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At least Gaius didn’t take up space at the reading table just because it sounded like there would be something interesting to read. :)

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At least Gaius didn’t take up space at the reading table just because it sounded like there would be something interesting to read. :)
Hey he does have Profession (Librarian); he's just a po' lil Taldan boy trying to make a living. :P

GM Valen |

When the party has concluded their examination, Mercival asks, "Have you found what you are looking for? If not, then I pray you will find more clues among the items currently undergoing restoration. Follow me, and I will take you to them."
The curator leads the party past various other exhibits and galleries before descending a stone stairway. Eventually, he arrives a room bearing a prominent lock sealing two double doors. Removing a key, Mercival unlocks the doors and pushes them inward, revealing a room clearly used for restoration of pieces within the museum's collections.
Two work tables dominate the room. One holds a variety of Tian objects, including a wooden washboard, some bamboo flutes, and a pair of intricately-painted fans. The other is arrayed with aged curiosities, including a totem of a Shoanti man dressed in riding leathers as well as stacks of yellowing papers.
Crates and sturdy racks, holding bits of fragile-looking sculpture and pottery, press against otherwise bare walls. A second doorway to the south is padlocked.
"Perhaps, you'll want to start--" Mercival's suggestion is promptly cut-off by a piece of flying pottery as it zooms past the curator's shoulder, before shattering into pieces against the doorframe.
A glance at the nearest table reveals the source of the thrown artifact. Atop the table, though he had been completely invisible just moments before, now stands a tiny, crudely carved statue of a robed man. Glowing runes can be seen running across its surface, even as it reaches down for wooden flute in preparation of throwing it.
"Most curious!" Mercival declares. "Why I believe that to be one of the kami--a shikigami--to be precise. These spirits are known to be protectors of the minor works of civilization--often of relatively mundane works of art crafted by human hands. It must have arrived with the new acquisitions!" The curator suddenly stops speaking, to duck as the now airborne flute sails by his head.
Mercival is correct. The creature is a shikigami. Shikigami are the least of the kami, yet they make up for their lowly status with their loyalty and bravery. Unlike most other well-known types of kami, shikigami are more often associated with rural and urban regions than with natural settings. These kami are the protectors of the minor works of civilization—things like milestones, waymarkers, tiny garden statues, and other relatively mundane works of art crafted by humanoid hands.
No two shikigami look exactly alike, as befits a race of kami that associates with such a wide range of wards. While all shikigami have the ability to merge with their wards, these kami are also fond of spending time in their physical forms, watching over their wards either invisibly or in the form of a tiny statue. In combat, a shikigami fights with whatever objects it finds at hand. Although relatively weak, these improvised weapons have an uncanny knack for hitting harder than they should.
Shikigami are as friendly and curious as other kami, but they are quick to leave an area they see as being polluted by ideals that disrupt the environment. When they do, they generally take their wards with them. They do not engage humanoids who desecrate the environment, but their absence leaves a profound mark on the morale of perceptive villagers. Should the shikigami leave, town officials who know the function of the miniature kami are quick to change policies in their community to reflect a more naturalistic approach, hoping to rekindle the relationship between shikigami and people, lest the community fall into the disfavor of more powerful and less passive kami.
"Having one of those spirits remain in my museum, acting as a guardian, would be quite a boon." Mercival notes. He then turns to the Pathfinders. "I beg of you." urges the curator as the spirit tears into ancient pieces of parchment before rolling them into hand-held projectiles, "Please help me placate this spirit and, perhaps, convince him to remain within my care. I would be most grateful and indebted to you."
GM Transparency Time: Instead of resolving this as a combat, the PCs have 3 rounds in which to succeed at a certain number of skill checks. Each skill check represents 1 round of action. A PC cannot use the same skill more than twice.
Please describe what efforts you are making to help handle the spirit and then make the appropriate, corresponding skill check. Please note the use of any particular languages or props that the PC may be handling as it may have an impact on the outcome of the check. Some examples of appropriate use of skills include using Acrobatics to catch thrown items, Diplomacy to help calm the spirit, or Knowledge (nature) to identify a gesture or offering that may help appease the spirit. So long as a player can explain how she might use a particular skill to handle the shikigami, there is a chance to succeed. The GM may award a +2 competence bonus on a check if the player uses a skill in a particularly clever or effective way. If a PC effectively uses a spell of 1st-level or higher, it counts as a success without requiring a skill check.
Feel free to make all three rounds of skill checks at once (to keep things moving), or else just one or two at a time, if you want to try and gage how the party is progressing before making certain attempts.

