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Anjo look for a path thorugh the undergrowth.
Survival: 1d20 + 11 ⇒ (19) + 11 = 30
When the gas erupts, Anjo pulls his cloak over his mouth.
Survival: 1d20 + 11 ⇒ (3) + 11 = 14
Anjo then gathers his cloak about him and turns sideways to reduce his face in the wind.
Survival: 1d20 + 11 ⇒ (20) + 11 = 31
Anjo draws his bow.

DM rainzax |

The Expedition Underway
With James sawing all the bushes away and Anjo's excellent scouting, Sid and Thellira help Haechi through, avoiding the worst of the barbs. A gout of poison gas nearly gives everyone trouble, but James and Sid find an alternate path while everyone else holds their breath. Two-thirds of the way through, the gusts of wind pick up, but the party steels itself strong... except for Thellira, who is knocked off her feet and tumbles sideways into a rock!
Gust of Wind Rockdash (blunt damage): 3d6 ⇒ (1, 2, 6) = 9
The party picks her up, and take a 10-minute break before continuing...
Encounter RNG: 2d6 ⇒ (2, 6) = 8
1) Hero Point for 1d5 ⇒ 5 Thellira
2) What is your 10-minute activity? Describe it!
3) Please roll Initiative as we transition to the River!
4) After the River (if you survive), you can chart a course up through the Canyon (B) or down through the River Bend (F)!
...
Anjo (☑☑☑) @ CS, F, CS
Haechi (☑☑☑) @ F, F, S
James (☑☑☑) @ CS*, S, F
Sid (☑☑☑) @ S, S, F
Thellira (☑☑☑) @ S, F, CF*
Anjo @ ?? w/ Bow
Haechi @ Detect Magic holding Potion
James @ Search holding nothing
Sid @ Search holding nothing
Thellira (-9 rocks) @ Scout holding Meteor
...
The Party is Up!

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Siddhartha moves warily along the river. His hands are empty because, monk.
Initiative: 1d20 + 7 ⇒ (9) + 7 = 16

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Does Thellira need healing? Siddhartha can treat their wounds if needed.
Assuming it is needed, ignore if not needed
Medicine treat wounds with assurance: 2d8 ⇒ (3, 3) = 6
Otherwise, Siddhartha just keeps his eyes out for trouble.

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Thellira winces as Siddhartha examines her bruises, "I have no idea what just happened! I'm usually pretty good on my feet. That wind took me down hard." She limps about for a few minutes, scouting out a path to the river that avoids further rocks and wind.
Init: 1d20 + 8 ⇒ (10) + 8 = 18
HP 50/52

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Anjo looks for tracks of any creature that might be up ahead.
Initiative Perception(if Survival can be used, add +1. If creature is tracked, add +3: 1d20 + 12 ⇒ (6) + 12 = 18

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Haechi sits himself on a rock and catches his breath after the horrible ordeal he'd just gone through. He dabs at a couple of small cuts he picked up from the sharp spines, but is otherwise unhurt. "I don't know, Haetae. If the rest of the day is anything like what we just went through, we'll be lucky to survive until dinner tonight, ha ha."
When the call to continue is made, Haechi stands wearily and joins his colleagues on the way to the river.
Initiative (Perception): 1d20 + 5 ⇒ (20) + 5 = 25

