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Please dot (add a post) in here and then delete your post to add yourself to this campaign.
1) I am based in Southeast Asia (UTC +8) so my posting hours may be unusual (especially for those in North America). I usually update at least one or twice per day. Just to keep the game moving, please post at least once every day and at least once during the weekend. If you disappear for more than 24 hours, especially during combat, I will simply place your character on infinite delay just to keep things moving.
2) Please label all three of your actions. Even if you think what you are doing is obvious.
3) If I am unavailable for longer than 24 hours, I will let you know in the Discussion Tab. Out of respect for your fellow players and myself, I ask that you do the same. Real life happens, and real life will always take priority over the game, but out of fairness for your fellow players, please let us know if you will be unavailable for an extended period of time.
4) Please complete the Macros and the Slides linked at the top of the page.
5) Questions, concerns? Feel free to share them in the Discussion tab.
6) Let's have some fun and tell a great story together! After all, that's what we are here for.

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The journey to Hyrnatam was pleasant enough below the ship’s decks, though emerging into the gray skies and torrential downpour is far less pleasant. This close to the Eye of Abendego, the infamous and eternal hurricane, sunny weather would be too much to expect. The mission is simple: at the behest of the beleaguered Karil Swiftstout, find her son Ecmund and take him on a brief trek into the swamps so he has a tale to tell when he returns to the metropolises of the Inner Sea.
It doesn’t take long to find Ecmund, who soon returns to the local inn where his mother told you to meet him. The young dwarf with galvanized iron jewelry in his beard wears leather explorer’s clothing topped by a cavalier hat whose red-and-orange plume is more than a bit waterlogged. He carries a guidebook under his arms, titled Justinian’s Jungle Jaunts in gilded letters. Upon noticing new arrivals, he flashes a welcoming smile and beckons for his new companions to join him at the table and take a seat.
"Hello there—you must be my companions! Ecmund Swiftstout, pleased to meet you! I’m impressed that the mere mention of my name and promise of adventure was enough for you all to sail here, but that just means you lot have great instincts! By this time next month, they’ll be sharing our names and glories at taverns all across the Inner Sea, hah!"
Please introduce yourselves here

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Waterlogged in body but not in spirit, a walking, talking mushroom makes its way to the local inn with the others. You've learned over the long voyage that Eddie venerates the fungal spirits of Golarion and is ever eager to travel to new and exciting places.
"Hello Ecmund Swiftstout. I am Eddie 'Bo' Leetus, Master of the Silverscales!" They give the Dwarf numerous eager headbobs in greeting.
"I bet the Sodden Lands have been blessed by the fungal spirits with many happy hyphae. The plants and animals there must be very vigorous! And soggy." They wring out a bit of extra moisture from their spongy cap.
Eddie usually goes with a healing/support role but I can adjust spells to help be more offensive. How would you describe your roles so I have a better idea how to prepare druid spells?

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Contrary to his very moist and verdant companion Hasira7 is unnaturally tall and lanky, with silver tinted fleshy bits like eyes and lips.
Speaking at a normal volume that somehow seems like contained rage, Hasira introduces himself "Greetings! Hasira7 here, I bring the power of Wrath from the distant lands of Numeria!"
Hasira7 is a Runeolord of wrath, he will be hitting things with a polearm and blowing them up with evocations.

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Following along with you is an older but very cheerful silver-haired, bearded, and mustachioed gnome. Their hair is spiky in all directions at all times, grinning at the new sights. They use a staff to walk, in the shape of a shepherd's crook with the symbol of a stylized sun inside of it, that symbol also worn around their neck.
"Did I say hello earlier? I honestly don't remember! ...I don't remember a lot of things these days. Pathfinder Society leadership, they say I've got this...whatchamacall it...synesthesia? No, that ain't it...amnesia! That's the one. That's why I keep goin' on all these adventures over an' over again with you young whippersnappers...they think if I keep doin' this, some day it'll click and I can move on! Pleased t'meet ya!"
Watson is a cloistered cleric. Healing magic and some debuff/nonlethal options in combat.

