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detecting magic
"He's right, Mister Knuckles... it's glowing all magic-like... don't ask me what it's for though; I fully trust our oracle's assessment!"

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”It can be used for other things. Judging by the state of it I think one of the goblins may have been using it to clean out its ears, but I’m sure it will clean up nice with a bit of effort. Does anyone want it, it’s still got a bunch of charges in it and it would be very handy if we get in another fight?”

Grandmaster TOZ |


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"Ugh... ahem... well, this went splendidly, in a manner of speaking. Please disregard any uncivilized culinary comments I may have made when things got furry. Ah! what do we have here! lovely serpentine lady made yet another discovery hmm? isn't she full of surprises!" says Maaldrek with a wink, his attempt to bring up Lady Golkami's find clearly for the purpose of dispelling anyone's bad memory of the large sasquatch wreaking bloody havoc moments ago.
Zehameti has far too little shame to ever actually blush, but she does look pleased at Maaldrek's praise. Her smile spreads as she leans forward and conspiratorially states in sotto voce "You have no idea how full of surprises I can be." Then winks and promptly turns her attention back to Wulbert's find.
Zehameti looks *HIGHLY* suspicious that the goblin stick is a magic wand, but shrugs and trusts her teammates' knowledge on the subject above her own.
As she goes to pass the tablets off for inspection, she suddenly freezes, her eyes focusing on an apparently empty point in the room, like she's seeing a ghost or something. After a moment her body tension relaxes again and she glances back down at the tablet still in her hand. "Uhh.... apparently this is a song? And uh... some old gnome lady wants us to sing it in Absalom?" She looks mildly uncomfortable. "Singing is, uh... not exactly my specialty. And I have no idea how we're supposed to know the melody. Or who that lady was."

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Maaldrek looks for valuables, searching everywhere. He also picks up that hammer they went by.
Perception everywhere, with detect magic scanning everything...
Perception, Guidance: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20

Grandmaster TOZ |

Sweeping through the back caverns, Maaldrek finds little else but a corner that appears to have been used as a latrine, far from the sleeping areas. Nothing else detects as magical.

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Oh I forgot, I put the purple question mark to show where I wanted to check
Before leaving the area, she will double-check both of the weird little dead-ends for... secret-y type things. She is highly suspicious of dead ends.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Zehameti will tense with her hand on her scimitar as Maaldrek reaches for the hammer...
...but when nothing happens looks very relieved.
On the way back to the Dwarves' tower she attempts to create a melody to fit the rhyme structure...
Perform (untrained): 1d20 + 3 ⇒ (20) + 3 = 23
Uhhh... two 20s in a row? ...*uncomfortable laughing*

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As the party start making there way out of the cave Wulbert hangs back to check if any of the goblins are still alive and need stabilising or to cast guidance on any which have died in hope that it will stop their spirits from becoming lost.
He then heads back towards the entrance of the cave, but pauses at the pile of shattered stones and crushed dwarf skeletons realising that they probably need help as well. He racks his brain for anything he knows about dwarven burial practices.
Knowledge (religion): 1d20 + 4 ⇒ (8) + 4 = 12
But ultimately decides to ask Helga and Urgrin if they know how the bodies should be laid to rest.
He’ll also give the wand to Cara.

Grandmaster TOZ |

As the Pathfinders emerge from beneath the plain stone arch, Urgrin waves eagerly. "Hoho, you've returned! Did you find what you were looking for?" Both of your escorts listen intently to the tale, their faces falling at the news of fallen dwarves before turning to embarassment at the news of goblins.
"It's our failure to properly guard those halls that allowed that band to slip in. Foolish superstition, even if it turns out to be well founded! We'll make report to the tower and form a full expedition to collect those lost souls. Can't say I would have been so merciful, but maybe by the time we muster they'll have woken up and decided it best to move on."
After a good rest at the Rising Spire and making farewells, the journey south is uneventful, save for a very hasty relocation one night after setting up camp atop a large anthill. The mountains give way to rolling hills, which in turn give way to grassy plains, and finally to the trees of the Arthfell Forest. Proceeding into the forest, the Pathfinders watch as the natural splendor 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.
DC15
DC20
Before the thicket stands a woman with long green hair decorated with feathers and armor that seems to have been grown rather than carved from green-tinted wood. "Halt!" she cries, a flicker of green flame vanishing from her hand as she speaks. "What business do you have in these woods? Only death and danger lie beyond here, and my thorns shall keep you out like all the other intruders. Leave now!"

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"We were told that ‘A wayfinder will provide the path,’" answers Maaldrek, pulling out the one Kreighton gave them. "If you recognize this device, we should talk, not fight."

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"We've looking into the activities of some chap named Zaul Blystone if that rings any bells?"