DM rainzax |

The Expedition Underway: River (Part One)
A brief rest as Siddhartha the Wanderer treats the wound of Thellira Daybreaker, and the party is off, coming to a river ahead, an eery sound coming from the forest. Khoumrock Blackthane puts a finger to his lips and then speaks quietly. “There’s things here that aren’t what they seem. Some of those fey are real tricky...looking like things they aren’t. Don’t trust your eyes.”
Hiking in the humidity, suddenly the dwarf's ominous words seem to ring true: Standing in the middle of the river is a beautiful mare, golden skin the color of the sun on a summer's afternoon, drinking quietly and swishing it's lustrous tail. It glances at Siddhartha, who starts to spontaneously walk towards it!
...
2d20 ⇒ (18, 15) = 331d4 ⇒ 4
...
The creature seems to be beckoning to Sid somehow...
A PC may Recall Knowledge using Arcana or Nature on a player's turn!
The creature seems to be beckoning to Sid somehow...
A PC may Recall Knowledge using Arcana or Nature on a player's turn!
It's a fine riding horse...
You may Recall Knowledge using Horse Lore on a player's turn!
It's a fine riding horse...
You may Recall Knowledge using Horse Lore on a player's turn!
The horse beckons to you - you feel a strong urge to walk over and mount it - are you able to overcome your urge?
Please make a DC 23 Will Save vs this Emotion, Enchantment, Mental effect!
...
Haechi (AC 18, HP 24/24) @ Detect Magic w/ potion @ 26
James (AC 19, HP 53/53) @ Search w/ greatclub @ 25
Anjo (AC 21, HP 52/52) @ Refocus w/ bow @ 19
Thellira (AC 19, HP 49/52) @ Scout w/ meteor @ 19
Sid (AC 21, HP 52/52) @ Search w/ nothing @ 17
...
Sid is Up!

DM rainzax |

Siddhartha looks to Wander towards the beautiful mare in the water, takes a single step, then stops short.
Haechi and James are Up!

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Did Haechi's Detect Magic exploration mode determine that the horse was magical in nature?
Haechi sees the beautiful golden mare in the river and his suspicions are instantly raised. Venture-Captain Blackthane's words come back to him: “There’s things here that aren’t what they seem. Some of those fey are real tricky...looking like things they aren’t. Don’t trust your eyes.”
He stops short to examine the creature from a distance and notices it beckoning mysteriously to Siddhartha, who then starts walking towards it in what seems like a trance. "Uh, hold up there a moment, Siddhartha old boy. I'm pretty sure that is not what it seems. Perhaps it might be best to give it a wide berth, eh?"
Action 1 (◆): Recall Knowledge (Arcana +9 with Assurance)
Arcana with Assurance (Recall Knowledge): 10 + 9 = 19
Action 2 (◆): Recall Knowledge (Occultism +9) - secret
Since discretion being the better part of valor was one of Haechi's core principals in life, he says the word, "scutum," and the space around him shimmers slightly for a second.
Action 3 (◆): Cast a Spell: Shield - AC 19

DM rainzax |

Haechi feels a sense of deja vu as he wards himself from potential attack!
Haechi succeeds against the DC 18 check to Recall Knowledge (Arcana, Nature) - and may open the "Horse?" spoiler below, plus ONE from Offense, Defense, or Special.
-This is a large magically polymorphed amphibious fey creature known as a Kelpie.
-They are know to partner with more powerful evil fey (such as Qxal) working together towards mutual goals.
-They speak Aquan and Sylvan.
-The eat humanoids.
How did you come to know this? Describe the acquisition of this knowledge!
Powerful jaws capable of clutching a humanoid creature and slowly eating them!
How did you come to know this? Describe the acquisition of this knowledge!
Resistant to fire, weak to cold iron!
How did you come to know this? Describe the acquisition of this knowledge!
As demonstrated on Sid (but who resisted), they can charm humanoid creatures into not attacking them, making them easy and helpless prey!
How did you come to know this? Describe the acquisition of this knowledge!
If you roll a critical failure, please open and roleplay this spoiler below!
This creature is a capricious fey that hosts itself in the bodies of humanoids - it can be killed with curative magic, or pouring healing potions and elixirs upon it, being weak to positive energy. If you stand next to it, it will "bond" with you, granting you both access to eachother's skill proficiencies!
How did you come to know this? Describe the acquisition of this knowledge!
...
Haechi (with ◆) and James are Up!

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James does not trust it, cause it decided to beckon to Sid. So he will rage and sudden charge the thing hit: 1d20 + 9 ⇒ (15) + 9 = 24 dmg: 1d10 + 8 ⇒ (5) + 8 = 13 Great club damage. last 4 damage is fire.