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"What a crappy weather! What are we doing in this gods-forsaken land!"
Just behind Bo, Watson and Hasira7, stands a very big (6'10), bronze-skinned silhouette with jet black hair and brown piercing eyes. He carries a satchel and a huge warhammer in his hand. He also wears what appears to be the hide of a lion over a chain mail along with numerous heavy gold necklaces around his broad neck.
He looks quite impressive, with several scars across his face and chest, including some fresh ones, and an intimidating glare from his hazel eyes.
While Keleshites are often proud people with a great sense of superiority, you've noticed that Drake is clearly more than that, with a sense of natural arrogance that makes him believe that he's above everything and everyone.
While joining the table and taking a seat, Drake responds to Ecmund in a very direct and rude manner, with a strong Kelish accent:
"The Great Drake has indeed great instincts. The greatest of all: the draconic instinct!"
" But you are clearly mistaken. It is not the mention of your name that was enough for all these adventurers to sail here. It is rather the opportunity for them to follow The Great Drake in his adventures. Because taverns all across the Inner Sea are already sharing the name and glories of The Great Drake, also known as the Lion of Katapesh, aka the Destroyer of Dragons, aka the Terror of Trolls, aka the Grabber of Giants, aka the Crusher of Crabs, aka the Killer of Kobolds, aka the Smasher of Smilglen the Squalid Squid, aka the Bludgeoner of the Bloody Barbers!"

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" But you are clearly mistaken. It is not the mention of your name that was enough for all these adventurers to sail here. It is rather the opportunity for them to follow The Great Drake in his adventures. Because taverns all across the Inner Sea are already sharing the name and glories of The Great Drake, also known as the Lion of Katapesh, aka the Destroyer of Dragons, aka the Terror of Trolls, aka the Grabber of Giants, aka the Crusher of Crabs, aka the Killer of Kobolds, aka the Smasher of Smilglen the Squalid Squid, aka the Bludgeoner of the Bloody Barbers!"
Having been instrumental in adding the last two -- GROAN :)

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Also hovering nearby is a tall, handsome blonde man. He is tall but about 6 inches shorter than Drake. Powerfully built, he wears old but well-made hide armour and carries an elegant bastard sword.
"Hello Ecmund. I'm Cal. I'm hear to gain a little experience of jungles. My teachers think I need to broaden my horizons." he looks a little sullen.
Cal is a fighter. He'll be hitting things with Snagging Strike and Power Attacking. He's a farm boy sent to join the PFS by his village for mysterious reasons.

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Eddie's gaze goes up, up, and even more up! Looking over the others with black bulbous eyes that have a somewhat blank stare as the bravado gets heavy. "Wow, we are very lucky to have so many healthy friends." Turning to the gnome "Big ones protect us little ones from the bog monsters."

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Coming in somewhere between the height of Callistos and The Great Drake but notably less bulky, a gnoll joins the group last, coming in only in time to hear about the kobolds, squid and barbers.
He's got pale fur with slightly darker stripes and a hyena with similar markings trots along at his heels. The hyena is carrying what appears to be the arm bone of a humanoid.
"Not me, I fear. I'll be staying far from any bog monsters," the gnoll says, and those close enough note that his words are carried on surprisingly sweet breath.
"I am Lionness Lapping Blood. I have come to assist your expedition."

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Eddie's Nature (T): 1d20 + 7 ⇒ (19) + 7 = 26
Watson's Nature (T): 1d20 + 7 ⇒ (12) + 7 = 19
The Great Drake's Nature (T): 1d20 + 3 ⇒ (5) + 3 = 8
Lioness Lapping Blood's Nature (T): 1d20 + 3 ⇒ (18) + 3 = 21
Cal's Nature (T): 1d20 + 3 ⇒ (16) + 3 = 19
You know some common types of environmental dangers that can be encountered, such as poisonous castor beans, deadly freshwater stingrays, and swarming fire hornets.
"So," Ecmund asks, "Do you have any last minute purchases? Better get 'em now! Though I can pretty much improvise stuff on the fly if we need 'em."