Grandmaster TOZ |

"That means... you must be Pathfinders." She relaxes, and a stillness in the air that hadn't been noticed before also relaxes.
"You may call me Adelyn Rhinon," the woman continues. "I do not know the name Zaul Blystone, but if you truly are Pathfinders, then I would ask you a favor." She gestures to the woods beyond the wall of thorns. "The thicket within here is blighted from a senseless massacre of others from my circle centuries ago. They do not rest well, and the same souls that once welcomed travelers and encouraged a flower's bloom now cause leaves to wither and strangers to become lost. The Greenfire planted this barrier to keep unsuspecting visitors from their deaths, and my task is to maintain it." She frowns. "As you can see, the same blight that curses the thicket also drains the life from the thorns. Attacks by the Shadow Pact have certainly not made thing easier either."
"So! I will open the barrier to you, and I ask that you seek the source of this blight and bring their spirits peace. Would you do that for me?"

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"Absolutely!" Say's Wulbert, his attention piqued by the mention of lost spirits "If there's anything I can do to help bring them peace I will."
"If you don't mind me asking, this massacre you mentioned, what exactly happened?"

Grandmaster TOZ |

"If only I could tell you. I have tended these lands for many decades, but the events that blight this thicket occurred long before my time. I cannot enter even to investigate this past, such that all I have heard is from those that came before me. I am told it was senseless and cruel, but the specifics are lost to time."

Grandmaster TOZ |

"Oh, it would be so nice to finish tending this circle and not find the beginning wilted by the time I reach the end! Thank you, dear Pathfinders!" With a gesture, the thorny vines part to create an entrance to the dark woods beyond. "I will remain vigilant for your return!"
Inside the circle, the atmosphere is foreboding. Tall, naked trees are interspersed with the occasional needle-covered fir, and the ground is barren with no signs of fauna.
One person must make a Survival check, but everyone else can try to aid. Indicate in your roll whether you are Aiding or Primary - first Primary roll is our leader. Everyone can also roll to open the following spoiler.
Knowledge Religion DC15 to open the next spoiler.

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Maaldrek takes the lead, Kreighton's Wayfinder in hand, acting every bit the part of the wilderness expert.
Survival, Wayfinder: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
"Would you look at that! looks like the tree grew around someone... oh, nope... it's the tree that grew into someone's shape..."

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Survival to aid: 1d20 + 0 ⇒ (6) + 0 = 6
Knowledge (religion) + guidance: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
”How odd. I wonder what made it do that.”
Wulbert will use guidance to help anyone investigating the robed figure.

Grandmaster TOZ |

Maaldrek notices that the compass from Shaine seems to not point north anymore, but towards something else. Quickly moving to follow it, he leads his fellows through the foreboding woods. Cara intervenes briefly at one point to prevent the tiefling from walking headlong into a patch of poison ivy.
After less than an hour of walking, the Pathfinders arrive at an open glade where deciduous trees burst with magnificent autumnal colors. A thick undergrowth of vines bearing flowers, gourds, and vegetables 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. 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.

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Sensing the oppressive nature of the parties new surroundings Wulbert loads his crossbow and whispers a prayer for Ashav’s favour.
Wulbert loads his weapon, casts divine favor and takes a step forward if there is room.
”Well this place looks interesting.”

Grandmaster TOZ |

Wulbert notices the thick tangle of undergrowth impedes his steps.
Map is entirely difficult terrain.

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Sorry for the delay in posting - comments in discussion. Don't have Kn.Religion
Survival (Aid): 1d20 + 1 ⇒ (16) + 1 = 17

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Oh just noticed no one attempted the Kn.Local check from earlier
Kn.Local: 1d20 + 3 ⇒ (20) + 3 = 23
While Maaldrek is navigating the forest, Zehameti will pass along the following info about Arthfell & local druids:
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. The Arthfell druids historically act as peacekeepers between human communities and fey. Since a schism divided the druids, those diplomatic connections have all but dried up. Andoren druids celebrate the changing seasons with holidays. The most important of these celebrations occur in spring, symbolizing new life, and autumn, symbolizing acceptance of death.

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Maaldrek smiles, pulls out his scythe, and starts mowing the undergrowth as he moves forward, creating a 10' wide path for the others.
@GM: there's no rules I know in regards to this, so I'll let you decide if this takes longer than just walking through the stuff. If so, others may want to move past Maaldrek...

Grandmaster TOZ |

Zehameti: 1d20 + 2 ⇒ (8) + 2 = 10
Dora 2: 1d20 + 9 ⇒ (9) + 9 = 18
Cara: 1d20 + 1 ⇒ (12) + 1 = 13
Knuckles: 1d20 + 6 ⇒ (8) + 6 = 14
Maaldrek: 1d20 + 1 ⇒ (18) + 1 = 19
Green: 1d20 ⇒ 4
As Maaldrek begins to chop away at the vegetation, a spooky chuckle causes him to pause. Sinister flames sprout from one of the many pumpkins in the patch, the gourd growing taller on thick vines until it assumes a vague humanoid form. The blazing eyes leer at you all with a wicked grin.
19 Maaldrek
18 Dora
14 Knuckles
13 Cora
10 Zehameti
10 Green
9 Wulbert
Everyone but Wulbert is able to act! All squares are still difficult terrain.