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Haechi recoils slightly when he realizes what it is they're facing. He remembers reading about these creatures when he was researching Brine Dragons in Steyn van Hensbroek's excellent treatise, De Dracones Aquae et Ubi Vivunt. The dragons did not like these malevolent beasts trespassing on their territory and made a habit of hunting them for sport.
"Uh, fellows? This is definitely not a horse. I believe we are facing a kelpie; an amphibious fey creature that has magically polymorphed itself into a large horse. It is almost certainly an ally of Qxal and intent of doing us harm. And, um... I believe they find humanoids to be a particular delicacy. If any of you know Aquan or Sylvan, then perhaps you can convince it to, uh... leave us alone?" The wizard clearly doesn't believe this suggestion is going to pan out.
He looks around at his colleagues. "If we back away from it slowly, maybe we can avoid a nasty confrontation." But James obviously has other ideas on how to handle the situation and sprints past Haechi to engage the kelpie. "Well, so much for that idea. James! It's resistant to fire and hates cold iron!"
Haechi sighs and flicks his finger in the kelpie's direction.
Action 3 (◆): Cast a Spell: Force Bolt targeting Kelpie
Force Bolt: 1d4 + 1 ⇒ (3) + 1 = 4 force damage

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Haetae is admiring the big horse and its beautiful gold pelt when suddenly, the strange blue-skinned fellow that's been following them around goes berserk and starts attacking it for no apparent reason. She guesses it's probably due to some unresolved horse-related trauma he'd suffered as a young boy, or maybe he just really didn't like horses.
But when her master starts throwing spells around, she knows something's up and that things are about to get ugly. She turns to Haechi, and slightly ironically, says:
And with that, she slips into her master's backpack and finds and nice cozy corner to ride out the fireworks.

DM rainzax |

River Fey (Round One, Continued)
The Dustwalker and Kobold smash and blast - the fey reels from the blows - when suddenly James' math halves as another creature - this one constituted of soggy mud - slurks forth, and spews a gout of hot muddy bile from it's jaw at Thellira and Haechi!
Also keyed to Arcana / Nature to Identify!
◆) Slurk
◆◆) Spew
Basic Reflex (DC 18) blunt damage vs Thellira and Haechi: 2d10 ⇒ (2, 8) = 10
...
1d4 ⇒ 3
...
River is Difficult Terrain!
Log Bridge traversed by Balancing!
Kelpie / "Horse" (-9 blunt, -4 force)
Haechi (AC 18, HP 24/24) @ Detect Magic w/ potion @ Save Pending!
James (AC 19, HP 53/53) @ Search w/ greatclub
Soggy Mud Creature
Anjo (AC 21, HP 52/52) @ Refocus w/ bow
Thellira (AC 19, HP 49/52) @ Scout w/ meteor @ Save Pending!
Sid (AC 21, HP 52/52) @ Search w/ nothing
...
Anjo, Thellira, and Sid are Up!

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Siddhartha shakes off the entrancing effect the horse/Kelpie initially had on him.
He moves up (first action) and starts pummeling the soggy mud creature.
Does anybody know what this is, and will fire hurt it?
While waiting for an answer, he delivers a flurry of blows.(second action)
First fist melee strike: 1d20 + 10 ⇒ (17) + 10 = 27
First fist damage: 2d6 + 3 ⇒ (6, 3) + 3 = 12 Bludgeoning
Second fist melee strike: 1d20 + 10 - 4 ⇒ (7) + 10 - 4 = 13
Second fist damage: 2d6 + 3 ⇒ (2, 3) + 3 = 8 Bludgeoning
No sure what this creature is, he utters the ancient elven words and casts Shield raising his AC to 22
(third action)

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Anjo, immediately designates the kelpie as his prey. Triggers Monster Hunter Recall K Nature +8
Anjo then moves up the trail, turns and fires on the kelpie
Hunted Shot: 1d20 + 11 ⇒ (18) + 11 = 29 Damage: 1d8 + 1 ⇒ (4) + 1 = 5 If crit: 1d10 ⇒ 4
Hunted Shot 2: 1d20 + 8 ⇒ (11) + 8 = 19 Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Looks like you want us to roll our own Recalls?
Recall Nature on Kelpie: 1d20 + 8 ⇒ (12) + 8 = 20
"James, mind its jaw, I saw one of these eat the town baker last year near the River Kingdoms"