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Setting off later than planned, you are only able to travel inland for a few hours before dark.
"This looks like a good place to camp. We can place our tents over there under those trees. We should break out the rations and set a watch tonight to keep us safe. I'll go set up some warning bells so that we have an advance warning if someone or something decides to disturb up tonight. I remember a trip I took some years back, we were in mosquito-infested swamps. Luckily I was able to burn this leaf and drive them off, otherwise we would have been sucked dry. Then there was this other time when this pack of wolves tried to eat all our food. We drove them off but most of the food was spoiled and we couldn't eat them! So I had to rely on my wits and remembered which plants to eat. We managed to survive but it wasn't pleasant. How about you?! What adventures have you had?! I'll want to chronicle them for posterity. By the way, should we set up watches every hour?"

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Eddie moves along with the group as they go, marking the trees by scraping off mosses and lichens and then half breaking dead limbs when able to reach. "Better make sure we can get back, in case of too many bugs... or wolves."
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"I live in the woods, its nice. Flies not as nice, and their maggots like to dig in my cap." Eddie shakes a fist and wiggles their cap, a puff of poisonous spores floats about, dropping a particularly persistent fly to the ground: dead.
"I helped catch baby dinosaurs once. Don't worry, they only ate plants, not fungus. They did have big heavy feet though."
Perform Untrained: How's that for a story!: 1d20 + 2 ⇒ (19) + 2 = 21
Eddie sets up in a particularly earthy spot next to a large tree with a thick bed of leaves underneath. "Mmm tastes like ash. Yum." Their 'fungal roots' dive into dinner.
"Keeping watch is good. Maybe two at a time, 2 hours each? I can see good in the dark."

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Lioness is a little surprised by Ecmund. He actually knows what he's talking about or, at least, isn't ridiculously off base. He'd expected some foppish dandy who would have to be carried over puddles and would complain about the smallest flea bite.
If anything, the dwarf may know more about survival than the gnoll.
"Double watches every 2 hours are a good idea," he agrees.
"Wolves? How exotic. I've heard they can survive in freezing temperatures for months at a time.
"What sort of leaf did you burn? They don't like citronella but it's not always easy to find."

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Hasira ponders where to start... Enslavement under the technic league, rescue by the bellflower network, cruel work under Sorshen in New Thassilon, or his escape to Absalom with untold secrets before joining the Pathfinder Society.
Hasira speaks "The Pathfinder Society is new to me, I hope to further my research into the magics of Ancient Thassilon."

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Watson perks up at the talk of leaves. "Whazzat? Citronella? Oh! Bugs! You know lavender is another good way to keep mosquitoes away. Did I tell ya I'm a groundskeeper at the Grand Lodge for the Pathfinder Society...at least I think I am..." He trails off, staring intently at his shepherd's crook/walking stick.

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"The Pathfinders are trying to give me a 'rounded' education. Learning about culture and magic as well as fighting techniques. My village sent me there. The local druid told me my future lay far from home. Apparently she knew some Pathfinders and she had a vision about it. She always did do strange things and act a bit odd around me.
"I come down here to meet some ne people. Last time I tried something was with Drake when the Bloody Barbers ambushed us. I deliberately set off their trap to draw them out"

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Eddie looks a bit confused by the term 'bloody barbers' "Did they cut your hair funny? Take a bit too much off the top?" Some snickering sneaks out of the darkness from Eddie's direction.
"A ground keeper? What does the ground need with a keeper? Must be too heavy to take with you no? Maybe a ground watcher?" Eddie is surely perplexed now. So perplexed they don't even try to figure out what an Ancient Thassilon is.