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"This place is in dire need of weeding..." says Maaldrek, before uttering some kind of blasphemy...
Casting divine favor and drawing a javelin

Grandmaster TOZ |

Maaldrek readies his weapons, noticing that the underground is not quite evenly spread.
19 Maaldrek
18 Dora
14 Knuckles
13 Cora
10 Zehameti
10 Green
9 Wulbert
Minor correction, a DC13 Acrobatics check will allow normal movement for the round. Apologies for missing that. Knowledge Nature to ID.

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"No clue. Doesn't look friendly though, or like we can reason with it. Cara, just be careful not to set the whole forest on fire - I'm sure the druids wouldn't like that."
Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13
I will hold off on actually moving and attacking until we know if anyone passed the knowledge check

Grandmaster TOZ |

Dora recognizes the creature as a jack-o'-lantern, a plant creature that strangles its prey and breathes magical fire. As Cora's ray strikes the rubbery vines of its body, the party sees the heat does nothing to the deep green flesh.
19 Maaldrek
18 Dora
14 Knuckles
13 Cora
10 Zehameti
10 Green
9 Wulbert
The knowledge check identifies plant type traits and breath weapon along with entangling on its slam.

Grandmaster TOZ |

Dora readies for the sinister creatures approach!
19 Maaldrek
18 Dora (Readied)
14 Knuckles (Readied)
13 Cora
10 Zehameti
10 Green
9 Wulbert
If you haven't rolled your boon check, please do so in the discussion thread. We have less than two weeks before reporting closes.

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Once Dora tells her about the breath weapon, Zehameti curses under her breath, but is determined to not let it near her grouped companions.
She pulls out a new weapon: a 6-foot staff affixed to a 2-foot-long, swordlike slightly curved blade and cautiously moves forward keeping it at the maximum distance of her weapon's reach.
Fighting Defensively even though I know it won't help against a breath weapon; so AC 18
Naginata attack: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4

Grandmaster TOZ |

As Zehameti moves closer, the flickering flames of the enemy's eyes become unnerving, fouling her attack!
Acrobatics: 1d20 ⇒ 6
Slam on Zehameti: 1d20 ⇒ 18
Slam Damage: 1d4 + 4 ⇒ (4) + 4 = 8
The thick vines reach out and batter the Zehameti, attempting to wrap around her limbs and reaching for her face!
19 Maaldrek
18 Dora
14 Knuckles
13 Cora
10 Zehameti (Damage: 8, Will Save and Reflex Save needed)
10 Green
9 Wulbert
Party is up! Anyone moving within 20ft of the jack'o'lantern will need to make a Will save to avoid being shaken. Zehameti also has a Reflex save against being entangle after her Will save.

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Wulbert moves forward and takes a shot at the jack'o'lantern.
Acrobatics: 1d20 + 2 ⇒ (10) + 2 = 12
Masterwork Light Crossbow + df + ff: 1d20 + 5 + 1 + 1 ⇒ (1) + 5 + 1 + 1 = 8

Grandmaster TOZ |

The overgrown clearing causes Wulbert to stumble as he pulls the trigger, sending the bolt off into the underbrush.
19 Maaldrek
18 Dora
14 Knuckles
13 Cora
10 Zehameti (Damage: 8, Will Save and Reflex Save needed)
10 Green
9 Wulbert

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Is the will save a mind effect and/or fear? So I know what bonuses to add

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Maaldrek moves 10 feet forward and launches a javelin at the pumpkin creature.
javelin, 30' range increment; divine favor, fate's favored: 1d20 + 1 + 1 + 1 ⇒ (12) + 1 + 1 + 1 = 15
piercing dmg, divine favor, fate's favored: 1d6 + 3 + 1 + 1 ⇒ (1) + 3 + 1 + 1 = 6

Grandmaster TOZ |

Maaldrek sticks the pumpkin in the side, knocking its frightening gaze askew for a moment before the malicious flames turn back towards the Pathfinders!
19 Maaldrek
18 Dora
14 Knuckles
13 Cora
10 Zehameti (Damage: 8, Will Save and Reflex Save needed)
10 Green (Damage: 6)
9 Wulbert
Will save is a vision-based mind-affecting fear effect.

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Will Save (incl. +2 racial): 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
She shrugs off the fear and calls back a warning to the other companions.
Reflex save vs entangle: 1d20 + 5 ⇒ (1) + 5 = 6
Sh1t. she says as the vines grab her feet.
Also I'm dumb, I *bought* the Book of War Prayers, but I've been forgetting to actually *READ* it in the mornings. *facepalm*

Grandmaster TOZ |

Zehameti's curse is cut off as the entangling vines form a muzzle over her mouth!
19 Maaldrek
18 Dora
14 Knuckles
13 Cora
[b]10 Zehameti (Damage: 8, Entangled)
10 Green (Damage: 6)
9 Wulbert
Bold are up!

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Oops, guess I never hit submit on the reroll earlier
Reflex reroll: 1d20 + 5 + 4 ⇒ (4) + 5 + 4 = 13
This turn she will flail about and try to loosen its hold on her.
STR check to escape: 1d20 + 3 ⇒ (13) + 3 = 16