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Thellira shakes the muddy bile off her arms and begins to get a bit angry. She swings the hammer above her head and watches it fly toward the mud monster.
Reflex: 1d20 + 6 ⇒ (20) + 6 = 26
◆ Rage: -1 AC, +2 Dmg, +5 Temp HP
◆, ◆ Attack twice
Meteor Hammer 1: 1d20 + 9 ⇒ (18) + 9 = 27 for Blud Dmg: 1d5 + 4 + 4 ⇒ (3) + 4 + 4 = 11 Last 4 are acid
Meteor Hammer 2: 1d20 + 4 ⇒ (1) + 4 = 5 for Blud Dmg: 1d5 + 4 + 4 ⇒ (4) + 4 + 4 = 12 Last 4 are acid

DM rainzax |

1d4 ⇒ 3
As the archer retreats back, the Golden Mare (evil fey!) beckons towards him now!
Anjo - Please make a DC 23 Will Save vs this Emotion, Enchantment, Mental effect!

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Will: 1d20 + 10 ⇒ (13) + 10 = 23
I forgot I put the striking rune on my bow
Striking Damage: 1d8 ⇒ 6 So total damage for the first shot is 11 if no crit

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I'm going to be a little busy the rest of the day, so as the Kelpie has taken its turn (or some of it at least) and is targeting Anjo, and as Haechi is targeting the mud creature, I think it's ok for Haechi to post his turn now so as not to hold things up.
When the mud creature makes its appearance, Haechi thinks, "Uh oh. Now what?" But it doesn't take long before his question is answered by a gout of hot muddy vomit being barfed in his direction. He tries to dodge the worst of it...
Basic Reflex vs DC 18: 1d20 + 7 ⇒ (18) + 7 = 25
...but some hard muddy lumps still strike him and leave a bruise.
5hp bludgeoning damage taken.
"Ow, ow ow. How terribly unfriendly." Haechi tries to wipe some of the mud off himself in vain. In consternation, he shouts, "This cloak is brand new, you beast!" Haechi was angry now; his favorite old cloak could not be saved after his recent adventure in the sewers of Absalom, and to have his new cloak similarly defiled really rankled him.
Haechi lifts up his head; looks the muddy creature straight into, uh... the best approximation he could find for its face; and says, "luto calescit". A small ball of flame appears in the palm of his hand, which he flings at the muddy creature with a flick of his wrist.
Actions 1 & 2 (◆◆): Cast a Spell: Produce Flame targeting Soggy Mud Creature
Produce Flame Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Produce Flame Damage: 2d4 + 4 ⇒ (4, 4) + 4 = 12 fire damage
If a crit, then double the damage and add the following:
Produce Flame Persistent Damage: 2d4 ⇒ (1, 4) = 5 persistent fire damage
Lastly, he renews his defensive spell with another, "scutum.". The air around him shimmers one again.
Action 3 (◆): Cast a Spell: Shield - AC 19

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Thanks for the advice Anjo, but it has to bite me first, and even then, it will take about 30 seconds to digest me whole, enough time for me to club it from the inside out. James feels heated and ready for this.

DM rainzax |

Another Team Across the Way Whistles for Help!
Yonder, you see Anschluss, Laeron, Nant, Quickblade Trueshot, and Ulrich Makaisson fighting similar creatures to you!
It looks as though the Qxal has more than one Kelpie allies - and as this group is not faring well, they call for help!
Another table is calling for a Burst of Healing!
If you'd like to make an attempt, please describe your actions, and roll your check or expend your resource - I will cross-post in their Discussion Tab if you do!

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Using his incredible Monk speed, Siddhartha attempts to quickly provide as much healing as he can during the battle.
Medicine Check to provide the healing boost: 1d20 + 7 ⇒ (2) + 7 = 9
But stumbles in the attempt.

