listed DC.
Boosted Effect: Increase the duration by 2 rounds.
□ Provide Knowledge
Gain the benefits of an automatic success on a check to Recall Knowledge.
To Boost: Attempt an Arcana, Nature, Occultism, or Religion check against the listed DC.
Boosted Effect: Gain the benefits of an automatic critical success on a check to Recall Knowledge.
(Boosted TO this table: currently two of four)
(Boosted FROM this table: currently three of four)
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Preparation Mission Resources
In the Introduction, the PCs helped out to prepare for this adventure, and earned the following additional resources:
1) Preventative Elixirs (each PC gets a choice between a Lesser Antidote or Lesser Antiplague) (□□□□)
2) Curative Draught (each PC gets a single Lesser Healing Potion) (□)
3) Clever Atlas (the party recieves a Survey Map for one chosen encounter in Part 1, declared beforehand) (□)
4) Morale Chip (each PC +1 circumstance to one check 1/adventure) (□□□□)
5) Cold Iron Ammo (each PC gets one set of Cold Iron ammo (x10)) (□□□□)
6) Fullproof Research (once during the adventure, instead of rolling, one PC automatically succeeds to Recall Knowledge) (□)
(six out of six earned)
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Story Benefits
Before or during an Encounter (as appropriate), if at least two people name an earned but unactivated Story Benefit (listed below), DM will activate it immediately!
□ Animals Defeated: At the start of one round of combat, a group of animals rushes into battle to assist. For that round, any PC making a melee Strike can treat their target as flanked.
□ Pathfinders Rescued: With the befuddled Pathfinders protected, they can assist with medical needs. At the end of one encounter, a helpful cleric casts a three-action heal, recovering 2d8 Hit Points in Levels 3–4 or 3d8 Hit Points in Levels 5–6.
□ Course Charted: The PCs don’t have to worry about finding the path and can be on the lookout for danger. At the start of one encounter, the PCs each gain a +2 circumstance bonus to their initiative rolls.
□ Plants Cut Down: The PCs can use their experience cutting through plants easily. For 1 round, the PCs can ignore difficult terrain.
□ Course Charted: The PCs don’t have to worry about finding the path and can be on the lookout for danger. At the start of one encounter, the PCs each gain a +2 circumstance bonus to their initiative rolls.
□ Mushroom Ring Disabled: At the beginning of one combat encounter, the PCs can reduce their Challenge Points by 2 for the purposes of scaling the encounter (or by 4, in Levels 5–6). If applied to an encounter for which this adjustment would otherwise have no effect, decreases the AC, attack modifiers, DCs, saving throws, and skill modifiers of any creatures or hazards the PCs face by 2. Additionally, decrease the DC of all skill checks during this encounter by 2.
□ Shifters Defeated: The PCs are good at avoiding being caught by surprise. For one round of combat, the PCs can’t be made flat-footed. When the House GM says that the Door of Seasons is almost within the PCs’ grasp, there are only 5 minutes remaining in Part 1. Quickly bring your encounter to a close and proceed to Part 2, giving the PCs a chance to rest and recover.
(Currently none)