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Cith leans his newly-restored spear against the wall outside the room.
With arms spread wide in welcome, he enters the room. He tries to dodge any objects thrown at him, but tries to look relaxed and friendly.
Cith says “Shikigami, please tell us your name. I am Cith. We are learned and civilized people, we would like to know what has angered you so!”
Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26
Cith then tries to guess at it’s mood.
Sense Motive: 1d20 + 6 ⇒ (20) + 6 = 26
“Surely you have better manners than this. Think how sad an artist would be at seeing a broken flute!” He would also try to incorporate anything he might have sensed that could help calm the kami.
Bluff: 1d20 + 10 ⇒ (20) + 10 = 30
Thaf is a very unexpectedly good set of rolls…

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Knowledge Planes: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Everyone can read the spoiler, it's too long to post or summarize.
Knowledge Nature: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Great gravy! You know what this means right? It will all be 1s during combat. :(
Gaius attempts to use his knowledge of nature to discern what might soothe or placate the shikigami and share that knowledge with the group.
Waiting to see what Knowledge (Nature) reveals before making any other checks.

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"Calm down there little one"
not often I can say that every day haha he thinks to himself
Diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26
Holy will try and to discern what would keep the creature here and if it has any injuries to that could be causing it stress
know religion: 1d20 + 4 ⇒ (7) + 4 = 11
heal: 1d20 + 5 ⇒ (15) + 5 = 20

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Sorry guys looks like goblins ate my post, feel free to read the spoilers it basically states that the notes mercival is claim are his family's documents relates to the shoanti people as do the artifacts.. Hmm I've heard of these things before they can be very loyal guards let's try to appease it. I'd like to use my knowledge planes to discover an appropriate offering for the creature.
Knowledge planes: 1d20 + 9 ⇒ (10) + 9 = 19
My second roll I'd like to use my UMD to cast mending from the wand on the clay pot it threw at us to show my abilities to the spirit. Yuki will fly over to retrieve the pot and lay it back by the creature.
UMD: 1d20 + 9 ⇒ (12) + 9 = 21
My last check will be a knowledge Arcana check to explain the power of my Magic and how my power comes from Yuki. I'll introduce my owl familiar to the creature.
Knowledge Arcana: 1d20 + 9 ⇒ (10) + 9 = 19

GM Valen |

Gaius attempts to use his knowledge of nature to discern what might soothe or placate the shikigami and share that knowledge with the group.
Waiting to see what Knowledge (Nature) reveals before making any other checks.
The successful check does not reveal any additional information, but represents that Gaius identified a simple gesture or offering helped appease the spirit, which he was able to readily employ.
Holy will try and to discern what would keep the creature here and if it has any injuries to that could be causing it stress
Holy has difficulty with his discernment. However, all of the other efforts, thus far, have been quite fruitful and the shikigami is beginning to calm down, throwing fewer items and with less force.
The party has obtained 10 out of the 12 successes required to calm the shikigami.

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Knowledge Religion: 1d20 + 5 ⇒ (13) + 5 = 18
Following Holy's example, Gaius tries to remember if there are any ceremonies, prayers, or offerings that can be made to calm the shikigami.
While the others are making their attempts, Gaius tries to sneak behind the shikigami and 'steal' the ammunition it's using to throw at the group.
Stealth: 1d20 + 8 ⇒ (13) + 8 = 21

GM Valen |

The party has obtained 10 out of the 12 successes required to calm the shikigami.
I had miscounted. 3 more successes needed.
Following Holy's example, Gaius tries to remember if there are any ceremonies, prayers, or offerings that can be made to calm the shikigami.
While the others are making their attempts, Gaius tries to sneak behind the shikigami and 'steal' the ammunition it's using to throw at the group.
That is two more.
BOTTING Phatty and Mina - No post in 24+ hours
Phatty, Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11
Mina, Knowledge (arcana): 1d20 + 5 ⇒ (5) + 5 = 10
Phatty, Acrobatics: 1d20 - 4 ⇒ (6) - 4 = 2
Mina, Knowledge (arcana): 1d20 + 5 ⇒ (20) + 5 = 25
Mina explains how the museum contains magical wards to protect the items within it, such as the washboard adopted by the kami, and how the curator and his staff use magic to protect the collection.
With the kami satisfied, the spirit merges into the washboard for a rest. Mercival examines the damage and is pleased that it was kept to a minimum. "With my museum's new guardian appeased, I am happy to personally assist you with your continued research." He says, moving to the table holding the notebooks and effects of his ancestor.
Holding up a wooden totem of a Shoanti man dressed in riding leathers, Mercival notes "This could be a 'rider', I suppose. But, it is more incomplete than 'false', I would say. Save for the lack of a mount, it appears no different to me than those on display in the gallery."
The artifact, though incomplete, is still worth about 100 gp.
There is a hidden compartment attached to the bottom of the totem.
If you open the compartment, you may open the spoiler below:
Searching the remainder of the collection in this room requires a skill check, and all of the PCs can search the collection simultaneously. Each PC can attempt a Linguistics, Knowledge (geography, history, or nobility), or an applicable Craft or Profession check (such as Profession [curator] or Craft [woodworking]) to find excerpts and clues contributing to the research. A PC might use a different skill or ability, albeit with a penalty ranging from –1 to –3 depending on how appropriate that use of the skill is to the investigation. PCs who use magic or class abilities in a particularly creative or relevant way might receive up to a +3 bonus on a check. Each PC can either attempt a skill check or attempt an aid another action to assist another PC in their skill check.