DM rainzax |

River Fey (Round Two)
Siddartha smacks some mud off the attacking glob - but not before nearly slipping in the mud that continuously seems to ooze from it's strange body!
10-ft Area around Soggy Mud Creature is Difficult Terrain!
Thellira gets a good strike in - the mud sizzles with a burning sound and smell and the Soggy Mud Creature screams!
Weakness to Acid!
Does your weapon have reach?
Assuming not, please move your Token into range on the Map, in lieu of your second attack.
Anjo shoots an arrow into the Golden Mare then too resists the tricky fey's enchanting magic; it turns to smash James in anger!
◆◆) Captivating Lure vs Anjo
◆) Strike vs James
Jaw vs James (AC 19): 1d20 + 13 ⇒ (9) + 13 = 222d6 + 7 ⇒ (5, 3) + 7 = 15
Then, with arcane power, Haechi sets the Soggy Mud Creature aflame - it screams some more as it melts back into the River!
...
River is Difficult Terrain!
Log Bridge traversed by Balancing!
Kelpie / "Horse" (AC 21, 36/60) @ (-9 blunt, -4 force, -11 shot)
Haechi (AC 18, HP 19/24) w/ potion @ Shield Spell
James (AC 19, HP 38/53) w/ greatclub
Soggy Mud Creature (-12 smack, -14 acid smash, -24 burn)
Anjo (AC 21, HP 52/52) @ Refocus w/ bow
Thellira (AC 19, HP 49/52) w/ meteor
Sid (AC 21, HP 52/52) w/ nothing @ Shield Spell
...
James, Anjo, Thellira, and Sid are Up!

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My Ac is 18 right now cause of rage. Still doesn't change anything, still just a normal hit.
The bite takes out the 3 temporary hit points James has and adds 12 more.
He will swing three times.
hit: 1d20 + 9 ⇒ (6) + 9 = 15 I doubt that hits
hit: 1d20 + 4 ⇒ (7) + 4 = 11 +1 more if that last attack missed cause of backswing.
hit: 1d20 - 1 ⇒ (17) - 1 = 16 I still think that last one missed, so +2 more that backswing, hopefully comes in handy. An 18 may hit. dmg: 1d10 + 8 ⇒ (2) + 8 = 10

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Anjo casts gravity bow and fires on the kelpie
Hunted Shot 1: 1d20 + 11 ⇒ (9) + 11 = 20 Damage: 2d8 + 3 ⇒ (7, 1) + 3 = 11
Hunted Shot 2: 1d20 + 8 ⇒ (1) + 8 = 9 Damage: 2d8 + 1 ⇒ (8, 2) + 1 = 11
Strike 3: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 2d8 + 1 ⇒ (5, 7) + 1 = 13

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Meteor hammer has reach.
Seeing the mud monster melt away, Thellira moves down the river bank and swings at the kelpie.
◆ Move
◆, ◆ Attack twice. Last 4 damage of each attack is Acid
Meteor Hammer 1: 1d20 + 9 ⇒ (9) + 9 = 18 for Blud Dmg: 1d5 + 4 + 4 ⇒ (3) + 4 + 4 = 11
Meteor Hammer 2: 1d20 + 4 ⇒ (7) + 4 = 11 for Blud Dmg: 1d5 + 4 + 4 ⇒ (1) + 4 + 4 = 9

DM rainzax |

Do you have the link or actual text for your spell?

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Sid moves up to flank the Kelpie.(First Action)
I move 35 feet, and believe that will get me into the flank with James
It's a pity you are using the power to appear as such a magnificent beast for evil purposes.
He will attack the Kelpie with a Flurry of Blows. (Second action)
First attack in Flurry of Blows: 1d20 + 10 ⇒ (6) + 10 = 16
damage from first attack: 2d6 + 3 ⇒ (1, 4) + 3 = 8 Bludgeoning
Second attack in Flurry of Blows: 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 9
damage from second attack: 2d6 + 3 ⇒ (1, 1) + 3 = 5 Bludgeoning
Lastly, he once again utters the ancient Elven words to cast Shield bringing his AC back up to 22 (Third Action)
And I continue to roll low, single digits on the d20s and three ones out of the four d6

DM rainzax |

River Fey (Round Three)
Golden Mare ducks James, dodges Anjo, sidesteps Thellira, and blocks Siddhartha!
Evil DM laugh
It turns it's attention now to 1d4 ⇒ 3 James...
James - Please make a DC 23 Will Save vs this Emotion, Enchantment, Mental effect!