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Ecmund looks at Eddie and agrees with his suggestion. He pulls out a quill and a slightly damp scroll and begins scribbling.
"So who's taking the first watch? The second? Third? Who will watch with me. I can take the least experienced and train them to be an experienced woodsman like me."
His eyes widen at Callistos' story. "That's amazing! I'll have to remember that. I'm surprised the bards aren't telling of your bravery. I should inform them when we get back!"
"It wasn't citronella or that lavender stuff. I can't recall exactly. I remember finding it in one of my guidebooks, not this one," pointing to his slightly damp one. Ecmund also starts shivering slightly, "Brrr... it's getting cold. Anyone know where we can build a fire?"
Please list your watch roster.

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Replying to Ecmund:
"For the adventures of The Great Drake, you can ask any bard in Golarion and they will tell you plenty! And they have already been chronicled for the posterity!"
Then he thinks for a moment:
" Keeping watch is a good idea, we should always listen to the plants! The Great Drake will start, as he always go to bed very late!"
Finally he adds:
"As for producing fire, The Great Drake can do that but only when he's infuriated. So you have to show him an enemy first!"

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Turning to Callistos:
" You should tell the truth: you did not deliberately set off their trap to draw them out! You walked straight into it and nearly died down there. By the time you regained consciousness, The Great Drake has single-handedly vanquished the majority of the thugs!"

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Hasira looks to Eddie "Maybe build a fire, ya?" he tries to ask casually, but comes off more forceful than desired.
Looking to Ecmund and speaking much more formally "I am unfamiliar with the woods, I will watch with you."
Taking a moment to survey his companions his flat formal voice continues "Eddie should go first to make sure his fire is satisfactory. If the Drake and Lioness take second watch, that leaves Watson and Callistos for 3rd, while Ecmund and myself finish off as the light of the morning dawn breaches our campsite?"

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"'Drake and Lioness'...sounds like the title of a parable," Lioness says.
He nods to Hasira's suggestion, however.
"It sounds like a good plan. And if we're going to follow it, best to eat quickly and go to sleep."
He moves to help build the fire.

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Eddie's Perception (T): 1d20 + 7 ⇒ (14) + 7 = 21
The Great Drake's Perception (T): 1d20 + 5 ⇒ (3) + 5 = 8
Lioness Lapping Blood's Perception (T): 1d20 + 3 ⇒ (12) + 3 = 15
Cal's Perception (T): 1d20 + 5 ⇒ (19) + 5 = 24
Watson's Perception (T): 1d20 + 7 ⇒ (5) + 7 = 12
Hasira7's Perception (T): 1d20 + 3 ⇒ (17) + 3 = 20
Ecmund's Perception (U): 1d20 ⇒ 13
The night is pitch dark. So dark that even darkvision is of little help. The night passes quietly, until Cal and Watson stand watch. They hear rustling in the bushes.

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Prewatches:
"I can make fire yes." Eddie asks the fungal spirits and Poof! a ball of fire rests comfortably in their hand "See? Now for some drier wood, the hard part."

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Watson yawns and stretches, hearing rustling...he reaches out with his stick and pokes Callistos. "Psst....psst....ya hear that?"
If Callistos takes no actions, Watson will start poking random sleeping people and doing the same thing.

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Cal picks up his sword and moves to prod the bushes. He finds nothing and the rest of the night passes uneventfully.
If you decide to investigate the area where the rustling was heard:

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Using a light, Cal looks at the area.
Survival, Trained: 1d20 + 3 ⇒ (12) + 3 = 15
"I think you should all know there are two types of footprints here. The first walks on two legs with triangular, webbed footpads and the other is four-legged and has paws. The trails are too washed out to follow the tracks unfortunately. We should be on out guard"

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You can further try to identify the tracks
Ecmund looks at the tracks and shivers slightly. "To think, had I not suggested a watch, we could have been eaten. Those triangular prints look like those of a giant duck or goose! Just think, if we manage to see, or better yet, slay one, the bards will be singing of our bravery and the feast will be memorable!!"
He turns to Cal, "Maybe you can demonstrate how you acted as bait for your comrades! When we find the duck or goose's lair, you can be bait to draw it out!"