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Perception: 1d20 + 6 ⇒ (10) + 6 = 16
While examining the totem, Gaius notices something attached to the bottom of it and proceeds to open the compartment. Within the compartment is a sketch of a man wearing a triple-flanged helm without eyeholes, a black ring, and a scrawled note that says simply, “Helven took the base of this totem for some purpose I cannot ascertain. Perhaps he has taken it to Absalom?”
Gaius shows the note to Mercival and asks, "Does this mean anything to you?"
Profession (Librarian): 1d20 + 6 ⇒ (4) + 6 = 10
Gaius puts his librarian skills to use as he attempts to find more clues or information regarding their quest.
Appraise: 1d20 + 1 ⇒ (10) + 1 = 11

GM Valen |

Within the compartment is a sketch of a man wearing a triple-flanged helm without eyeholes, a black ring, and a scrawled note that says simply, “Helven took the base of this totem for some purpose I cannot ascertain. Perhaps he has taken it to Absalom?”
Gaius shows the note to Mercival and asks, "Does this mean anything to you?"
"The handwriting certainly looks like that of my esteemed ancestor, Montlarion Jeggare, but I must confess that I have never seen this note before!" Mercival replies, looking over the note. "Astonishing! It would seem that this wooden totem of a Shoanti man dressed in riding leathers did indeed have a mount at some point. Feel free to take it with you. Perhaps, if its base is in Absalom as my ancestor surmised, you may be able to reunite the two pieces."
Picture of sketch is now found on Slides.
The curator also takes the opportunity to examine the ring. "If I may? I believe this is a Dark Life ring. It provides its wearer with protection from negative energy."
He closely examines the black ring, which bears a carved pattern made to resemble fossilized bone (such as a creature’s hollowed out vertabra), before adding, "My ancestor, Montlarion, was said to have acquired just such a ring not long before his passing. It was said that once he obtained it, he was never seen without it--yet the ring was never found among his belongings after his death."
"As it has already been assumed lost and as I am very appreciative of all of your efforts to help preserve the remainder of the my collection, you are welcome to keep the ring if you'd like." remarks the curator.
The ring grants its wearer a +2 profane bonus on Will saving throws against effects that deal negative energy damage. In addition, anytime the wearer takes negative energy damage, she subtracts 5 from the damage taken (calculated after the wearer has rolled her Will save against the effect), to a minimum of 0 points of damage.
With the Pathfinders having been successful in calming the shikigami, Mercival readily devotes time to helping examine the room’s contents.
This grants an automatic +2 circumstance bonus on any skill checks performed by the PCs to conduct research.
Gaius puts his librarian skills to use as he attempts to find more clues or information regarding their quest.
Unfortunately, even with Mercival's help, Gaius is unable to uncover any additional information.
Any other takers?

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That's what happens when you roll a 4 hehe. I thought about taking 10 but I don't think a 16 is going to be high enough to succeed. Is there any kind of Knowledge check to learn more about what/who might be in the sketch?

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Untrained Appraisal, Aid from Mercival: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16
Cith looks over the totem, even taking time to sniff it in hopes of identifying some of the materials. He shares what he discovers.
Two successful aids would give us a success…or if someone actually has a relevant skill.

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Hagathe will take 10 on a knowledge history for a 19, if I can get an aid on that that would be over 20 which I'd imagine could be enough.