DM rainzax |

River Fey (Round Three)
James' wild nature is exposed!
You are free to roleplay the effect
Captivating Lure
The kelpie instills an overwhelming attraction to itself within the mind of a single creature within 60 feet. The target perceives the kelpie as a valuable steed (if the kelpie is in equine form) and must attempt a DC 23 Will saving throw.
Failure @ The creature is fascinated, and it must spend each of its actions to move closer to the kelpie as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the kelpie, it attempts to mount the kelpie.
...
Golden Mare continues it's assault clockwise now, clamping it's powerful maw down upon Sid!
Jaw vs Sid(AC 21): 1d20 + 13 ⇒ (4) + 13 = 172d6 + 7 ⇒ (4, 5) + 7 = 16
...
The Party is Up!

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You are hard to hit, aren't you
Siddhartha focuses on his core and lets forth a mighty yell. Kihap!
Casts Ki Strike (First Action}
Flurry of Blows (Second Action)
First Strike with Ki Strike: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17 Bludgeoning damage: 2d6 + 3 ⇒ (2, 2) + 3 = 7 Force damage from Ki Strike: 1d6 ⇒ 3
Second Strike with Ki Strike: 1d20 + 10 + 1 - 4 ⇒ (15) + 10 + 1 - 4 = 22 Bludgeoning damage: 2d6 + 3 ⇒ (5, 5) + 3 = 13 Force damage from Ki Strike: 1d6 ⇒ 4
Thinking he may be the target of this creature again, he casts Shield bringing his AC back up to 22 (Third Action}

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Haechi is pleasantly surprised by the mud creature's overreaction to his rather simple fire spell. He wishes all monsters were so easily dealt with.
He then looks yonder and sees another group of Pathfinders dealing with their own set of similar looking opponents. He recognizes one of them. "Is that Ulrich? Why, yes. Yes it is!" He waves to his old companion, but Ulrich is apparently distracted by his own mud creature and doesn't notice the kobold. Haechi tries shouting some help to his old friend instead. "Ulrich! The mud men don't like fire!" But he's not sure if the gnome can hear him.
Haechi then turns his attention to the kelpie. He sighs as his thoughts flow along the same lines as Siddhartha's. "Funny how often evil cloaks itself in beauty to hide its true nature." Van Hensbroek's tome on water dragons had not included an image of the kelpie's true form, and Haechi was interested in seeing what it really looked like without its enchantment.
Spotting a nearby pinecone, he swings a practiced hand and with a "abiete conum ad equum malus" sends it rocketing towards the kelpie.
Actions 1 & 2 (◆◆): Cast a Spell: Telekinetic Projectile targeting Kelpie
Telekinetic Projectile Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Telekinetic Projectile Damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12 bludgeoning damage
He watches as the pinecone slams hard into the side of the kelpie and lets out a yip of satisfaction. "Take that you fake filly. There's more where that came from!"
Action 3 (◆): Demoralize (Intimidation +8) targeting Kelpie
Intimidation (Demoralize) vs Kelpie Will DC: 1d20 + 8 ⇒ (18) + 8 = 26
If the Kelpie doesn't understand Common, then take a –4 circumstance penalty to the check. Hopefully it's still good enough.