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"Giant duck? I know a recipe for one of those...or was it squab?...! All in favor for a feast say quack!"
Nature: 1d20 + 7 ⇒ (11) + 7 = 18
He then traces a small-sized foot inside the other tracks. "Hmm...kitty tracks...big one...anybody carrying catnip, perchance?"

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Initial Survival DC14: 1d20 + 7 ⇒ (17) + 7 = 24
Nature DC14: 1d20 + 7 ⇒ (3) + 7 = 10
Eddie pulls free of the compost pile and yawns "Tracks? Hrm." They take a close look and headbob in agreement "You all don't need me, very good at this stuff."
Eddie spends the morning gathering herbs and berries around camp, and along their route in the morning. Natural Medicine and Goodberry materials.

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Cal looks thoughtful, trying to remember his lessons at the Lodge.
Society: 1d20 + 1 ⇒ (14) + 1 = 15
"I think it's a grippli. I saw a picture and read about them a couple of weeks ago." he raises his eyebrows, somewhat surprised by himself.

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Challenges: 2d6 ⇒ (3, 6) = 9
Ecmund stares at Cal. "What's a grippli? There's nothing about them here in my guidebook. Though I wonder if I missed that chapter in my previous one, Jungle Exploration for Dummies. What's dummies, I wonder... You mean it's not a giant duck or goose? Fancy that! Kitty tracks, eh? You sure it's a kitty? What's catnip?"
Ecmund breaks camp and begins to lead you southeast. Before leaving, he forgets to put the fire out and only remembers after Eddie reminds him. The journey gives you the rare opportunity to soak in the beauty of an equatorial jungle. Ecmund keeps his head in his guidebook and doesn't really pay attention to his surroundings. He leads you through paths thick with mud. After a few hours, you begin to feel the beginnings of what might be a fungal infection.
You may resolve this by:
Tough it out with a Fortitude Save
Crafting to reinforce your boots
Medicine to cure it

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"We should find some termite nests and burn bits of the nest. The smoke should calm the fungal spirits in our wet feet." Eddie nods and keeps an eye out. After some consultations with a mysterious friend, Eddie gives it a go.
Nature?, Guidance: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
If anyone wants guidance for this check just add it in. Can only cast it on someone once an hour.

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[dice=Crafting]1d20 + 4
Cal does what they always used to do with their boots on the farm.
"Are those bread bags? Clever meaty one."

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Hasira7 and Callistos manage to patch up their boots and keep their feet dry. Eddie manages to find some termite nests to treat the fungus and keep moving. Everyone else, however, develop a fungal infection on their feet and take a -10 penalty to their speed (setting up camp and resting will remove the penalty).
As the day wears on, your rain-soaked gear becomes waterlogged and wears heavily on all of you. You can build a shelter to dry your gear with either an Athletics, Crafting or Survival check.
Failing the check will give you the Fatigued condition.

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Callistos wrote:"Are those bread bags? Clever meaty one."[dice=Crafting]1d20 + 4
Cal does what they always used to do with their boots on the farm.
"My uncle was always telling us never to throw anything away that might have another use. Guess some of his advice stuck."

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Watson tries to help dry things out...
Survival: 1d20 + 7 ⇒ (2) + 7 = 9
(Let's try hero point #1)
Survival: 1d20 + 7 ⇒ (18) + 7 = 25

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"More termite nests. They burn well and the smoke drives off the fungus." Eddie works on gathering more, setting up a makeshift lean to for drying stuff.
Survival?: 1d20 + 7 ⇒ (18) + 7 = 25
"Its good to try staying dry. Too much warm and wet makes for bad smells." Eddie sits under the branches amongst the smoke in a pile of compost with a smile. "Come dry feet off and underclothes." Eddie has no modesty.