GM Valen |

That's what happens when you roll a 4 hehe. I thought about taking 10 but I don't think a 16 is going to be high enough to succeed. Is there any kind of Knowledge check to learn more about what/who might be in the sketch?
Patience, Pathfinder. All may yet be revealed.
Hagathe will take 10 on a knowledge history for a 19, if I can get an aid on that that would be over 20 which I'd imagine could be enough.
See!
Hagathe recognizes the depicted helm as being that worn by one of the Decemvirate!
Putting heads together, the Pathfinders are able to piece together a number of clues from the Shoanti artifacts, the Pathfinder Chronicles read, and Montlarion's notes and personal effects. Together, the evidence begins to sketch a picture about the prominent explorer's dealings with Helven Leroung, as well as the one-time-Lord Magistrate's suspicions of the Chelish Pathfinder.
Details of certain sites described in Helven Leroung’s published accounts in the Pathfinder Chronicles differ from more recent maps and surveys, suggesting that Helven was never present at the described locations.
The word choice and syntax in Helven’s published accounts are atypical of Chelish authorship, though suggestive of tales arising from oral traditions.
Depictions on some Shoanti reliefs predating the arrival of Chelish settlers bear striking parallels and similarities to Helven’s published accounts.
Helven provided intelligence to Chelish forces regarding the location of a Shoanti tribe known to be plundering sites around the region.
Witnesses told Montlarion of a Chelish man aiding a Shoanti tribe during the war before those Shoanti were slain.
Montlarion had an altercation with Helven regarding the Shoanti artifacts, which turned violent.
Feel free to mull over the above clues, but the results of your research were enough to allow the PCs to discern the entire "backstory" of Helven below. You may open the spoiler when you wish:
Helven Leroung, a Chelish nobleman, sought acclaim and publicity as a Pathfinder. As the Everwar closed, he joined other Pathfinders in Varisia, exploiting archeological sites made accessible by Cheliax’s advancing armies. Yet, Helven sought a quicker path to prestige.
Traveling out ahead of the advancing army, Helven ingratiated himself with a Shoanti tribe by warning them of an impending Chelish attack. He then secretly began transcribing the Shoanti’s oral tales of the region’s history, sites, and wildlife. He also encouraged the tribe to amass items of significance as “protection” from Chelish “invaders.”
Ultimately, Helven betrayed the tribe. He gave up the tribe’s location to Chelish forces, which garnered favor with many inhabitants of the recently-established Fort Korvosa, including Montlarion Jeggare. With the Shoanti put to the sword, Helven appropriated their tales and artifacts for himself. Laden with ill-gotten treasures, he left many relics in Montlarion’s care before departing on one of the first cargo ships to sail from the settlement.
Returning to Absalom, it now appears certain that Helven recast the Shoanti tales as his own first-hand accounts, which were published in the Pathfinder Chronicles. During this time, in the year 4411 AR, Helven must have parlayed these accounts to secure a place among the first Decemvirate, as indicated by the picture of the helm.
However, Helven’s stolen successes would not go unchallenged. When Helven returned to Korvosa, he found that the now Lord Magistrate Montlarion had begun to suspect Helven’s betrayal, and the truth about his supposed heroics. Montlarion questioned Helven and presented him with eyewitness testimony of a Chelish man providing wartime aid to the Shoanti. The Korvosans demanded Helven’s ill-gotten treasures be confiscated pending further investigation. Helven was furious and a fight erupted.
Using a device matching the description of a Decemvirate helm, Helven channeled a burst of negative energy that consumed all those present, save himself and Montlarion. Weakened, Helven fled to Absalom, while Montlarion died soon thereafter.
Had he then employed divination magic, Helven would have received confirmation that each of the witnesses of his crimes had perished. So assured, he would have likely believed his secrets safe.
Yet, it would appear that the Pathfinder Eylysia came to suspect the truth and attempted to reveal Helven’s evil. While Eylysia was apparently unable to unmask or defeat the canny Decemvirate member, she escaped with her life, leaving clues that she hoped could be used by other Pathfinders to discover both the true nature of Helven and the events surrounding the Chelaxian’s rise to the Decemvirate.
Mercival looks around at the substantial collection of his ancestor's personal effects and the various artifacts he has amassed. "I hope that you have obtained the information you seek." he concludes, clearly curious as to the of the investigation, but attempting not to pry.
The Venture-Captain listens carefully. Upon the conclusion of the report, he thanks you all for your successful investigation, but uncharacteristically says little more. He suggests that you get some rest after your long journey back from Korvosa, as future assignments await.
END OF QUEST 1