DM rainzax |

The Expedition Underway: Another Brief Respite
Between Siddhartha's ki and Haechi's telekinesis, the Kelpie goes down. The party takes a moment to rest before heading down the River Bank!
Khoumrock says "See, what did I say?" after having stepped away a moment to help other junior Pathfinders "Look's like you're getting the hang of this!"
Encounter RNG: 2d6 ⇒ (5, 1) = 6
1) Hero Point for 1d2 ⇒ 2 Thellira
2) What is your 10-minute activity? Describe it!
3) Please roll Initiative as we transition to the next scene!
4) After resting, you can chart a course up through a Portal (A) or down through a Canyon (B)!
...
1a) "Portal"
2b) "Canyon"
3c) "Sidetrails"
4d) "Clearing"
Haechi (AC 18, HP 19/24) w/ potion @ Detect Magic
James (AC 19, HP 38/53) w/ greatclub @ Search
Anjo (AC 21, HP 52/52) @ ??
Thellira (AC 19, HP 49/52) w/ meteor @ Scout
Sid (AC 21, HP 52/52) w/ nothing @ Search
...
The Party is Up!

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Unless someone needs healing and there is no one else to do it, Siddhartha assume the Lotus Position and meditate for 10 minutes to regain his focus point.

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Init (add +1 if I can use Survival, add +3 if I am tracking someone): 1d20 + 12 ⇒ (5) + 12 = 17
Anjo does a quick search of the area "It's possible we are not the kelpies only victims. Can someone detect magic?" After he search is complete, Anjo begins looking for tracks as he communes with nature to regain his focus.
Perception or Survival (add+1) to look for remains: 1d20 + 10 ⇒ (13) + 10 = 23

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Haechi took 5 hp from the mud man. 'Tis but a scratch and may not be worth healing yet given that he's (usually) not on the front lines. He has his healing potion in hand if it comes to that. If there's any healing to be handed out, then James should be getting it. Haechi would prefer that the front lines hold for as long as possible in an encounter.
Haechi finds a nice comfortable patch of grass and sits there quietly. He goes over the recent encounter in his head and makes notes in his book on the kelpie and mud man's strengths and weaknesses. When the kelpie finally succumbed to their attacks and the glamour fell from its body, Haechi had moved closer to examine it in it's undisguised form. It was a far different sight from the golden horse it had presented when living; nowhere near as attractive. He made a small sketch of it in his book next to his earlier notes. Next time he ran into one of these creatures, he'd be a lot better prepared.
Exploration Mode: Refocus
Haechi looks up at the rise to the portal, and then down into the canyon. He was already somewhat tired from all the hiking and fighting and was not in the mood for a climb. "I prefer it when gravity is my friend," he thinks to himself. "That canyon does look rather more inviting to me than the portal. What say we go down there and look around?"
Initiative (Perception): 1d20 + 5 ⇒ (16) + 5 = 21

DM rainzax |

While Siddhartha meditates and Haechi studies, Anjo keeps his eyes sharp.
Khoumrock Blackthane sits on a rock, looking thoughtfully into the trees. “I could swear that I just heard a talking lizard. Can you go and check it out?”
Checking out where the Venture Captain indicated, your trained eye spots a cluster of 5 four-legged reptilian creatures - one is larger than the rest - and IT also seems to notice YOU - it's eyes strange somehow, like...
You may attempt to Recall Knowledge (Nature) to gain more info - the DC is 18
...
5d20 ⇒ (9, 18, 19, 3, 17) = 66
Haechi (AC 18, HP 19/24) w/ potion @ Detect Magic @ 21
James (AC 19, HP 38/53) w/ greatclub @ Search @ ??
Anjo (AC 21, HP 52/52) w/ bow @ Search @ 17
Thellira (AC 19, HP 49/52) w/ meteor @ Scout @ ??
Sid (AC 21, HP 52/52) w/ nothing @ Search @ ??
...
James, Thellira and Sid!

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R. Nature: 1d20 + 8 ⇒ (2) + 8 = 10
Anjo signals the group, using the universal sign for "lizard creature with four legs."

DM rainzax |

Party can open Anjo's spoiler...