GM Valen |

To keep us moving...
QUEST 2 Begins
In time the party is again dispatched, this time to the Arthfell Forest. Following a letter received from Kreighton Shane and with the aid of the magical wayfinder provided with the message, the party safely arrives in the Arthfell Forest heading in the direction where it is believed the gnome Eylysia had previously traveled.
Shane's letter now revealed on Handouts.
En route, the party has time to contemplate what they may know of the area.
You know that creatures of the First World have called the Arthfell Forest home for longer than mortal memory. Conflicts between the fey range from mischievous fun to deadly serious.
With a result of 15 or more, you also know the information under the following spoiler:
With a result of 20 or more, you also know the information under the following spoiler:
The road upon which you travel on ends and the natural splendor of Arthfell forest falls away to a barrier of dried-out thorns that does little to obscure the lifeless trees beyond. Frigid winds whisper through branches that claw at the sky as a mist rises out from deep within the wood.
There you see a woman, clearly employing magic to tend to the thorns--her touch making the thorns green and revitalized, thereby allowing the barrier to repair itself, growing thicker in the process. However, soon after her touch recedes, the newly-rejuvenated thorns begin to lose their lush, green color and start to fade, becoming more brown and brittle.
Upon seeing you, she looks up somewhat surprised. Reacting quickly, the woman moves gracefully, yet swiftly, to place herself between you and the barrier of thorns.
"Greetings, Travelers!" she states. "I am Adelyn Rhinon of the Greenfire Circle. For your safety, I must insist that you go no further for beyond this protective barrier lies a thicket, now blighted from a senseless massacre of druids that occurred centuries earlier. So powerful is this blight that it causes plants to wither and travelers to become lost."
A picture of Adelyn is now revealed in Handouts.
"My charge is to maintain this wall." she continues, subconsciously rubbing her hands as she speaks as if to ease the aches likely to follow hours of toil. "Know that it is in place to prevent both unsuspecting wanders from falling to the harms beyond as well as to bar entry to those wily lycanthropes who would seek to use its magics for their own ill-purposes."
She looks you straight in the eyes, while her hand moves to the pummel of a silvered blade sheathed at her waste. Assertively, she asks, "Of which kind, do you profess to be?"

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Since Kreighton's letter did not prohibit sharing of information:
Gaius will share what the group has learned, particularly the information about Montlarion. Following orders Gaius will also disclose everything the group learned (and encountered) to Kreighton Shane.
Knowledge Nature: 1d20 + 5 ⇒ (11) + 5 = 16
Feel free to read the first two spoilers. :)
Gaius bows slightly and addresses the woman, "Greetings Adelyn Rhinon, my name is Gaius Marius of Taldor. I'm not a lycanthrope and, thanks to your warning, I'm not an unsuspecting wanderer. We are Pathfinders sent to investigate an item that hopefully you have heard of - Autumn's Cowl."

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To think we actually directly effected history, and a people whose stories were taken and used as a way to progress the ranks in the society, that's powerful stuff. I mean did anyone else think it was strange when the Venture Captain didn't even say much about it? Maybe he already knew... After a nights rest and communing with Yuki, Hagathe is ready to uncover more mysteries. I will prepare Detect Magic, Read Magic, Daze for Cantrips and Enlarge Person, Sleep, and Obscuring Mist as my 1st level spells. Hagathe watches the interaction between Gaius and Adelyn hoping for a friendly response at the mention of the Society.

GM Valen |

"Greetings Adelyn Rhinon, my name is Gaius Marius of Taldor. I'm not a lycanthrope and, thanks to your warning, I'm not an unsuspecting wanderer. We are Pathfinders sent to investigate an item that hopefully you have heard of - Autumn's Cowl."
"Pathfinders," Adelyn responds. "Your Society has, in times past, uncovered useful information and aided our cause. It is my hope that you can do so again."
While she speaks, the druid approaches the barrier of thorns before the party. With a wave of her hand, the greener portions of the wall part, granting a path through into the bleak wood beyond. The newly-formed opening provides view of the foreboding woodland that fills the space beyond. Tall, naked trees are interspersed with the occasional needle-covered fir, and the ground is barren with no signs of fauna.
"As for this Autumn's cowl itis not something of which I am familiar." Adelyn informs Gaius "Though those among my kin celebrate the changing seasons with holidays. The most important of these celebrations occur in spring, symbolizing new life, and autumn, symbolizing acceptance of death."
"So, it this cowl what has brought you here?" she asks. "I had hoped that you had come to learn more of the blight that has, for so long, afflicted the thicket beyond this barrier."
"I wish to see this forsaken place returned to health." notes Adelyn. "The Greenfire druids established this wall of thorns around the entirety of the thicket, but due to the thicket’s magic, the thorns become brittle and dry if they are not regularly maintained. The Shadow Pact--the violent lycanthropes I mentioned--have repeatedly attacked the boundary. It seems they believe that some powerful weapons are hidden within. If that is true, then they must not be permitted to obtain them."
"Yet, the act of maintaining the barrier and restoring that which quickly withers has been quite laborious. Likewise, fending off the frequent attacks has also taken its toll." Adelyn implores, "Please, be mindful of any threats. And, if you learn of something of the blight that could allow it to be vanquished, I would be in your debt."
The Greenfire adherent bids you all safe passage and allows you through the barrier, before closing it behind you.
Navigating the deep, blighted wood proves more difficult than one would expect.
A Survival check is needed. Only a single PC may attempt the roll, but allies may make aid another checks.
As the party travels, the quiet wood seems to hold some secrets.
All PCs may attempt the Perception check.
You notice what appears to be a robed figure protruding from a tree.
Anyone may now make a Knowledge (religion) check DC 15. If successful, the information within the spoiler below is known:

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When people decide to spill the information to Mercival, Cith says to the curator “It is important to learn the real history. Your museum seems quite nice, I do hope you will continue your work with it even though your ancestor may have made some embarrassing decisions.”
——
Cith is very interested in the wayfinder that they were given for the mission. He experiments with it, checking directions and using it to cause things to glow. The novelty has worn off long before the group reaches the Arthfell Forest.
Cith gives the woman a puzzled look at her statements about lycanthropes.
“I do hope you know not all shape changers are malicious. There are servants of Ashava, the True Spark who will take on a wolf’s form.”
Pausing just a moment, he adds “This Shadow Pact do sound dangerous, but please do not let your experiences with them sour all relations with shapeshifters.”
——
At the beginning of the day, Cith implants themselves with a trigger for Compel Alacrity.
Implant Trick
Although Cith tries to be helpful, he really doesn’t have any wilderness training.
Aid Survival: 1d20 + 0 ⇒ (9) + 0 = 9
Who ever is leading the survival should take the wayfinder. If it is a check to avoid getting lost, it would give a bonus,
Perception: 1d20 + 4 ⇒ (2) + 4 = 6 Scent

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Perception: 1d20 + 6 ⇒ (5) + 6 = 11
"I cannot promise you anything Lady Adelyn but, if possible, we will look into the blight and share with you any information we find. Thank you for the advice on what we are dealing with beyond the barrier."
Gaius bows again to Adelyn as the party enters the blighted zone.
Okay it looks like no PC is trained in Survival. Gaius has a +2 modifier so do we want him to make the Survival check? We'd need everyone else to attempt to aid.

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Yuki take to the skies and tell me what you see. Yuki will get a literal birds eye view and we'll let me know if she feels threatened or comfortable. While Hagathe takes a look around on the ground.
Perception Hagathe: 1d20 + 1 ⇒ (17) + 1 = 18
Perception Yuki: 1d20 + 10 ⇒ (8) + 10 = 18
Sshh! We are not alone...I think I've head reference to creatures like these but they were in more holy text. I'm sorry that's about all I know of this thing. Hagathe whispers to the group.

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Gaius whispers to Hagathe, "If you could indicate where they are, my studies may provide me with some information about whatever it is."

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Look right there it's that robe figure that looks like it's coming out of the tree.

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@GM: Would Gaius be able to see the creature now?

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Gaius Marius wrote:@GM: Would Gaius be able to see the creature now?
Yes, now that it has been pointed out.
I am still looking for a Survival check for the party (more aids are also welcome).
@GM: Sorry on the Survival check but I'm trying to coordinate who makes the attempt since we only have one and if the group thinks a take 10 would work or risk a die roll.
Knowledge Religion: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Bah hopefully someone else can roll better! :(

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Survival Aid: 1d20 + 1 ⇒ (18) + 1 = 19 Dang I should've risked it lol

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Mina tries to support.
survival aid : 1d20 ⇒ 5