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Haechi finally spots the lizards that the Venture-Captain and Anjo had discovered a little earlier. It is clear that the lizards also seem to have spotted them in return. He whispers something to Haetae.
"Did you say you heard them talking, Venture-Captain? That suggests a certain level of intelligence, no? Perhaps I should try talking them into not trying to kill us. I can be very persuasive when I put my mind to it."
I looked at all the character profiles and it appears that except for Haechi, the rest of you are somewhat lacking in the Charisma and Diplomacy departments. I guess that makes Haechi the face of this operation.
So assuming the Venture-Captain doesn't call Haechi off...
Haechi advances toward the lizards slowly and cautiously, so as not to spook them. When he gets within hearing range of the creatures he attempts to make contact. "Hail there fellows, and well met! I am Haechi and these are my colleagues. I do hope that we haven't trespassed overly on your good nature, but we are making our way to the Door of Seasons to um... how shall I put this... to uh, attempt to gain an audience with Qxal, the Thorned Monarch. If you would be so kind as to direct us in the right direction, we will leave you to your devices and bother you no longer." He puts on a nervous smile and enters into Kobold Obeisance Stance #3™ (his favorite) to show deference. It is then that he realizes that he hadn't confirmed that these creatures spoke Common. Gulp! Doubtless he would soon find out one way or another. He really hoped it wouldn't be a fatal lapse on his part.
Diplomacy (Make an Impression): 1d20 + 10 ⇒ (12) + 10 = 22

DM rainzax |

It Talks! (Round One)
The larger of the Quadruped Reptiles regards the Kobold, meeting speech in Common with likewise "Trespassed you have!" perhaps the eloquence is unexpected - no matter "I speak for this group, for they have not the ability themselves: As a result, you may call me Leader" as it talks, the other four draw closer, wary of the intruders such as the party "The Leader knows not of the Door of Seasons - and the Leader knows not of this Thorned Monarch - and the Leader knows not of You" it directs it's gaze to each of the party members, as if sizing you up as prey "Should you tell us of All Three - I may reconsider your current title as Trespassers!"
The party trespasses on a hair trigger here - a single hostile action could turn this situation swiftly violent!
...
Forest Lore (DC 16), Performance (DC 16), Deception (DC 18), Nature (DC 18), Diplomacy (DC 20)
Please describe how you use one of the above skills to answer one of the above questions!
6 Influence Points needed!
☑ Haechi w/ Diplomacy @ 22
□ James w/ ?? @ ??
□ Anjo w/ ?? @ ??
□ Thellira w/ ?? @ ??
□ Sid w/ ?? @ ??
@
□"Door of Seasons"?
□"Thorned Monarch"?
□"You"?
...
The Party is Up!

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I should be at 41, not 38, I did take 15 damage, but I was also raging so I had 3 temporary hit points which were lost first, so 41.
James was about to mount the Kelpie only to see it drop, Ah, now we see its true form.
We come here not to Trespass but to seek. Anyway, the outdoors is what we call home and I'm here to explore and learn the outdoors. Actually what is that?! As James points in the 3rd direction deception: 1d20 + 0 ⇒ (19) + 0 = 19 Gotcha. Know you know of me, or rather you were asking about YOU. While looking at me.

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Anjo instinctively marks the leader as his prey as he listens.
Sense Motive: 1d20 + 10 ⇒ (4) + 10 = 14
Unable to get a read on the Leader, Anjo tries to reassure him.
"I see the oak, them maple, and poplar. And here we have the lilac and some honey bees. If you tell us the plants that identify your home, we will make sure to avoid it and trespass no further."
Nature: 1d20 + 8 ⇒ (15) + 8 = 23

DM rainzax |

It Talks! (Round One, Continued)
Leader watches Anjo as he "hunts" him, and snarls "Is your friend here to negotiate or to fight?" the surrounding lizards begin to spread around the party just a little bit more...
All Influence DCs are now raised by +2
...
Forest Lore (DC 18), Performance (DC 18), Deception (DC 20), Nature (DC 20), Diplomacy (DC 22)
Please describe how you use one of the above skills to answer one of the above questions!
6 Influence Points needed!
Hero Points are In Play!
☑ Haechi w/ Diplomacy @ 22
☑ James w/ Deception @ 19
☑ Anjo w/ Nature @ 23
□ Thellira w/ ?? @ ??
□ Sid w/ ?? @ ??
@
□"Door of Seasons"?
□"Thorned Monarch"?
□"You"?
...
The Party is Up!