GM Valen |

Navigating the thick woods proves difficult, By the time the party discovers the center of the thicket an encroaching bank of dense fog has settled over the area.
Unfortunately, any additional aids would not be of help.
The heart of the thicket is less visually imposing than its lifeless outer reaches. Deciduous trees burst with magnificent autumnal colors and the ground is covered in tangled gardens of flowers, gourds and vegetables.
Thick undergrowth chokes the ground in this open thicket, and clutching ivy climbs the posts and eves of an abandoned lumber mill on the thicket’s far side, which is only momentarily visible before the fog settles. Though the light of the sun reaches all but the darkest corners of this vine-covered garden, the air still bears an oppressive quality, as though neither light nor humanoid life is truly welcome.
Cith, Perc.: 1d20 + 4 ⇒ (16) + 4 = 20 low-light, scent
Gaius, Perc.: 1d20 + 6 ⇒ (3) + 6 = 9
Hagathe, Perc.: 1d20 + 1 ⇒ (3) + 1 = 4
Holy, Perc.: 1d20 + 3 ⇒ (16) + 3 = 19
Mina, Perc.: 1d20 + 3 ⇒ (7) + 3 = 10
Phatty, Perc.: 1d20 + 6 ⇒ (14) + 6 = 20
We are now going into rounds.
Cith, Init: 1d20 + 3 ⇒ (3) + 3 = 6
Gaius, Init: 1d20 + 4 ⇒ (10) + 4 = 14
Hagathe, Init: 1d20 + 2 ⇒ (9) + 2 = 11
Holy, Init: 1d20 + 1 ⇒ (3) + 1 = 4
Mina, Init: 1d20 + 2 ⇒ (6) + 2 = 8
Phatty, Init: 1d20 + 3 ⇒ (3) + 3 = 6
?, Init: 1d20 - 2 ⇒ (16) - 2 = 14
Terrain Modifiers: The ground in the area is covered in plant life, which makes the squares count as difficult terrain; succeeding at a DC 13 Acrobatics check at the start of their turn allows a creature to move at normal speed. Also, the fog obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area for 1 round before the fog pours back in.
INTO THE THICKET - Round One Begins!
PCs in bold may act
Gaius
?
Hagathe
Mina
Cith
Phatty
Holy

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Delay since Gaius literally can't see anything.

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So just so I understand the sequence of events, we were traveling through the woods when suddenly this fog consumed us and now we can't see anything but we are in combat? Is this like a skill challenge with the terrain? Or the creature I saw earlier?

GM Valen |

So just so I understand the sequence of events, we were traveling through the woods when suddenly this fog consumed us and now we can't see anything but we are in combat? Is this like a skill challenge with the terrain? Or the creature I saw earlier?
Ah, I see I was unclear (particularly since the Knowledge check was missed). The "robed figure protruding from a tree", upon further observation does not move. The party can tell that it is an effigy of some kind. It was encountered by the party en route to the center of the thicket.
The party has been traveling through the woods, heading towards the center of the thicket as indicated by Adelyn and (presumably) the wayfinder. However, due to the nature of the place (and some misfortune in die rolls), the party became lost for hours. To be precise, the number of hours lost has been: 1d6 + 1 ⇒ (4) + 1 = 5
During the time that you were lost, a thick fog has rolled in and has now covered the center of the thicket, where you now find yourselves.
An abandoned lumber mill is the only outstanding feature currently visible to the party. However, some potential threat--currently unknown to the party--lies within the area. Therefore, I have placed the PCs in rounds.
INTO THE THICKET - Round One Cont'd/Round Two Begins!
PCs in bold may act
Hagathe
Mina
Cith
Phatty
Holy
Round Two
Gaius
?
Terrain Modifiers: The ground in the area is covered in plant life, which makes the squares count as difficult terrain; succeeding at a DC 13 Acrobatics check at the start of their turn allows a creature to move at normal speed. Also, the fog obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area for 1 round before the fog pours back in.

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Not being able to see as far as his spear can reach, Cith sniffs the air and listens for any signs of hostility.
“We should avoid getting too separated. I’m moving towards that building we saw.”
Perception, Scent: 1d20 + 4 ⇒ (4) + 4 = 8

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Mina moves forward and starts casting enlarge person.
Standard action this round and last round.

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I hope Mina is casting it on herself, because Cith wouldn’t want it.

GM Valen |

Not being able to see as far as his spear can reach, Cith sniffs the air and listens for any signs of hostility.
“We should avoid getting too separated. I’m moving towards that building we saw.”
Cith catches the faint odor akin to pumpkin.
? coming out of delayThis is followed by a bout of flame! Both Cith and Mina find themselves suddenly enveloped in a torrent of fire!
Fire damage(20-ft. cone): 1d10 ⇒ 2
Both Cith and Mina may attempt a DC 14 Fortitude save for half damage.
Both Cith and Mina find themselves suddenly enveloped in a torrent of fire! For a moment, the fog is burned away revealing the form of a carved pumpkin sitting atop a writhing mass of thick ropey vines. Sinister flames dance within its leering, crudely carved face.
No fog is currently present in the orange-dotted "cone area" now marked on Map.
The creature's terrifying appearance stirs primal fears within those who see it.
Cith and Mina must succeed at a DC 15 Will save or be shaken for 2d6 minutes.
INTO THE THICKET - Round One Cont'd/Round Two Cont'd!
PCs in bold may act
Hagathe
Mina -2 HP fire damage (May attempt Reflex for half damage; Will save required)
Cith -2 HP fire damage (May attempt Reflex for half damage; Will save required)
Phatty
Holy
Round Two
Gaius
?
Terrain Modifiers: The ground in the area is covered in plant life, which makes the squares count as difficult terrain; succeeding at a DC 13 Acrobatics check at the start of their turn allows a creature to move at normal speed. Also, the fog obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area for 1 round before the fog pours back in.

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Casting enlarge on Phatty. :-)

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Reflex save vs Flames: 1d20 + 5 ⇒ (15) + 5 = 20 Said Fort one place, Reflex the other. Either way I made it
Will save vs fear: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9 darkest before dawn trait
“Yeow!” Although he dodged the flames, Cith is shaken by the attack and sudden appearance of the monster.
“Found something!”

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Knowledge Nature: 1d20 + 9 ⇒ (4) + 9 = 13 Hagathe Moves up to get a better view of the fire spitting creature. She then attempts to affect the creature's ability to resist spells. Hagathe's shoulder's pop out of socket and her neck bends at an unhappy angle, a single eye peaks out of her hair. Evil Eye hex, DC16 to reduce the effect to 1 round. Otherwise 8 round duration and I'll target -2 to saves.

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will : 1d20 + 6 ⇒ (6) + 6 = 12

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Perception: 1d20 + 6 ⇒ (7) + 6 = 13
@GM: Is that enough of a result for Gaius to find his way to the shouting party members?

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sorry for delay. I normally post nights around this time. Didn't expect weekend to be so active lol
Hearing the cat let out a yelp, Holy will move in direction of sound and once he sees the injury he will heal the cat.
Cast Infernal healing

GM Valen |

Said Fort one place, Reflex the other. Either way I made it
Sorry. The correct save is Reflex.
Unfortunately, both Cith and Mina failed their Will saves. So each is Shaken for this many rounds: 2d6 ⇒ (4, 5) = 9
Hagathe Moves up to get a better view of the fire spitting creature. She then attempts to affect the creature's ability to resist spells. Hagathe's shoulder's pop out of socket and her neck bends at an unhappy angle, a single eye peaks out of her hair. Evil Eye hex, DC16 to reduce the effect to 1 round. Otherwise 8 round duration and I'll target -2 to saves.
Hagathe may choose one useful fact to know about the advanced jack-o’-lantern.
Advanced Jack-O’-Lantern Will save (DC 16): 1d20 + 4 ⇒ (8) + 4 = 12.
@GM: Is that enough of a result for Gaius to find his way to the shouting party members?
Yes. I assume some glow as visible through the mist, the cries of your allies, and the sounds of fighting that they can be readily found.
INTO THE THICKET - Round One Cont'd/Round Two Cont'd!
PCs in bold may act
Hagathe
Mina -2 HP fire damage (May attempt Reflex for half damage; shaken for 9 rounds)
Cith -1 HP fire damage (fast healing 1; shaken for 9 rounds)
Phatty
Holy
[ooc]Round Two
Gaius
Advanced Jack-O’-Lantern (-2 save for 8 rounds)
Terrain Modifiers: The ground in the area is covered in plant life, which makes the squares count as difficult terrain; succeeding at a DC 13 Acrobatics check at the start of their turn allows a creature to move at normal speed. Also, the fog obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. Fire-based spells burn away the fog in the explosive or fiery spell’s area for 1 round before the fog pours back in.

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Gaius takes 10 on Acrobatics which gives a 13 result.
Gaius moves forward carefully through the fog, trying to find anyone else, and casts Protection from Evil on himself.

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reflex : 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12
Mina cries out in pain!
concentration to not loose spell : 1d20 + 5 ⇒ (13) + 5 = 18
Suddenly, Phatty is enlarged.

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Cith holds his spear in one hand as he grabs a potion from his belt and quaffs it. He then regrips his spear and glares at the creature.
Get out and drink potion of Remove Fear. Hypnotic Stare as a swift action.